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AresX8

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Posts posted by AresX8

  1. 1 minute 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...

    It should be AoSFAQ@gwplc.com

  2. 15 minutes ago, ChaosUndivided said:

    @AresX8 i read the notes but seems wrong to me and here is why. Take the Wrathmongers for example, they have multiple models and you have to be wholly within to receive the buff but you dont have to be wholly within all of them just 1.

    I'm willing to accept that you have to be wholly within both skulls, however, if thay is the case it makes them nearly worthless as they are a 4+ to cast then require you pass a 5+ dispel check before they even have any effect on your opponent. That is really bad.

    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:

     

    Quote

    When measuring the distance between units, always use the closest model from each unit to measure how far apart the units are. So, for example, a unit is within 12" of another unit as long as any model from one unit is 12" or less from any model from the other unit. You can measure distances whenever you wish.


     

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  3. 4 hours ago, Battlefury said:

    A few month ago, there was someone complaining, that Khorne plays like "Little Khorny Chaos Wonderland", because our movement, positioning and buffs do always have to go through and be straight on point.

    He was absolutely right, and not only that!
    It seems, that it went much worse, as we now have the "...wholy within..." rules set to our army.

    I am afraid, that we can not stay competetive without the Tyrants battalion and the Skullcrushers anymore.
    That would bring us straight back to the point, the old book was after it got errata hammered and we had like 2 Battalions left, that could compete with the other factions.

    I'm curious, how many games with the new book have you played so far?

    3 hours ago, KhorneySteve said:

    Interestingly my local warhammer shop thinks that you can't buff Skarbrand to have extra attacks with carnage as it says "don't follow the normal attack sequence, instead roll a dice" 

    They reckon because it states roll a single dice that's it, it doesn't say roll a dice per attack either so they could be correct. 

    Thoughts? 

    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.

    1 hour ago, ChaosUndivided said:

    I'm gonna quote myself every day till someone can help me answer this.

    It should really be addressed in a FAQ but im thinking you only need to be within 8 of one skull and the Warshrine can't overlap (meaning half within 8 of one and half within 8 of the other). Thoughts?

    You need to be wholly within 8" of both Hexgorger Skulls. Wholly within as defined by the Designer's Commentary:
     

    Quote

    Q: Sometimes a rule will specify that a model or unit needs to be ‘wholly within’ a certain distance. What exactly does ‘wholly within’ mean?

    A: A model is wholly within a certain distance if every part of its base is within the stated distance. A unit is wholly within a certain distance if every part of the bases of all of the models in the unit is within the stated distance.

    For example, a model would be wholly within 12" of the edge of the battlefield as long as every part of its base was 12" or less from the edge, while a unit would be wholly within 12" of the edge of the battlefield as long as every part of every base of the models from the unit were 12" or less from the edge.



     

    29 minutes ago, Kaz said:

    Unfortunately, that was actually true for our old battletome my dude. Hopefully this new one brings us more opportunities to build skull mountains for Khorne. 

    This book is still pretty young. Let’s give it Time!

    on a different note, how do you guys use your Agrax Earthshade for your blood Warriors? I feel like one of my lads look strangely shiny after I applied a load of Agrax.

    also am I supposed to spam Agrax or put thin coats?

    im trying to get a muddy dirty dulled down effect for my blood hungry Berserkers, and it’s proving difficult


    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.

    • Like 3
  4. 45 minutes ago, ChaosUndivided said:

    Yeah thats a good point, also decreasing drops is priceless, but you could same the same for a bunch of these cheaper battalions now.

    Does anyone have requirements for Slaughterborn? Cuz Goretide super battalion looks playable (and amazing) in 2k game now.

    Slaughterborn's unit requirements are the same as the old book. The Goretide super battalion also no longer exists.

  5. 18 hours ago, ChaosUndivided said:

    I want to expand on this Goretide slaughterhost + Bloodman warband idea cuz its what i plan on tinkering with first and most. Not because i think its a tournament winner but because for one i got the models and two it looks solid.

    I plan on 2x10 Blood Warriors and Magore's. Im not going heavy on these guys cuz their expensive, need a lil babysitting, and i want room for other stuff.

    Next im taking at least 1 unit of 10 Reavers for look out sir and to blood sacrifice with a Slaughter Priest. I might take another 20 man Reaver squad to act as a tarpit, the idea here is an early run + charge (whip if needed) to hopefully keep opponent off objective for turn or 2.

    I'm thinking a 10 man Skull Reaper unit to throw buffs on. This is gonna do a lot of the heavy lifting while i try to catch stuff out with the Blood Warrior's run + charge. I dont gotta worry about battle shock here and if im gonna focus on buffing a single unit im taking at least 10 of these guys, with their big bases their gonna be too unwieldy in more than 10, same idea for Blood Warrior's.

    The Aspiring Death is going to probably follow Reapers around or help a unit of Blood Warriors punch a hole thru something.

    The Secrator is probably gonna camp an objective, it depends if i bring warshrine or not. Also if he can keep up with anyone.

    I want at least 1 Stoker for that long bomb Reaver pit charge turn 1 if need be but mainly to babysit the Warriors and add to thier threat range. In fact i think i might take 2 to babysit both 10x Warrior units.

