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Rivener

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Posts posted by Rivener

  1. I suppose there is some gamesmanship that can be done with it. Once you receive and survive a charge you can move the soulstealer behind the enemy unit. Then when you fight first, they can then either remove their models from the front ranks and thus potentially skip out on attacks, or they remove from the rear and suffer mortal wounds.

  2. 25 minutes ago, Inquisitorsz said:

    Also don't forget that it's any model... not just opponent's models. If you remove your own mortek guard within 3" you have a 4+ chance to bring them straight back. 

    I think the ability is much less about your opponent's models and more about making a mortek guard unit 50% harder to kill. 
     

    But then what’s the purpose of the soul thief? It doesn’t help when your own guys die, and it causes your caster to be at -1 to cast.

  3. Anybody else think the Soulthief and Gothizzar need to have their wording changed? Right now they only care when a model is slain within X inches. Won’t any opponent with a brain just remove models from outside that radius in 90% of situations? 

    Oh sure it’s valuable if you are fighting someone with a crazy small model count and you can miraculously get everybody you’re about to kill exactly inside that range, but that seems contrary to the purpose of the models.

  4. 3 hours ago, stratigo said:

    Phoenixes are crazy amazing. I'm not sure if people have got it fully yet. Making phoenixes is better is just solid strategy. They're hard to kill, have access to specialized traits and artifacts in phonecium, and poop out mortal wound. A bubble of frost and fire phoenixes are gonna be real hard to pull down even if they can't pull out the crazy damage that a keeper does.

    How are they pooping out mortal wounds? Best Flamespyre can do is 5 a turn, but then they can’t fight. Or if they do fight then they aren’t doing their mortals anymore.

  5. 2 hours ago, Nogginnocker said:

    Yes. Page 4 of the designer’s commentary for the AoS core rules addresses this. It would extend both ranges of the spell because they both originate from the caster.

     

    Q: Sometimes a spell will have an area of effect (e.g. all models from a unit that are within 18" of the caster, or all models within 3" of a point on the battlefield that is within 24" of the caster). If an ability increases the range of the spell, is the size of this area of effect increased by the same amount as the range is increased?

    A: If the area of effect is measured from the caster, yes. If the area of effect is measured from a point on the battlefield, no – the ability will increase the range to
    the point on the battlefield instead. To carry on your example, if an ability increased the range of a spell by 6", then in the first case the spell would affect all the models from the unit that were within 24" of the caster instead of 18", while in the second case the range of the point on the battlefield would be 30" instead of 24" but the spell would still only affect models within 3" of that point. Note that if area of effect is measured from a point on the battlefield, and that point is ‘anywhere on the battlefield’, then an ability that increases the range will have no effect on that spell.

    Thanks for this- I had been looking for precisely this clarification for CoS spells too! The Wrath of Gork/balewind is a powerhouse then, though you’ll want to run the +1 to cast artifact and command traits to pull it off reliably, and run MSU. Or perhaps go Big Waagh and burn points for the casting bonuses...hmm..

    • Like 1
  6. 1 hour ago, Nogginnocker said:

    For the life of me, I don’t know why more people aren’t talking about a buffed up weirdnob on a balewind with several bonuses to cast and wrath of gork bombing the heck out of the opponent. It’s such an obvious spell to take in a list with two weirdnobs, or even one that can cast two lore spells, that it’s baffling me that it’s not dominating this thread. 

    I’m not sure how the Balewind Vortex affects the spell. Does “spell range” mean every time a distance is measured by the spell? If so, yeah, that’s shockingly lethal. 
     

    It also paints a gigantic bullseye on the caster, who is an immobile 4+ 6 wound model that everybody now has LOS to. That’s at least somewhat relevant.

  7. 4 hours ago, Battlefury said:

    Anyone intel on how Skarbrand actually performs on the board?

    Due to his numbers he should be ok, but I am wondering if I should really take him into my Tyrants list, or maybe just another BThirster.

    He’s almost certainly the deadliest model in the game, so that’s something. Run him Reapers, keep him in range of a Bloodsecrator and Wrathmongers and just watch the magic. 

