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Kasper

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Posts posted by Kasper

  1. 8 minutes ago, Malakree said:

    3 damage or 3 mortal wounds (On a 6).

    @Icetea also worth noting that you have megagargants running around at the moment. 35 wounds means you should roll ~11 extra damage, with the 2 base extra your killbow is now at 12 damage.

    Even big stuff like archaon or mawkrushas should get you some high damage numbers.

    I thought the MW poison effect was in addition.

    • Haha 1
  2. 13 minutes ago, Icetea said:

    wow, that's actually pretty nuts! I never really thought about and broke it down. 

    Yep! I think everyone are being greedy thinking "omg 12 damage vs Mega gargants, so good!" but forgetting they can easily snipe smaller heroes. Honestly they seem bonkers and super undercosted for what they can do. They remind me a lot about Mortek Crawlers except they dont really do well against big sized units. 

    • Like 1
  3. In general I wouldnt math anything against a 4+ save, these days its most likely a 3+ if not even lower and if the save is worse then it typically wont matter. The question these days is "how do I kill this 3+ (or 2+) monster? can I deal enough damage?". I also dont think you are factoring in +1 damage from Warchanter, which will always be on the unit when fighting tbh. 

    But yeah, Gore Gruntas are surprisingly good. I do believe Brutes pull ahead if they fight a 4+ wound target from the extra +1 hit, but considering how mobile GGs are I have a hard time fielding Brutes in my lists.

    • Thanks 1
  4. 5 hours ago, Boggler said:

    I am seeing a lot of lists that are taking the:

    Beast-skewer Killbow (130)

    even in multiples of two.

    What are you thinking that this unit will do? What matchups will it do well against?

    Why are you taking it?

    I mean we are playing an edition where monsters are strong, but even against a 5 wound hero those guys are pretty good. You do 2 damage by default, roll 5 dice and theres a good chance you get at least one 5+. That means 3 damage + 3 MW.

  5. So my understanding is that once one of your units are picked to be attacked, you can issue this command ability to apply to them. 

    I.e you have unit A, B and C - Your opponent activates and decides to attack unit B. This now allows the usage of All-out Defense and unit B must receive this command since it is the unit being targeted.

    Meanwhile Skull-shaking Bellow allows you to issue a command to 3 units instead of only 1 unit. By applying it to A, B and C you are still fulfilling the requirement of the targeted unit receiving All-out Defense. There is essentially nothing stating another unit cant also receive it, just that the attacked unit must receive it.

     

    I think its another one for the FAQ but I have been playing it this way.

    • Thanks 2
  6. 10 minutes ago, dnusha said:

    Right, so basically Unleash Hell not specifies when it happens(means you can't use it in the end of the phase), while ironsunz ability specifies(in the end of the phase) and that means it can't be countered by unleash hell?

     

    "Abilities can only be used in the phase specified in their rules."  UH only wording is "that phase" does it  mean any phase when enemy unit ended it's charge within 9' from that unit or "that phase" is actually a chrage phase. 

     

      Reveal hidden contents

    Also maybe if Unleash Hell rules aren't specify it's phase maybe it shouldn't even work!!Here we go.We defeated UH boyz. Checkmate Luminets! 

     

    Yep, 11.2 states that Unleash Hell is used "in the charge phase". 1.6.1 states that if the command ability doesnt specificy start or end of phase, then it is used "during" the phase. Since Ironsunz is used at the end of the phase, the opponent cant use Unleash Hell.  

     

    image.png.56c4b5e7002d0df4cfc08b31556297bf.png

    • Like 1
  7. 1 hour ago, dnusha said:

    'm not sure about this. In Core Rules Command abilities are sorted by Phases. (in case of Unleash Hell with a note "You can use the following command abilities in the charge phase") On the other hand while Unleash Hell is under Charge Phase part in core rules it's description states that it can be used "after an enemy unit finishes a charge move."  In addition it's said that "The unit that receives the command can shoot in that phase".

