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AresX8

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  1. There is. Click on your username at the top most ribbon, then click on Ignored Users. You'll have to manually type in those individuals you want to ignore. Then once the username is in, click on the small gear next to their name to determine what of their content you want to ignore.
  2. The Aspiring Deathbringer is the key model that allowed me to have a fighting chance in the second round. I've been having issues with his placement and I keep piling in out of his Slaughter Incarnate bubble. I need more practice with placing him and I definitely have been getting better as I play more games. He legit had no idea how Goretide worked as he was a Daemons only player. Players like these will always exist in events as reality matters more than any theory that gets posted on this thread and damn do I see way too much theory and not enough playing. Yes you do, it doesn't matter that Ever Forward makes the run roll a 6, it's a modifier to the run roll. Step 1 about games with multiple factions: DO NOT compare cross faction. The entire purpose of having more than 1 faction is to have different playstyles. Look at what tools you have available in your toolbox and learn how to use them. For me, Goretide is exactly how I play and I natively understand it. One of our main battleline units, Blood Warriors with Gorefists, have a 4+ save, 2 wounds, do mortal wounds on unmodified 6's for saves, can easily have 4 attacks per model, re-rolling all failed hits with Warshrine prayer, run 14" to then charge with a +3" to this charge being Whipped, and re-roll all failed wounds being Whipped. Then, when they die, do another 4 attacks, re-rolling all fails. That's EIGHT ATTACKS for a 20 point battleline model. And this is bad....how?
  3. Yesterday I attended a local (well, hour away) 3 round 16 man tournament and took Goretide. I went 2-1 and was in a 3 way tie for 3rd place. My list: I did have the Skull Altar, it’s not an option in Warscroll Builder for some reason. My first round opponent was Beasts of Chaos. Our battleplan was Shifting Objectives in the realm of Chamon. The realmscape feature was Iron Trees. Here is my opponent’s list from what I can remember: He also had the Herdstone which doesn’t show up in Warscroll Builder. I was very impressed with Blood Warriors this game. They were absolute champs and took down sooo many Bestigors and Ungors. My ten man unit of Gorefist Blood Warriors went through 10 and held down the unit of 30 for nearly the entire length of the game. He had ambushed one of the 30 man units of Ungor Raiders and he sniped out the Bloodstoker immediately, had a bit of a flashback playing against Savage Orruk Arrowboyz. My Skullreapers completely wiped out that unit in response, killing 28 of them, with the unit auto dying to battleshock. The Hexgorger Skulls were very relevant here, taking up space and stopping nearly all of his spells. He tried the realm spell Transmute quite a few times, and the Skulls kept making him fail. He was sacrificing the Gors in order to get summoning points and he brought in an extra 10 man unit of Bestigors to go for the bottom objective. They managed to get that hard 9 charge off, but Blood Warriors were bosses once again, took that charge, and killed them off. The Warshrine didn’t help that much this game, but it really shined in the other 2 rounds. Due to this being my first game against Beasts of Chaos, my opponent was a grand gentlemen explaining everything he does and we ate quite a bit of the round timer, but we did manage to get 3 full rounds in. The game deciding move was when he passed turn to me with less than 10 mins left on the round timer (I think it was like 7 minutes or so). I have experience playing Warmachine on such time constraints and I was watching the clock like crazy on his turn, already planning what I needed to do. I used 3 Blood Tithe to Murderlust over my still fresh Skullreapers to the top objective (which was the active one) to have them get there and recapture it. The remnants of the 30 man Bestigor unit piled in to get close to the objective, and after all the attacks were said and done, I had the objective by ONE model. That allowed me to win the game on the mission by I believe 1 victory point. My second round was against Blisterskin Flesh-Eater Courts. The mission was Scorched Earth in the Realm of Hysh, the realmscape feature was Speed of Light. My opponent’s list: He did have their Throne of course, not showing up on Warscroll Builder. He had first turn and elected to go first. His army is incredibly fast and he charged me with all of his Flayers immediately. I was surprisingly able to take this charge quite well as I had kind of expected