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Warhammer Underworlds Nethermaze: Gorechosen of Dromm Unboxing and Review

The Wounder of Worlds and Lord of the Slaughterpriests, Dromm leads his Gorechosen into the Nethermaze in order to enact a Blood Ritual that will bleed the realm of Ulgu dry! He is accompanied on his quest by his Skullgrinder Herax and a foul creature known as The Gorehulk who is walking the path of ascendency to becoming a Khorgaroth. Together they face the warbands of The Nethermaze and take skulls for their master Khorne.

The Gorechosen of Dromm, up for pre order today, are the latest warband for Warhammer Underworlds Nethermaze. In this post we will be unboxing the new set and taking a dive into what they do as we review the new warband. I’ve also been lucky enough to paint up the models, so we will be taking a look at them too!

Massive thanks to Games Workshop provided us a free review copy of the Gorechosen of Dromm to review. If you would like to support the site then why not order your copy through our affiliate Element Games and save yourself 20% too?

I have also filmed a companion unboxing to this article, which you can see below or over on YouTube

So how do the Gorechosen of Dromm look? Let’s check them out!

Gorechosen of Dromm Review

We’ve had a couple of Khorne warbands now for Warhammer Underworlds, but it has been a couple of editions since we have had one – And the Gorechosen do not disappoint, they are absolutely gorgeous!

The Gorechosen are cast in red plastic and as with all Warhammer Underworlds figures are fully push-fit meaning that no glue is required. For this review copy I simply pushed the pieces together – If you do want to glue them you can, however you may find that with the extra mass of the glue the pieces may not fit neatly together, so its always worth trimming the pegs a little if you do want to glue them.

And here are the finished models – And I absolutely love these! More like a unit of characters rather than a warband led by a single individual they are all covered in detail and would look brilliant in games of Age of Sigmar to represent a number of different heroes – presumably the unit themselves will get rules, however at the time of writing this review I have not seen those yet!

The warband themselves are elite as you would expect from a 3 model team – They have a lot of wounds, with the “weakest” of the 3 having 4 wounds, however interestingly even inspired they each only roll a single shield for defence. Meaning they will likely take damage most rounds – however this isn’t necessarily a bad thing…

One of the key mechanics of the warband are Blood Tithe points. Each fighter gets one on set up, and then every time they deal and take damage they gain an additional point, with each member inspiring on 3 tokens. These tokens can then be spent to do various actions – for example Dromm can spend Blood Tithe in order to force a fighter to charge, become staggered and then add 1 dice to attack actions, or the Skullgrinder can spend them in order to extend his attack to range 2

As you can imagine a lot of their cards revolve around these mechanics. Blood Boil for example can be used to damage a fighter in order to gain Blood Tithe, Call of Blood can be used to quickly push your fighters towards enemy lines. We get 3 new domains Blood, Fury and Wrath which normally last until the next activation, but can be extended to last the round by using Blood Tithe – these do things such as completely turn off healing, or even making it so that every fighter has to charge!

Upgrades are equally aggressive, with additional movement on the charge. stopping fighters from being able to be driven back or even stopping a fighter from being slain within an entire action phase, with the fighter being taken out of action at the end of the action phase, allowing them to go out in a blaze of glory while absorbing the enemy Warband’s attacks!

Finally Objectives are suitably aggressive with cards for taking someone out of action if the attacker has blood tithe, a pretty easy 2 glory for having 4 or more fighters with a charge token in an end phase (Easily achievable with the domain), a nice 3 glory for 4 fighters having a wound token (Or a friendly fighter with a combination of 8 tithe or wound tokens), or simply having two surviving fighters with blood tithe at the end of the game.

As with other Warhammer Underworlds warbands you also get a deck of additional cards that can be used to build decks for your other warbands. Again these have a range of different cards, but I’ll call out some of my favourites! Want to make a companion particularly vicious? Corrupted Companion allows you to cause them a point of damage in exchange for +2 dice and +1 damage. Hold them Under is a really nice card that can deal a lot of damage for a surrounded fighter based on how many of your fighters are adjacent to them. Enemy fighters with decent upgrades sat on an objective? Well Raging Torrent can be used to break one!

Upgrades are suitably aggressive with cards such as Merciless Bludgeon giving attacks stager and allowing you to reroll them, Dark Parasites increases the damage your fighter takes in exchange for +1 damage to their attacks, or Shoulder Charge which allows you to push adjacent fighters as you move past them, potentially knocking supporting fighters out of range of a target perhaps!

Objectives are also pretty fun – Savage Slaughter gains you glory for killing a beast or Khorne fighter, or a fighter with no upgrades, Mystery of Death is a nice 1 glory if you either play 4 gambits or score no other objectives, Beating the Odds is another nice easy one – you score if you have a surviving minion or 2 or more fighters with no wounds counters, and Reel Em In gives you a glory for pushing an enemy fighter into your territory.

The Gorechosen of Dromm look like a fun and aggressive warband to use and I can’t wait to let blood spill for Khorne!

The Gorechosen of Dromm are up for pre order today and are released Saturday 17th September

Games Workshop provided Sprues & Brews a free copy for review purposes.

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