Liquidsteel Posted May 12, 2021 Share Posted May 12, 2021 We need something with high rend and/or consistent mortals. Terrorgheists can spike but it's inconsistent, especially without rerolls. "Can Opener" is the term I've heard, I'd love to see something with Rend -3 but most likely that would only be a VLoZD or Vhordrai on the charge and then it's contained to a single unit with a huge target anyway. 1 Link to comment Share on other sites More sharing options...
Neil Arthur Hotep Posted May 12, 2021 Author Share Posted May 12, 2021 3 minutes ago, Aren73 said: I'm worried about Leviadons and Bastiladons here really. I am hopeful that our mortal wound output is good, though I hope it's not all based on spells - you should be able to run Soulblight without a heavy spell focus. Grave guard with mortal wounds sound good though, or those super powerful, armour piercing fell bats Yeah, we will have to see. Having extra sources of mortal wounds would be nice. There could definitely still be some out-of-left-field surprises with old units, too. Like, who knows what a Mortis Engine does now? Link to comment Share on other sites More sharing options...
Beliman Posted May 12, 2021 Share Posted May 12, 2021 I think that Blood Knights can break some 3+ armor saves. They do an average of 8 wounds (without any gimmick) and they can take the beating and do some mortal wounds later. That makes them a bit better than 6 Endrinriggers (shooting with -1 rend and then charging with -2 rend) for close to the same points (I assume that they are going to be 200p). Leviadons and the new Annihilators (2+ save) are another beasts. 1 Link to comment Share on other sites More sharing options...
Ghoooouls Posted May 12, 2021 Share Posted May 12, 2021 Higher rend wouldn't have helped vs the basti anyway. Its always been magic and other mortals that are good for that - which I'm sure we will have plenty of with two spell lores and tons of casters. Link to comment Share on other sites More sharing options...
JackStreicher Posted May 12, 2021 Share Posted May 12, 2021 51 minutes ago, Aren73 said: That does sound reasonable. In which case though, what will be our answer to tough, heavily armoured units? It's looking like it won't be Blood Knights, at least not in units of 5 when they seem to be most effective. Will the Terrorgheist become a must take, or a Vengorian Lord? I guess we have to wait until saturday. Low rend was a issue in the old book as well ^^ 46 minutes ago, El Syf said: Morghasts! apparently no longer part of SBGL 37 minutes ago, pixieproxy said: Maybe fell bats are so big now because they're more murderous? One can only hope >.> I wished this was the case. Yet I only expect warscroll reprints with slightly changed special rules... ;/ Link to comment Share on other sites More sharing options...
MaxiD Posted May 12, 2021 Share Posted May 12, 2021 Weirdly, one thing I haven’t seen discussed, is that the nightmares get an extra attack on the new profile. It’s a pretty small buff but a bit of extra chip damage increases the chance of that D3 heal going off. 5 extra 4s/4s/0/1 might not seem like much on a min sized unit, but it’s slightly more insurance against getting tarpitted. I know they lost the -1 bravery banner but in effect, the extra damage potential mitigates this. do we think with the D3 heal, if you’ve lost a model and have a model on 2 wounds, if you roll a 2/3, you get to bring back a blood knight up to the number of wounds you re-gen? Or is it capped to models currently on the table? Because it says you return D3 wounds to the unit, not a model. Link to comment Share on other sites More sharing options...
Boar Posted May 12, 2021 Share Posted May 12, 2021 3 minutes ago, MaxiD said: do we think with the D3 heal, if you’ve lost a model and have a model on 2 wounds, if you roll a 2/3, you get to bring back a blood knight up to the number of wounds you re-gen? Or is it capped to models currently on the table? Because it says you return D3 wounds to the unit, not a model. It is heal not returning models, and: Link to comment Share on other sites More sharing options...
MaxiD Posted May 12, 2021 Share Posted May 12, 2021 4 minutes ago, Boar said: It is heal not returning models, and: I guess the D3 is because you can technically get them up to 4 wounds. Still, better than one wound! Link to comment Share on other sites More sharing options...
Boar Posted May 12, 2021 Share Posted May 12, 2021 3 minutes ago, MaxiD said: I guess the D3 is because you can technically get them up to 4 wounds. Still, better than one wound! And you have 2/3 chances of healing 2 which is nice. Link to comment Share on other sites More sharing options...
JackStreicher Posted May 12, 2021 Share Posted May 12, 2021 For anyone who hasn‘t seen it yet: that‘s a really nice hue for the armour 🤔 Link to comment Share on other sites More sharing options...
Aturox Posted May 12, 2021 Share Posted May 12, 2021 (edited) I am really looking forward to the new fellbat rules! Hope they pack some punch considering their awesome new models 😍 Still consider buying them on my first purchase 😬 Same with lauka vai Been refreshing the WC page nonstop the past few days 😅 Lauka vai could be leaned towards the rules of underworlds where she is changing between disciplined knight and hulking monstrosity depending on the battlefield conditions Edited May 12, 2021 by Aturox Link to comment Share on other sites More sharing options...
Clewzy Posted May 12, 2021 Share Posted May 12, 2021 I'd love to see a beastmaster style winged devourer hugging prey action (total wishful thinking though) Link to comment Share on other sites More sharing options...
