Choombatta
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Blood Lords with Tyrants of Blood though, allows all of your Bloodthirsters to attack before anyone else, and in Khorne players turn, they still get to pick another unit to fight before the opponent gets to attack with their first unit. It seems to be a glass cannon effect though, as Grimrock said. If your Bloodthirsters do not kill their target, they are vulnerable to the return attacks. I have tried it out a few times, and while it is very fun to play, it can also backfire when the dice rolls are bad.
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For Tzeentch, it is just the sheer number of Spawns you could be producing......per turn.
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Tzeentch, as you can produce even more spawn during the course of the game via spells, abilities, and battalions.
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8 hero limit if playing at the 2500pt level, correct?
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Also, and this is pretty big in my book..... Previously, Gorefists required a successful save, followed by a roll of a 6 to cause a mortal wound. Now, they just require an unmodified roll of a 6 on a save roll, even if it fails due to rend.
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In a lot of my games, I tend to find myself with multiple re-rolls to hit to throw around, so throwing it from say the Warshrine on some blood warriors nearby happens a lot for me. The gorefists have always done well for me, but YMMV.
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Keep in mind though in relation to gorefists....... The re-roll ones you can get from other sources easily on the Blood Warriors. The gorefist ability can only come from choosing that load out.
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Exactly. Even though I was using them in a unit of 9, they were destroying any fanatics that popped out to screen in the charge phase against the Gloomspite Gits army I played last.
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Actually, at least according to my copy of Wrath and Rapture, the Bloodcrushers Muderous Charge ability went from doing 1,D3,or D6 mortal wounds depending on how many models are in the TARGET unit, to doing 1 or D3 mortal wounds depending on how many models in the BLOODCRUSHER unit.
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I do find it odd that they already felt the need to change the Bloodcrushers Murderous Charge ability from the Wrath and Rapture warscroll to what it is in this new battletome, but without seeing everything together in context, it may have been justified.
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It looks like Slaughterpriests no longer get +1 to the prayer roll if they killed any models in the previous turn.
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It means a max of 26" now instead of up to 36".
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It looks like the biggest change to Gore Pilgrims is a flat +8" to the Portal for any number of Slaughterpriests in range instead of +6" per Slaughterpriest. **posted at same time as zombiepiratexxx it seems**
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I would hope with this release, they finally give Skullcrushers the daemon keyword they need, if not the one they deserve.🦇 Also update their charge ability to be in line with Bloodcrushers.
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I think they use this term as in "All under one roof".