I’m excited by the new frequent FAQ schedule published at LVO and the rapid Errata after each Battletome. The Nurgle Battletome is very good incidentally (and not a lot needs clarifying there). It's worth emphasising that the previous FAQs accompanying the GHB 2017 were excellent, with plenty of welcome changes and responsiveness to the Community. Frequent FAQs will help refresh the meta fresh and can sometimes breathe life into long forgotten Warscrolls or even whole armies.
Here are my hopes for the FAQ. Much of this is informed by recent tournament results, playing a lot of different armies at recent events and the experience and theory hammering of the South London Legion (and perhaps the occasional WhatsApp message in a mere handful of chatrooms).
- It's very predictable in terms of the lists.
- The armies are generally glass cannons with some critical points of failure like the Gaunt Summoner or the Lord of Change of the Changehost.
- The army is generally reliant on going first, but is generally at a 3 drop minimum without making some sacrifices.
- As good as the Gaunt Summoner is - he barely scratches 30 Arrerboyz or 30 Tzaangor. Sometimes units of 20 are preferable as this mitigates the Battleshock aspect (e.g. 20 Ardboyz may be less badly hurt than 30 - similar for 20 Dryads). He is dead turn one against many one drop opponents and obviously easy to kill in general.
- Points increases have removed flexibility while not doing anything to make things like Flamers or Arcanite Battalions or Acolytes viable in tournaments. KO
- Wisely the rules limit their allies (e.g. to prevent the Changeling casting Nurgle spells), but this doesn't bode well for their ability to respond to changes in the meta (this also hurts Sylvaneth).
- This has meant that many people who don't play Tzeentch themselves haven't fully digested the page of FAQs and errata specific to Tzeentch in the previous FAQ. The nerfs are numerous and some of them are very substantial. With hindsight allowing DD to be used for D6 mortal wounds (which didn't last very long) was a mistake and made people hate Tzeentch a lot.
- KO Clown Car is a 90%-10% hard counter.
- One nice change would be to adjust the Hosts Duplicitous requirements to keyword LORD OF CHANGE (so that Kairos can be the second Lord of Change in that Battalion) - this would provide another option. Removing the requirement that it include 3 Horror Heroes would also help. I doubt whether the Changehost itself would ever broaden out to keyword LORD OF CHANGE, but you never know.
- Keyword LORD OF CHANGE would also be good for the underused Exalted Conflagration (along with removal of the huge minimum requirement of 6 Exalted Flamers (720 points) and a clarification that the rules work on the FLAMER keyword).
- Another positive change would be if the Ogroid could go into the Arcanite Cabal Battalion. He is a cool model, I've only ever seen my own one in lists/events.
- All of the minimum size unit requirements for the Arcanite Battalions would need to disappear. At the moment, these are narrative Battalions essentially, which is a shame - again the Acolytes are brilliant models, but rarely seen.
- Bringing the Warchanter and the Command Ability of the Cabbage/Megaboss in line with other buffs that last until your next hero phase would be a small buff.
- Ironsunz working on a 2+ instead of a 3+ would be great and might help push them up to the bottom end of Tier One.
- Strength from Victory is discussed below. No-one objected at Heat One (which I discussed with opponents) to playing it as suggested.
- Pig impact damage could be buffed of course.
This wording sits uneasily with how melee attacks work in the game. While dice for different weapons of the same hero (e.g. the Mighty Fists, Smasha and Kunnin’ or the Heads, Slayer of Kings and Tails) are rolled sequentially, for all purposes they take place simultaneously (e.g. you measure all ranges and allocate all attacks before rolling any dice and casualties are removed only after all attacks have been resolved - so sensibly casualty removal from weapon one doesn’t pull a second weapon out of range and if the target reacts when damaged or slain, then this doesn’t happen until all the attacks have been done).
Furthermore the defending player does damage allocation after the total damage has been added up.
- Cauldron of Blood - Blood Shield
- Chaos Warshrine - Protection of the Dark Gods
- Gaunt Summoner and Chaos Familiars - Slop
- Aether Khemist - Atmospheric Isolation
- Grots - Netters