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Dan.Ford

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Posts posted by Dan.Ford

  1. New topic

    So how about bloodthirster (big axe boy) with Devastating blow which does have an faq (6+ :) ). ( also he re roll 1's to hit on the charge)

    Magical item : you now the one with the Plus 1 to hits and wounds.

    Gore pilgrim with 2 or 3 priests Killing frenzy.

    And a Crimson Crown near by on second character like another Bloodthirster 

    4 attack base , +1 secator& maybe 1 from crown . Re rolling 1's on the charge.

    Think about it , now that is a mortal wound payload. 

  2. It's has been used at large events but not by me.

    Game breaking . God no, if you fail the charge with any bloodthirster hes dead meat with their 4 up save, one unit with shooting attacks will take the Bloodthirster ( with axe boy ) down to D3 mortals or 2 spells(2d3 damage).

    Plus Crimson crown which generates extra attacks alis subject to mods BUT only produce extra attack on the new specific number .

    From the rules point just read from the core rule book on attacking and how the Flowstone blade is written it's clear .

  3. 7 hours ago, Luke1705 said:

    Do you have a rules source for why the Flowstone Blade works to increase all of the wound rolls and not just the wound roll for the attack that rolled a 6 or more?

     

    Yes, that is Page 231 and 232 of the Core rule book Attacking.

    its very simple for this item as it state 'that attack' NOT 'that Hit'

     

    First you pick a weapon ( not all , just one to be that Flowstone blade ).

    You then attack with that weapon but 'Each time' you roll a hit roll of a 6+ for 'this weapon', add 1 to the wound roll for 'that attack'.

    How many +1 wound you get is determined by the number of hits you roll that are 6+ from that attack. The number of hit dice you roll is determined by the model Attack characteristic.

     

    This item is Not the specific individual Hit roll but 'that attack' for that weapon the player picked at the start . And certainly not the 'attacks' of the model, some models have 2-3 weapon attack.

    So this item makes it very clearly written 'that attack' not 'that hit'

  4. On 11/16/2018 at 4:38 PM, Kharneth said:

    When it just says "6" that means it is unaffected by modifiers. 

    I'm sorry to say this is incorrect.

    It must state that natural 6 or unmodified 6.

    If you play at an GW event an ability that is triggered by a 6 is subjected to mod's .

    so for example Crimson Crown with a +2 to hit would only trigger on a 4 and 5&6 are only normal hit and do not trigger the ability . :(

    This not my interpretation , it's from GW rules panel.

  5. ok so think the Battalions need a look individual because I feel not one is too low .

    Units points are Balanced well. 

    Bloodletters at 120/320 is correct. So let use that as a guide.

    But the stand out units for drops are 

    SkullCannons 120 ( So at 150 would you want a Skull cannon or 10 bloodletters at 120.)

    BloodWarriors 90/480 (100/520)

    Korghos khul 150 (180)

    Valkia the Bloody 100 (140)

    Bloodcrushers 120 (150 , still may take the bloodletters instead)

    khorgorath 80 (90) Mortal keyword required.

    karanak Hero keyword required

    Mighty Skullcrushers 130(140, and daemon keyword required)

    Might lord of khorne ( Daemon keyword required )

    Skarrac blood born 300-350 (OMG LOL 500)

    Exalted greater daemon of khorne with his 4+ save . 450 (580)

    New Khorne Dragon at 750 not 1200

     

     

    • Like 5
  6. 11 minutes ago, Praecautus said:

    Overall I feel we are in a decent place points wise for units, although saying that some scrolls need tidying to ensure right key word or correct wording.

    I have a horrid feeling priests will go up due to the power of the prayer in pilgrims and their ability to drive summoning. 

    Agreed 

    I hope GW remembers that our priest prayers are on 4's not 3's like other armies.

  7. Bloodbound host of khorne 220 , never see it on the table . 

    Bloodbound War band 220 . Will never be played at 2000 match play.

    The Gorechosen . Can not be played as needs EIGHT heros lol

    Dark Feast 200! , 140 maybe

    Brass Stampede 200 !! 150

    Charnel Host 200 ! Too much.

    The Bloodlords 100 and Tge Reapers or Vengeance 80 . Impossible to play at 2000 point.

    Blades of khorne have one of the highest averages for battalions .

     

    • Like 1
  8. 10 minutes ago, andysonic1 said:
      Quote

    Khorne points breakdown, with suggested adjustments:

    Skullcannons: Could use a points decrease (20-30?), as they are unreliable shooting at best.


    Bloodletters: Fine as is. We knew they needed adjustment after dealing with murderhost.

