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Skaventide Warscroll Changes All Clans Covered Ladies and Gentlemen, boys and girls. Presented here for you, by popular demand, is a total recap of the changed to all the Skaven scrolls laid out by Games Workshop. To the regular readers you will notice the Pestilens scrolls are in here despite already having been covered in a separate article. This is so anyone seeking a total guide doesn’t have to jump between the two. If you’re Pestilens supremacist or an enterprising Nurgle Maggotkin player perusing new options, go check out the separate article if you like. Now on to the meat of things. Masterclan Seeing a few significant changes to the head honchos, and most if not all of them good. Let’s get stuck in with the rulers of the Rat-Race. Grey Seer – increased to 120pts from 100 · Unique spell replaced with Wither, a powerful short range debuff. · Warpstone mechanic reworked to be more risk/reward. · Can cast 2 spells now. · Command ability has been removed. Finally the Grey Seer actually behaves like the erratic uber-caster he is meant to be. 2 spells is a great buff considering the Lore specifically for Grey Seers and the Warpstone mechanic is neat and thematic. Screaming Bell – Remained at 200pts · Confers battleshock immunity to nearby units. · Can’t move without being pushed now. · Same 2 spell buff as the Grey Seer on foot. · Peal of Doom reworked slightly. · Cracks Call range shortened. · Now has a 5+ ward save I was sold from the first point and this thing just gets better as you go down. Everything about the bell is neat and it’s thematic and most importantly, powerful. Verminlord Warpseer – Remained at 260pts · Doom Glaive damage is d3 instead of 3 but attacks 6 times instead of 4. · Now has a 5+ ward save. · Has the ability to accrue extra Command Points. · Command Ability now confers Battleshock Immunity. · Unique spell does d6 damage to target, rather than d3 or 3 to a flyer. · Received the new Verminlord bravery debuff effect. Another big winner, the Warpseer will find himself in a similar position to the Fungoid Cave Shaman, a powerful utility character that can farm command points and therefore get allied to everything that can take him ideally. Lord Skreech Vermining – Remained at 300pts · Same Doom Glaive change as Warpseer. · Thirteen Headed One mechanic reworked so all options are viable. · Now can cast 2 spells instead of one. · Verminlord bravery debuff effect added. · Thirteenth Dreaded Spell unchanged. My favorite Skaven character, Verminking received only a handful of changes specific to himself but they’re highly impactful. His access to 2 spells instead of 1 works well with his Knowledge of the Arcane rule to let him really lay the magical pain. Otherwise Skreech remains a reasonable option for Mixed Skaven, and a bit outclassed by the Warpseer for ally potential. Thanquol and Boneripper – Remained at 400pts · Warpflame mechanic changed to anti-horde focus. · Can mix and match whichever weapon options he wants per arm. · Command ability changed. · Received the Monster keyword. · Unique spell changed to anti-hero spell. · Arkhan the Black level casting buff from Staff of the Horned Rat. The cockroach of the Skaven clans, no amount of stepping on this little monster will ever keep him down. Thanquol emerges in the new book as one of the strongest named characters in the game with a swathe of devastating abilities that keep him strong in all phases of the game. Looking good, Prophet of the Horned One. Masterclan Verdict The Masterclan are looking fantastic after their changes. Im definitely convinced these guys are the undisputed masters of Blight City. There are two big Skaven players in NZ, myself and Mr Mitch Harty (twitter handle is bitch_party), and he’s always been a Thanquol man while I’ve been an adherent of Skreech Verminking. We both came out well from this but Mitch is definitely laughing his way to the bank. The Clans Verminus The soldiery of the rat clans, Verminus bring cheap chaff infantry and heavy hitting elites supported by small affordable leaders and the dread Verminlord Warbringer. Let’s dig in. Verminlord Warbringer – Decreased from 280pts to 260pts · Standard Doom Glaive change. · Verminlord bravery debuff added. · 5+ ward save added. · Punch Dagger has the chance to massively increase damage on a 6 to wound. · Receives combat bonuses for nearby rats rather than for charging. · Command ability is now wholly within. · Can now cast 2 spells. · Death Frenzy spell upgraded to target d3 units instead of just one. This guy saunters in and single-handedly makes Verminus Allegiance viable. We don’t even have the full picture and I can safely, SAFELY say this is a thing and this guy will lead it. Fantastic changes across the board that turn this lad from a brutal close combat sledgehammer to a powerful leader and support character… and a brutal close combat sledgehammer. Clawlord – Remains at 100pts (Renamed from Skaven Warlord) · Scurry Away mechanic replaces original retreat after fighting ability. · May only take the Warpforged weapon option now. · Command ability unchanged. Losing the other weapon options isn’t exactly a big deal as no one ran them anyway. Scurry Away isn’t as good as the old ability where he would fight then have a chance to run immediately after, but at least Scurry Away isn’t on a dice roll. In Verminus armies this guy can take a command trait along with every other Clawlord, so that should be quite interesting. Clanrats – Remains at 120/200pts · No longer receives combat buffs for being a large unit. · Shields