Aren73 Posted May 12, 2021 Share Posted May 12, 2021 2 minutes ago, Aturox said: I am really looking forward to the new fellbat rules! Hope they pack some punch considering their awesome new models 😍 Still consider buying them on my first purchase 😬 Same with lauka vai Been refreshing the WC page nonstop the past few days 😅 I'm with you. Though I do find it amusing that it is fell bats and not our more "hammer" type units that we're hoping to see big damage from Nah, seriously though I am hoping to see some drastic changes to how they work, giving them some function that is unique. For example, maybe they could become excellent ranged unit hunters or mage killers. Or get some swooping grab ability where they grab enemies and drop them from the air (something like: against 1 wound enemy models, for every 6 to hit you do 1 mortal wound for that attack instead of normal damage)? They're lovely models, now just give me a reason to use them. Link to comment Share on other sites More sharing options...
TurinTurambar Posted May 12, 2021 Share Posted May 12, 2021 Pretty hyped about my all blood knights army! More stable damage, more armour, better heal, more attacks and the ability to move and charge again, plus some mortal wounds while doing so. Kastelai seems fairly solid too. All in all I'm satisfied whit what I have seen so far. Link to comment Share on other sites More sharing options...
Honk Posted May 12, 2021 Share Posted May 12, 2021 2 hours ago, Beliman said: Leviadons and the new Annihilators (2+ save) are another beasts. Don’t know about leviadons, but the new annihilators... I‘d just run three min units over them 😅 (or am I missing something? Probably 3hp and not mounted) 1 Link to comment Share on other sites More sharing options...
BrotherTalarian Posted May 12, 2021 Share Posted May 12, 2021 For Riders of Ruin, do you think the ability only triggers if the BKs move out of combat and trample models? Or does it also trigger if you make a normal move, not retreat, and simply move over models that have fewer than 3 wounds and no mount. The article seems to imply the latter, and it makes sense to be able to always trample smaller models during a normal movement. Thoughts? Link to comment Share on other sites More sharing options...
Ghoooouls Posted May 12, 2021 Share Posted May 12, 2021 (edited) 4 minutes ago, BrotherTalarian said: For Riders of Ruin, do you think the ability only triggers if the BKs move out of combat and trample models? Or does it also trigger if you make a normal move, not retreat, and simply move over models that have fewer than 3 wounds and no mount. The article seems to imply the latter, and it makes sense to be able to always trample smaller models during a normal movement. Thoughts? For riders of ruin to trigger, you must start your move within 3 inches of an enemy unit. This means they cannot move over other models as if they can fly normally, unless they do the special riders of ruin retreat out of combat ability. *if this unit is within 3 inches of an enemy unit, it can make a normal move....... if it does so, it can pass over models with a wounds characteristic of 3 or less as if it can fly....* So if they do not start within 3 of an enemy unit, they can't do riders of ruin. Edited May 12, 2021 by Ghoooouls Link to comment Share on other sites More sharing options...
Liquidsteel Posted May 12, 2021 Share Posted May 12, 2021 That's interesting, currently, does a normal move specify that you MUST finish outside of 3" in the core rules? Link to comment Share on other sites More sharing options...
umpac Posted May 12, 2021 Share Posted May 12, 2021 4 minutes ago, BrotherTalarian said: For Riders of Ruin, do you think the ability only triggers if the BKs move out of combat and trample models? Or does it also trigger if you make a normal move, not retreat, and simply move over models that have fewer than 3 wounds and no mount. The article seems to imply the latter, and it makes sense to be able to always trample smaller models during a normal movement. Thoughts? From the flavour text and wording of the rules it seems obvious to me that the intent is to only be usable if they are in combat already and allow them to charge later in the charge phase. Link to comment Share on other sites More sharing options...
Ghoooouls Posted May 12, 2021 Share Posted May 12, 2021 1 minute ago, Liquidsteel said: That's interesting, currently, does a normal move specify that you MUST finish outside of 3" in the core rules? Yup, there are two options for a normal move if you are in combat, you remain stationary, or you retreat. Still, the ability is great, especially paired with the vhordrai dynasty thing where they can get +2 to run - roll a 6 or use a command point and that's 18 inch retreat doing d3 mortals to units they pass over. Link to comment Share on other sites More sharing options...
Liquidsteel Posted May 12, 2021 Share Posted May 12, 2021 Yeah, I'm still convinced that the intent is for this to be a levelled up retreat and charge and it would make them so much better if so. Link to comment Share on other sites More sharing options...
BrotherTalarian Posted May 12, 2021 Share Posted May 12, 2021 Yeah, feared as much. Would have been cool to be able to trample models while moving over them. 1 Link to comment Share on other sites More sharing options...
Ghoooouls Posted May 12, 2021 Share Posted May 12, 2021 1 minute ago, Liquidsteel said: Yeah, I'm still convinced that the intent is for this to be a levelled up retreat and charge and it would make them so much better if so. Whilst I would love this I'm not sure if they could quite easily be a bit tooooo strong with retreat and charge, but I'm happy either way Link to comment Share on other sites More sharing options...
Liquidsteel Posted May 12, 2021 Share Posted May 12, 2021 2 minutes ago, Ghoooouls said: Whilst I would love this I'm not sure if they could quite easily be a bit tooooo strong with retreat and charge, but I'm happy either way I think a happy medium would be for the Kastellai dynasty to give all Vampire keyworded units Retreat and Charge. So they get these extra buffs within their dedicated subfaction. I do agree with others that the wording is odd, why specify that you can make a normal move when within 3" of enemy units if you could do that anyway? Most likely written with 3,0 in mind. 1 Link to comment Share on other sites More sharing options...
Clan's Cynic Posted May 12, 2021 Share Posted May 12, 2021 (edited) The worst Mortarch's article is up. Quote Legion of Night armies can take vicious Vargheists as Battleline units, allowing you to build a highly mobile army that can threaten the entire battlefield. Their Mortarch also treats them better than the filthy Avengorii.*** Edited May 12, 2021 by Clan's Cynic 2 Link to comment Share on other sites More sharing options...
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