Choombatta
-
Posts
173 -
Joined
-
Last visited
Content Type
Profiles
Forums
Gallery
Store
Downloads
Blogs
Events
Posts posted by Choombatta
-
-
For Tzeentch, it is just the sheer number of Spawns you could be producing......per turn.
- 1
-
Tzeentch, as you can produce even more spawn during the course of the game via spells, abilities, and battalions.
-
15 minutes ago, Forrix said:
This might be pure wishlisting but do you think there's any chance of the Gorechosen battalion being FAQ'd to let us go over 6 heroes? Unless I'm missing something its weird that it has a matched play points cost but is illegal in matched play because of the 6 hero limit?
Side Note: What is the email for GW rules questions? I can never find it...
8 hero limit if playing at the 2500pt level, correct?
-
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.
- 1
- 2
-
7 minutes ago, ledha said:
True, but i'd prefer use those others sources of bonus/reroll to hits on units such as the wrathmongers/chaos knights who REALLY benefit from it rather than spending it on bloodwarriors.
3+rr1 mean that we don't have to allocate such ressources to them. They are self sufficient and that is what i want
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.
- 1
-
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.
- 1
-
1 hour ago, Roark said:
The Wrath and Rapture rule meant that 1 small 140pt unit could act as shock cavalry delivering 1d6MWs against the right units, potentially crippling screens etc. As a mixed Mortals and Daemons player this would have been much more flexible and useful to me rather than forcing me to take big units of Bloodcrushers (which we will need to do with their Mortal counterparts).
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.
-
44 minutes ago, Killax said:
Well it's fair to say it's practically the same... The only reason I think they changed it like this is that visually it feels more realistic and forces the unit to not fiddle with one model way in the front and others oddly in the back. Having said that I'm not huge on this type of cav anyway.
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.
- 1
-
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.
-
It looks like Slaughterpriests no longer get +1 to the prayer roll if they killed any models in the previous turn.
- 1
-
18 minutes ago, phizzco said:
does this mean the portal can have 42" diameter?
It means a max of 26" now instead of up to 36".
-
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**
-
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.
- 3
-
-
10 minutes ago, Zimagic said:
The problem with this is that you can boost him up by +5 wounds very easily in the current card pool so an 8 wound character is really a 13 wound character.
That's a bit high.
If you did 1 damage every single one of your activations in a game, you could only do 12.
Of course, you can do more than 1 damage in an activation, but I still think anything with 8+ wounds is demanding over half your activations per game to just trying to kill 1 model.
I am hoping 6 wounds is the highest we see on any single model in Warhammer Underworlds.
-
If the brimstone horror is the reverse side of the blue horror card, can the fighter ever actually be removed once in play?
In each case, it says to flip the card over. If they are reverse of same card, does it keep flipping between Blue and Brimstone and back again?
-
2 hours ago, JetBlackSVW said:
Is anyone using Bronzed Flesh?
I thought about using it in my next game, because I don't have the models for a turn 1 letterbomb and so my army is really slow and therefore really vulnerable to shooting.
I want to use this prayer on my key units like Bloodsecrator, Skullreapers and Daemon Prince. Killing Frenzy does not really perform well for me when I struggle to get units into melee combat before they get decimated by missle weapons.
I always use Bronzed Flesh and Killing Frenzy on my Slaughterpriests. Bronzed Flesh is usually used on WoK Bloodthirster to make it a little more tanky.
- 1
-
@Vasshpit sold me a bunch of Tzaangors. Packed perfectly, and he even threw in some extra bits not part of out deal.
Fantastic experience and very happy with my purchase.