    Blood reavers: Fine as is (maybe more of a discount at max unit to make large units more tempting?). Good chaff, nuff said.

    Blood Warriors: Good for their points, and really don't need an adjustment.

    All the mortal heroes: Good for their points, no adjustments needed. 

    Blood throne: Is completely worthless as a unit. Either rewrite the scroll or drop it down to 80 points (yes, like a chaos chariot).

    Skulltaker/Skullmaster: Drop to 80 points

    Karanak: Give the good doggo the hero keyword, and we're solid

    Bloodthirsters: Fine as is, though they are bit unpowered for their points (compared to other behemoths)

    Skarbrand: good as is

    bloodcrushers: Are completely useless as a unit, but look awesome. They either need a rewrite for their warscroll or cost 90-100 for 3 (like marauder horsemen).

    Flesh hounds: Fine as is

    Khorgoraths: Since battalions went up so much, bring these guys back to 80 points please, since when they're outside of skulltake battalion, these guys are a bit overcosted. (ALSO, multi-part kits please! These models are too good/cool not to get more love on the table).

    Mighty skullscrushers: Probably fine for their points. Have not had the chance to play with them extensively. Maybe make them 10 points cheaper per 3? Or maybe a max unit discount?

    wrathmongers/skullreapers: Fine for their points (even though i want them cheaper 😜 ) 

    Vorgaroth the Scarred & Skalok the Skull Host of Khorne: Cool rules, but way too many points to actually make it worth fielding, besides a massive narrative game.

    Other Forgeworld models: Do not own any of them, so I really can't comment, besides the general trend of forgeworld models cost way too many points for what they do, and the rules writers need to combine their efforts to make forgeworld models viable, cool choices, and not just knick-knacks on your shelf, or just not write rules for them.

    I think battalions are over-costed as a force multiplier as a whole, but that's a separate rant. I look forward to what you have in store for us Chaos players with Wrath and Rapture :D 

    Thanks for the opportunity for the community to share its thoughts.

    BLOOD FOR THE BLOOD GOD! SKULLS FOR THE SKULL THRONE!

    Agreed 

  9.  

    Item

    Pick one of the bearer's melee weapons to be a Flowstone blade. Each time you roll a hit  roll of 6+ for this weapon, add 1 to the wound roll for that attack

     

    GW is ambiguous, though because  a "attack" refers to all thee dice rolled for a model when he fights .

    Pick from all your weapons on model that you want to be the Flowstone blade is Dagger, hammer , flail , axe  etc.

    When you roll to hits any 6+ for that weapon ( not weapons just one weapon) add +1 wounds for that attack, not any of the other attack by other weapons.

    Not at home so this also may help you. It's for faq.

    ATTACKING
    Q: Can I choose not to attack with a model, or not to use one or 
    more of a model’s weapons when it attacks?
    A: You can choose not to attack with a unit or a weapon 
    in the shooting phase. In the combat phase you must 
    pick a unit to fight with if you have any eligible to do so, 
    and the models in a unit that is selected to fight must 
    attack with all of the weapons they are allowed to use 
    and which are in range of an enemy unit.

    I hope this helps.
     

  10. Correct

    GW is ambiguous, though because  a "attack" refers to all thee dice rolled for a model when he fights .

    And all other weapons , that is why this item said at start

    Pick one of bearers melee weapons to be a Flowstone blade .

     

    Almost

    Because he rolled two hits of 6+ he now would get +2 to his wound rolls for all of the successful 'hits'

     

  11. 41 minutes ago, Roark said:

    Oh, damn... Just saw that. 😞

    Blade of Anraheir it is then, for me...

    FYI, one of the Khorne Facebook group Admins has asked GW to clarify 6=6+ for AoS2.0. Hope we get a response soon...

    GW Heatsand other events were was done as 6 are synonymously 6+ and 6 or more due to the faq years back.

    Now faq missing/ removed .

    GW Final , blackout , B&G was done as a special number that moved by mod's. ( as written )

    Facehammer was done as unmodified/ natural 6.

     

    So now always check with T.O or play as written.

    Magic number moving about each phase and turns depending on mod's and how they work.

    This effect other units and other armies.

  12. 1 hour ago, Retro said:

    I always interpreted that as being only the specific attack that hit 6 or higher got +1 to wound.

    For example, hitting on 4+ and wounding on 4+, you get 3 hits, a 4, 5 and a 6. Then when you make wound rolls, 2 of them will wound on 4+ and 1 of them on 3+.

    I would love to be wrong about this, it would make flowstone way better than I thought

    Not specific hit at all.

    Each time you roll a hit roll of 6+ for this weapon, add 1 to the wound roll for that attack.

