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Zamik

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Everything posted by Zamik

  1. The only ranged weapon in there is the khorgorath’s 3 3+ 4+ rendless 1 damage attacks! 140 pts for the chance to score an extra damage on unmodified 6s to wound? Hot dog!
  2. So Skulltake only affects missil weapons? Is that right? Why do khorgoraths cost 100 pts again?
  3. Oh crud, the Blood Warrior champion can no longer get an extra attack with a gore glaive. BOO
  4. Oh what!? The Blood Bind ability only makes the target unit move a number of inches equal to the roll? So they don't have to run into trouble, they can just saunter between 4" and 6"? Boo!
  5. Okay, it's not AS horrible as I thought: they all get 4 attacks at 3+ 3+, all weapons can do the extra mortal wound on an unmodified 6, and the unit never takes battleshock tests. I think I can live with this.
  6. So are all attacks 3+ 3+? What about the vicious mutation?
  7. - Have Skullreapers seen any changes? might be a bug of my battle tome but they lost the -1 rend damage 2 weapons now they have an 3xtra attack like the gore slic blades profile and do extra mortal on 6 to hit and they dont get mortal on self on 1, you no longer get better with killing, you get a flat hit reroll if the target unit has 5+ models, and finally they make 1d3 mortasl on 5+ they go up to 180 points Is that extra mortal on flat 6 only on Daemonblades or on both types? Because if both weapons can do it, why take Daemonblades?
  8. Well, that would be in line with "simplifying," but that sucks if true. So those weapons are useless, or just treated as gore-slick blade or daemonblade? One thing I can see is cutting these special weapons out so Frenzied Attacks is less confusing, but that's the only advantage I can see in getting rid of the special weapons.
  9. So Wrathmongers and Skullreapers have the exact same "Murderous to the Last" ability?
  10. Wow, I skipped over that for Crimson Rain! There I go theorizing without reading!
  11. Okay, but today's article made it sound like BT accumulated based on turn? I mean, because you can't always count on killing units, especially if you're up against big monsters (or running your own monsters for that matter). The effects he listed as 7 and 8 points are both "once per battle," so maybe we have multiple mechanics to generate blood tithe, but balanced with being unable to use the really powerful effects more than once? I'd like it if there were just a baseline of points that you get per turn, then augmented by your killing/dying prowess. And maybe this quicker accumulation mechanic is how they deal with blood tithe points evaporating when spent? Sorry I'm going full Pepe Silvia on this info!
  12. So I'm wondering about Blood Tithe points now, since it didn't sound like you have to kill things to get them--you just get them based on the turn? Also, very cool about getting a unit of bloodreavers to run and charge. Only thing is to make sure they don't outstrip the bloodsecrator, since his aura's reduced (his points better be too!). I love that blood warriors can reroll wounds around an objective. Can't wait to play Take and Hold now!
  13. I think this would be perfectly in line with their urge to simplify: instead of having two different measurements for extra attacks, just give bloodreavers 2 to start and the third from a (hopefully mobile) bloodsecrator. (If this happens I'll be incredibly happy to run Dark Feast--if it's still around--and just run my choppy boys roughshod across the board)
  14. This is the one I want more than anything: Skullfiend tribe Khorgorath buff with Skulltake Khorgoraths swinging 8 attacks apiece. Yes plz.
  15. I think the add 8" effect being near any priest means that they intend for the Bloodsecrator to be moving around, because you can't chain multiple priests to generate one big field to cover the board. You can keep a slaughterpriest and bloodsecrator on the move hunting down wizards and shooting judgements into the backfield. At least I hope!
  16. This exactly. I'm hoping for it to be a really cheap way to pick up an extra command point an artifact by doing the things I was going to be doing anyway.
  17. So it looks like Gore Pilgrims is still in as a battalion, and interestingly enough any priest within 8" adds 8" to the aura instead of 6". Which, if the Secrator's range stays 18", then the max would be 26". Hmm. I sure hope they make the Bloodsecrator mobile, because this is a downgrade.
  18. So far they've mentioned Khorgoraths in both articles. If I can still do the Skulltake battalion, pair it with the new Skullfiend tribe command ability, and shoot the brass icon out in advance of a wave of khorgoraths, I'm gonna have SO MUCH FUN!
  19. I’m curious if there are penalties for failing to get the roll on the judgements, by which I mean the d3 mortal wounds on a 1 that you get with other prayers and blessings. I really hope that they’ve reduced the penalty to 1 mw or gotten rid of it entirely.
  20. I find I'm more interested in buffs that make Khorne's hitting and wounding more reliable rather than just cranking up the damage on the unmodified 6 lottery. You just can't build a winning army on hope!
  21. *clutches his newly-painted Skullreapers and shudders at what "simplified" may mean*
  22. So they mention in the article The Skullfiend Tribe subfaction having a command ability that buffs Khorgoraths. Does that mean we'll get actual kits of them?
  23. I have been refreshing that dang page all morning waiting for battletome articles!
  24. I was struck by the text for the Hexgorger Skulls, which read that they make wizards "forget" spells. I wonder how that will be reflected in the game: is it just like the Bloodsecrator's Loathsome Sorcery ability, is it an automatic unbind, or does it prevent some spells from even being selected to cast at all? It's all conjecture, I was just curious what people thought that unique wording could mean. *by text I mean the Coming Next Week article on Warhammer Community
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