this to occur, and deployed my Aspiring Deathbringer to cover nearly all of my units in his combat phase. Blood Warriors were champs once again, and they nearly killed off all of the Flayers in 2 rounds or so. He also immediately summoned in Ghouls via the Archregent (chose 20 man unit of Ghouls) and the Ghoul King (10 man unit) on my flanks to position them to grab those objectives and burn them from me when he can. The Warshrine was deployed on the line and was taken out quite quickly as he had used Feeding Frenzy to great effect. We fought each other on my deployment line for nearly 3 rounds as he had a very lucky Courtier roll and got one of the 6 model Flayer units back to full strength…when the unit had 1 model left. The 3 model unit also had 1 model left and got 1 back. This is when the Slaughterpriests did work with the Wrath Axe, as it swooped around, clipping the Courtiers and Flayers, spreading out the d3 mortals. I believe the d6 mortal slam rolled a 1 at that time. The Blood Boils were targeted at his General Terrorgheist as that got into my lines. Between the Blood Boils, charging Wrathmongers, Wrathmongers dying, and Skullreapers, the General went down. He was tough to deal with as Unholy Vitality did manage to go off. Nevertheless, apply pressure at that same spot till it breaks J. I did manage to kill all of the Flayers and Courtiers and summoned in a Wrath of Khorne Bloodthirster to go after the Archregent and Ghoul King in the back. Unfortunately, I didn’t kill either immediately as I failed to wound with the Bloodflail and I failed the charge roll the turn where he was summoned. The flanking Ghouls had already burned my flanking objectives already and he has been racking up the points. At the end of the game, I managed to run across to grab all 3 of his objectives, but we ran the numbers and I would have gotten only 8 points to his 12 at the end of the game (I also summoned 5 Hounds to get one of his flanking objectives off of the positioning of the Bloodthirster). The other flanking objective was grabbed by the surviving Bloodstoker who had whipped himself to automatically be in range of said objective no matter what his run roll was. This was an incredibly bloody game as I only had a handful of Heroes left, my Bloodthirster and Flesh Hounds, and he only had his summoned 30 Ghouls left. My third round wound up being a Khorne off! He was playing Tyrants of Blood under Reapers of Vengeance. We were playing Battle for the Pass in Shyish, with the Realmscape feature being Haunted Realm. His list: He did have the Skull Altar, which, again, doesn’t show up on Warscroll Builder. He finished deploying first and gave me the first turn. And this first turn set the tone of the game, as this was the strongest Goretide run and charge I’ve ever seen. I sent in my 10 man Gorefist Blood Warriors across the table to kill both of his Slaughterpriests and severely wound both Insensate Rage Bloodthirsters. One was at 5 wounds left, the other was at 4. This was a result of Gorefist saves and sheer volume of attacks via regular combat phase and retaliation from No Respite. He used a lot of command points to get his Bloodthirsters to fight twice and Aetherquartz Brooch helped quite a bit, he also used the Unfettered Fury command ability to get all of his Bloodthirsters to pile in and fight… so I spread a lot of wounds out from this single unit J. They were swinging at 4 attacks a piece and were buffed by the Warshrine’s warscroll prayer and the Bloodstoker’s Whipped to Fury. They were 2 inches too far forward for the Aspiring Deathbringer to bring them up to 5 attacks a model, which is unfortunate but a reality of the game. I also got an early lead on the mission as well, as I had my own objective and both border territory objectives. His response in his turn was to charge and fight my Bloodsecrator that was a bit behind these Blood Warriors and also the out of range Aspiring Deathbringer.The Aspiring Deathbringer died, but the Bloodsecrator having the Thronebreaker Torc just shrugged off nearly all the attacks. He also was moving up his Flesh Hounds to get them relevant in the fight as they were not on the deployment line. More fighting occurs, and he manages to get enough models around the border territory objectives to keep up with me. However, I still have Slaughterpriests :D. Blood Boils go off, and the Wrath Axe comes out, units charge in.