Warhammer Underworlds: New Rules Changes In New Season
Games Workshop is introducing some new rules with the new season of Warhammer Underworlds: Gnarlwood. Charges just became more interesting!
With every new season of Warhammer Underworlds Games Workshop has wanted to expand the game ever so slightly. Typically they introduce a new “thing” or two besides the new warbands. It might be a new core mechanic, a new terrain type, or a change to an existing “thing” in the game. Today, we learn how Gnarlwood is mixing things up a bit with some rules additions and changes.
Rules Changes Ahead!
Movement Update
“Movement rules have had an upgrade. In previous seasons of Warhammer Underworlds, your fighters couldn’t make another Move action if they already had a Move token. In the new season, all fighters can make multiple Move actions in an action phase. “
This is a pretty big change! All the warbands just got a LOT more mobile. While you still can’t Move and Charge in the same activation (unless you’ve got a specific rule or ploy otherwise) this should allow for more tactical options. If you need to get into enemy territory you can do that much faster now. Or if you want to snag an objective that’s farther away — or defend one. You get the idea.
Charge Update
“There is also a huge change coming to Charge actions. Previously, if a fighter made a Charge action, they couldn’t be activated again – that was their lot for the phase. Now, if all of the surviving fighters in your warband have Charge tokens, you can activate them again! “
Wow! Okay, things are about to get REAL aggressive in the Gnarlwood. This post-Charge activation cannot be used to Move or to use another Charge action. However, it can be used to attack or go on Guard. This is a big deal for smaller warbands who might not have the same board presence as other warbands with many members. Getting the option to make a second Attack or Guard is a great boon for them! I can see this being super helpful for aggressive 3 or 4 man warbands for sure.
Snare And Snagger
“Gloom tokens were introduced for Warhammer Underworlds: Harrowdeep, representing the murkiness of fighting in Ulgu. In the root-halls beneath the Gnarlwood, these are replaced with cover hexes and snare hexes. If you end up in a snare hex – whether you wander there yourself or get shoved – you’ll be staggered, which allows your enemies to re-roll one attack dice each time they lay into you.”
You’re going to want to watch out for those cover/snare hexes now for sure. Stagger seems like a bad debuff to get tagged with.
Feature Token Change
Feature Tokens now start the game with their objective side showing. This should help out some warbands who need to hold objectives to become inspired. And don’t worry, you can still use a Delve on the feature tokens to flip them over and make some cover for yourself. Just be aware that when the hex flips the fighter on top will get that new stagger token.
Warhammer Underworlds: Gnarlwood is shifting the game once again!