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Posts posted by AresX8
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Seeing everything in the preview today (See: https://www.warhammer-community.com/2023/03/13/rip-open-reality-and-bestow-brutish-blessings-upon-your-followers-in-battletome-blades-of-khorne/)
Strongly hints to me that we might be seeing an army redesign. A survivability buff via ward save for Daemons, and an extra attack buff that's not tied to an aura?!
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See 17.2 of the core rules, one of the sidenote blips:
"A model in a garrison can still do anything it could do if it were on the battlefield, apart from moving. For example, it can cast spells, issue commands, and so on. When it does so, measure the range and visibility from the terrain feature."
And last sentence of the second paragraph for 17.2.1:
"The range and visibility to and from models
in the unit are determined using the terrain feature instead of the
models themselves."
Also note the first sentence of 17.2.1 (I just saw this while writing this post myself):"During deployment, a friendly unit can be set up in a defensible terrain
feature’s garrison if the terrain feature is wholly within an area in which
friendly units can be set up."
This allows you to deploy the Bloodsecrator into the Skull Altar so he can immediately fling out whatever Judgment/Invocation you brought in your list. Very nice to get the Wrath Axe out early! -
You chant the Judgment with another Hero (say, the Bloodsecrator as his auras now increase in size while garrisoned) so the Slaughterpriest can do a Blood Blessing, a generic prayer (ie Blessed), or a Warscroll prayer.
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As of today with the latest Battlescroll update, Blood Tithe no longer resets! Rejoice!
See: https://www.warhammer-community.com/2022/06/22/a-big-balance-update-hits-the-mortal-realms-as-war-comes-to-gallet/- 4
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50 minutes ago, Perturbato said:
No they don't disappear at the end. The hexgorger skulls pop off when the enemy cast a natural 8 near to them and all of them can only be dispelled
Yes they still do. The 5+ roll to see if our Judgments remain at the end of the battle round is still in play as it was not errataed out.
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Think I figured out something for Daemons, originally I was disappointed greatly by Leave None Alive still be restricted by being issued by Heroes, so this required a perspective change. Instead of trying to get Bloodletters to fight twice, I remembered an old combo I tried to do but didn't work in 2nd ed because there weren't as many CPs.
Wrath of Khorne Bloodthirster Lord of the Blood Hunt command ability + Bloodletter Hellblade Decapitating Blow. Give Wrath of Khorne Bloodthirster the Crimson Crown artifact for maximum efficiency, and fish for them 6s to hit in the same manner as Skullreapers.
We keep our pile in 6" shenanigans via Bloodthirster of Unfettered Fury command ability Rejoice in the Slaughter. It's one of those "aura" command abilities that do not count affected units as receiving a command.
"Some older command abilities specify that the effect of the
command ability applies to multiple units within a certain
distance of the unit that is issuing the command (for example,
all friendly units with a specific keyword). When this is the
case, the command is both issued and received by the same
model, even though the effect of the command applies to
the specified units within the specified range. The model
that issued the command cannot issue or receive another
command in that phase (because a model cannot issue more
than 1 command in the same phase and a unit cannot receive
more than 1 command in the same phase), but could do so in a
future phase even if the effect of the command lasts for longer
than the phase in which the command was issued. The other
units that benefit from the effect of the command do not count
as having received the command (and so are not prevented
from receiving a different command in the same phase)"pg 2 of core rules errata
I put together a list I'd like to give a whirl this week with this module on place but with other threats involved:
Allegiance: Khorne
- Slaughterhost: Reapers of Vengeance
- Grand Strategy: Sever the Head
- Triumphs: InspiredLeaders
Wrath of Khorne Bloodthirster (310) in Warlord #1
- General
- Command Trait: Mage Eater
- Artefact: The Crimson Crown
Slaughterpriest (110) in Warlord #1
- Prayer: Bronzed Flesh
Slaughterpriest (110) in Warlord #1
Bloodthirster of Unfettered Fury (295) in Warlord #2
- Artefact: Harvester of Skulls
Bloodsecrator (125) in Warlord #2
- Artefact: Skullshard Mantle
Skulltaker (130) in Warlord #2
Karanak (150)Battleline
20 x Bloodletters (230) in Warlord #1
- Reinforced x 1
20 x Bloodletters (230) in Warlord #2
- Reinforced x 1
5 x Flesh Hounds (105)
5 x Flesh Hounds (105)Endless Spells & Invocations
Wrath-Axe (85)Core Battalions
Warlord #1
Warlord #2Additional Enhancements
Artefact
ArtefactTotal: 1985 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 115- 2
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I have a legit theory that Khorne is the Chaos book in October.
