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Unter

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Posts posted by Unter

  1. 2 minutes ago, Cosmicsheep said:

    I'm reading the Hell Pit toughened sinews and the Rat Ogor toughened sinews as different mutations.... but yeah, you could be right. It's the only one that shares the same name. I'd have to swap out the hell pits mutation for something else if that is the case.

    hmm I've just gone back and re-read - i think your first interpretation is correct. It's just daft they are named the same.

    • Like 1
  2. 1 minute ago, Cosmicsheep said:

    You get 1 free for the army, and then you can pick another instead of picking a Prized Posession. So with 3 Master Moulders i get 4 in total. Might as well take maximum advantage :D

    Ah cool, thanks for the clarification. So each Master Moulder grants one prized possession? Still can't duplicate the mutation however as in your list above.

  3. 1 hour ago, Cosmicsheep said:

    I've been doing a bit of list building too, mainly around my favoured Clans Moulder. With the giant rats now useless (i used to run a block of 40) i've not gone pure moulder.

    2 Drop List    1970
    Battle Regiment 1    
    Thanquol    405
    Master Moulder (Rabid Crown)   95
    Master Moulder    95
    Rat Ogres-4 (Toughened Sinews)    190
    Rat Ogres-4 (Insanely Rabid)   190
    Clanrats-20    130
    Clanrats-20    130
    Hellpit Abomination (Toughened Sinews)   240
    Battle Regiment 2   
    Master Moulder    95
    Rat Ogres-4 (Accel. Metabolism)   190
    Clanrats-20    130
    Vermintide    80

    The clanrats do a better job of objective capturing than MSU of 6 x Giant Rats. I'm tempted to drop the vermintide and change 1 units of 20 x clanrats to 20 x stormvermin

    do you get to pick the moulder enhancement for each moulder unit you have? thought it was just one? i might be wrong. It definitely says however that you cannot duplicate the same mutation in your army

  4. 1 hour ago, Grugg said:

    Hello all, had my first game of 3.0 last night against soul blight.

    We used the 2.0 points, but all other 3.0 rules where possible.

    We only used core battalions (assuming that battle tome battalions won't be match play legal) and the reenforecment rules for list building.

    Reenforecment rules massively changed they way I built my standard list. I was only able to get gluttons to a unit of 9 (not 12) and had to run more minimum units where I would normally have larger units.

    Edit: I should add this meant I was unable to have ogor uunits doing crushing bulk on 4+ besides my FLoSH

    The changes to objective holding affected my opponent more (he had 2 monsters) so was able to contest objectives a bit better - however the ogor rules are still great.

    My MVP was definitely iron guts. Ran them 'reenforced' as a unit of 8, they shredded everything they touched and held the central objective all game.

    We only had time to play 4 out of the 5 rounds and were tied for points. The resummoning of death minions was valuable for encroaching in from the edges and he was able to throw them at me to clog up my units whilst he used a Vampire lord on zombie dragon and Manfred to eat units.

    FLoSH was able to shred the VLoZD, but my ironguts weren't able to get to Vlad to turn him into mince meat.

    Another weakness I found was a spell he used (something like winds of death, it had winds in the name) that does hits based on the amount of units near the Target and goes off twice on a casting roll of 9+. That spell was able to finish off my FLoSH before he could heal up and kill my slaughter master from full health in a turn.

    Maybe I should've taken a second slaughter master instead of a tyrant? Also tempted by emerald lifeswarm as I feel I could've done with more healing for sure.

    Does anyone have any thoughts on playing the new rules yet?

    List below if anyone has any comments:

    Allegiance: Ogor Mawtribes
    - Mawtribe: Bloodgullet

    Leaders
    Frostlord on Stonehorn (400)
    - Artefact: Splatter-cleaver
    - Mount Trait: Black Clatterhorn
    Slaughtermaster (140)
    - General
    - Command Trait: Nice Drop of the Red Stuff!
    - Lore of Gutmagic: Blood Feast
    - Bloodgullet 2nd Spell: Ribcracker
    Tyrant (160)
    - Big Name: Fateseeker

    Battleline
    8 x Ironguts (440)
    9 x Ogor Gluttons (360)
    - Pairs of Clubs or Blades
    3 x Ogor Gluttons (120)
    - Clubs or Blades with Iron Fists
    4 x Leadbelchers (160)

    Units
    2 x Leadbelchers (80)
    2 x Leadbelchers (80)
    2 x Frost Sabres (40)

    Total: 1980 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 144

     

    cool post. did you have any challenges with coherency for the ironguts?

