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Will be interesting to see if they do fix some of the current issues (mechanically it's a bit strange that at the moment Khorne has the best wizard in the game) but the DoK prayers really do show that they understand there's a potential problem there so there's hope. 

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49 minutes ago, AverageBoss said:

How does Khorne have the best wizards in the game, when they have none?

Especially when things like Gaunt Summoner, Lord of Change, Blue Scribes, Kroak, Morathi, Nagash, Arkhan, Necromancers, Mathlann, and the like exist.

I think it was a metaphor

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Point for point slaughterpriests are amazing. Superior version of arcane bolt that doesn't require LoS so can be done through full blocking terrain (nobody is safe), can't be unbound, can be spammed and has the possibility of being in a very powerful batallion that empowers his dread magics even further.

That's not even touching on his other spell for singling out and destroying enemy wizards/support characters/ranged units and that in a Blades of Khorne force they can also each get an unbind proof mystic shield that they can all cast every turn as well.

All for 100 points you get a 2 cast 1 unbind wizard who's spells cannot be countered!

If you are really worried about the mortal wounds factor (though Gorepilgrims makes that unlikely) you can make one of them into a very effective healer too.  

If Mortal Khorne was a bit stronger right now you'd see just how great these guys are.

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3 hours ago, MrZakalwe said:

Point for point slaughterpriests are amazing. Superior version of arcane bolt that doesn't require LoS so can be done through full blocking terrain (nobody is safe), can't be unbound, can be spammed and has the possibility of being in a very powerful batallion that empowers his dread magics even further.

That's not even touching on his other spell for singling out and destroying enemy wizards/support characters/ranged units and that in a Blades of Khorne force they can also each get an unbind proof mystic shield that they can all cast every turn as well.

All for 100 points you get a 2 cast 1 unbind wizard who's spells cannot be countered!

If you are really worried about the mortal wounds factor (though Gorepilgrims makes that unlikely) you can make one of them into a very effective healer too.  

If Mortal Khorne was a bit stronger right now you'd see just how great these guys are.

Arcane bolt takes a 5 to cast on 2d6. 83.3% success chance.

Blood Boil goes off on a 4+, which is a 50% success chance. It also comes with a 16.6% chance of frying himself.

Arcane Bolt has 18" range.

Blood Boil is 16".

They are only get two "prayers" in a Khorne allegiance list. Overwise they get 1.

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Gorepilgrims brings the success rate up to 75% on the first cast but that climbs significantly after you start killing people also unlike Arcane bolt it can't be unbound so it's often far more reliable.

 

Do you know of any other two cast 1 unbind wizards for 100 points? Let alone one that can first super arcane bolts through walls and can't be unbound while neatly evading the rule of 1!

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5 hours ago, MrZakalwe said:

Gorepilgrims brings the success rate up to 75% on the first cast but that climbs significantly after you start killing people also unlike Arcane bolt it can't be unbound so it's often far more reliable.

 

Do you know of any other two cast 1 unbind wizards for 100 points? Let alone one that can first super arcane bolts through walls and can't be unbound while neatly evading the rule of 1!

Your problem sounds like its more with Gore Pilgrims than the Slaughter Priest by himself.

Gaunt Summoner is a 2 cast/ 2 dispell, with +1 to cast built in, and a spell that averages a number of mortal wounds equal to half the number of models in a target unit (40 man unit takes 20 mortal wounds). All for 120. And unlike the SP, he can do that regardless of the army he is apart of.

Also keep in mind that Khorne armies (the only ones that get a 2 ability SP, in soup or as allies he only gets 1) lack any meaningful shooting. The SP is essentially their entire magic and shooting phase rolled into 1.

Lets not stop there though. I would like to draw attention to the Knight Heraldor. The Heraldor is also 120 points. He can target a unit and allow it to retreat and charge, or run and charge. In addition he can use his horn in the shooting phase, and it just happens, no rolls required (keep in mind this is after moving, unlike Blood Boil which is before). This allows him to target any terrain feature within 15" (no line of sight needed), and deal D3 mortal wounds to EVERY unit within D6" of that terrain piece.

Also worth noting:

Arcane Bolt average damage: 2
Blood Boil average damage: 3.5
Horn average 2 MWs per unit in range of a potentially gigantic area.

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