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Nervous Speculation: Part 3

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AIdenNicol444

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Won't lie to you fellow ratkin I actually forgot that the warscrolls get revealed a week before the book itself due to how the retail website works so waking up here in NZ to all these changes was like Christmas. But the kind of Christmas where you're not sure if the gifts are cool or terrible. Without further ado, let us get stuck into the warscrolls and talk about what’s different, what’s better, and what’s worse. As ever, we still don’t have points so a lot of this is potentially subjective.

 

Verminlord Corruptor

  • ·        Unique Spell changed so that it does more damage, but no longer spreads.

  • ·        Plaguereapers don’t reroll all their hits anymore but inflict mortal wounds on unmodified 6s to hit.

  • ·        Plaguemaster now does AoE mortals around the Verminlord rather than tick off creatures that have already been hurt by it.

  • ·        Received a 5+ ward save.

  • ·        Received a passive bravery debuff to nearby enemies.

  • ·        Command ability now grants rerolls rather than additional attacks.

Big Cheese himself came out looking pretty good. Can’t help but feel that Plaguereaper change will have an FAQ saying he can’t take the Sword of Judgement on top of that ability so goodbye to that. His prior weaknesses (no rend, terrible survivability) have been fixed, and his strengths (two casts, high attack volume) made it through unscathed. Good changes, though I will miss his old unique spell even if it wasn’t exactly good.

 

Plague Furnace

  • ·        Altar of the Horned Rat now just makes anything wholly within 13 inches ignore Battleshock.

  • ·        The wrecking ball does far more damage but is a single target instead of AoE now.

  • ·        The Plague Monk crew actually have attacks now.

  • ·        It has the same ward save as the Verminlord Corruptor.

  • ·        It has keywords that prevent it from receiving Look Out Sir now.

Good lord GW the Plague Furnace didn’t actually need to be stronger. Yeah it can’t benefit from look out sir anymore, but they give it mini Crown of Conquest and a ward save? Like what? This thing only got better. Thank the Horned Rat I have 4.

 

Plague Priest (Both Variants)

  • ·        Tumbled into one warscroll.

  • ·        Gained the attack profiles of both original priests.

  • ·        The Plague Tome once per game activation is gone.

  • ·        Pestilent Prayers are all reworked (addressed at the bottom of the post)

This was always going to happen. Plague Tome + Wither was one of the strongest combos in the Chaos grand alliance, and people were starting to wake up to it. A shame that they had to change him, but it makes sense why they did. A small price to pay for the rest of the changes, as Iskandar Khayon said in Black Legion, a sacrifice is only a sacrifice if it diminishes the giver.

 

Plague Monks

  • ·        All once per game effects removed from command options.

  • ·        Improved Rend on 6s and rats doing damage when they die left untouched.

  • ·        Banner now causes 6s to wound to do double damage.

  • ·        Doom Gong now boosts running and charge rolls.

  • ·        Rerolls for two swords is still here, as is +1 attack for charging.

The meat and bones of the army. This one was always going to get changed due to it being a troop unit with more rules than Kairos Fateweaver. But the changes are for the good… or so it seems. All the changes are really strong and benefit the unit. HOWEVER the warscroll specifies 1 in 20 for it’s command options, which likely means the minimum unit size has been upped to 20. Squashes a few of my tactics and will mean some changes. I will however roll with these changes and no doubt actually be better off with them (ideally).

 

Plague Censer Bearers

  • ·        Aura of damage effect is slightly better.

  • ·        They receive bonuses for being near monks at a slightly larger range now.

I expected nothing and wasn’t disappointed. I was terrified these guys would be the recipient of random buffing that meant I would need to convert another 20 ****** Stormvermin into these, thanks for actually having my back there GW.

 

Plagueclaw Catapult

  • ·        Receives artillery bonuses if there is 10 or more models in the unit, instead of more than 10.

  • ·        Does a bravery debuff to victims.

I was afraid this thing would get worse not because I use it (I have 3 fully panted to a high standard and they sit in a drawer somewhere) but because I’ve already ragged on it so hard, I wasn’t sure how I would somehow step that up. Pleased to say… that won’t be necessary. It’s slightly better.

 

Changes to Pestilent Prayers and Noxious Prayers

The original prayers on the warscrolls of the Plague Priest and Plague Furnace are now gone. They’ve been replaced with new effects that are fundamentally different with bizarre names.

Disease-Disease! (Formerly Wither): So instead of making it easier to wound the victim ala Wither, this is ow the Gaunt Summoner unique spell on a 6. Boo hiss.

Pestilence-Pestilence! (Formerly Plague Breath): It’s the same as before but the bubble is 3” not 2”. It also doesn’t affect Pestilens units, rather than Nurgle units. Neat.

Filth-Filth (Formerly Bless with Filth): Thank Christ it’s still the same. No changes here, and what a boon that is.

