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Jharen

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Jharen last won the day on August 27 2017

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  1. @Josh Sticking with the core of that list you've got there, I'd say swap the Slaughterpriest with Karanak, and then swap the Bloodmaster Herald for Skulltaker. Alternatively you could drop the Slaughterpriest for another Bloodsecrator if you wanted a backup. Either way I don't see you getting much use out of a Slaughterpriest in that list, as you're going to be playing the dice for him to be either useful or a complete waste 50/50.
  2. Yeah I get the premise of it, but I see it break down in certain situations like in my example. If I take a say... 99% Slaves to Darkness list, all marked Khorne, and 1 Bloodsecrator, which Faction am I? Blades of Khorne and Slaves to Darkness have different allies so it actually really does matter. Is your Faction based off of all modles in your army being part of it, some of them, at least one of them? Yes I always qualify for Khorne allegiance with the army, but what determines qualification or classification of Faction?
  3. Xasz is right in my opinion. Unless there has been specific wording to overhaul this in the GHB2017 (which I shamefully admit I have no managed to pick up yet due to life getting in the way). But in my opinion GW has made another mess by adding yet more layers to an already overly layered method of doing things and it's becoming a bit complicated. To give an extreme example... If I make a list completely out of Slaves to Darkness units but mark them all Khorne, I qualify for Khorne allegiance of course. But am I Khorne faction? Or am I Slaves to Darkness Faction? Do I get to chose which faction I am in this case? What if that same list I add one model from the Khorne faction list? Again, I don't have the new book in my hands just yet so I can't look into it myself.
  4. Big units of bloodletters in a murderhost are always going to be very good, can't go wrong with that really. The Greater Daemon of Khorne is very very far from what you want in an efficient tournament list though in my opinion, it's just too many points into one big target. Go with the regular Bloodthirsters if efficiency is important.
  5. Jharen

