Hello everyone,
Here is a gang that is both subtle and brutal, sure to delight all fans of bloody carnage. In this article, we present the Magore’s Fiends, an iconic gang from Season 1 of Shadespire, featured in our little tournament. The painting was done by Giuseppe Chiafele, a professional painter from Axia Painting studio. This is the second gang we are showcasing on this blog, after the Steelheart’s Champions.
The Blood Warriors have a fairly consistent attack profile: two Rupture dice (hammer) dealing 2 damage, giving them roughly a 75% chance to take down a Skeleton or a Skaven in a single strike. Although relatively slow with a movement of 3, their exaltation allows them to move 4 spaces, while also granting either an extra die or an additional point of damage, depending on the fighter. Since their exaltation condition is simply to successfully land an attack, it shouldn’t be too difficult to see them reach their full potential during a game.
The special trait of Ghartok and Zharkus is that when an attack against them fails, they can immediately counterattack with a Gore Fist. Admittedly, they only have a one-in-three chance to hit, but this counterattack is free and can even trigger their exaltation. Another significant advantage: under these conditions, they cannot be pushed back, making them particularly annoying opponents in a game where positioning control is often crucial.
Riptooth, the Flesh Hound, is slightly faster than the rest of the gang, with a movement of 4, increasing to 5 when exalted. And his exaltation is far from trivial: he gains 1 extra damage, 1 additional movement, and an extra defense die. It’s practically essential for him to reach his full potential. Not that there’s a card allowing a fighter to be exalted without any condition, of course. Overall, this gang is clearly designed to quickly rack up victory points by slaughtering opponents. Focusing on objectives is possible, of course, but is that really in the true nature of these servants of Khorne?
The deck was built to stay true to the gang’s theme, emphasizing a decisively aggressive strategy aimed at eliminating the opposing team. For now, it’s a first draft, which will almost certainly be refined and optimized after a few test games.
For objectives, we chose to focus on the leader, who will have to accomplish most of the work. The gang as a whole should go on the offensive to score points: weakening enemy fighters, pushing them back, or keeping them in their half of the board. The leader, meanwhile, will deliver the decisive blows to secure the most important objectives. However, while he must hit hard, the leader also needs to preserve himself to avoid being taken out, which would seriously undermine the overall strategy. This is, in fact, the main weakness of the deck: if the leader falls, it becomes very difficult to continue scoring effectively.
For the Ploys cards, they were selected with a dual purpose: on one hand, to protect the fighters, and on the other, to enhance their aggressiveness. The idea is to absorb the first impact and then strike at the right moment to maximize the chances of taking the opponent out of combat.
Once again, the upgrades will turn the fighters into true war machines. The bonuses to dice rolls and the increased damage on hits should make them particularly formidable, able to strike more often and much harder. With these advantages, every attack becomes a serious threat to the opponent.
The deck is balanced and should suit the gang perfectly. Future battles will allow for adjustments, especially if some cards prove to be less useful than expected.
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