    The last part of 1.6.1 explains why you cant use Unleash Hell on a unit that is charging with the Ironsunz command ability. Screenshot_20210922-112332_Drive.jpg

    • Like 2
  8. 16 hours ago, Scurvydog said:

    Idea is to lead with warchanter on the "missile" Krusha to for sure murder the toughest thing possible, this is of course mostly against armies with little to no screens, which does happen sometimes. If there is no such clear target, this could be delayed a bit. Gruntas is a good target for a warchanter and highly efficient, you ideally want to at least trigger 2 smashing and bashing, so the tanky Krusha can manage without and still do some horrific damage by itself, they are still plenty scary, especially during waaagh just with the base warscroll stats.

    Problem with the Weirdnob is just how unreliable it is, any half decent enemy caster will just make him a waste of points most of the time I think.

    Yeah my first couple of games with the new book I was alphing with 2 MKs and 6 Pigs in one unit, hence why I wanted all 3 buffed with Warchanter. I think this is the wrong play in majority of games.. Although it can be valuable to force your opponent back in his deployment zone for a turn or two. 

    I used the same list (2 MK, 3 WC, 1 Weirdnob, 3x 5 Ardboyz, 6 Pigs in double Warlord) but decided to split the 6 Pigs into 2x3 this time against Morathi and 15 Bowsnakes. I went with Amulet on my General MK and then Gork + Fast 'Un as suggested by @Malakree, the third enhancement went to a Warchanter so he can buff Mystic Shield.

    My opponent gave me first turn and I buffed 5 Ardboyz + 3 Pigs + MK with Fast 'Un, then tripple moved the MK (got Mystic Shield) and double moved the Pigs on the front/right side of his castle. The 5 Ardboyz got teleported on the far left flank of his castle. I made all 3 charges and my MK easily killed 20 Witch Elves (screen), triggered Smashing and Bashing which allowed my Pigs to pile in 3" forward and then kill 18 out of 20 Witched Elves (so close!!!, the Pigs failed all 3 impact hits.. AND the MK failed his Stomp and I was a dum-dum and forgot the shooting on my MK, was too eager to charge). My Ardboyz went into 10 Witches but the ladies activated first due to lack of SnB, they killed 2 Ardboyz in return but the 3 buffed Ardboyz killed 6 Witch Elves in return. Obviously I rolled 6 on battleshock so only the Champion stood remaining..

    This left him with basically nothing but 1 Medusa, 1 Hag, 15 Bow Snakes and then Morathi and Shadow Queen. All his shots and magic went into the 3 Pigs and it left 1 Pig remaining 1 wound. He didnt want to shoot it in the shooting phase with the 15 Bow Snakes because he wanted to use it to slingshot the Shadow Queen into my Maw Krusha. The Pig was basically standing between Shadow Queen and MK with the MK like 4" behind the Pig. He charged the Pig and couldnt reach far enough to get to the MK on the charge alone, so I activated Ironsunz CA which sent the MK flying forward into the 15 exposed Bow Snakes. That was game, he conceeded on the spot. 

    Even if he had made a long enough charge to my MK, he literally had no screens now and the board was wide open for my remaining 3 Pigs or MK to destroy the 15 Bow Snakes at almost any given turn with double move or potentially a teleport (had Arcane terrain piece - We rolled for one side and then mirrored the effects on the other side).  

     

    Fun fact: The GHB booklet is wrong, it says Unleash Hell can only be used in the enemy's charge phase - This is false. The Core Rules simply state that it can be used "in the charge phase", so charging something with Ironsunz mean they can Unleash Hell on you!

    Scratch the above - I was made aware that since we get to countercharge at the END of the charge phase, a command ability that is used DURING the charge phase can not be used, so we can freely countercharge without suffering any damage!

     

    Mental note: Not alphaing creates for a great and properly more controlled game for you. Clearing him from his screens is such a big thing while still keeping 2 big threats at home to be a clear-up crew. I should probably have sent the 3 Pigs and my general MK further up the board in a position to countercharge with Ironsunz CA in his following turns, but I was somewhat scared of facing a double turn. 