There are 3 hints in the fluff areas of the core rulebook that suggest this
pg 32"Khorne is made stronger by every conflict, for he is rage incarnate - and with the recent eruption of barbarism in Ghur, his potency increases once more...."
pg 45
"Ghur's fall began with skirmishes and hunting parties that killed for the sake of killing, but ended in a realm-wide war between man, beast and greenskin. When the gore flowed so thick that one could no longer tell friend from foe, the true scions of the Brazen God became manifest. The savage tribes found themselves fighting not only horned creatures of flesh and blood - fierce but at least obeying the brutal logic of tooh and claw - but hideous, otherworldy daemons that sent the lands spiralling ever further down into an abyss of dark and senseless slaughter. The fight for survival that had typified the Realm of Beasts became more desperate and bleak than ever before, as the land itself, awoken by so much spilt blood, brought its deadly hunger to bear."
pg 183, last two sentences:
"Now, as a new and savage era begins, Khorne is poised to ascend once more. The Era of the Beast suits him well, and all who thought to profit from his past setbacks will be a taught a bloody lesson."
Compile this that Khorne got absolutely nothing in Broken Realms.
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1 hour ago, Smooth criminal said:
3ed makes me want to take lord on juggernaut just to be sturdy general to generate those CPs and promote crushers to battleline.
Same, I'm in the camp that Skullcrusher stock has jumped dramatically now that they can almost function completely on their own with the changes to command abilities. I'm waiting on erratas to see if Juggerlord's command ability goes back to +1 to wound like how it was in the first BoK book. Him being bravery 9 also helps with Heroic Recovery, so he should be healing.
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3 hours ago, ledha said:
What are all these talks about 2+ skullcrushers ? Did i miss something ?
Skullcrushers went to a 3+ save with the 2nd ed book in exchange for the spell ignoring shield ability. So factoring in All Out Defense is how the 2+ is coming about.- 1
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5 hours ago, frenk_castle said:
Rules question
Slaughterborn:Every swing of this warlord’s thirsty blade is a vision of murder.
You can re-roll hit rolls for attacks made with melee weapons by this general.
If this trait is given to Mighty Lord of Khorne it does not let the Flesh Hound to re-roll hits correct? Only the Lord with his Axe?
Correct, the Flesh Hound is treated like a mount as detailed on the warscroll. See:
27.3.1 ENHANCEMENT RESTRICTIONS
Enhancements cannot be given to Unique units (see 25.6.1) or allied
units, unless noted otherwise. In addition, artefacts of power and
command traits that affect attacks made by friendly models do not affect
attacks made by their mounts, unless noted otherwise. -
4 hours ago, Troll.exe said:
Strangely enough, I feel like 2 priests might still be auto includes. Purely for bronzed flesh and killing frenzy. The potential to stack or share around 2x+1 to save and hit with all out attack and defence is very interesting.
I've come to the same conclusion as well since these will save us CPs, just need erratas to drop now.
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1 hour ago, Perturbato said:
If you don't want to do the calculations, I did them myself, take a look!
