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Beulettor

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Posts posted by Beulettor

  1. 15 hours ago, Praecautus said:

    As I understand. In your turn it’s when you want, in your opponents turn it’s after their start of turn abilities

    According to FAQ (Warhammer Age of Sigmar: Core Rules & Base Sizes - Designers Commentary), it seems to be :

    • concerning the moment in the combat phase, it's up to the player currently playing his turn. which globally means :
      • in your turn you will choose it to happen before any unit attacks in the normal combat sequence,
      • in your opponent turn it'll be after every unit has fought in the normal combat sequence.
    • it will always be after the "start of phase" abilities and before the "end of phase" abilities. Because "during the phase" means "after the start of the phase and before the end of phase"
    • Thanks 2
  2. Hi !

    I tried to figure out what's best between:

    • roll 3d6 for charge and take the 2 best rolls" (Mighty Lord of Khorne's Command Ability) ;
    • classic reroll charges.

    I made a little code to use here https://anydice.com/ where I tried a few codes:

    • Classic 2D6 roll
    • Charge 7" : Roll 2D6 and reroll if you have less than 7
    • Charge 8" : Roll 2D6 and reroll if you have less than 8
    • Charge 9" : Roll 2D6 and reroll if you have less than 9
    • Charge 10" : Roll 2D6 and reroll if you have less than 10
    • Roll 3D6 and take the 2 best

    The tab "At least" show the percentage of chance to get a result better than # (left column).

    The result is "3D6 and take the 2 best" has a better result if you want to charge more than 7.

    For a summoning charge move of 9", you have 47.84% chance with a classic reroll, and 52.31% with a "best of 3d6".

    Stats for 3D6 choosing 2 bests :

    • 2+: 100%
    • 3+: 99,5%
    • 4+: 98,2%
    • 5+: 94,9%
    • 6+: 89,3%
    • 7+: 80,6%
    • 8+: 68%
    • 9+: 52,3%
    • 10+: 35,6%
    • 11+: 19,9%
    • 12+: 7,4%

     

    Ok it's just stats, but at least that answered my own question ;) Mighty Lord of Khorne 's ability is better than just rerolling charges.
    By the way, a 3d6 taking the 2 best, and reroll that 3d6 and take the new 2 best is always the best option 😜

    Here is the code to insert in anydice.com

    function: roll A:n if less than C:n reroll B:n {
     if A < C { result: B }
     result: A
    }
    
    output 2d6 named "CLASSIC CHARGE MOVE AT 2D6"
    
    output [roll 2d6 if less than 6 reroll 2d6] named "TRY TO CHARGE 6 WITH REROLL AVAILABLE"
    output [roll 2d6 if less than 7 reroll 2d6] named "TRY TO CHARGE 7 WITH REROLL AVAILABLE"
    output [roll 2d6 if less than 8 reroll 2d6] named "TRY TO CHARGE 8 WITH REROLL AVAILABLE"
    output [roll 2d6 if less than 9 reroll 2d6] named "TRY TO CHARGE 9 WITH REROLL AVAILABLE"
    output [roll 2d6 if less than 10 reroll 2d6] named "TRY TO CHARGE 10 WITH REROLL AVAILABLE"
    
    output {1,2}@3d6 named "2 BEST OF 3"

     

    P.S. : the problem with the classic "reroll charge" ability is that if you succeed to do a 7" charge move you can't reroll it to try to make a better roll, as it only allow the reroll FAILED charge moves.

  3. 18 hours ago, Zamik said:

    One big thing to keep in mind: you need a hero on the field to summon them. You can’t just get wiped out then, SURPRISE! BLOODLETTERS!

    Also, for 8 blood tithe points you can summon in the hero phase, otherwise it’s end of the movement phase if you’re using the regular summoning table in the errata.

    Notice : you can't move with the summoned unit in the movement phase of this turn, even if the summoning was during hero phase.

    And for 8 blood tithe you don't need a hero in 12", you can summon anywhere that is more than 9" from an enemy.