     

    Thoughts on list: 2x3 Pigs certainly seems more versatile than 1 big blob even if you can do the fancy half-flower formation.

    I cant really decide on the list - Im at 1950 so I have a triumph every game (99/100 properly) which will likely always be +1 wound triumph. This feels great on the MK with Gork artefact to limit odds of whiffing.

    I have mixed feelings on the Weirdnob because its 50/50 on the Teleport but it does create a fear effect for the opponent and it leaves options later in the game to get into the enemy's territory or the good old teleport 12,5" away, MD 3" away and charge.

    I get 3 enhancements which can unlock Arcane Tome because Mystic Shield is boss on the MKs. I guess I could swap the 3rd Warchanter for a Madcap Shaman  though, since it would also give me Mystic Shield. Then I can spend the artefact on something else or give the 2nd MK a mount trait like Smelly 'Un/Mean 'Un. 

    • Like 1
  9. 54 minutes ago, Scurvydog said:

    Similar to the previous list, I think this list here is pretty well optimized for 3.0 with 2 MKs, 6 Gruntas, a second wave of brutes and some ardboyz for objective grabbing and/or a bit of screening. Running IronSunz

    The idea is as usual a terrifying alpha potential from very long distance, even if the opponent tries to flank, IronSun allow for counter charges, making it hard to lock down one thing without taking a massive counter punch. 

    3 Huge threats with fast movement and a 2nd wave of brutes that can clean up most things left standing. 

    The fast MK with destroyer should kill a Mega Gargant on average, with a monstrous 38 average damage against a 3+ save during Waagh and if he uses all out attack + finest hour. This should basically kill anything and trigger smashing and bashing, to really cripple the opponent.

    Of course the usual weaknesses are present, such as poor reach, so armies with screens are as always a problem. Gotrek and Morathi are of course also a problem, as they are impossible to kill and will murder the relatively squishy Ironjawz.

    Might not be 5/5 potential, but it any lists without the tools to deal with these guys will get bashed good...

     

      Hide contents

    Megaboss on Maw-Krusha (480)*
    - General
    - Boss Choppa and Rip-tooth fist
    - Command Trait: Mighty Waaagh! Leader
    - Artefact: Amulet of Destiny (Universal Artefact)
    Megaboss on Maw-Krusha (480)
    - Boss Choppa and Rip-tooth fist
    - Artefact: Destroyer
    - Mount Trait: Fast 'Un
    Orruk Warchanter (115)*
    Orruk Warchanter (115)*
    10 x Orruk Brutes (320)**
    - Pair of Brute Choppas
    6 x Orruk Gore-gruntas (300)**
    - Pig-iron Choppas
    - Reinforced x 1
    5 x Ardboyz(85)**
    5 x Ardboyz (85)*
    *Warlord
    **Hunters of the Heartlands
    Artefact

    Total: 1980 / 2000
    Reinforced Units: 1 / 4
    Allies: 0 / 400
    Wounds: 124
    Drops: 9

     

    Very similar to what I posted. It just feels bad not to have both MKs and Pigs Warchanted.. Maybe 3 Warchanters is too greedy. I also do like the Weirdnob, if anything the threat of the teleport - Though I would likely cast Mystic Shield most times anyways. 

  10. 2 minutes ago, Malakree said:

    I mean, a lot of the ones I want to alphastrike are going to force me to go first...

    Oh and I don't have the heroes for double warlord or command entourage. 

    Yeah the hero count is an issue. Thats why I took 2x MK, 3x Warchanter (tripple buff on 3 units that are also tripple MD'd) and 1 Weirdnob. My list is light on bodies for sure, but Im not sure you need a whole lot of bodies with 3 major threats in 2 MKs and 1 unit of 6 Pigs. When/if they die they should hopefully have traded or carved out a large portion of the opponent's units. Im tempted to split the 6 Pigs into 2x3 and keep 1 unit back for a bit of oomph if needed for the later turns once the 2 MKs and 3 Pigs have gone off to do their work.