…. All of his Bloodthirsters are dead. The Wrath of Khorne Thirster tried to go after my Mighty Lord, but he dealt only 3 damage to him. The Mighty Lord does 8 damage back and rolls a 4 on the Reality-Splitting Axe… so close! I start to take a commanding lead on the mission and all of his hitting power is gone. It’s another bloody game and he has enough Blood Tithe to bring in another Insensate Rage Thirster off of the Skull Altar, which is near the top border territory objective. He comes charging in, fighting, but dies once again. He concedes after round 3 ends, and I win with lead of 15-10. I wound up in a 3 way tie for 3rd place, with me being in the middle of the rank, with my second round opponent taking third and my first round opponent being at the bottom of the rank of the 3 way tie. Final thoughts - I absolutely love Bloodmad Warband! It works so so well with what Goretide wants to do which is to get in there ASAP. It also takes a nice chunk of your units into 1 drop and gives you everything that you’re already taking…except Bloodreavers most likely. - I downgraded my Bloodreavers from 20 to 10 in order to get the points under 2k and they didn’t really do anything all day. They’re essentially a tax unit that turns into a Blood Tithe, which is unfortunate as I’ve had decent results from them when they were 20 models in size. However, that’s because of the Warshrine warscroll prayer, the Warshrine being a bigger base Totem, and also the Bloodstoker’s Whipped to Fury is what gave them the output I’ve seen in the past. However, Blood Warriors take these buffs waaaaaaaaaay better as they’re more accurate natively, have Gorefists, fight again when they die, and are 2 wound models with a 4+ save. - Skullreapers are fantastic!! Like, wow! I very easily got them to 6-7 attacks and the Warshrine warscroll prayer is very handy when they’re not fighting a unit that is not 5 or more models in size. And when they are…..fish for those 6’s (re-roll all hits that are NOT a 6)! - The Goretide Tireless Conquerors ability is absolutely amazing. I was using it all day and is an incredible output increase, especially considering how hard it is to get any sort of wound re-rolls. - Thronebreaker’s Torc on the Bloodsecrator is so nice. It lets him go out and be more aggressive. - I’ve been trying to find an artifact for the Mighty Lord to make him far more dangerous. I’ve tried Gorecleaver for that double damage on a wound roll of 6 and extra Rend, but I’ve found that to be too swingy and I opted to give him Ghyrstrike instead. I think I will keep this since the shift from 3’s and 3’s to 2’s and 2’s is like… woah. I think he does Bloodthirster esque damage with that change, plus Hew the Foe command trait, just gotta pump those attacks up. - Using Blood Tithe points for the options on the table seems like a stronger play for the most part, unless you need extra reach to grab objectives or to finish something off. I used Murderlust (Option #3) and Apoplectic Frenzy (Option #4) a lot, and used Relentless Fury (Option #6) in the Tyrants of Blood game. Apoplectic Frenzy being usable in your opponent’s hero phase is soooo strong, especially now that it only requires 4 Blood Tithe, and not 5. - I had serious concerns with my list handling monsters, most likely because I didn’t have a lot of high damage weapons. I think the list is fine because puts out soooooo many wounds. - The Wrath Axe hits your own units on the d3 mortals part! I wasn’t aware of this and my third round opponent mentioned this to me, so beware how you move it.
  4. I'm loving that Karanak is still not a Leader, I think he's very close to an auto-include in heavy Daemon armies as a result.
  5. Grind their Bones, Seize their Skulls DOES specifically state attacks made in the combat phase. "After this unit attacks for the first time in each combat phase, if any enemy models were slain by this unit’s attacks, this unit can attack with all of the missile weapons it is armed with." Emphasis mine. From warscroll that can be found here. The core rules state that only melee weapons can be used to attack with in the combat phase, therefore, "attacks" in Grind their Bones, Seize their Skulls means melee attacks. This excerpt is from pg 6 of the core rules PDF that can be found here.
  6. Because it is. Grind their Bones, Seize their Skulls specifically states attacks made in the combat phase. By core rules, you can only attack with melee weapons in the combat phase.
  7. It depends on what you want it to do. The Insensate Rage is the biggest beatstick we have and is self sufficient outside of a source of +1 to hit. He also does the least for the rest of the army. The Wrath of Khorne Thirster gives a lot of support via command ability (Fish for them 6's on Bloodletters!), the Bloodflail is great, and also has an unbind. He's the best all-rounder because that's what he is, an all-rounder. The Unfettered Fury's selling point is definitely his command ability. He can also prevent a unit from falling back with him and he does some mortal wounds via The Land Rebels, but he's all about his command ability. As @Rivener mentioned though, magnetize the kit, so you don't have to choose!