  5. On 2/5/2021 at 5:56 AM, Eorek said:

    I have an ogre list I' d love to hear some opinions and hopefully make it even meaner; 

    Allegiance: Ogor Mawtribes
    - Mawtribe: Winterbite

    Leaders
    Firebelly (120)
    - Lore of the Sun-Eater: Billowing Ash
    Slaughtermaster (140)
    - General
    - Command Trait: Wintertouched
    - Lore of Gutmagic: Ribcracker
    Frostlord on Stonehorn (400)
    - Artefact: Frostfang
    - Mount Trait: Metalcruncher
    Icebrow Hunter (120)

    Battleline
    4 x Ironguts (220)
    4 x Ironguts (220)
    4 x Ironguts (220)
    12 x Ogor Gluttons (400)
    - Clubs or Blades with Iron Fists

    Units
    8 x Frost Sabres (160)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 146

    9 drops
     

    Alright, where to start...

    Firstly; the way you generally win games is by playing the scenario and I tried to make a list that can play all of them, It has enough battleline for scorched earth, a monster for both the extra points for holding stuff with a monster and a tanky hero that can go for an early objective on three places and to top it all off a large-ish unit of cats+ hunter that can do all sorta of secondaries.

    Secondly; I considered the meta, and in a vacum I'd alwsys play blood gullet... however in the meta atn you generally don't get to cast spells which negates alot of the blood gullet bonuses and winterbite negates alot of the incoming damage from shooting armies, add a firebelly to the mix and you have yourself some pretty solid - to hit stack. The cats provide a screen and you should have tools to deal with alot of builds. Then you sprinkle in some 'silver bullets' to deal with stuff... msu ironguts for lumineth, ribcracker for ossiarchs etc.

    Rest speaks for itself. Can take a punch and hit back even harder.

    Potential flaws:

    I'd sell my soul for a ten points decrease somewhere... could then drop 2 cats for a cmd point to negate those alpha bravery bombs... fitting in a 100p skal would also be super solid for that extra relic aswell(either ignore -1 rend on flosh of 1 auto dispell) however that is wishful thinking.

    And this list is a 9 drop making you more often than not lose first turn priority. Shuffling the list into a tyrants gutguard would help with this, however i don't know where to find the points.

    Places where I see potential savings:

    1. Downgrade the flosh to a huskard 80p(... 3+save though...)

    2. Drop two cats 40p (below 6 cats they stop being able to preform their role)

    3. Drop three gluttons 40p(9 could probably do fine... however 3 ogres for 40p is a steal)

    4. Drop the entire cat squad and hunter and bring in a gnoblar screen. 180p

    5. Drop the flosh entierly 400p (... tyrant+gutguard+ unit of gnoblars right there)

    Sorry for the wall of text! But felt I needed to share some of my thoughts aswell as posting the list...also how do ya'lls feel about yhetees?

     

     

    I like it, but if you are looking to save points I'd drop the Firebelly. As you said there is a lot of anti-casting out there, and even without it his spell goes off on a 7.

  6. 3 hours ago, Kasper said:

    Yeah Im really not a fan of non-interactive gameplay.

    I might be biased because I play Tzeentch but destiny dice are 1) random and visible to both players prior to the game, so you know to a degree whats coming 2) limited resource, especially since you need to replace dice prior to rolling and you have to replace an entire charge/casting roll, but I dont see DD as terrible as Teclis auto casting/unbinding every single round etc.

    This also includes stuff like Slaan/Kroak being boardwide with Comet's Call or unbinds. It means there is literally no way for you to prevent either thing with your positioning etc. I feel like this is boring and bad gameplay. 

    Shooting units with 35"+ range is also terrible to play against since deployment/position means very little when the opponent has range over almost the entire board.

    Units that can cover like 30" distance is also pretty tiresome to play against. 

    Tzeentch are easily one of the least interactive armies out there for the opponent. You have no interaction whatsoever versus Destiny Dice, you just hope the Tzeentch player uses them badly. 

    Dice matching while casting is incredibly strong, Changehost / Hosts Duplicitous have been some of the most oppressive lists to play against in the game with board presence, teleporting, output and durability. Not to mention the no retreat from duplicitous guaranteed with a DD charge which can take multiple units out the game for first crucial turns. 

