Combo Skeletons F.A.R Jan 2022 update
It’s that time of the year GW decides it’s time to update their game systems and updates their Errata as well as their Forsaken and restricted list (FAR). Covid has made it hard to actually get some games down, but that doesn’t stop us from brewing decks.
In a previous article I went over the Combo skellies deck and how to make a deadly Sepulchral Guard deck work. In this post I’ll review some of the major changes and how they impact the Combo Skellies deck.
INSPIRE STEPS In addition to the Inspire steps listed in the Harrowdeep rulebook, there is one Inspire step at the start of the action phase (Elathain’s Soulraid and Morgwaeth’s Blade Coven use this Inspire step) and one Inspire step at the end of the action phase (the Chosen Axes, the Farstriders, Skaeth’s Wild Hunt, the Grymwatch and the Crimson Court use this Inspire step).
The inspire step change is fantastic. Besides the warbands mentioned above, another Warband that significantly benefits from this is Khagra’s Ravagers. I discuss playing Ravagers in championship in a previous article, and the inspire step did hold it back since Despoil activates at the end of the action phase. Now the Ravagers will inspire during the end phase and no longer need to wait till the next activation.
FIGHTER TRAITS AND KEYWORDS In Warhammer Underworlds: Harrowdeep, two fighter traits were added: beast and flying. In addition, several keywords have been added in the last few seasons that are not reflected on older fighter cards. The following fighters from older warbands gain the additional traits and/or keywords listed here. In each case the trait replaces a similar ability on their fighter card: from now on these abilities all work in the same way
The Sepulchral Guard gain 2 keywords from this change, but neither of these are currently significant.
The main change comes from the championship FAR (forsaken and restricted) changes. The decklist made previously now contains 8 restricted cards, making the deck now illegal.
The restricted cards that are critical to this deck are [Duel of Wits] and [Partial Resurrection]. We need the card draw to dig for combo cards and the ability to bring back fighters without using an activation is key to this decks function.
For upgrades we can replace [Augmented Limbs] with [Shadow Mover]. For this warband extra movement is just as valuable as extra dice.
For gambits we only need to replace [Punching up]. [Live for the Fight] or [Breaking the Food Chain] would be my replacement.
For objectives this is where it gets tricky. [Underdog], [Scant Resources], [Everything to Prove] and [Contest of Equals] are all restricted. In my opinion the early glory matters more, so I would keep either [Everything to Prove] or [Contest of Equals] and replace the rest.
For end phase I would suggest taking [Aggressive Display] and [Lost in Shadow]. For surge you could take [Unequal contest] (relatively easy to score) or [Not so fast] as your fighters all start with 2 movement.
Ultimately I end up with something like this decklist.
Hopefully this works out. Keeva, the original mad genius who came up with this idea is doing his own testing with his own decklist and we will share our findings on it’s efficacy once we’ve played some games.
2 Replies to “Combo Skeletons F.A.R Jan 2022 update”
What about “unlikely hero”? It’s restricted to a petitioner, but it’s a pretty big buff. Movement, wound, strength. And it lasts until the next power step so would apply to any scything or extra attacks from combo.
Card works really well for Skaven also!
Seems like it could work, I haven’t tested it though.