  11. 25 minutes ago, Malakree said:

    To be honest I wish more tournaments would do it, most of the unique characters are cancerous atm. Gotrek, Morathi, Archaon etc.

    That's my list. Idea being that when I want to go I can have the 2 cabbages and the GG's rush forward and Waaagh! with the charge reroll. Gives me potentially 18" move on the GG's, 24" on the general, and 30" on the 2nd cabbage, all with charge reroll so I should have a pretty solid alphastrike if I need it. I get a ward save on both cabbages which is so tasty.

    EDIT: Even Gordrakk can be pretty toxic in big waaagh! with 3 unleash hell triggers for a CP.

      Reveal hidden contents

    Allegiance: Big Waaagh!
    - Grand Strategy:
    - Triumphs:

    Leaders
    Gordrakk the Fist of Gork (560)

    Battleline

    Units
    6 x Man-skewer Boltboyz (240)
    - Reinforced x 1
    6 x Man-skewer Boltboyz (240)
    - Reinforced x 1
    6 x Man-skewer Boltboyz (240)
    - Reinforced x 1

    Total: 1280 / 2000
    Reinforced Units: 3 / 4
    Allies: 0 / 400
    Wounds: 56
    Drops: 4

    Tell me that isn't some kind of dirty.

    But does 5 drops really matter? I mean against the armies that you want to alpha/punish, they will likely be lower drops. I feel like 5 is too high a drop count to matter compared to getting Mystic Shield on one of your MKs or a 2nd mount trait.  

  12. 2 minutes ago, Malakree said:

    I'm actually going to go Amulet on my general and Fast Un + armour of gork on the 2nd to offset the -2 move penalty. Means when I want to go I can actually go.

    Have a tournament coming up this weekend which has a bunch of really solid players, will give a report with my feelings on it afterwards. It's worth noting that unique characters aren't allowed there so it skews it somewhat.

    Im curious what direction you are going, wanna share or keep it tight due to the tournament coming up? :D

  13. 1 hour ago, Malakree said:

    Personally I'll be going fast un and won't be bothering with the second mount trait. It's not as valuable as the second artefact and I don't think I'd ever want to go double magnificent. If I did it would probably be for an extra spell in big waaagh rather than a mount trait.

    I dont see myself not playing 2 MKs in this edition in Ironjawz, so by default I wont ever be below 5 drops since Warlord feels mandatory for such a list. At this point does it really matter if you are 5 drops or 10-11? Probably not, so might as well go double Warlord imo.

    Im currently considering 1 MK as general with Hulking Brute trait + Mean'un mount trait + Amulet of Destiny artefact. Survivable with a bunch of impact hits when charging/Stomping.

    I played the other with Fast 'Un and Destroyer and while the damage from that one turn with Waagh and Destroyer activated was awesome, Im thinking of trying Armor of Gork + Smelly 'Un. The damage is "good enough" without Destroyer, unless you play something like Archaon I guess, but in that case you probably want to destroy the rest of his army anyways. 

    Alternatively I could go Arcane Tome on a Warchanter for Mystic Shield, but gonna give Smelly 'Un a try.

    • Like 1
  14. Some thoughts on mount traits - Im currently debating on how to equip my 2 Maw Krushas.