    On top of THAT, there are lots of armies out there that have no mitigation at all for guaranteed cast mortal wound output from range, so probably not the best example to use

    • Like 3
    • Haha 1
  7. On 9/1/2020 at 11:39 AM, Bululu said:

    Hi mates, i have a question about the iron sky command attack squadron, what is the general concensus about arkanaut leaving the frigate after flying high. As general FAQ flying high is not a move and vessel doesnt count as moved, since the batallion lets you get arkanauts after frigate has moved then you cant do it after fly high.  At least its what i read, have i missed something?

    correct, can't get out after a fly high. 

  8. On 7/11/2020 at 3:56 AM, Malakithe said:

    Any news/rumors on if those leaked points are real or fake?

    All will be revealed in the FAQ to the newly released GHB. 

     

    Based on previous years this usually drops a fortnight after GHB, which came out on Saturday. Could be any time from now until end of July really

  9. 39 minutes ago, C.A.O.S said:

    I have the book

    No, simply rerolls, like now.  From now we have to think alternative solutions to avoid shock test. Navigator diviner trait + formations, or simply bought command points 

    Amazing, thanks! Good to know. Sorry to pump you for information again but is Inspiring Presence CA still the same? And still 1 CP? Cheers for the info

  10. On 7/4/2020 at 6:37 PM, ShaneHobbes said:

    Friend of mine whose been getting pictures taken out of the GH and sharing them with me from a source was told that KO points wont be in the GH but in the faq.

    Obviously dont have any proof just what was told from a secondhand source but has a tone else heard this?

    Has your source got anything on Triumphs? Seen some pics that we will be down to 3 triumphs

  11. 1 hour ago, Nick907 said:

    What's up sky dwarfs? How's the Volleygun working out for all you Ironclad users?  I see a lot of talk about the cannons but no love for the Volleygun. 

    Gonna be important if Lizardmen become a big deal in your meta - reducing all damage 2 to damage 1

    Volley Cannon will be our main answer if the Clad is gonna stay relevant

    • Like 1
  12. 17 hours ago, Lorax said:

    Good to know about the Skyhook.  Do you find that the Shrapnel attack does more damage on average than the Shell?  

    My Ossiarch friend definitely likes the crawler, he has a pretty nasty list where he teams it up with the Soulstealer Carrion endless spell.  That is not too much fun when all of it goes off.  Luckily, with this army I will just fly away.  Given the opportunity would try to commit to taking the Crawler off the field, or simply trying to weather the storm until late game?  I am really excited about Kharadron; now just to pair back my Tzeentch army so I can fund so many ships!  😆

    Yea it just spikes less, there'll be times when the shell is better though. 

    Honestly I just ignore the Crawler, it is still really tanky and most battleplans you will need to be shooting Mortek Guard to stop them scoring.

  13. 18 hours ago, Lorax said:

    Wow!  Thank you so much for jumping in.  You are exactly the person that I wanted to hear from!  I love this community.  Your explanation definitely helps a ton, as it gives me more insight into the choices for the Endrinworks, as I did not understand some of the choices, and also AoSShorts had one of the Endrinworks as wrong on their webpage.  It makes a ton more sense with the Ram on the Ironclad, as I see you are using it in a more protective role.  Would you want the Skyhook on this beast since you now have the Ram?  I can see how the Ironclad would be packing a really mean melee punch with all of this.  

    I am very happy to say that I do not have Beasts or Seraphon in  my meta.  I am playing against a guy who has death (including the Ossiarch...ugh!) a guy who has a ton of Stormcast, Khorne, Slaanesh, and some StD, and another guy who has Sylvanneth and Skaven.  That is my entire meta, so I feel pretty good about the speed element (minus deepstriking stormcast, nighthaunt, and the odd unit).  Fly high seems like so much fun, it will likely cause all of them to completely rethink their deployments.   

    I think you have solidified my decision, the ships just seem like so much fun.  Thank you for sharing your thoughts, I really appreciate it.  

    No worries, and yes I tried the Skyhook with the same list at a one day tournament and although it helped a charge or two the main issue was you could fluff your shooting phase with the clad a lot easier, which cost me the only game I lost (I think an opponent saved the skyhook shot on a 6), as I was robbed of the clad's main gun damage.

    Ossiarch have nasty output but it's definitely a good matchup for us. Try and fly high to one side of the map and focus everything at the closest unit, then they should have to spend their turn walking towards you at which point you can fly to the opposite side of the board - again, battleplan dependent. 