Rabid-Rabid! (Formerly Rabid Fever): Add 1 to the attacks of something nearby. So this is where they shoved the Verminlord command ability. I’ll forever miss the old one of this, my monks fighting after death is a MASSIVE part of my army’s reputation in NZ due to me taking 2 Furnaces and making sure it was always active. Pouring one out for you my lad.

 

The Battalions

Well, the book isn’t out yet so we can’t really say. I can however say that I know all the Pestilens battalions made it through in some form or another, so all I need to see now is what they actually do. Worry not, I will make another one of these posts as leaks emerge.

 

Well, a lot to take in. Most of it really good news too. Let me know your thoughts and let’s talk pestilence in the Mortal Realms.

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Gotta say, apart from losing Rabid Fever (sob) it's all pretty damn good! The Verminlord is a straight up badass! Plus the Furnace is genuinely good now on its own!!! Having a save on the Monks now is just weird haha, gonna take some getting used to.

Edited by Johnny Pestilens

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Was pessimistic at first, a lot of good stuff taken away, especially Wither. But as you say, Furnaces are effing nonsense now and Monks got better. Will still be running 10 man blobs for screening and board control, but will up my 40 blobs up to 3 or 4 depending on the rest of the list

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11 minutes ago, Ratcliff said:

Was pessimistic at first, a lot of good stuff taken away, especially Wither. But as you say, Furnaces are effing nonsense now and Monks got better. Will still be running 10 man blobs for screening and board control, but will up my 40 blobs up to 3 or 4 depending on the rest of the list

Looks like the minimum may be 20 now. 

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14 minutes ago, MrZakalwe said:

Looks like the minimum may be 20 now. 

 

I believe it's still 10

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Just now, Ratcliff said:

 

I believe it's still 10

You are correct, just checked. sorry. 

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Just now, MrZakalwe said:

 

You are correct, just checked. sorry. 

 

 

I think 20 monk blobs are still v good though

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Also looks like Rabid Fever isn't gone, but is now a spell - Death Frenzy

Lore of ruin. Grey seers


Scorch 5+ pick one enemy unit within 13 roll dice equel to casting 6 is a mortal

Splinter 6+ pick one enemy unit within 6 roll a dice if its greater than wound characteristic it is slain

Skitterleap 6+ pick a skaventide hero with wounds 12 or less within 13 of caster remove and set up more than 9 from enemy may not move again in movement phase

Plague 7+ pick one enemy unit within 13 roll a dice for each model 5+ mortal wound

Death frenzy 7+ pick a skaventide unit that is not a hero wholly within 13 until next hero phase when a model from that unit is slain can pile in and attack

Warpgale 8+ pick an enmy within 26, D3 mortals any run and charge rolls are halved they cannot fly till your next hero phase

Edited by Johnny Pestilens

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Skyre wizzards

More more warp power 7+
Pick one friendly skyre  wholly within 12 you can reroll hit and wound till end of your next hero phase however at the end of your next hero phase thet unit suffers D3 mortal woudns

Chainwarp lightning 6+ D6 diffrent units within 18inch each unit suffers 1 mortal wound

Warplightning shield 6+ unitl your next hero phase first 3 wounds allocated to the caster in each phase are negated if the 4th wound is allocated the caster suffers D6 mortal wounds and the spell is unbound

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Skaven points

Plague claw 160
Cannon 180
Jezzails 3-12 140
Clan rats 20-40 120/200
Doomwheel 160
Hellpit 220
Arch warlock 160
Clawlord 100
Deathmaster 100
Grey seer 120
Master moulder 100
Plague priest 80
Shadespire 140
Bombadier 100
Engineer 100
Screaming bell 200
Skreedh Verminkin 300
Furnace 180
Thanquol 400
Corrupter 260
Deceiver 300
Warbeinger 260
Warpseer 260
Doomflayer 60
Giant rats 10-40 60/200 moulder battleline must have full keyword moulder army
Gutter runner 5-20 60/200 eshin battleline must have full keyword eshin army
Nightrummer 10-40 80/280 battleline must have full keyword eshin army
Packmaster 3 60
Plaguecensor 5-20 60
Monks 10-40 70/240
Ogres 2-8 100
Swarm 2-8 60
Ratling gun 80
Acolytes 5-30 60/320
Fiends 3-9 260 skyre battleline
Stormvermin 10-40 140/500 battleline in skaventide!!!!
Fire thrower 70
Grinder 80

160 congeration of filth
160 flesh managery
110 foulrain
180 plagueclaw horde
120 Plague smoke
160 Slinktown
100 precesion
Engin coven
60 warpcog
110 ark spark
120 gas
140 fire
130 rattle

Bell of doom 40
Vermintide 40
Vortex 100

Nurgle ally if general is pestilence

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Warpseers look much better while Warlock engineers of all flavours look a  little rubbish.  Interesting shift. 

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