5x Flesh Hounds +510x Bloodletters -510x Bloodreavers +10Blood Warriors +10 (New min size of 10)Aspiring Deathbringer +5Bloodmaster +10Bloodsecrator +5Bloodstoker +5Exalted Deathbringer +5Herald of Khorne on Blood Throne +5Korghos Khul -15Lord of Khorne on Juggernaut -5Mighty Lord of Khorne -5Scyla +10Skarr Bloodwrath +5Skullgrinder +10Skullmaster +5Skulltaker +10Slaughterpriest +10Valkia - No changeInsensate Rage Bloodthirster +10Unfettered Fury Bloodthirster +25Skarbrand - No changeWrath of Khorne Bloodthirster +10Bloodcrushers +10Garrek's Reavers +5Karanak +10Khorgorath +10Mighty Skullcrushers +10Riptooth and Magore's Fiends +5Skullreapers +25Wrathmongers +15Bleeding Icon +10Hexgorger Skulls +20Wrath-Axe +25 -
3 hours ago, Charleston said:
Btw, anyone played bloodthirsters in the new edition? In theory they should be even better now, as MONSTER HERO units
In addition we can make our Bloodthirsters Wizzards now with the arcane grimoires in 27.5.2
Not yet as I'm waiting for points and unit sizes to be revealed, but the GHB 2021 battalion that's all Monsters is like tailor-made for Thirsters. Free pre-game move? Yes please!
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4 hours ago, frenk_castle said:
Do people think there is a chance of Blood Warriors going to 10 man squad minimum? Cause the box is 10 models and special weapon and banner can be added for every 10 models.
Given the new reinforcement rules on one hand it seems appropriate to move them to 10 man. But then they can have max 30. By that logic Blood Reavers could go to 60 models max. On other hand they can reduce the requirement for goreglaive and banner to 5 man which also has a problem of not having enough in the box. Or they could leave number rules as is but that also looks odd to me.It'll certainly be confusing for Blood Warriors, as take a look at the unit size from 1st Ed starter: 5 models. Bloodreavers are 20 in that starter and in the multipart box so I can totally see the unit going to 20 models minimum.
3 hours ago, drkrash said:I'm less interested in wondering about what changes the new rules will provoke for a new battletome because it's safe to say that we'll be playing with these rules for probably a solid 8-12 months before seeing a new book. I'm thinking about how to play the warscrolls we have with the rules we're seeing. The smaller board size slightly mitigates the shooting issue and I think magic has always been less of a problem for us. The question that remains for me is: will there be some Command Ability that benefits melee armies against shooting?
The leaked rules about Reinforcement points, combined with Coherency rules, will greatly affect mortal lists. Daemon lists will be largely the same except for the loss of Tyrants (and no good replacement among the generic battalions).
From what I've seen All-Out Defense does seem to work in the opponent's shooting phase, which is quite handy.
The coherency rules only affects Bloodreavers and Bloodletters for the most part, as big units of Blood Warriors wasn't quite handy to keep them in our wholly within bubbles.
The questions I keep having I believe will be covered in GHB 2021 and/or the first wave of erratas.
Some of these are:
- Does Blood Tithe reset after being used once?
- How is Reapers of Vengeance Leave None alive being reworded... can 30x Bloodletters finally fight twice without super Rube Goldberg machine shenanigans? -
6 minutes ago, Zamik said:
Is there any errata or other sort of rule against me using my Slaughterpriest's Blood Sacrifice blessing on a unit of Chaos Warriors and then using their runeshields to attempt to negate those wounds, is there? There's nothing in the Khorne book that says they have to just take the wounds or else you don't get the Blood tithe, right?
No such restriction exists, go for it.
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@ogarrah Keep in mind that mounts aren't affected by command traits, so only the Karkadrak Lord's Hexed Battleaxe and Daemonblade would be affected by Hew the Foe.
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Mortal wounds from Outrageous Carnage are allocated like regular wounds as they're caused when a unit attacks, as described on pg 232 of the core rulebook, second to last sentence of the first paragraph under the section labeled Mortal Wounds.
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3 hours ago, Elves are the best said:
Last question. Is the mighty lord of khorne usable. I can only see him in the big battalions.
That depends on how competitive you want to play. In casual games, he can be pretty decent as a Goretide General, as Hew the Foe makes him do at least 2 damage a swing, and giving him Gorecleaver. He's outclassed by the Juggerlord in all other aspects though, especially with the same command trait + artifact combo in terms of speed and durability. The Daemonic Axe special rule plus Gorecleaver allows him to do 7 damage on a wound roll of a 6 when you order the triggers from both Gorecleaver and Daemonic Axe correctly, which is nuts.
