ADDriot Posted September 22, 2016 Share Posted September 22, 2016 Hi guys I'm currently painting up my first unit of skull reapers and was wondering what you've all found most effective in terms of weapons. Gore-slick blades seem more reliable but the mortal wounds of daemon blades are appealing. What are everyone's thoughts? Sent from my iPhone using Tapatalk Link to comment Share on other sites More sharing options...
Double Misfire Posted September 22, 2016 Share Posted September 22, 2016 Daemonblades combined with one of the multitude of Chaos command traits that give bonuses to hit become a decent source of mortal wounds in a low army like Bloodbound, so I'd consider them over gore-slicks. In all seriousness though, pick the option you want to paint and let Khorne sort em out! Link to comment Share on other sites More sharing options...
RuneBrush Posted September 23, 2016 Share Posted September 23, 2016 Always has to be Daemonblades for me Link to comment Share on other sites More sharing options...
Bowlzee Posted September 23, 2016 Share Posted September 23, 2016 Like @Double Misfire said, the daemonblades with some of the +1 to hit methods Bloodbound have access too is definitely the way to go. We don't have many ways of dealing Mortal wounds. Link to comment Share on other sites More sharing options...
Arkiham Posted September 23, 2016 Share Posted September 23, 2016 definitely the demonforge & soultearer options. i wondered at first but then once i realised they often do 2 damage, one mortal wound one normal damage, with the soultearer doing more, once you kill a few things you are unlikely to suffer any negative consequences due to the special rules. i really like the skullreapers, combine them in with the bloodwarriors, wrathmongers an every unit you're running which dies in combat does damage before they die, with banners wrathmongers, aspiring deathbringers etc you really throw out the damage if you go first also. Link to comment Share on other sites More sharing options...
ADDriot Posted September 23, 2016 Author Share Posted September 23, 2016 Daemonblades combined with one of the multitude of Chaos command traits that give bonuses to hit become a decent source of mortal wounds in a low army like Bloodbound, so I'd consider them over gore-slicks. In all seriousness though, pick the option you want to paint and let Khorne sort em out! Other than the chaos grand alliance ability, what else give + 1 to hit for blood bound units? Stacking them would make the daemon blades much more effective. Sent from my iPhone using Tapatalk Link to comment Share on other sites More sharing options...
Double Misfire Posted September 23, 2016 Share Posted September 23, 2016 10 minutes ago, ADDriot said: Other than the chaos grand alliance ability, what else give + 1 to hit for blood bound units? Stacking them would make the daemon blades much more effective. Sent from my iPhone using Tapatalk Damned terrain. Good luck! Link to comment Share on other sites More sharing options...
ADDriot Posted September 23, 2016 Author Share Posted September 23, 2016 So far we've got the Chaos allegiance ability and damned terrain as methods to access +1 to hit for the daemonforged blades. Does anyone else have any ideas that we've perhaps overlooked? I'm struggling to see any other options on bloodbound battlescrolls. Link to comment Share on other sites More sharing options...
Arkiham Posted September 23, 2016 Share Posted September 23, 2016 Warshrine allows a reroll. Link to comment Share on other sites More sharing options...
Double Misfire Posted September 23, 2016 Share Posted September 23, 2016 I think that's your lot. With a full unit of five with +1 to hit you'll be getting five hits that could result in mortal wounds in, which ain't half bad. Link to comment Share on other sites More sharing options...
ADDriot Posted September 23, 2016 Author Share Posted September 23, 2016 13 minutes ago, Double Misfire said: I think that's your lot. With a full unit of five with +1 to hit you'll be getting five hits that could result in mortal wounds in, which ain't half bad. Yeah, and if you buff their wound rolls with the Juggerlord and get them a to wound reroll with their trial of skulls or even the Bloodstoker at least you can increase the chance of those sixes to hit successfully going through. Link to comment Share on other sites More sharing options...
Arkiham Posted September 23, 2016 Share Posted September 23, 2016 Skullgrinder is good once his ability is triggered. But that's very unreliable Link to comment Share on other sites More sharing options...
kozokus Posted September 23, 2016 Share Posted September 23, 2016 Without any bonus of any sort, the daemonblades are a slightly little bit more murderous (nd riskier) but with bonus stacking they become more and more powerful. Command ability, blessings, rerolls. Enjoy! Link to comment Share on other sites More sharing options...
Maddok Posted September 23, 2016 Share Posted September 23, 2016 Damned terrain, the command trait to give +1 to hit to one unit, and then the general chaos ability that if you're within 8 inches of a chaos hero you get +1 to hit on a roll of a 6. Add a pair of banners to boost the number of attacks and 5 skullreapers will dish out piles of punishment Link to comment Share on other sites More sharing options...
MOMUS Posted September 25, 2016 Share Posted September 25, 2016 There is also the trait which affects all chaos units within 10" but that is only against order. So my general can be use the trait Lord of war and then also use unpredictable destruction on the same unit (on a six). pretty good! Link to comment Share on other sites More sharing options...
Sehryth7 Posted October 18, 2016 Share Posted October 18, 2016 Daemonblades you always need a 6 to cause a potential mortal wound no matter what the to hit roll is, isn't that right? Link to comment Share on other sites More sharing options...
Nico Posted October 18, 2016 Share Posted October 18, 2016 The app says 6 or more - I know they updated the scroll as they used to be Daemons. Link to comment Share on other sites More sharing options...
Arkiham Posted October 18, 2016 Share Posted October 18, 2016 Yes, but models with + to hit modifiers need less, so a unit with +1 triggers on a 5+. This is where nurgle -1 to hit is awesome, as it stops a lot of triggering abilities, such as d3 mortal wounds or something as they can't get a 6 unless they cancel out the - to hit with +to hit Link to comment Share on other sites More sharing options...
Sehryth7 Posted October 18, 2016 Share Posted October 18, 2016 Cool ok thanks I think it's just the wording "6 or more" that I find odd.. Link to comment Share on other sites More sharing options...
Arkiham Posted October 18, 2016 Share Posted October 18, 2016 It's because with AoS you alter the dice rolls. So, roll dice, rerolls (if applicable), then modifiers. (+ or - ) = dice roll results > next stage (to wound, save, etc etc ) Units who manage to gain +1 to hit could roll a 6, which turns the dice roll result into a 7. They say 6+ to stop arguments. Link to comment Share on other sites More sharing options...
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