  8. Last night I tested my Reapers of Vengeance list and WOAH!! I played against Bonesplitterz on Aqshy (no realmscape feature), mission was Gifts from the Heavens. This is the Bonesplitterz list (I don't remember what his last 120 points were): Allegiance: Bonesplitterz Leaders Savage Big Boss (120) - General Maniak Weirdnob (120) Wurrgog Prophet (140) Battleline 30 x Savage Orruk Arrowboys (420) 20 x Savage Orruk Arrowboys (280) 30 x Savage Orruks (300) - Chompas 30 x Savage Orruks (300) - Chompas Battalions Kunnin' Rukk (200) Total: 1880 / 2000 Extra Command Points: 3 This is my list: Allegiance: Khorne - Slaughterhost: Reapers of Vengeance Leaders Bloodthirster of Insensate Rage (280) Bloodsecrator (140) - Artefact: Skullshard Mantle Wrath of Khorne Bloodthirster (320) - General - Trait: Mage Eater - Artefact: The Crimson Crown Slaughterpriest (100) - Blood Blessing: Killing Frenzy Slaughterpriest (100) - Blood Blessing: Bronzed Flesh Skulltaker (120) Battleline 20 x Bloodletters (220) 20 x Bloodletters (220) 5 x Flesh Hounds (100) Units 5 x Wrathmongers (140) Battalions Murderhost (160) Endless Spells Wrath-Axe (60) Hexgorger Skulls (40) Total: 2000 / 2000 Extra Command Points: 1 Leave None Alive is an absolutely INCREDIBLE command ability! Were you looking for the Bloodletter bomb? Well, here you go! I was doing around 17 mortal wounds in each combat phase with this command ability. Yes, it's not close to how many mortals the Bloodletters did before but let's face it, it was too ridiculous. The trick here is to "fish for 6's" when the Bloodletters are wholly within 16" of the Wrath of Khorne Thirster when he's using Lord of the Blood Hunt. Fishing for 6's means to re-roll any hit roll that is NOT a 6, very simple. The fact you double dip on his command ability with Leave None Alive is just gravy too. However, Leave None Alive is just stupid, stupid strong on Bloodthirsters. My Wrath of Khorne Thirster swung 16 times in a single combat phase as well, which is just absolutely terrifying to see. The Insensate Rage Thirster felt like he was better as a summoning choice rather than being in the list. I suspect my opinion on him would change if I gave him a +1 to hit artifact (don't remember the name off the top of my head the one that gives him +1 to hit and +1" range on the Axe), as hitting on 3's and re-rolling 1's is tasty. That base 5 attacks buff though was very noticeable.... he also got to fight twice a few times too, but didn't that many Outrageous Carnages unfortunately. I think the points I spent on him would be better served adding a unit of 6 Bloodcrushers, or making one of the unit of 20 Bloodletters into 30 and bringing a second unit of Flesh Hounds with 100 points floating for maybe command points. I also really got to see the power of the Wrath Axe, the -1 to hit helped a massive amount against the Arrowboyz since that forces them to hit on 6's and stops their exploding attacks. The amount of mortal wounds it puts out is ridiculous too, and it stayed for two rounds straight, circling around and clipping units is real strong. The unit of 30 still killed both Bloodthirsters and a 20 man unit of Bloodletters (90 shots in the hero and shooting phase, each, is no joke. It's incredibly scary. This was also on a turn when the Wrath Axe disappeared, and then it stuck around), but the summoned Insensate Rage Thirster came with a vengeance and smacked the unit silly. The extra d3 models fleeing from Reapers of Vengeance came into play too. It finished off a few units and really hurts multi-wound models, it's a nice bonus. I had Mage Eater go off once on his Prophet and we played it as though the Bloodthirster had 2 unbinds since they were from different sources. The Hexgorger Skulls kept disappearing and weren't relevant in the game as I was double turned at a very crucial point in the game. I lost on mission because my objective landed on the opposite end of the table which was not where I wanted to go, which is unfortunate.
  9. Bloodhost is pretty redundant for what you're taking in it. Bloodletters can re-roll charges with the Bloodsoaked Banner (which you should take in such a big blob), Flesh Hounds natively have re-roll charges as well (I'd also break them down into units of 5). It honestly only affects the Bloodcrushers, both Bloodthirsters, and the Skullmaster. I'd rather take Murderhost instead using the same models and swapping out the Skullmaster for Skulltaker. You'll get a lot of work out of Unfettered Fury with the increased run distance too.