    Problem with Ossiarch is the matchup can spike based on Crawler shots. They shouldn't be able to hurt your clad too much with it, but all it takes is one bad roll and they can down your clad in a turn or two, but that's just the game :D

  14. 20 hours ago, Forehead said:

    Another thing to note about expecting to be given first turn as I also play beasts of chaos. With bodies and speed (and summoning even) it's actually easier than you think to screen off large chunks of the board so you end up not being able to fly high and will spend a couple of turns fighting your way out of the corner. Seraphon were also capable of screening massive amounts of space using skinks (this was before the new book, not sure about since as I haven't played them or anyone in the last couple of months).

    Yes I agree, this is a danger to be aware of. But what people often forget is our base movement is still relatively high, and we can often move to within a fairly decent shooting range.

    I think facing a board control army you could afford to deploy more aggressively and 'dare' your opponent to give you first.

    I by far prefer to go second but even in a tournament environment people are often scared enough of your first shooting phase to grab first.



     

  15. 1 hour ago, Rangeltoft said:

    May i ask why the gauntlet? The Endrinmaster do not count as charging if he is inside a boat.

    Because as the list is relatively high drops, alpha strike armies often try to take first turn, killing your screen (ark co/gunhaulers). This means that you are often in combat or close to combat in your first turn. 

    This happened in two games to me and my Endrinmaster was able to jump out in my first movement phase and charge for some extra MW. In my first game I was able to deal around 18 MW to a 2+ save Mawkrusha that had charged my screen on t1: 

    4 from Torpedo from hauler

    around 4 from clad charge ram

    2 from Malefic skymines

    2 from Shock Gauntlets

    6 from multiple start of combat phase activations from all the boats that were nearby

    This really adds up and crucially happens 'out of sequence' - so before anyone swings or when a charge is completed.

     

    That said - I'd be tempted to explore other artefacts in future, but it was useful in 2/5 games which isn't too bad.

    • Like 5
  16. 12 hours ago, Lorax said:

    Hey everyone.  I have begun looking into starting a Kharadron army; the ships are just too cool.  On that note, I am at a loss.  It seems like the debate generally boils down to, if you take too many ships you struggle with objectives; and without enough ships you cant get to the objectives.  That said, I have been drawn to having more ships, but the question is how badly am I going to hamstring myself.  Currently looking at a list like this:

     

    Allegiance: Kharadron Overlords
    - Sky Port: Barak Zilfin
     

    LEADERS
    Endrinmaster with Endrinharness (100)
    - General
    - Command Trait : Grudgebearer
    - Artefact : Seismic Shock-gauntlets

    Endrinmaster with Endrinharness (100)
    - Artefact : Staff of Ocular Optimisation

    UNITS
    10 x Arkanaut Company (90)
    - 1 x Skypikes
    - 1 x Light Skyhooks
    - 1 x Aethermatic Volley Guns

    10 x Arkanaut Company (90)
    - 1 x Skypikes
    - 1 x Light Skyhooks
    - 1 x Aethermatic Volley Guns

    1 x Grundstok Gunhauler (150)
    - Main Gun : Sky Cannon
    - Great Endrinworks : Zonbarcorp 'Debtsettler' Spar Torpedo

    1 x Grundstok Gunhauler (150)
    - Main Gun : Sky Cannon
    - Great Endrinworks : Zonbarcorp 'Debtsettler' Spar Torpedo

    1 x Grundstok Gunhauler (150)
    - Main Gun : Sky Cannon
     

    BEHEMOTHS
    Arkanaut Frigate (250)
    - Main Gun : Heavy Sky Cannon
    - Kharadron Overlords Battleline (Sky Port: Barak Zilfin)

    Arkanaut Frigate (250)
    - Main Gun : Heavy Sky Cannon
    - Kharadron Overlords Battleline (Sky Port: Barak Zilfin)

    Arkanaut Ironclad (510)
    - Main Gun : Great Sky Cannon
    - Great Endrinworks : The Last Word

     

    BATTALIONS
    Iron Sky Attack Squadron (120)

     

    I am not going to lie, I basically lifted this from AoSShorts because it had a higher number of airships.  Would the play style be using the ArkCo in the Frigates, getting them to objectives and sitting there; while the remaining fleet tries to shoot and scoot as best it can?  How does this hold up in most of your experience?  