-
My collection consists of:
Chaos
Archaon, Grand Marshall of the Apocalypse
Gaunt Summoner and Chaos Familiars
3 VaranguardLord of Khorne on Juggernaut
2 Mighty Lord of Khorne
2 Exalted Deathbringer
Aspiring Deathbringer
3 Slaughterpriest
2 Slaughterpriest with Hackblade
2 Bloodsecrator
2 Bloodstoker
Skullgrinder
Skarbrand
Wrath of Khorne Bloodthirster
Blood Throne
Skullmaster, Herald of Khorne
Daemon Prince of Khorne2 Khorgorath
3 Mighty Skullcrusher of Khorne with Enscorlled Axes
3 Mighty Skullcrusher of Khorne with Bloodglaives
36 Blood Warrior
50 Bloodreaver
30 Bloodletter
6 Bloodcrushers of Khorne
2 Skull CannonLord of Change
Ogroid Thaumaturge
Fatemaster
Magister
Herald of Tzeentch
2 Tzaangor Shaman48 Kairic Acolytes
Burning Chariot of Tzeentch
5 Screamers of Tzeentch
22 Pink Horrors
17 Blue Horrors
14 Brimstone Horrors
3 Flamers of Tzeentch
48 Tzaangors
6 Tzaangor Enlightened on Disc
9 Tzaangor SkyfiresBe'lakor, Chaos Daemon Prince
Lord of Slaanesh on Daemonic Mount
Chaos Lord of Slaanesh20 Daemonette of Slaanesh
5 Hellstrider of Slaanesh20 Chaos Warhound
6 Harpy
ChimeraChaos Sorcerer Lord on Chaos Steed
2 Exalted Hero of Chaos ( 1 with 2 Hand Weapons, 1 with Hand Weapon and Shield )
2 Chaos Lord on Daemonic Mount ( 1 is old Archaon )
Chaos Lord of Khorne on Daemonic Mount
Darkoath War Chieftan
Darkoath Warqueen84 Chaos Warrior
10 Chaos Chosen
52 Chaos Marauder
5 Chaos Marauder Horseman
2 Chaos Chariot
10 Chaos Knight
8 Chaos Knight ( Old metal )
4 Chaos SpawnChaos Warshrine
3 Dragon Ogor
Dragon Ogor ShaggothHellcannon of Chaos
Destruction
Frostlord on Stonehorn
Huskard on Thundertusk
Icebrow Hunter
Thundertusk w/ Beastriders
2 Sabretusks
8 Mournfang Cavalry w/ Ironfists98 Grots
16 Leadbelchers
Tyrant w/Double-Handed Ogre Club
Tyrant w/Basher and Slicer
Butcher w/Cleaver
18 Ogors w/Hand Weapon and Ironfist
12 Ironguts
2 Gorgers
Grot Scraplauncher
Ironblaster -
11 minutes ago, Heroflegend21 said:
When did they change that? I just read the errata and notes. (https://www.warhammer-community.com/faqs/) and there is no indication of change. Is it with the new battletome coming out?
Yes. The new Tzaangor warscrolls with the changes are in the new Beasts of Chaos battletome, and also already changed on the app and website to the newer version.
-
56 minutes ago, dillonjay21 said:
and the barbarians.
And who exactly are these barbarians?
Darkoath? Something else?
-
6 minutes ago, Heroflegend21 said:
How are big blocks of tzaangor nerfed? And how much is the reduction for the enlightened on foot? And how are they the best unit?
Only +1 attack for having 9 or more models now, instead of the +1 attack per 9 models ( up to +3).
Now a flat +1 even with 30 models.
-
1 hour ago, JetBlackSVW said:
Another question for everyone here in this topic, how do you protect your Bloodsecrator against ranged missle attacks and abilities? Last game against Stormcasts he got killed in the first turn with just the Celestar Ballista and Vandus Hammerhand's Storm Breath ability. Of course he got a bit lucky with his rolls, but there was no terrain in my deployment zone that was high enough to cover my Bloodsecrator fully.
Should I bring tall terrain and place it in my deployment zone? What if my opponent disagrees? Would this be considered rude?
Korgoraths are great for blocking LoS to a Bloodsecrator.
2 of them within a couple on inches of the Bloodsecrator can block almost all LoS to the front 180, positioned correctly of course.
- 1
-
48 minutes ago, Coyote said:
Wait, Sorry I’m new - did I miss where Blood Tithe can be substituted or used as Comman Points? Where is that?
1 Blood Tithe point can be spent to activate 1 Command Ability in the Hero Phase instead of spending a Command Point.
This does make command abilities like the Aspiring Deathbringer, which can only be used at the beginning of the Combat Phase, more dependent on the actual Command Points.
It is the first ability on the Blood Tithe table. You may need to refer to the Khorne FAQ for the change to the first option on the table since the release of AoS 2.0.
AoS 2 - Blades of Khorne Discussion
in Chaos
Posted · Edited by Choombatta
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.