  10. I also just noticed that Sequitors re-roll their saves only in the combat phase.... I like the idea of the Wrath of Khorne Bloodthirster's Bloodflail being shot at them :). Do it under Wrathmongers too!
  11. I'm going to vote no, as the Slaughterhost command abilities are not on the warscroll. The Slaughterhost command abilities are just additional command abilities that are known by heroes. He looks very vulnerable to mortal wounds. I'm curious how the Lord-Castellant is increasing the save of the Ballistas when he can target only one unit (most likely Sequitors) with his +1 save ability. Judgments would help here, especially the Wrath Axe, Sequitors having to deal with a -1 to hit aren't exactly happy. The Ballistas are most definitely an issue, I agree with you, I don't like playing against them either.
  12. @Broken Netcode I've put down a unit of 6 myself and they were really difficult to manuever on the table and keep in wholly within auras, I can only imagine what a unit of 9 must be like.
  13. I don't post for the weekend while working on costumes and I come back to this thread... ok then XD @Ravinsild I hate to break it to you but Slaughterborn reduces the Rend of melee weapons by 1, not all weapons. I'm also curious how you were able to modify the wound rolls of Blood Warriors since from what I can find, we lost that and only have re-roll wounds available. But yes, Bloodmad giving the extra attack on the charge combos incredibly well when using Goretide, since we want to launch the Blood Warriors immediately. It puts the opponent on the back foot since they now have to deal with these guys, and if they're in range of the Portal of Skulls (which is easily done when the Bloodsecrator is put at the very front of the deployment when you drop the battalion), 4 attacks a piece with all the buffs is seriously no joke. Comboed with Gorefists, then No Respite from what strikes back, they put out a lot of hurt. I'm starting to see the reason why my Bloodreavers did as much as they did that one game I posted here under Bloodmad Warband is because I also had the Warshrine in the list. Bloodreavers get the most out of our battleline from the re-roll all failed hits prayer it has, since re-rolling 4's to hit is slightly more accurate than hitting on 3's. Also, I remember us talking about Ghyrstrike and who to put it on. I've been doing the numbers and I think I've found a Hero worthy of wielding it: Our Lords! Like, the shift from hitting and wounding on 3's to 2's is MASSIVE versus giving them extra attacks from Mark of the Destroyer since it makes them so much more reliable, plus, in Goretide, re-rolling them wound rolls of 1 almost guarantees the wound rolls, barring any modifiers. This makes him nearly self sufficient.
  14. @Ravinsild Try this out, I modified it from the very first list I started piloting and it throws out a LOT of attacks and is Mortal only, which lends to what you have: Allegiance: Khorne- Slaughterhost: The GoretideLeadersBloodstoker (80)Bloodsecrator (140)- Artefact: Thronebreaker's Torc Aspiring Deathbringer (80)- Goreaxe and SkullhammerMighty Lord of Khorne (140)- General- Trait: Hew the Foe - Artefact: Mark of the Destroyer Slaughterpriest (100)- Blood Blessing: Killing FrenzySlaughterpriest (100)- Blood Blessing: Bronzed FleshBattleline10 x Blood Warriors (200)- Goreaxe & Gorefist- 1x Goreglaives10 x Blood Warriors (200)- Goreaxe & Gorefist- 1x Goreglaives5 x Blood Warriors (100)- Goreaxes20 x Bloodreavers (140)- Meatripper Axes20 x Bloodreavers (140)- Meatripper AxesUnits5 x Skullreapers (180)- Daemonblades- 1x Soultearers5 x Wrathmongers (140)BattalionsBloodmad Warband (160)Endless SpellsWrath-Axe (60)Hexgorger Skulls (40)Total: 2000 / 2000Extra Command Points: 1 Bloodmad Warband's extra attack on the charge lends itself very well to The Goretide considering how fast you can send Bloodreavers and Blood Warriors across the table. The idea here is to launch the Bloodreavers and Blood Warriors at your opponent ASAP to hold him back for you to hold onto the objectives and start scoring. Remember, this is an objective based game. I found this build requires a ton of command points, so I had 100 points open when I was playing initially so I had 2 extra command points, which'll give you the fuel you need. Easiest way to get them in this list is to drop the 2nd unit of Bloodreavers since they're not needed to fill the Battalion.
