Jump to content

AresX8

Members
  • Posts

    158
  • Joined

  • Last visited

Everything posted by AresX8

  1. Good point on the Wrathmongers. After flipping back and forth between the section I quoted in the Designer's Commentary and reading how Wrathmongers are worded, I'm comfortable saying that I'm wrong. The KHORNE PRIEST only has to be wholly within 1 of the Hexgorger Skulls, not both. Here's why: - There's 2 sentences in the answer from the Designer's Commentary, the first one is what matters here as our Priests are units consisting of 1 model. "A model is wholly within a certain distance if every part of its base is within the stated distance. " You are checking to see if the KHORNE PRIEST is wholly within 8", not the Hexgorger Skulls. As you've stated, Wrathmongers are a unit of a minimum of 5 models, and the KHORNE unit that wants to receive a buff has to be wholly within 8" of any number of models of the Wrathmongers. This is clarified on pg 226 of the core rules:
  2. I'm curious, how many games with the new book have you played so far? You 100% get as many Carnage rolls as Skarbrand has attacks with the weapon. The normal attack sequence is clearly defined in the core rules on pg 232, under Making Attacks. If Carnage has 3 attacks, this means you roll 3 dice to see if Total Carnage triggers, not 1. You need to be wholly within 8" of both Hexgorger Skulls. Wholly within as defined by the Designer's Commentary: To do a dirt effect you're better off doing a series of drybrushes over Agrax Earthshade. Agrax will make the model look like dirty water has dried on the area. I do mud with the following: - Drybrush Mournfang Brown - Drybrush Ushabti Bone I suggest you try this out on a discrete area first as the Mournfang Brown layer is pretty subtle over red at first, the Ushabti Bone is what will make it pop since it's such a bright bone color and it's done to emphasis contrast. If you don't want that contrast, you can sub out Ushabti Bone for Balor Brown.
  3. Yes, it's given to all Heroes in the Slaughterhost.
  4. I honestly would not be comparing our new book to the previous one. So much has changed that there's not much thinking that can be carried over, so it's best to look at it as an entirely new army.
  5. Slaughterborn's unit requirements are the same as the old book. The Goretide super battalion also no longer exists.
  6. A few things: - Bloodmad Warband doesn't have Blood Warriors written as a keyword, so you can't put Magore's Fiends into the battalion, unfortunately. - I wouldn't rely too much on the 10 man unit of Bloodreavers as a Look Out Sir! screen when they're your Blood Sacrifice target. I'd up the unit size to at least 20, probably 30 but that footprint is going to be unwieldy for buffs. - A 10 man unit of Skullreapers will also be unwieldy for buffs because of the 40mm base size, keep that in mind. Those Bloodreavers have Reaver Blades equipped; however, I don't see what's stopping you from snipping off the knife and extending the handle of the axe to then call them Meatripper Axes
  7. Karanak did not have a +2 to unbind, that's the Wrath of Khorne Bloodthirster, who still has the +2 to unbind. Correct, fishing for more mortal wounds by re-rolling an attack that already hit is totally an option.
  8. That's base ;). Surely you have ways of increasing your attacks in your list outside of artifacts. You'd have to do some converting work since that's Garrek from Garrek's Reavers of the Underworlds warband. Using him as a base though, yeah absolutely! Also, anyone else notice that Skullreapers can re-roll ALL hit rolls against units with 5 or more models? This includes attacks that have already hit... so that means you can fish for even more mortal wounds.
  9. Karanak also dropped in points compared to what he was in Wrath and Rapture, so I definitely think he's worth taking. It's 160. He's not bad persay, it's that his command ability is not as strong as it used to be, sadly. Re-rolling 1's to wound is just, "ok", especially in Goretide, where that's a built in bonus while being wholly within 12" of an objective. His damage output is still stupid though with Gorecleaver and rolling 6's to wound, as that's 6 damage per 6 rolled, or 7 if he's the General in Goretide. And speaking of Gorecleaver damage output, I've figured out the damage output for the Mighty Lord with said artifact. You're doubling the result of the d3 roll on a 6 to wound, not rolling 2d3. If he's the General, you then add 1 to the damage if he's Goretide. This means he does an absolute minimum of 3 damage. In fact, he can only do 3, 5, or 7 damage, depending on what you roll for the d3 damage result.