    1. Tough 'Un - Sounds good on paper but actually feels worthless. Monsters in general bracket much slower than what they did in AoS2. A Maw Krusha at half health is still an incredible beast, both movement and damage output, so I dont see the appeal in this mount trait at all.
    2. Fast 'Un - Feels really good but in general I also just love having movement so I can be wherever I want to be. Being able to move 36" + 2D6 charge is amazing and it effectively achieves the same as a deepstriking ability - It forces your opponent to deploy and position completely different because you can flank almost whatever on the board at will. There might be a play to keep this for turn 2 or later so you can quickly flap around on the board into a key location to Slay the Warlord or whatever, instead of just bumrushing the opponent turn 1. 
    3. Mean 'Un - Is actually pretty good, especially paired with Hulking Brute command trait. Doing D3 MWs after charging on a 2+ followed by a D6+3 MWs from Stomping on a 2+ is ALOT. It can severely hurt a unit or outright kill a smaller hero. Especially good in this edition with save stacking and our general lack of MW output. You can also use this combo combined with the shooting attack to destroy a 10 man screen and then do a D6 move to Stomp again. 
    4. Loud 'Un - Seems OK if you get into a situation where you want multiple units affected. Most strong units are already in Heartlands batallion to prevent being Roar'd in the first place, so a single target Roar is probably fine. The opponent is also not gonna buff multiple units with AoA/AoD anyways in most cases? Not too sure what its actually gonna achieve on the table.
    5. Weird 'Un - This was incredible in AoS2 but the "nerf" making it just a 4+ ward against spells and endless spells instead of spell ignore makes this kinda worthless to me. There arent many current lists in the meta that bombard you with MW output through spells so this seems niche. If it was a spell ignore on a 4+ I would be all over it since it would also negate debuffs, but alas seems weak atm. 
    6. Smelly 'Un - I could see this being great on a MK with Amulet of Destiny. Charge in and do a bunch of damage, kill whatever you charged. When the opponent countercharge you the following turn you now have acccess to Finest Hour + All-out Defense, leaving him on a 2+ save (ignoring rend 1 from save stacking), with a 5+ ward save and the opponent is -1 to hit ontop of this. Not a lot is gonna put a huge dent into him. My only gripe is that it doesnt affect shooting.

     For me its probably Mean > Fast > Smelly. Not sure what you guys think or have experienced already.

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  15. 3 hours ago, Carnith said:

    Kicking myself right now. I completely forgot I was Ironsuns. When he kept retreating out of combat, I could've just charged back in. I used to plan Clanless, so I'm chalking it up to not being familiar with an ability that I can now do. He intentially left my maw krusha alone, and I could've charged back in and smashed them again. A second lesson learned. 

    Yeah the Ironsunz charge ability feels so good. Not only is it rather unique so its something people are not used to in their mindset when doing their charges or even just moving around your models, but it also ensures your heavy hitters are purposely left out of combat. 

    • Like 1
  16. Picked up the book today at my local shop and after looking through the battletome for the Ironjawz I came up with this. 

     

    Spoiler

    Allegiance: Ironjawz
    - Warclan: Ironsunz
    - Grand Strategy: Hold the Line
    - Triumphs: Inspired (+1 wound Triumph)

    Leaders
    Megaboss on Maw-Krusha (480)
    - General
    - Boss Choppa and Rip-tooth fist
    - Command Trait: Mighty Waaagh! Leader (Reroll charges with Waagh activated)
    - Artefact: Amulet of Destiny (Universal Artefact)
    - Mount Trait: Mean 'Un (D6 instead of D3 MW on Stomp)
    Megaboss on Maw-Krusha (480)
    - Boss Choppa and Rip-tooth fist
    - Artefact: Destroyer (+3 damage once a battle)
    - Mount Trait: Fast 'Un (Move in hero phase once a battle)
    Orruk Warchanter (115)
    - Warbeat: Get 'Em Beat
    Orruk Warchanter (115)
    - Warbeat: Fixin' Beat
    Orruk Warchanter (115)
    - Warbeat: Killa Beat
    Orruk Weirdnob Shaman (90)
    - Lore of the Weird: Da Great Big Green Hand of Gork

    Battleline
    5 x Orruk Ardboys (85)
    5 x Orruk Ardboys (85)
    5 x Orruk Ardboys (85)

    Units
    6 x Orruk Gore-gruntas (300)
    - Pig-iron Choppas
    - Reinforced x 1