    Thanks in advance, I know a lot of new players ask for list feedback, but I am trying to build a ship-centric list and do some additional thinking before taking the plunge financially.  

    Cheers!
     

    hey, I'm the author of this list and took it to 3rd place at our last pre-lockdown tournament! Happy to answer any questions.

    As to the playstyle, the ships generally deploy all in one corner/out of range of enemy alpha, screening with 1 ark-co and a hauler if necessary. 

    Smart opponents would then give you first turn as you open yourself up to a double if you go in close. If they do give you first, play conservatively and land your ships in a blob (mission depending) and play from 18"/24" shooting. However, many people can't resist taking first turn if they have the opportunity to do so, and a KO double is absolutely devastating. 

    That said, as a rule you should look to give away priority as long as it won't be game-breaking/you aren't passing up the opportunity to deliver a really crippling blow, as it gives you more control to score later. 

    KO really shine late game as we can zip around and score, and with the frigates and ark co you can do a classic 'circle of wagons' to defend your ironclad by putting the haulers up front and if facing teleporting dropping the ark co to screen behind. 

    The amount of ships in the list can be really nasty when it comes to mortal wounds, especially with Malefic Skymines and the ram on the Ironclad/Debt settler on the hauler. That's a big kicker people don't expect and really helps chew through ethereal bad guys or characters. 

    Furthermore, don't be afraid to charge a frigate or hauler into combat to slow people down for a turn or two, those guys are really tanky with triumphs.

    Happy sailing!

     

  17. 20 hours ago, GunslingerOy said:

    Looking to start a second army and I find this one appealing, alongside Mawtribes and maybe Giants. Hoping to confirm some suspicions though: this is an expensive army to collect, going to want some Ark company units for objectives, Thunderers work best with mixed arms, difficult to fit everything in because of points (big ships, balloon boys, little ships, Thunderers for days)?  I can also usually tell what hero choices I want but ever list I toy with I have a hard time figuring out who to rate besides an endrigger boat healer.

    Lots of Thunderers without their special guns rate? I like the look alot better.

    I want to have big ships flying around dropping dudes down while blasting away with big guns everywhere, looking to feel like a elite expert battle force blitzing in and fading out.

    note of caution about thunderers with special weapons. For full impact you'd need to drop them at 12" with mixed, compared to rifles at 18". The Ironclad has a couple of threat ranges - 12" for full blast, but very respectable output at 24", or 18" if its carrying thunderers with rifles.

     

    this makes a big difference. if you are at risk of being doubled - you can't afford to land 12" away, delete a unit, the try to survive potentially 2 turns of combat. however if you can land 18" away (as in thunderers with rifles), you could shoot the closest unit and feasibly have a 20-24" gap from nearest enemies, hopefully only exposing you to one turn of melee - which you should be screening anyway :D

    • Like 1
    • Thanks 1
  18. 10 hours ago, broche said:

    Yeah we need to enjoy the glory days for the time they'll last. Will it be 6 month, a year, who know but we are gonna see some orruk at the top table soon enough.

    We have lots of sick stuff, but i think Warchanter and Arrowboys will be the most nasty

    Doesn't his +1 damage buff only affect Ironjawz?

  19. 3 minutes ago, broche said:

    Ok I'm curious, how Hag'Narr are 4-5 drop . From what I remember slauther troupe and cauldron guard were the most played bataillion (and lot of DoK are going bataillion less). Troupe and cauldron include 5 units, and they generally have at least 2 units of fury and 3 more character, which make at leas 6 drop. I never saw 2 drop slanness...

    You can get Slaanesh to 2 drop with double battalion. Usually they sit around 4-5 drops.

    Last Hag'Narr I played was the following, which I believe is a 5 drop and is fairly standard:
     

    Allegiance: Daughters of Khaine

    - Temple: Hagg Nar

    Mortal Realm: Aqshy

     

    Leaders

    Slaughter Queen on Cauldron of Blood (330)

    - General

    - Trait: Devoted Desciples

    - Artefact: Ignax's Scales

    - Prayer: Catechism of Murder

    Hag Queen (90)

    - Artefact: Iron Circlet

    - Prayer: Blessing of Khaine

    Morathi High Oracle of Khaine (480)

    - Lore of Shadows: Mindrazor

     

    Battleline

    30 x Sisters of Slaughter (300)

    - Barbed Whips and Sacrificial Knives

    30 x Sisters of Slaughter (300)

    - Barbed Whips and Blade Bucklers

    10 x Witch Aelves (120)

    - Pairs of Sacrificial Knives

     

    Units

    5 x Khinerai Heartrenders (90)

    5 x Khinerai Heartrenders (90)

     

    Battalions

    Slaughter Troupe (130)

     

    Total: 1980 / 2000

    Extra Command Points: 2

    Allies: 0 / 400

    Wounds: 104








     

  20. 14 hours ago, broche said:

    I don't think there's a huge difference between 5-6 drops, but 7 you might start doing some coin flip. FEC gouhl patrol is currently 4 drop, otherwise i think most top list can't really go below 7 from what I remember.