  10. Double post but much worth doing. As promised, copy over from my Facebook post: I played my first test game using the reveals from the reviews/leaks that have come out the past week. I played against Skaven at 2k and used the following list: Goretide Slaughterhost Mighty Lord of Khorne - 140 General Command Trait: Hew the Foe (Mandatory Goretide) Artifact: Gorecleaver Bloodsecrator - 140 Artifact: Thronebreaker's Torc (Mandatory Goretide) Slaughterpriest - 100 Blessing: Bronzed Flesh Bloodstoker - 80 Exalted Deathbringer with Impaling Spear - 80 Aspiring Deathbringer with Goreaxe and Skullhammer - 80 10x Blood Warriors - 200 - Gorefists 10x Blood Warriors - 200 - Gorefists 5x Blood Warriors - 100 - Gorefists 20x Bloodreavers - 140 - Meatripper Axes 5x Wrathmongers - 140 5x Skullreapers - 180 Chaos Warshrine - 160 Blessing: Killing Frenzy Bloodmad Warband - 160 - Skull Altar 100 points left, therefore 2 extra command points 2000 points His list from my memory: Allegiance: Skaventide Leaders Arch-Warlock (160) Grey Seer on Screaming Bell (200) Clawlord (100) Warlock Bombardier (100) Battleline 40 x Clanrats (200) - Rusty Spear 40 x Clanrats (200) - Rusty Spear 40 x Stormvermin (500) - Halberd War Machines Warp Lightning Cannon (180) Warp Lightning Cannon (180) Endless Spells Bell of Doom (40) Vermintide (40) Total: 1900 / 2000 Extra Command Points: 2 We played with the Starstrike mission from GHB 2018. I had first turn. Here's what I've learned from this game: - Gorefist Blood Warriors are amazing! Even more so when they have Bronzed Flesh on them, I was very pleased with their output. I even slingshot one of the units of 10 into his deployment zone immediately in order to shut down one flank so I can focus on the other. This one unit of 10 Blood Warriors held down 40 Clanrats and killed like half of the unit on their own. - The Bloodstoker is really hard to leverage compared to before. You have to deploy him correctly and plan who you want to whip a turn ahead so you can position him accordingly. Being able to re-roll all failed wounds is MASSIVE though and helps out Blood Warriors tremendously. - Skullreapers are INSANE!! I got them to 7 attacks a piece in this list (+1 for charging via Bloodmad Warband, +1 for being wholly within 16" of the Bloodsecrator, +1 for being wholly within 8" of Wrathmongers). They deleted 20 Stormvermin by themselves. - Wrathmongers are a lot easier to leverage for the attack bonus and do just as much damage as they did before in combat. I do miss the old Bloodfury but I'd happily trade it for the changes they received now. - The Chaos Warshrine's re-roll all failed hits prayer is incredibly strong, as we've known before. However, the Protection of the Dark Gods aura being model rather than unit makes it hard to leverage. I'm thinking about cutting it once I get more games in. - The Aspiring Deathbringer was dead weight the whole game but I chock that to deploying him incorrectly. - I made a mistake with unit activation order in the combat phase and the Exalted Deathbringer wasn't able to hit, he got poked down by the remaining Stormvermin. - My Mighty Lord rolled pretty badly with his attacks so I couldn't see his full potential. His command ability, however, is STRAIGHT MONEY. I'd take this over his old pick 3 units and they get 3d6 charge dropped the lowest, because being wholly within 16" of his big base and affecting every unit in that range is a big deal. It saved my bacon tons of times during the game and it's a big enough range to even affect Blood Warriors that are slingshot in. - Having a Bloodsecrator fight ignoring all Rend is sooooo silly. I'm keeping this! - The Goretide's ability to re-roll wound rolls of 1 when wholly within 12" of an objective was quite noticeable and appreciated. - I originally had the Hexgorger Skulls and Wrath Axe in the list but the proxy bases were left behind, so I turned their points into command points. Turns out I needed them all. Wall of text post, but very much worth it
  11. The way I've approached this new book is to forget everything I knew about the old one and look at it with fresh eyes. Once that was done, I saw the new combos and what not. What matters the most though is taking the list that you make to the table, that shows if your ideas will work. I took my first list draft and learned a drastic amount. I wrote something up in the Blades of Khorne Facebook group that I will copy over here shortly. What can't be calculated point cost wise is what Blood Warriors do with No Respite and Gorefists. You are correct in that Goretide makes them best as you can slingshot them across the table, but that's another option to have in the toolbox, and you need to know when doing said slingshot is worth it. That requires table experience.
  12. I stand corrected! I'd be doing units of 10 for Blood Warriors, not 20. You want that extra Blood Tithe and it's easier to be wholly within when you have smaller unit sizes. Gorefists are indeed the best option for them now.
  13. Yup! The Warshrine is following around Bloodreavers that are in a Bloodmad Warband. It's also a great Priest to throw out the Hexgorger Skulls since it's moving much faster than the Slaughterpriests.