     

    Be warned that he is fragile though, so don’t get him engaged in round 1, and completely surround him with friendlies. Sending him away from protective chaff is a death sentence, and a waste of his potential.

    • Like 2
  8. We won’t see any point reductions. I would love to see:

    Blood Warriors 80/420

    Bloodreavers 60/220

    Bloodsecrator 120

    Skullcrushers 160

    Bloodcrushers 120

    Skull Cannon 120

    Half a dozen hero and battalion changes too. But again, we won’t get any.

    • Like 1
  9. Is there any special tech for the Bloodmaster and The Blood Must Flow? 

    If I give him the 4+ that let’s him fight before anybody is chosen to fight, does that mean that if it goes off a unit of Bloodletters gets to fight “out of order” too?

  10. Magnetize him! That’s what i’m doing right now.

    In terms of gameplay IR hits the hardest if you buff him properly. UF has the neat trick with the running daemons that can then pile in to combat at 6”, and WoK has a killer command ability that you could pair with the Crimson Crown for maximum rerolls for free. WoK also goes great with the Reapers of Vengeance command trait for double boosted unbinds.

    • Like 1
  11. 2 minutes ago, Ravinsild said:

    What's frustrating is the redundancy for that stuff. ALL Khorne Daemon heroes have a massive "All Khorne Daemons re-roll Hit Rolls of 1" right? So that makes picking him as dedicated to Khorne patently redundant and worthless because that's the special ability he gets for being Khorne :| Same with Insensate Rage Bloodthirster on the charge TBH. Like they just HAVE re-roll hit rolls of 1's already. Can't we get something else? :(

    You add 1 to his hit rolls for being Khorne. 

    • Like 1
  12. 2 minutes ago, Ravinsild said:

    How does he force multiply? Aside from the Locus of Khorne which all Daemon heros get innately? 🤔

    That’s what I’m referring to. You could always give him the Mark of the Slayer if you prefer Mortals and Monsters, though.

  13. 18 minutes ago, Warbossironteef said:

    Is a Khorne Daemon Prince worth taking? I feel like he is a little out place. Does anyone have any good combos or ways to use him?

    He’s a natural force multiplier for Daemons and doesn’t degrade like Bloodthirsters. He also hits pretty darn hard with the Ghyrstrike, especially when you use the Reapers of Vengeance command ability. 

    I plan on using him as a flanker who fights first and unloads a lot of damage with a small footprint to mitigate retaliation. He can also Fly, which means you can find really opportune places for him to end up piling in from.

  14. 28 minutes ago, Darksteve said:

    Just played a 1000 point game and I have to say Bloodmaster and skullcannons with Reapers of Vengence is nasty. Move a block of wrathmonger around with them and they are shooting 4 times, charging, the bloodmaster fights with the artefact and then lets the cannons fight, kill a model and shoot 4x again. With buffs I had 2x cannons hittingon 2s reroll 1s, wounding on 3s reroll ones against heros and monsters

    How did you get 4 shots per skullcannon before Combat? I can see 2 shots each with the Wrathmongers.

    • Like 1
  15. 17 minutes ago, ChaosUndivided said:

    Yeah i like the Dark Feast but a) you need 60+ Reavers to even make it worth it

    By bringing the battalion you get a CP (worth 50 points), plus a relic. Given how awesome our relics are now, that seems worth quite a bit. If you’re already bringing a Slaughterpriest and the Bloodstoker the Dark Feast can easily be VERY worth its points even if you don’t get optimal use out of the Reavers.

    • Like 2
  16. I could see some value in slinging units of Bloodmad Bloodreavers across the board solely to tie up ranged units, though. If you Bloodstoke them you’ve got an effective threat range of 27” on the charge on average. Probably not efficient per se, but kind of funny. Plus if/when they die you get a blood tithe!

  17. 9 hours ago, That Guy said:

    List I was looking at. Using the offense of the bloodforged, using the defense of the slaughterborn.