    All of the top armies apart from Skaven are around a 4 drop. 

    DoK Hag'Narr are 4-5, Slaanesh can get down to 2, and are only rarely above 5, FEC as you say are 4, Changehost are I think 2 drop, Idoneth battalion list (currently doing well in UK, especially vs current meta) is 5.

     

  21. 16 hours ago, wander said:

    Hi everyone,

    I posted this yesterday in the Pestilens topic, though I think I may get a quicker answer here with what could work in updating my Pestilens Skaventide list now we have the new points. I've needed to drop some things and I'm really lax to drop the Corruptor as it's my lone Wizard to counter enemy spell-casting. I used to have Chronomantic Cogs to get everyone in quickly too and at 80pts with the point increases, I'm struggling to figure how and if to include them. My current list does include a Plagueclaw Catapult, though as I mostly face off against Nighthaunt, I use that to character snipe and it's my lone ranged support so even with it being shakey hitting things, I don't really want to cut it out.

    Current list atm looks something like this:

    Plague Furnace (General) + master of rot and ruin, +liber bubonicus (200)

    Plague Furnace (200)

    Verminlord Corruptor (280) + 2nd relic (undecided atm, sword of judgement perhaps?)

    40x Monks (staves) (280)

    40x Monks (staves) (280)

    40x Monks (staves) (280)

    20x Monks (staves) (160)

    Plagueclaw Catapult (160)

    Congregation of Filth (160)

    --

    I could replace the Congregation with another Plagueclaw though I'm happy with the one as 320pts is a lot for two shaky catapults. The 2nd artifact isn't a huge thing to lose, though more concerned on what to shift around for the Cogs or if I even should (fairly sure my friend's Nighthaunt list will have them, so I can get movement from him casting that).

    Though I could drop the Congregation, bump the last Monk group to x30 and get the Cogs that way. I'm not sure if losing the protective buff from it (also extra command point) is that good a trade.

    Also how does the list look? With contrast paints, doing the Monks is quick enough now.

    Cheers everyone.

    If you want to take the Corruptor with SoJ, I'd advise a Masterclan General with Skitterleap to at least get him to 9" away, otherwise you just gotta waddle across the board and hope they don't screen their heroes.

    Bell would be the better choice as it would give you a larger zone of battleshock immunity, which would otherwise be a problem with a monk army.

  22. 49 minutes ago, Obeisance said:

    ... wow. I didn't realise Dreaded and Standard versions stack. That's pretty severe.

    What other total BS combos are there I'm missing out on? lol

    Yea its nuts. And Dreaded is D3 units, so potentially frees up a cast for your Grey Seer if you cast it first, get it on both combat blocks, and don't need the second revive. 

    Skaven are very strong so there's a few 😛

    Using a Warpstone Spark you can add +1 damage to the shooting attacks of 3 Skryre units wholly within 13".  There are then multiple ways to access reroll 1s to hit (new generic Command Ability, Warlord Traits, Skryre Battalions), or reroll all hits and all wounds (More-More-More Warp Power! spell), so you can get Doomwheels, Acolytes on to D3+1 damage per wound, and Jezzails to a flat 3. 

    Big units of Acolytes and Jezzails or Stormfiends will be the main beneficiaries here.

    Monks you can get up to +7 attacks on when they charge when equipped with staves. This means that on death with both frenzies each single monk would have 21 attacks, with access to reroll hits from a prayer.

    Highest damage output per point in the game, I'd warrant even with the point nerfs. You can even throw Vigordust Injector onto them for +1 to Hit and +1 to charge, allowing them to hit on 2s for most of their attacks - not that you need the extra damage by that point.

    Also I wouldn't say Thanquol is busted by any means, but Thanq with 4 Warpfire Throwers will destroy any horde in the game even if he only gets within range of about 10-12.

     

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