  14. I just finished building my Warshrine last night! Its Protection from the Dark Gods aura not being a wholly within aura is great considering how big of a base it's on... so keep that congo line going! I'm currently taking Bronzed Flesh and a single Killing Frenzy. Resanguination or Blood Sacrifice would be the 3rd blessing I'd take. Yeah I hope it's a typo, because GHB 2018 doesn't have a limit on how many units are summoned, but now the battletome does...uh, what? It's correct. I looked at the exact text as shown in the BOLS overview video of the battletome and as written, we can only summon 1 unit at a time.
  15. Nope! His command ability is useful since it's now all Mortal units wholly within 16", and his Reality-Splitting Axe now works in any phase instead of just the combat phase (ie if you make him fight in the hero phase, it works there too). He's best in Goretide, given the Gorecleaver and made your General. This fixes his main issue, damage output. He now does a minimum of 2 damage per hit (Goretide Command Trait is +1 damage to one weapon or all, not 100% sure), at a -2 Rend, but when you roll a 6 to wound... double damage! This means he's doing 2d3 + 1 per hit as per Designer's Commentary.
  16. After realizing this as well, my unbuilt Warshrine just went to the top of my building queue. Also consider that because it's a Priest, and can move around quite easily, it can help keep Judgments around! We haven't seen any updates to the ForgeWorld models outside of Locus of Fury. Artifact wise I'm not too sure as I haven't been keeping in mind the Exalted Bloodthirster, mainly as I don't have one. It does! Base rules say the model with the aura always counts itself as being in range.
  17. For Mortals I'm looking at Bloodmad Warband and Slaughterborn. Bloodmad seems to work nicely with Goretide when you factor in how far Blood Warriors and Bloodreavers can potentially go. Depending on your positioning, they might be out of range of other attack bonus auras (and just because you can go that far, doesn't mean you should!). But, it covers all the units I'm putting into my list anyway now so it's worth a shot. I really like the idea of Blood Warriors having 6 attacks a piece (+1 when charging via Bloodmad, +1 from Portal of Skulls, +1 from Aspiring Deathbringer, +1 from being in range of Wrathmongers). Slaughterborn looks really good because of the combo of the models in the battalion and the Gorefist change. Being able to ignore -1 Rend is massive since it's so common, and then whack back with Gorefists, I dig it! What I don't like about it though is that it requires 2 units of Skullreapers...that's quite expensive.
  18. I completely agree with you, because it also applies to the Wrath of Khorne Bloodthirster's Bloodflail and Hellfire Breath. That's a lot of extra damage there! You're correct. In the review videos, when the page for the Judgments, you can read that we can have only one of each Judgment in play at once.
  19. Blood Warriors are costed when you factor in just how many damn dice they can throw. We can very, VERY easily get them to 5 attacks per model now, and with Gorefists, it's crazy just how much they can do. Imagine this scenario: - 6 guys are in range, so 30 attacks. They do whatever they do in that moment in time (I don't subscribe to dice math as such probabilities are best relied upon with thousand and thousands of dice being rolled. We don't roll that much in a single game for statistics to be totally relied upon). - They're attacked back, let's say, 3 die after saves. That's saves, with possible mortals, then another 15 attacks back before those 3 are removed from the table. Congrats, you just had a battleline unit do mortal wounds then 45 attacks out of 6 models.
  20. @Surtur Correct, the first artifact that you give does not have to be to your general. It's only when you give out the first artifact that it has to be the Goretide's.
  21. You cannot. What you can do though, is you give the Goretide's mandatory artifact to your Bloodsecrator, who benefits the most from it anyway since he's now mobile. It also seems worth it now to take double battalions since we really need more artifacts and starting command points. Definitely how I'm starting my lists
  22. I've also seen that our Juggernaut Lord doing a lot of damage when given Gorecleaver still exists. Daemonic Axe says that on an unmodified wound roll of 6, the Damage characteristic for that attack is 3 instead of D3. Gorecleaver now says that an attack made with that weapon is an unmodified wound roll of 6, double the Damage characteristic for that attack. It keeps the Rend improvement by 1. So since we're the active player when this occurs, we can have the Damage characteristic set to 3 first, and then get doubled by Gorecleaver. So that's a massive 6 damage at -2 Rend on a 6 to wound. 7 if he's from Goretide. That's disgustingly good and I can't wait to field him.
  23. @Luke.w He's had that before, the extra attack on Slaughter is nice, the real kicker is that since Carnage autohits, the more attacks we can throw on him, the bette, like imagine doing 24 mortal wounds automatically when within range of a Bloodsecrator and Wrathmongers. That's no joke!
  24. Yeah, I'm expecting Trial of Skulls to be severely reworked or even removed since that's their main confusing part when you first learn to use the unit.
×
×
  • Create New...