  4. 5 hours ago, novakai said:

    I wonder who they will fight though

    Also didn't they confirm that Sylvaneath was also getting a release soon

    In the current Seraphon book they fight slaanesh adepts who are looking for hints on their god's jail location...

    Seraphon Saurus have bonus against deamons, so it would make sense. And the main enemy of Seraphons is... Chaos deamons.

    But Slaanesh should be out really sooner that Lizards ;).

  5. In your blooodletters units, do you guys make your champion be a Icon Bearer ? This way, if you loose all models but 1, you would keep your champion AND keep the ability to repop d6 letters this turn...

    Not OP but it seems to be the good choice. I'm currently building my first unit ^^.

    Screenshot_20190216-163553_WH AoS.jpg

  6. 6 hours ago, Forrix said:

    Too be honest the Bloodthirster of Insensate Rage is horribly undercosted currently. Its just not super noticeable since the faction as a whole is kinda meh, same with Gore Pilgrims. I'll gladly continue to take him at 260 points if he no longer works with Gyrstrike. 

    Do people agree that after an outrageous carnage, the BT of Insensate Rage, continue the attack ?

    Last game I one-turn killed a terrorghest with 2 dices on 5+ and the normal damages (full life BT with Juggerlord). We looked at the rules and nothing seemed to say that I shouldn't continue the attack sequence after the 6 MW.

    Without the MW it was already a nice amount of damage ;).

  7. By the way, I didn't mean that it was a nerf to Khorne. I just meant that our allegiance isn't top tier, and we are receiving the rules update on flat 6 to MW that nerf a lot of our units, compared to their previous profiles.

    I don't think GW will release a new battletome for an army low tier to only make it lower tier.

    So, some profiles like Juggerlord or Skullreapers will be totally reworked, maybe  new mechanics on bloodsecrators, blood tiths, slaughterpriests, - new "battalions" as they announced ; and I'm so excited to get that new battletome.

    But I wish the BT of Insensate Rage, skullreapers and juggerlord will still be ok.

  8. I realised something about the new book... Bad news for BT of Insensate Rage...

    Abilities on 6+ to hit/wound are all being replaced by unmodified 6, in every new battletome since v2 is out. That way, lot of people already knew that Bloodletters would be "nerfed".

    Here is a first list of other Khorne units that will, pretty sure, be nerfed :

    • Juggerlord : Daemonic Axe will inflict 3 wounds on a 6. No more combo with his own ability. So, point reduction or abilities modifications ares expected.
    • All deamons with bloodletters in it (Throne, Canon, BL heroes) will have decapitating blow on a unmodified 6.
    •  Skulltaker : 3 MW on a 6+ to hit... Full rework of the warscroll, with rework of the model (pretty one).
    • Blood Thirster of Insensate Rage : Outrageous Carnage on a flat 6, no more combo with Juggerlord or Ghyrstrike
    • Skullreapers' Daemonforged Waepons : supposed to do MW on 6+ and get 1 MW on a 1.  Considering Trial of Skulls can allow rerolls...
    • Skulltake battalion : add 1 damage on a flat 6. So, point reduction on battalion and/or abilities change
    • Some others I haven't in mind ringht now...

    Lot of nerfs are coming, so a lot of bonuses may come too... Or a total rework.

    We can imagine some abilities will become "wholly within" too, but that's harder to know, since not every abilities are rewritten this way.

    • Like 1
  9. 19 hours ago, Oreaper84 said:

    quick question as a weird situation came up with wrathmongers the other day.... So an evocator unit was tagged  to attack itself. The question was surronding the celestial lightning arc...The question is, does this proc as the unit has technically attacked? and if so who does it hit?....Thought id ask here 1st before dropping it in the rules chat...

    Wrathmonger ability doesn't make a UNIT attack, it makes a MODEL attack. So it doesn't proc the Celestial lightning arc, that is an ability when the UNIT attacks ;).

    • Like 1
  10. 1 hour ago, Bjornas said:

    The endless spells phenomena, based on their looks, what do you think they'll do? The axe looks damagey, to begin with..

