When Embergard launched, all range 3+ attacks were limited to damage 1. This was probably done to prevent the passive gunline longboard dominance we saw in some versions of the first edition, and to encourage more midboard interaction. The decks and the warband designs have supported this, but I’m going to make the argument that we may be able to (very deliberately and carefully) selectively change this rule in some instances. I doubt the design team will make any sweeping changes, but maybe, just maybe, we as a community could ask politely?

I mean, on the face of it, there are loads of ways to dish out 3 damage at range 2 right now. You can even with the help of a range-extending card or warscroll ability, dish out a range 2 attack and deal four or even FIVE (!!!) damage. And yet for 3+ range, you’ll effectively never exceed 1 damage per the design of the game in the current state. This feels silly and deserves a second look.
I’m going to make some arguments based on comparison to existing rules, objective evidence via the Nemesis Statistics Project, and of course, the old reliable fallacy: appeal to emotion. Here’s my SBAR.
Situation and Background
As of right now, there exist only two instances of ‘flat 2 damage’ at range 3+, a few niche +1 damage at range things, and a few more ‘splash damage’ or ‘multitarget’ options.

For a ‘real’ damage 2 ranged attack, now you have two choices for damage 2 with Blackpowder, but that’s it. Originally, he had no access to this at all, but after a Rules Update improved his warscroll, he now gets two chances via his warscroll to get a 2 damage ranged shot. He needs to spend Swag to use them, and if you miss, the opportunity is gone. People generally agreed that the warband was weak and needed the help, and people were pretty excited when this change came across. A quote from a Mark on the Path to Glory Podcast was ‘if anything in this game deserves a ranged 2 damage option, it’s that huge gun’.

The thing is, the warband’s win rates barely moved after his warscroll got a boost. Blackpowder’s Buccaneers win rates, according to the Nemesis stats project, went from a 46.2% across 39 games to 45.3% in 86 games. Despite having access to 2 damage at range multiple times per game, the warband remained below average… and actually got WORSE. Clearly it is not meta breaking to provide this benefit.

Outside of Blackpowder, there are a few rare other options. Tokkor the Immolator gets grievous on his ranged attack if adjacent to the target, so it’s effectively a melee attack that doesn’t benefit from melee upgrades and abilities. Blood of the Bull has a surprisingly low win rate as well. Even though he can potentially use this a dozen times, it hasn’t broken the meta open, likely because of the range limitation.


The only psuedo-damage 2 at range in a warband that’s “doing well” is the once-per-game Raptors of Sigmar finisher ping in the Emberwatch. While I have done really nasty things with this and even qualified for Worlds in part due to it, it’s one of the warband’s signature abilities and isn’t exclusively at range 3+. While Emberwatch are ‘pretty good’, they’re not dominating the meta. Considering they are one of the core box warbands the game is theoretically balanced around, the argument can be made that others should have this opportunity as well, so long as we apply it carefully.

There exist a slight number of ‘scatter shot’ abilities that let you shoot twice or hit a second/additional person to apply some ranged damage, though not stack a single target. Blackpowder has one that also needs swag spent. Ephilim has a splash damage ability for adjacent enemies to the first target but it’s on a significant delay. Thundrik gets a second shot at a different target once per game but they have to be nearby the first target. Kurnoth’s Hunters get a second shot at a different target once per game.
Assessment

The inclusion of ranged damage 2 (though resource-gated and limited to only 2 uses via a warscroll) did not break the game or upset the meta. There exist other damage amplifiers for a few rare fighters and warbands, often gated behind conditions and with limited uses, and these have not upset the balance either. It stands to reason that the Underworlds meta can tolerate and perhaps would even benefit from some additional warbands with access to damage 2 at range 3+.
Recommendation
Let’s look at who else might benefit from getting an elevation in damage output from range. Below is a list of warbands who could potentially get some extra ranged damage without ruining everything and plunging us back into the dark days of old. There exist warbands with even more trash competitive prospects than these (Crimson Court, Rippa’s Snarlfangs, Sepulchral Guard, and Sons of Velmorn as prominent examples), but I am going to focus on who might get a reasonable benefit from a range 3+ 2 damage attack option. (Sorry, Grand Alliance: Death)
Underperforming Warbands:

Xandire’s Truthseekers are in major trouble this edition, with an atrocious, wretched, terrible win rate of 26.9%. Let Luxa Stormrider have at least one use of the old Blazing Arrow maybe, or once per round when inspired? Maybe give the warband access to the old Flight of Darts to do some area damage at range? Who knows. Something absolutely must be done.