    Next im taking 2 Slaughter Priest with the altar rerolling blood boil im gonna nuke a enemy support pieces and pass out buffs and sacrifice for bt. Depending on my opponent im gonna bring the judgments too so i can test them. 

    Depending on point size of game (i play a lot under 2k cuz time constraints) im either taking another priest for buffs or the Warshrine. I think the shrine has better utility than 3rd priest as i still get blessing but will work good with my blob of Reavers if i go that route, otherwise, as support for the Reapers and/or judgments.

    After that whatever points are left over i would take a Korgy or CP or something... I haven't done math.

    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.
     

     

    18 hours ago, Xasz said:

    I think reavers, especially the ones form the starter box, have both options on the model by default.

    Doesn't change the fact that you have to decide before the game.

    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 :)

  6. 9 minutes ago, ChaosUndivided said:

    The jugger lords demon axe is unmodified 6s now and his command trait is a questionable use of a CP in an army thats gonna want CP. All in all he is still fast'ish, killy, and sturdy. With right command trait and artifact he has potential. I still like the idea of him and some Skullcrushers rampaging across the field removing a vulnerable unit every turn if you can keep them from getting dug in too deep.

     

    Also didn't Karanak used to have +2 to unbind? I find unbind very flakey without bonuses. Where can we get unbind bonuses now?

    Karanak did not have a +2 to unbind, that's the Wrath of Khorne Bloodthirster, who still has the +2 to unbind.

     

    8 minutes ago, Mikeymajq said:

    I think all full rerolls aren't specifically for failed rolls in the book, if I'm not mistaken. :D

    Correct, fishing for more mortal wounds by re-rolling an attack that already hit is totally an option.

  7. 28 minutes ago, Bjornas said:

    With Gorecleaver it’s still only 3 attacks though. I think he can do pretty fine with the Skullfiend tribe weapon, 5 base attacks will allow for a bit more reliable output.

    That's base ;). Surely you  have ways of increasing your attacks in your list outside of artifacts.

     

    10 minutes ago, Bjornas said:

    By the way, wouldn’t this guy make for an awesome Slaughterpriest?

    ECE48434-8AE3-47D8-B8CE-2C16E4863964.png

    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.

  8. 7 hours ago, Kaz said:

    Yep those are Skullcrushers glaives and Skullcrushers heads. A nice but simple conversion. Plus the posing is ace, especially back in fantasy. 

    Magore’s fiends and riptooth feel good, especially because that’s for 2 blood Tithe (I think ripttopth counts as one). It’s a self sufficient unit with innate charge re-rolls, and Magore does decent damage. Having gorefists is just gravy, means that killing the unit in close combat might deal some damage to the attacker, which is great. Tjey’re basically a suicide unit you just throw at people

    yet, I can’t help but feel that Karanak is actually quite good now. Have him quarry an enemy beatstick hero (such heroes will be close to the front), so it’s easy to get off the summon, and have him search for endless spells to dispel (their casting values are usually low), so you can wound their wizards, who usually have low wound counts. 

    Best thing is, we have a lot of ways to deal with magic, which I feel isn’t too much of a problem anymore, considering Reapers of Vengeance and Hexgorger Skulls. Especially in the current meta, I see that every single armies in tournaments use magic (except Khorne). Even Fyreslayers or kharadrons ally in a Knight Incantor or Evocators usually. 

    Karanak also dropped in points compared to what he was in Wrath and Rapture, so I definitely think he's worth taking.

    6 hours ago, Roark said:

    Hey guys, what's the cost of the Bloodmad Warband? (Better question: has anyone compiled the Battalion costs somewhere other than a 30min YouTube vid?)

    Is that the one that came down to 120? Good composition for Goretide methinks...

    It's 160.

    1 hour ago, Kaz said:

    One question: I don’t see Juggerlord talked about much anymore. Is he really that bad now? And is the Mighty Lord really that good now that he’s been buffed? 

    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.  

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  9. 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:)

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  10. 1 hour ago, Roark said:

    There's no way they let us have 2 Slaughterhosts in the same same list. We just get one and, unlike Stormcast or other factions, they only benefit half our roster, pushing usage to pure Mortals/Daemons.

    I have to admit, it's getting a little harder for me to stay psyched about this book other than just repeating a vague mantra about re-learning, testing and adapting. So I guess I'll do that.

    You guys are all very inspiring though. TGA Khorne players are pretty remarkable in that respect IMHO. We may whine a bit, but then we generally get on with the job.

    Not gonna get into Skillcannons and their Wrathmonger engineers though lol. Errata page 1.

    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.
     

    1 hour ago, Warbossironteef said:

    I've read the discussion about Blood Warriors taking either double axes of Glaive and I think people shouldn't be using Blood Warriors for their offensive output. The main reason is because, other than not being battleline, Skullreapers do a lot of things better than Blood Warriors.