  15. This is the 3rd time I ask: Have you played with the new book yet? I keep bringing this up because there are things that exist in this book that didn't before. An example of this is that I think we have a stronger unit of Bloodletters compared to before. Under Reapers of Vengeance, we can give all of this to them: - Fight twice with Leave None Alive Reapers of Vengeance command ability. This one is MASSIVE and needs to be played to be believed. - Re-roll charges with changed Bloodsoaked Banner. Much stronger now. If the Bloodletter unit is at least 20 models, you can have the Gore-Drenched Icon AND the Bloodsoaked Banner.. that's sweet. - Re-roll all hits (not just failed!) while wholly within 16" of a Wrath of Khorne Bloodthirster's changed Lord of the Blood Hunt. Do this to fish for 6's. - While under Murderhost, add 2 to their charge and run rolls. Yes, it's not a 2d6 move... but it's honestly a wash. I have more examples to lay out as well.
  16. Yeah I've emailed GW asking if Mage Eater stacking on the Wrath of Khorne Thirster (along with 7 other questions, cause I had to send 8 lol) works. I checked the core rules to see if a model can double up on an ability if it's from different source and I don't think I found anything (probably a hold over from my Warmachine days).
  17. I put a dab of paint on the joints of the wings here to see where'd they line up on the back of the torso, then did pilot holes with the tip of an exacto blade to allow my pin vice to drill in easily. I used 1/8" x 1/16" neodymium magnets, N52's because those are the strongest. The arms were much much harder to do because I made it harder than it should have been. I used a lot of greenstuff and stretched it out across the holes where the arms would glue into. Once the greenstuffed cured, I pin vice drilled out in the middle of the greenstuff to glue in another 1/8" x 1/16" neodymium magnet. The same process was applied on the weapon arm itself. Next time though, I'm magnetizing the weapons at the wrists rather than the arms.
  18. @fwlr I'm a bit late on these pics but here's how I magnetized my Bloodthirster's wings, hope this helps!
  19. The second question is the correct answer. The mortal wounds also affect the unit that the Bloodthirster attacked.
  20. I've magnetized the wings fairly easily using 1/8" x 1/16" magnets that are N52. I can take pictures once I'm home from work. I magnetized their weapons a much harder way than you should, I've seen people glue arms down then magnetize at the wrist. New warscroll clears it up: https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Blood_Warriors_EN.pdf A unit of 5 cannot take an icon.
  21. Just found this crazy tech with the Bloodthirster of Unfettered Fury, I think FaceHammer mentioned this too in our book review episode of their podcast. He has a command ability that allows Daemon units wholly within 16" of him, if they are 6" from an enemy unit, they can pile in 6" and still fight. Most important tidbit: It's used at the start of the combat phase. So this means Daemon units can run, end within 6", command ability goes off, wham, into combat they go. This won't proc any charge bonuses (like say for Bloodcrushers), but for Bloodletters and Flesh Hounds, have at it! Probably a great way to make the Murderhost even faster too.
  22. Disclaimer: I don't own any Skull Cannons (nor do I honestly plan to) so this is what I've heard from others. Skull Cannons plus Wrathmongers seem to be the rage as the Wrathmonger bonus attacks doesn't specify melee weapons... so they can shoot twice. The Locus of Fury on Daemon Heroes also doesn't state melee hit rolls, just hit rolls, so they can re-roll their 1's to hit when shooting. That almost makes Gorethunder Cohort redundant outside of reducing the number of drops you get. And, if they kill something in combat with any weapon (no longer just the Gnashing Maw), they get to shoot again. I don't expect the Wrathmongers increasing the amount of shots on Skull Cannons (or any ranged weapon, really. Wrath of Khorne Bloodthirster's Bloodflail has 2 attacks, ouch!) to stick around, but if you have the models, might as well try it out.
  23. The only answer to this is do the following: - Forget about all of the tactics and interactions the previous book had. They are gone. - Write lists to try things out and most importantly, PLAY. You can theoryhammer all you want but none of it matters without actual results that only playing can provide. Sitting on the sidelines asking what the "best things are" when the book is only 3 days old contributes nothing to the overall discussion as the rest of us are figuring things out. I know this is blunt but it has to be said. It's starting to get pretty obvious for those that have played with the new book, and those who have not.
  24. Bloodstoker only affects Mortals now, so keep that in mind.
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