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44 minutes ago, Elves are the best said:
Thanks
gore pilgrims looks like a good starting point so I’ll order some slaughter priests soon.
I just looked at the blood mad warband and was wondering if that is a good battalion to build around.
It's an incredibly strong battalion that's held back by the cost of the units inside them (ie Blood Warriors and Skullreapers). It's the second best Mortal battalion, with Gore Pilgrims still at #1 because of its versatility.
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The issue with Bloodcrushers is with the rider. Bloodletters (and therefore the rider) base have 1 attack and hit on 4's. That's what makes them not that great. They need to have 2 base and hit on 3's.
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1 hour ago, Roark said:
There's honestly no argument against them. Doubly so now that they've dropped in points.
I was working on a Gore Pilgrims Chaos Knights list when Petrifex Elite was running rampant, and now the list dropped 60 points. Gore Pilgrims was chosen specifically to have at least a single +1 attack source that they'd be in range of.
I'm also in the camp of believing that bringing S2D units into the Khorne allegiance will be what keeps Mortal Khorne alive. Runeshields help a lot against mortal heavy builds, and Knights and Karadrak Lord provide the speed we need. I don't see us getting much use out of Chaos Warriors. Marauders I haven't played with and they also went up in points.
This is what I had so far:
Allegiance: Khorne
- Slaughterhost: The Goretide
Leaders
Chaos Lord on Karkadrak (230)
- General
- Command Trait: Hew the Foe
- Artefact: Gorecleaver
Bloodstoker (80)
Bloodsecrator (120)
- Artefact: Thronebreaker's Torc
Slaughterpriest (100)
- Blood Blessing: Killing Frenzy
Slaughterpriest (100)
- Blood Blessing: Bronzed Flesh
Battleline
10 x Blood Warriors (200)
- Goreaxes
- 1x Goreglaives
10 x Blood Warriors (200)
- Goreaxe & Gorefist
- 1x Goreglaives
10 x Bloodreavers (70)
- Meatripper Axes
10 x Bloodreavers (70)
- Meatripper Axes
Units
5 x Chaos Knights (160)
- Cursed Lance
5 x Chaos Knights (160)
- Cursed Lance
Battalions
Gore Pilgrims (140)
Endless Spells / Terrain / CPs
Extra Command Point (50)
Hexgorger Skulls (40)
Wrath-Axe (60)
Total: 1780 / 2000
Extra Command Points: 2
I originally had Dimensional Blade on the Hexed Battleaxe but now super high Rend (anything above -2) isn't really necessary with the Petrifex Elite change.
To fill out the rest of the points, I was thinking of the possibility of dropping 1 unit of Bloodreavers to add 2x5 Wrathmongers to power up the Blood Warriors and Karkadrak Lord, or drop the Wrath-Axe and be at 2k on the nose.- 1
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@Roark Depends if you call 10 points meaningful
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Got my eyes on all of our relevant GHB 2020 points pages.
Only our ForgeWorld models are dropping in points folks. Nothing else changed. Pretty disappointing honestly.
There better be some teeth in the FAQs/Erratas. -
@JonnyTheKing Yup I saw the second source confirming it. Incredibly disappointed if that's all there is. I'm hoping there's at least some drops outside of Vorgorath.
The Rumour Thread
in Age of Sigmar Discussions
Posted · Edited by AresX8
@Marcvs This is a huge deal for Khorne, who had almost no way (only answer was Unfettered Fury command ability) of handling shooting/magic heavy matchups. This is an answer to that and a massive deal.
Also, there is a super strong hint that the army is being redesigned. Look at the last sentence written about the Blood Tithe reward:
"The Blood God has given his followers special permission to use this as many times as they want – if enough blood is shed to earn it."
Blood Tithe rewards never added extra attacks. Extra attack sources were always tied to an aura on a unit, up to 3: Bloodsecrator, Wrathmongers, and Aspiring Deathbringer.