Hexbane’s Hunters sadly have, across the edition, a 38.9% reported win rate in 90 games. They are doing much better (55.6% in 9 games since the last balance update) after DS/Edge became an option and the dogs could move multiple times, but their damage output remains a serious problem. Pock’s crossbow has a bomb strapped to it and did 2 damage in first edition, though only could be fired once per round. The warscroll is already awfully crowded, but could we find a little corner to scribble this in somewhere? Heaven help me, but could I even propose a return to the dark days of a (limited, please!) Retractable Pistol? You could also give them a rework of first edition’s ‘Making a Point’ as a finisher like the Emberwatch’s Raptors of Sigmar, and make it workable at range.

Brethren of the Bolt suffer competitively with a 45.8% win rate, further hampered by the fact that they’ve only had recorded games 59 times despite being available since the launch. Nobody wants to play with this warband it seems, but 2 damage at range could fix that. An inspired Pater Filius could potentially pick up grievous or even flat 2 on his ranged attack, and it wouldn’t be infinitely repeatable with the challenge presented with re-inspiring him.
“Decent” Warbands Whom Narrative Could Justify:

Thundrik’s Profiteers potentially need a tiny bit of help, with a win rate of 47.8% across 276 recorded games. While the potential for the gunline effect is very high here, we could potentially consider crit grievous for Dead-eye Lund.

Hrothgorn’ Mantrappers have some trouble in their current iteration with a win rate of 48.7% across 39 games. While it wouldn’t solve the problems presented by the abysmal gnoblar stats, we could consider giving the ogor himself a little extra juice. Just look at that trap launcher. Maybe add a runemark to allow for a choice between grapple or grievous on his shot.

Ephilim’s Pandaemonium actually has a reasonable win rate of 50.2% across all of second edition though 215 games, and we don’t necessarily want to invite the absolutely bonkers power level they had in first edition by granting the leader 2 damage at range again. Especially considering at the peak of the horde meta, their unique anti-horde position had them as high as 62.7%. If a range 2 damage attack was gated behind some other effect like pinging yourself or a minion, or limited number of uses, it would reasonable. Be honest – it makes sense for a Tzeentch herald-equivalent to be able to do this.
Yet-to-be-Updated Warbands:
We don’t know if they will ever release these old teams (and in the case of the thicc-cast babyternals we will likely never see them), but should they again grace us with their presence I could see an argument to be made for the following teams. Since they don’t currently exist with bespoke warscrolls and we have nothing really to go off of, it’s hard to say if any should be a flat 2, a once per round, a once per game, or some conditional requirement.

- Stormsire is a master wizard with a big ole fireball
- Eyes of the Nine were bad even with 2 damage at range, and Vortemis is Bae
- Skaeth’s Wild Hunt – one use with his javelin like last time?
- Storm of Celestus – maybe once a round or once per fighter, since they’re effectively slinging magical grenade launchers.

- Domitan’s Stormcoven has a similar argument to Stormsire, though you have to be careful with three of them. I would say only one should have the ability, or it should be tied to the warscroll and single-use.
- Skabbik could maybe see a plague-infection effect such as a single non-finisher ping after a successful ranged attack
Wrap

Do you agree that the game could benefit from a little more ranged damage? Am I wildly off base and life is much better without turret casters, snipers, and huge cannons? Let me know in the comments, debate who does and doesn’t deserve the boost, and don’t be afraid to send comment my way at SpentGlory@gmail.com or even the designers directly at whunderworlds@gwplc.com and until next time, I hope you enjoy Spending your Glory!



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