    Total: 1950 / 2000
    Reinforced Units: 1 / 4
    Drops: 10

    So the idea is to go for double Warlord to have two decked out Maw Krushas, one for artefact and another for mount trait. I thought about giving a Warchanter the Arcane Tome to cast Mystic Shield for a 2+ Maw Krusha. One for survivability, which is obviously the general, and the other a rather killy boy that can activate his Destroyer artefact when you really need to put a dent into something. The damage of a Maw Krusha with Destroyer, Waagh, Violet Fury, Best Day Ever and All-out Attack activated is insane.. It's almost 40 damage vs a 3+ save target. Even against a 3+ target with rerolling saves he's doing close to 30 damage. He will be a real threat to Archaon or other tanky monsters. This is before shooting and Stomping taken into account (obv cant Stomp other monsters). 

     

    Plan was to try and teleport the Piggies 12,5" away, move the Maw Krusha up with Fast'Un and then activate Mighty Destroyers on the Piggies and the 2 Maw Krushas. With +1 charge and rerolling charges from Waagh activated, you should hopefully ram all 3 units into the opponent. Each being buffed by a Warchanter before doing this. Alternatively you can attempt to charge with the Piggies using Mighty Destroyers to prevent Redeploys or Unleash Hell, depending on your opponent. 

     

    Most people dont run a lot of screens in this edition and they are typically 10 one-wound model units. Between 2x shooting attacks from the Maw Krushas, the impacts from the Piggies and the single Maw Krusha doing D6+4 MWs on Stomping (bonus points if you get to move D6 and do another!) you can likely cut a path to the juicy bits.

     

    Its probably not worth running 3 Warchanters, but I wanted to play around with the "give 3 commands abilities at once" hence 2x Maw Krushas and 1 fat unit of Piggies, all buffed with Warchanters, Mighty Destroyers and then potentially All-out Attack.  

    • Like 4
  17. 21 hours ago, Magnus The Blue said:

    I actually think Big Waaagh is the way to go for any Kruelboys army that isn't going for big yellas.  You lose the meh Waaagh, the ok Dirty Tricks and the (other than big yellas) situational and not great sub-factions.  In return you get universal +1to hit, wound, charge, cast and dispell once you hit mid game.  Seems like a bargain.

    How fast are you getting that +1 hit/wound up and running through? On paper it looks like it will take a long time, like turn 3 the earliest?

  18. Uff, a lot of stuff removed from the Ironjawz point of view it seems. Ironsunz no longer grants -1 to be hit and only gives you the charge CA at the end of the enemy charge phase like now. Bloodtoofs gives essentially a different Mighty Destroyers at the end of the combat phase - I assume Pigs can fight twice then?

  19. 2 hours ago, Mutton said:

    Save stacking has literally ruined a number of 3.0 games in our group. It completely negates so many normal units and makes them useless against anything with a 3+ save or better. It turns the game into a slog, where high-defense units/heroes mosey around without a care in the world and never die, no matter how many resources you put into killing them. It's absolute nonsense that turns the game into the dark HeroHammer days of old.

    I despise it with every fiber of my being.

    While I agree save stacking with the current healing mechanics is nuts on bigger heroes, I have found that the simple solution is to kill whatever else is on the board and leave the typically single juiced up unit be. This is obviously easier for more mobile armies or shooting armies in general but you usually dont HAVE to kill that one unit the opponent piled multiple buffs onto.

  20. I feel like a lot of people are exaggerating the impact of this "save stacking", like "oh but rend is now worthless". It is really not. Not every unit on the table will be at +5 to save. We do have some heroes, especially monsters, that are nigh immortal and when they make up the majority of your army, save stacking on these specific heroes does become a big deal. This coupled with the amount of healing that a single hero can receive each turn also further compounds on the "save stacking" issue. 

    On the flip side save stacking also makes a whole lot of armies/units much, much more viable now. 4+ base save used to be considered pretty "meh" and average, but by combining a couple of buffs you can now make these work really well. Im heavily considering units now that I would literally never even look at in AoS 2.0. A lot of S2D units come to mind. 

     

    To me save stacking is really only an issue on a few big hero pieces that literally turn into Morathi clones - Pieces you have to worry about that are literally immortal to the majority of armies. The system overall is not an issue and has only opened up for more viable units.