    Giant

    The combat phase section of the rules explains: Step 1: When you pile in, you may move each model in the unit up to 3" towards the closest enemy model. This will allow the models in the unit to get closer to the enemy in order to attack them. Step 2: Each model in the unit attacks with all of the melee weapons it is armed with (see Attacking). So you may attack with all melee weapons available on a units warscroll (UNLESS the warscroll specifically says otherwise).
  6. See this thread for your answer:
  7. I did consider him, but the casting value on his spell is rather high, which in an army where you're getting no boost to cast rolls (outside possible arcane terrain) I felt it was a bit too much of a gamble. Edit: Actually my mistake, the one from Everchosen has a casting value to the bravery, which is nice and good vs hordes as you said. Good catch. I'd looked at the wrong one previously!
  8. Allies for Khorne are tricky, yeah. It gives us access to shooting, but then we don't really get enough points to spend to make a single shooting unit really worth taking. We have a few key things that come to mind though, not that they're amazing, but that they provide us something we don't otherwise have access to or help us be better at what we're already good at. Chaos Sorcerer Lord - Wizard with a good ability and spell that can help us be even better in combat. Also gives us access to Mystic Shield which can help us tank up where needed. Khorne doesn't like magic, sure, but he's got no problem with magic that helps in combat to shed more blood! Chaos Warhounds - Fast. Like, really fast! 10 inch move with an ability that makes them always run 6" extra. If you're aiming to cap objectives before your opponent can stumble over their starting line then they're handy. Also looks cool on the table to see hounds darting ahead of your barbaric horde! Brayherds - Like the warhounds they're going to bring mobility to your force, with maybe a bit more punch than the warhounds. Good for putting the pressure on your opponent fast with some cheap troops while the main of your force comes in the second wave.
  9. Monster is a keyword, located on the units Warscrolls. Behemoth is a battlefield role, listed next to the unit in the Matched Play points table. They are two completely separate things. While most behemoths are monsters and most monsters are behemoths, this is not ALWAYS the case. If an ability states that it effects Monsters, then you check to see if the unit has the Monster keyword and that is all. If something in a rule states that it effects or is triggered by Behemoths, then you check to see if its battlefield role is Behemoth and that is all.
  10. @Xasz The murderhost + Gorepilgrims list is almost identical to one I was gonna run against a buddy of mine. The silent response I got from telling him the list made me not run it I opted for the friendlier less "Bloodletter destroy your soul and fun" approach of another list in the end, but yeah... if your local allows stacking prayers then Slaughterpriests bringing bloodletters to a rerolling 1's and mortal wounding on 2+ is hilarious. and mean. but hilarious.
  11. Daemonettes warscroll is problematic only in that it's poorly worded. It is an extremely rare instance (the only one in fact that I'm aware of) that says "reroll ... X or more" It doesn't pose a problem with the rule in all other contexts. It is either a) The writer of the warscroll didn't understand the nature of re-rolls in the system, or b) the warscroll should be an exception to the rule. In other words, when taken into context of the core rules, and other warscrolls, abilities, and artifacts, it is clear that the burden falls on the Daemonettes warscroll to prove how it works around the basic statement "re-rolls happen before modifiers to the roll (if any) are applied." It does NOT mean we rephrase or change the entire meaning of the rule itself in all contexts due to a rare instance which doesn't clarify itself as either a mistake or an exception.
  12. Re-rolls happen before modifiers. The success/failure of an ability/attack/save/etc is based off the result of the dice roll. The application of results is based off of the entire sequence (reroll then modifier). It's not a difficult rule to understand, it's simply that some people either a) don't like it, or b) want to play the word game to get their way in a game. If the logic of it is confusing, a good way to look at it is that there are Dice-rolls and Results. Dice-rolls are the numbers you get from the dice. Results are the numbers you get after the application of modifiers. You can re-roll dice-rolls, but you cannot re-roll results. It's fine not to like a rule, and that's why there's house-rules and tournament rules and sending messages to GW to ask for changes. But the core rule is and always has been quite clear cut. Rerolls happen before modifiers are applied. I've always played it this way in my group and we've never once run into an issue with something being overpowered or broken because of it.
  13. I suspect we've seen new dwarf faction early on simply because they were a GREAT seller, but they were selling, they had their fans. So by reinventing them, giving a fresh spin on and focusing in on the themes of the dwarf models that people seemed to buy/like more of, they could increase their sales on a range/faction that was otherwise just doing okay. This COULD be why we haven't seen things like Skaven, Undead, Aelfs just yet. For one they want to make them more unique and create their own IP, to pick a direction for these factions they feel like they can really nail down in the current setting. They know these factions will sell well whenever they release them, and so they can spend time now building up other less possible factions while riding in the security of their top sellers (chaos and stormcast).
  14. True the goreglaive helps make up the difference between them and the Skullcrushers ability to cause mortal wounds. Again the difference is quite small and circumstantial. Both are on par with one another in my opinion, they just both serve different functions. It's why I usually run both Skullcrushers start pulling ahead I think once you learn how to use them in specific situations (stacking mortal wound charges by carefully placing them within 1" of multiple units etc). You certainly don't NEED to take them in a Khorne army, I just felt I should point out that they aren't nearly as useless as people seem to think they are outside of a Brass Stampede.
  15. Actually Skullcrushers are on par with Bloodwarriors for their number of attacks (Skullcrushers actually come out slightly ahead). They also have the option of having either rend or a 3+ to hit. Where the difference sits is that Bloodwarriors then get to attack again when they die. Skullcrushers however aren't as subject to damage fall off due to loss of model count (it takes more wounds to remove a sequence of attacks from the table per model), and they're tougher to kill thanks to their shield. They also offer possible mortal wound output on the charge and bring an 8" move. They're both very different tools for different purposes in my opinion, but damage potential between the two of them is not as far off as it would first appear so don't be too quick to pass them up. Granted, if you don't own any of course it's about building off what you have at the moment, so yeah I get that.
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