    The axe could recycle the +1 attack of the bloodsecrator. And the Khorne symbol, immune to battleshock tests.

    The bloody skull would be more specialised. Anti-spells ? or reroll buff ?

    But I wish it's more powerful.

    Nurgle has his cycle of corruption, Idoneth have different bonus in different rounds. It would be fun if we automatically summon these endless phenomenae at a round start, depending of the blood collected in the rounds before :-). Could be a little snowball mechanic.

    Being immune to battleshock after X unit/model die, would be really Khorny ;p.

  11. 1 hour ago, Forrix said:

    Speculation time!

    Blood Warriors: Do you think we'll get the Witch Aelf do a mortal wound on an unmodified save roll of 6 or the Underworld Bloodwarriors' updated on an unmodified 4+ roll a dice on a 6 do a mortal wound for their Gorefists? If we get the Witch Aelf version (I hope so) do you think two Goreaxes would ever be worth taking? Could we get an extra attack for them instead of reroll ones to hit (also like Witch Aelves)?

    "Gorefists" ability has the same name. I'd bet on it !

    But with the same logic we should have Murderous Charge buffed on mortals. And that's really not sure.

  12. I wish they will end the bloodsecrator mechanic, replace it with an endless blood prayers, or blood tith summoned tokens, or whatever it is.

    That "man" who must hide in the back of the army, and don't run to the enemy.... Not Khornish enough for me !

    Endless "something" would really a good thing to replace this mechanic. And Bloodsecrator could become a tanky fighter with some "wholly within" buffs :-).

    • Like 1
  13. 15 minutes ago, Praecautus said:

    The priests scroll tells you - all units must run as far as possible ie they have to move as far as a run move (move +D6 inch) 

    You mean "all models" I guess ;).

    Some people say "move + 6" because "as far as possible in a D6 inches is 6". But I think it's D6.

    Whi would roll the run dice ? I would say the owner of the target unit...

  14. On 1/23/2019 at 12:25 PM, mastercrafted said:

    @Galdenistal

    I've never used that prayer before, but does the unit have to make a run move ie? D6"? And then just move a few of the models that distance still leaving the bulk of the unit on an objective? 

    No idea, I would say they roll a dice and move EVERY model for "movement + run dice".

    Someone has the answer ?

    • Thanks 1
  15. I read somewhere that the Gorelord ability of the Mighty Lord of Khorne was more interesting than a simple reroll on charge. But I can't find the topic anymore.

    Rolling 2 dices and taking the 2 best rolls would provide better results than rolling 2 dices with a reroll option.

    Someone has the maths ? 

  16. 16 minutes ago, Killax said:

     

      Hide contents

    image.png.1b04f559e8263436b9cdd671995394b9.png

     

    I'll try it in my next game, but 160 points for a 5 wounds model that can't get an artefact. Not sure he will live long enough to summon his hounds or dispell something :-/.

    160 point is expensive for 1 blood tith ^^.

    • Like 1
  17. 4 hours ago, Coyote said:

    How do you update?

    *edit - my WH AoS app shows updated as of 2 days ago, the Warscroll Builder website has the updates not my Azur yet

    Some people had the update 2 days ago, maybe iOS users ? It was today on Android but I don't think the warscrolls are different from 2 days ago.

     

    Edit: on WH AOS.

  18. 12 hours ago, Roark said:

    GW apparently said that the Khorne side of the box comes to 500pts. If we assume Bloodletters stay at 120, Flesh Hounds at 100, and Bloodcrushers go to 140 as rumoured, that puts Karanak at... 140pts. Not sure I rate that very highly (given 5W@4+), but the model is so awesome...

    Or they consider the battalion in the 500 pts, for example :

    - bloodletters : 100 pts

    - crushers : 140 pts

    - hounds : 100 pts

    - karanak : 120 pts

    - bataillon : 40 pts

    ok karanak could be more than 120. But he is only 5 wounds, so...

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