    • Like 1
    • Thanks 2
  21. I think its perfectly fine that there are higher expectations at tournaments etc. At a local gaming group however, I dont care if people bring grey plastic to the table to play, unless its the same grey army week in week out. If theres some progress, even if just a model or two each week, then its fine. Not everyone enjoys painting or is good at it and obviously it will take a long time for those to get a finished army. I also realize that people like "ohhh new shinies!" so most people dont have the same army for years but rather buy new stuff every few months and they want to throw them on the table and play with the latest cool stuff.

    • Like 1
  22. On 7/2/2021 at 5:02 PM, Gristlegut said:

    Well, we lost an important unit in VLC. Is bloodthirster the new hammer? I am super bummed with this FAQ and new points changes. We lost VLC, K'daai, and Kairos point increase just made this a fluff army. A very $$ fluff army. 

    Im having fun with the Bloodthrister of Insensate Rage.

    Give him the universal 5++ artefact, Finest Hour/Mystic Shield (pref both) and you have a monster sitting on 3+ effectively ignoring rend 1 with a 5++ afterwards. That is generally pretty durable, but you shouldnt haul him at the strongest the opponent has, hes meant to be grinding and hoping to enter boomtown. 

    Charge him into combat and either pick a monster for +1 hit or use All-out attack for +1. Now he's sitting on 5 attacks, hitting on 3s with rerolling 1s due to having charged. Any 6s to wound explode for 4 MWs to any unit within 8" of his rather big base. This can easily hit ~5 units or more. This is in ADDITION to his normal damage, which is rend 2 and D6 damage on whatever he hits.  

    I run with Kairos as well and his once-per-game dice makes a roll unmodified. This means you have the ability to flip one of the Bloodthirster's wound rolls to a 6, causing MW explosion if he gets into a good position.

    It is a bit of a lottery ticket, but he has the possibility of dealing massive damage meanwhile tanking a fair bit. On 5 attacks, you are probably looking at 1 sixes to wound, and with the Kairos flip you will then do 8 MWs to potentially 5 units which is 40 MWs across the board.

    If you have a single round where your 6s to wound spike, it can potentially end the game.

    In AoS3 where monsters are pretty key to scoring VPs Im really liking this big boy, enables you to target some enemy monsters and kill them for an additional VP or even complete some battle tactics that are huge.  

     

    The Ghur CA allows a monster to fight at its top bracket. You have Master's Command to let him fight upon death. There is Lifeswarm triggering 2D3 healing in the turn it is casted + D3 in the opponents turn. You can use Heroic Recovery (each hero phase) for another 2xD3 healing, which is likely to go off since you just have to roll below 10 on 2 dice.

    • Like 1
  23. On 7/15/2021 at 9:08 PM, NinthMusketeer said:

    C'mon guys, the errata makes it so the split ability functions as intended; trying to rules-lawyer it so all abilities which return slain models bypass core rules is obviously an unsportsmanlike exploit. Doubly so for horrors being so good already. And that is even before getting into the actual RAW, which is quite clear that splitting, and only splitting, can add models to the unit when it is at or above its starting size. No event judge would ever let the endless horror bloat interpretation stand.

    With all due respect, some people here need to step back and re-evaluate the attitude with which they are approaching the game.

    The thing is you are mixing apples and oranges. In the core rules it says when you ADD a model the unit cant go above its starting size. Only Split and Split Again ADDS to the unit. For any other mechanic - Banner, Lifeswarm, Rally or even Legion of the First Prince allegiance ability - You RETURN A SLAIN MODEL. 

    There is a clear distinction rule wise between these two terms. Adding to an existing unit is not the same as returning dead models. 

    So if you have a starting unit of 10 Pinks and they all die, you are now left with 20 Blues. You can totally return up to 10 Pinks through Lifeswarm and Rally etc. since those abilities do not interact with the core rules that specifically mention ADDING.

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