     

    If it had said ' add 1 to the wound roll for that HIT.' Then yes .

     

     

  13. 2 hours ago, Easytyger said:

    Were you saying that it's good specifically for Insensate Thirster? I don't think I'm interpreting the way Flowstone blade works correctly.

    The way I'm reading it what it does is make attacks with to hit rolls of 6+ have a subsequent wound roll of plus 1 meaning the Great axe still wound on 2+ and trigger Outrageous Carnage on a 5 or 6.  Does it do something different or more than this? 

    Yes, correct.

    First you pick one of your weapons for that attack you want to be the Flowstone blade is Dagger, hammer , flail , axe  etc.

    When you roll to hits any 6+ for that weapon ( not weapons just one weapon) add +1 wounds for that attack.

    So if you are luck and you roll 2 6+ for that weapon.

    Your wound rolls for that weapon only will have +2 to wound.

    So Outragous carnage would trigger on a 4, 5 and 6 but still wounding a 2's.

    • Thanks 1
  14. 36 minutes ago, andysonic1 said:

    So that means that Gorecleaver is pretty much useless at the moment compared to Ghyrstrike, wew. Makes my most recent decision to take a Daemon Prince with Ghyrstrike + Immense Power + Axe that much easier to swallow.

    Yep unless it has an FAQ to say that it's 6+ or 6 or more.

    This removal of the FAQ effect units and armies.

    Crypt horror and crypt flayers etc

  15. 1 hour ago, Mr Spadge said:

     

    Brazen rune i agree, makes much more sense and I'll change to that...

     

    But surely the slaughterpriests giving the bloodthirster +1 to hit each, generating extra attacks on 3+(if they all get frenzy off) rerolling 1s to hit on the charge and 1s to wound from the bloodstoker.. .. the crown is much better overall??? I kind of assume it wont last long enough after its initial charge to need a better in the long run type thing...?

    But what 3rd relic either way? 😉

    Unfortunately due to the removal of an FAQ in July by GW , all abilities in all armies unless a different faq say otherwise, abilities like The Crimson Crown are effected by buffs and de buffs ( because not Natural or unmodified) is only is riggered on that precise number because it does not say 6+ or 6 or more.

    So the 6 becomes only 3 .

    4,5&6 are just normal hits :((

    You and your opponent well have to very vigilant each phase ( Attacking in combat and hero phase etc ) and each turn as this number will be changing all the time.

     

    • Like 1
  16. Hi all khorne players that are going to the GT Final. The Crimson Crown will be played as:

    rules as written, which in this case would be a roll of 6 after any modifiers are applied, meaning the number shown on the dice to trigger the ability will change.

    This is just a heads up for players using it :)

  17. 11 hours ago, kenshin620 said:

    I think some people bring the tzeentch gaunt summoner.

     

    One problem with the "6 or more" stuff is that generally it's a legacy rule from AoS 1.0, with 2.0 going on natural rolls. With the BoK book being 1.0 book, it straddles the line with its wording. I'd go on a limb and say natural rolls since it doesn't mention "or more" in its wording and the state of 2.0 moving towards natural results.

     

    But if RAI meant to be "6 or more", then that takes precedent.

    Before the new faq this was easily answered as there 'was' a FAQ that say a roll of 6 in AOS is synonymous as 6 or more ... ish.

    But that faq was removed, !!

    So now for some abilities, traits etc in BoK and FEC and probably other armies from Aos1 ish , you will find you now have a 'magic' number that will move up and down each players turn/ phases due to buffs and de- buffs.

    So your 6 maybe buffed so a 4 is special Only ( 5&6 are normal) , then a 5 Only (6 is normal) etc

  18. 11 hours ago, kenshin620 said:

    I think some people bring the tzeentch gaunt summoner.

     

    One problem with the "6 or more" stuff is that generally it's a legacy rule from AoS 1.0, with 2.0 going on natural rolls. With the BoK book being 1.0 book, it straddles the line with its wording. I'd go on a limb and say natural rolls since it doesn't mention "or more" in its wording and the state of 2.0 moving towards natural results.

     

    But if RAI meant to be "6 or more", then that takes precedent.

    Before the new faq this was easily answered as there 'was' a FAQ that say a roll of 6 in AOS is synonymous as 6 or more ... ish.

    But that faq was removed, !!

    So now for some abilities, traits etc in BoK and FEC and probably other armies from Aos1 ish , you will find you now have a 'magic' number that will move up and down each players turn/ phases due to buffs and de- buffs.

    So your 6 maybe buffed so a 4 is special Only ( 5&6 are normal) , then a 5 Only (6 is normal) etc

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