    Allegiance: Khorne
    Realm: Ulgu
    Slaughterhost: Goretide


    Leaders
    Skullgrinder (80)
    - General
    - Artefact: Mark of the Destroyer(+2 attacks)
    - Trait: Cue the Foe(+1 damage on melee weapon)
    Exalted Deathbringer (80)
    - Artefact: Sword of Judgement 
    - Impaling Spear
    Bloodsecrator (140)
    - Artefact: Goretide Artefact(Ignore modifiers to save)

    Battlelines
    10 x Blood Warriors (200) [slaughterborn]
    - Gorefists
    - Goreglaive
    - Icon

    5 x Blood Warriors (100) [slaughterborn]
    - Goreaxes
    5 x Blood Warriors (100) [bloodforged]
    - Goreaxes

    Behemoths
    Chaos Warshrine (160)
    - Mark of Khorne
    - Prayer: Killing Frenzy


    Units
    5 x Skullreapers (180)
    5 x Skullreapers (180)
    10 x Wrathmongers (280)
    5 x Wrathmongers (140)


    Battalions
    Slaughterborn (180)
    Bloodforged (120)

    Not-Endless Spells: 
    Wrath-axe (60)

    Total: 2000 / 2000
    Extra CP: 2
    Allies: 0 / 400
    Wounds: 142

    Killing Frenzy on the Wrathmongers.
    Skullgrinder and Exalted Deathbringer both being super killy. Reapers enjoying Re-roll all failed hits and re-roll 1 to wound near objectives with basically 3+ saves in melee. Kinda 3+ saves in melee for most blood warriors as well. Solid double fighting with killing frenzy and re-roll all failed hits. Warshrine giving 6 + saves after the save. Wrath-Axe to tear a hole to spill into, and debuff them, while we are fully re-rolling. Bloodsecrator for more attacks and countering wizard. Yeah, thought this might be fun.

    We’re definitely operating on the same wavelength! I think dual-Battalion is a legitimate prospect in this book, and the Warshrine seems like a must have in any list featuring the endless axe. 

    Bloodforged may end up being the real sleeper in this book, especially if you’re facing an enemy with no shooting.

  18. I’ve begun considering some sort of Death Star for Khorne.

    The Wrathstar: a 15+ man Bloodforged unit of Wrathmongers. A Warshrine with Killing Frenzy, the standard Bloodsecrator, and add Skarr Bloodwrath. 

    Plenty of rerollable 3+ to-hit, and you MIGHT be able to fit them in next to a Bloodstoker. Fight twice, then fight again when they die, then explode for MWs. Battleshock can be mitigated by being Bravery 9 (Skullgrinder 8 +1 for being 10 models)

    Thoughts?

  19. 2 minutes ago, Grimrock said:

    I tried goofing around with a practice game, the wholly within bit on all the buffs is really difficult to deal with. My slaughterpriests regularly found themselves out of range for buffs while sticking to the altar, and the bloodstoker... I was base to base with a central model in a 6 man skullcrusher unit and it still couldn't whip them because one of the edge models was a half inch out. Positioning is going to be frustratingly important with this army. 

    Surprisingly the bloodsecrator wasn't too bad since he can just run and chase the units you want to buff, but the reroll spells but didn't really come into play. 

    Yeah, it’s too much. The Bloodstoker just flat out cannot whip certain units, and that doesn’t feel intentional. I’m going to shoot GW an email asking to modify the ranges so they’re 1) all the same and 2) bigger. 

    Its just bizarre to me that I need to memorize the 8” bloodstoker, 8” wrathmonger, 18” bloodsecrator, 12” aspiring deathbringer, 12” daemon locus, 16” greater daemon locus, etc.

  20. 8 minutes ago, Surtur said:

    Well, if you assume that of a 30-man unit 20 Blood Warriors get in (only normal axes, not even the champion, and the enemy unit has a 6+ Save, then their expected damage on the unit (when activating first, no buffs, not even rerolls from double axes or their gorefists included) is 11.1. So it is not that bad. Yes, other units are mathematically better, but many of these have less buffs available, and do not rely on using the no respite rule skillfully. I believe Blood Warriors are not the worst Battleline by far. Look at... Liberators...

    Yep, my original calculation was off by a substantial degree. It’s what I get for talking without my spreadsheet in front of me! I’ve edited it accordingly.

    They definitely are usable, and I love them, but they’re not Bestigors. Not that anybody is...

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