    -Blood Warriors cost 10 points per wound. Reapers Cost 11..33

    -Reapers have base 4 attacks at 3+ 3+ rerolling all misses if over 4 models 

    -Reapers don't take Battle shock and do mortal wounds on the attack, not saves

    I think that Blood Warriors excel with the new Goretide rules and they are probably best served as a fast, intiation/tanky/chaff type of unit. It will be interesting to see how useful they can be, especially in Goretide with run of 6 and charge. But, I do think Skullreapers outclass them in all offensive capabilties. 

    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.

    • Like 1
  11. 13 minutes ago, ledha said:

    A conga line will be useless, because the Warshrine affect MODELS, not units. So if you have one model in range of the warshrine, only him will be affected by it, so as soon as you miss enough 6++, he will die and you won't have the protection for the rest of the unit

    I stand corrected!

    11 minutes ago, Warbossironteef said:

    As somone with a small collection who is looking to expand, do you think Blood Warriors are better with this rulebook? I didn't see many people taking them before and I believe their points are the same. They seem pretty tough to remove from the board, but damn are they expensive.  The Gorefist is the clear option right?

    20 of them buffed up a little seem very hard to move off of objectives, but that's 400 points... Yikes.

    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.

  12. 6 minutes ago, ChaosUndivided said:

    Dont forget that thing has totem keyword and with reavers new warscroll wording its now even better.

     

    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. 

  13. 3 hours ago, Mikeymajq said:

    Yeah having to rely on a cheap hero being alive is a bit of a  downer. But yeah 30 blood warriors with that kind of threat range is a prettt sick board controller. And I think the updated bloodstoker is their new best friend tbh. 

    Also it's changed. It's not ignore rend -1. It worsens the enemies rend by 1. Which is sooo much better :D

    ...I gotta finish my chaos warshrine now for maximum tankyness. Plus that reroll to hit prayer is so good!

    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!

     

     

    2 hours ago, Xasz said:

    Yeah, it's pretty much between resanguination and bronzed flesh for the second priest.


    I'm currently taking Bronzed Flesh and a single Killing Frenzy. Resanguination or Blood Sacrifice would be the 3rd blessing I'd take.
     

    1 hour ago, Xasz said:

    I really hope this is a mess up from GW and will be FAQ'd in ~2 weeks. :[


    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?
     

    9 minutes ago, Dan.Ford said:

    I also hope this changes is not true, ALL the summoning armies can normall summon any number of units , as long as they had the points. If they have restricted it to one unit , that is very .... poor .


    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.

    • Sad 1
  14. 2 minutes ago, Ravinsild said:

    Is the Mighty Lord of Khorne on foot still considered pretty bad overall?

    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. 

    • Like 1
  15. 3 hours ago, Kaz said:

    YES PLEASE, FINALLY I HAVE MOTIVATION TO DEDICATE MY WARSHRINE TO KHORNE. He can get Blood Blessings, he’s got his own prayer, AND he can use Judgements. That’s actually a TON of utility. 

    Still looking forward to the eventual darkoth/Slaves to Darkness update, especially if it gives Khorne new baller stuff! 

    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!

    2 hours ago, Fuchur said:

    Hi everybody,

    this is my first post here and I´m relatively new to AoS. What I´d like to ask is do you think the new book and especially the new artefacts and locus of fury will change anything regarding the usefulness of any of the FW models like Mazarall or the exalted BT?

     

    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.

     

    1 hour ago, mastercrafted said:

    Not the only place i've seen this now - does the daemonic locus not apply to the daemon hero itself?

    It does! Base rules say the model with the aura always counts itself as being in range. 

  16. 1 hour ago, Kaz said:

    So what are your guys thoughts on the new Battalions (From GMG’s review)? 

    Personally, I really like the Charnel Host, I still like Murderhost, and Tyrants of Blood, even gorethunder cohort looks pretty good. Tbh, the whole skull Cannon battery is pretty fluffy for Khorne to shoot at cowardly wizards or enemies hiding behind their walls😄

    for mortals,  I honestly think all of them seem pretty good except the mega battalion and red headsmen

    wbat do u guys think? And with the changes to Slaughterpriests, is it best to run with 2 of them? 

    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.

     

  17. 7 minutes ago, Coyote said:

    That chance of multiple shots from the Cannon is going to be FAQd.  I can’t believe the Rules as intended made for multiple shots from the (glass) Cannon.

    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!

     

    1 minute ago, Luke1705 said:

    In matched play you can’t have more than one of the same spell thing on the board at the same time IIRC. I don’t imagine it’ll be different for us

    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.

  18. 26 minutes ago, Surtur said:

    I do not know. Everyone seems to think Blood Warriors bad, but fact is you need Battleline and 3x 6 Juggers, I don’t think that is viable. They totally depend on the charge. You need screens in my experience. Before I was relying on Reavers because Blood Warriors were not efficient, but now... I am considering.

    Do you want to charge an object held by 10 Blood Warriors with 5 Wrathmonger behind and a Secrator buffing them? It will eliminate half your unit whatever you throw at them. If not the whole.

    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. 

    • Like 2
  19. 9 minutes ago, Bjornas said:

    Damn. Can you give several artifacts to one character though? Thinking of the Slaughterhost artifacts.

    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 :)

    • Like 1
  20. 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.

    • Like 2
  21. @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!

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