now work against any damage rather than turning off against damage higher than 1. Changes to these guys are more in the Allegiance Abilities for the army than on their scroll. They still retreat and charge which is all anyone ever wanted from them anyway. Stay golden pony boy. Stormvermin – Remains at 140/500pts · Exact same shield change as Clanrats. · No longer get buffs for outnumbering their opponents. The changes to these are more in line with the fact that they are receiving so much else from the rest of the army with battleshock immunity, buffs to hit and wound and rerolls being thrown around hard and fast. Stormvermin are an expensive unit that require support to be good, but when they are supported there won’t be much this deadly utility unit can’t do. Clan Verminus Verdict A solid, well rounded series of warscrolls that are now believable as their own real, tactical force rather than just that time I took 1600pts of Clanrats and Warlords with 2 Screaming Bells allied to cheese a local store event. I look forward to seeing people crying on twitter as they realize how much detail their 89th Stormvermin actually has on the model. The Clans Pestilens My once and future army. My hard-cover Pestilens battletome was bought a week after their release, and it’s no secret my desire to play and win the army borders on the fanatical and unhealthy. I’ve annoyed many a person with constant deranged rants about why its fair the Plague Monk warscroll has more words than the Old Testament and I feel not just qualified but entitled to review and break down this section of the clans. Verminlord Corruptor – Increased to 260pts from 220pts · Unique Spell changed so that it does more damage, but no longer spreads. · Plaguereapers don’t reroll all their hits anymore but inflict mortal wounds on unmodified 6s to hit. · Plaguemaster now does AoE mortals around the Verminlord rather than tick off creatures that have already been hurt by it. · Received a 5+ ward save. · Received a passive bravery debuff to nearby enemies. · Command ability now grants rerolls rather than additional attacks. Big Cheese himself came out looking pretty good. Can’t help but feel that Plaguereaper change will have an FAQ saying he can’t take the Sword of Judgement on top of that ability so goodbye to that. His prior weaknesses (no rend, terrible survivability) have been fixed, and his strengths (two casts, high attack volume) made it through unscathed. Good changes, though I will miss his old unique spell even if it wasn’t exactly good. Plague Furnace – Remained at 180pts · Altar of the Horned Rat now just makes anything wholly within 13 inches ignore Battleshock. · The wrecking ball does far more damage but is a single target instead of AoE now. · The Plague Monk crew actually have attacks now. · It has the same ward save as the Verminlord Corruptor. · It has keywords that prevent it from receiving Look Out Sir now. Good lord GW the Plague Furnace didn’t actually need to be stronger. Yeah it can’t benefit from look out sir anymore, but they give it mini Crown of Conquest and a ward save? Like what? This thing only got better. Thank the Horned Rat I have 4. Plague Priest (Both Variants) – Remained at 80pts · Tumbled into one warscroll. · Gained the attack profiles of both original priests. · The Plague Tome once per game activation is gone. · Pestilent Prayers are all reworked (addressed at the bottom of the post) This was always going to happen. Plague Tome + Wither was one of the strongest combos in the Chaos grand alliance, and people were starting to wake up to it. A shame that they had to change him, but it makes sense why they did. A small price to pay for the rest of the changes, as Iskandar Khayon said in Black Legion, a sacrifice is only a sacrifice if it diminishes the giver. Plague Monks – Remained at 70/240pts · All once per game effects removed from command options. · Improved Rend on 6s and rats doing damage when they die left untouched. · Banner now causes 6s to wound to do double damage. · Doom Gong now boosts running and charge rolls. · Rerolls for two swords is still here, as is +1 attack for charging. The meat and bones of the army. This one was always going to get changed due to it being a troop unit with more rules than Kairos Fateweaver. But the changes are for the good… or so it seems. All the changes are really strong and benefit the unit. HOWEVER the warscroll specifies 1 in 20 for it’s command options, which likely means the minimum unit size has been upped to 20. Squashes a few of my tactics and will mean some changes. I will however roll with these changes and no doubt actually be better off with them (ideally). Plague Censer Bearers – Remained at 60pts · Aura of damage effect is slightly better. · They receive bonuses for being near monks at a slightly larger range now. I expected nothing and wasn’t disappointed. I was terrified these guys would be the recipient of random buffing that meant I would need to convert another 20 ****** Stormvermin into these, thanks for actually having my back there GW. Plagueclaw Catapult – Remains at 160pts · Receives artillery bonuses if there is 10 or more models in the unit, instead of more than 10. · Does a bravery debuff to victims. I was afraid this thing would get worse not because I use it (I have 3 fully panted to a high standard and they sit in a drawer somewhere) but because I’ve already ragged on it so hard, I wasn’t sure how I would somehow step that up. Pleased to say… that won’t be necessary. It’s slightly better. Changes to Pestilent Prayers and Noxious Prayers The original prayers on the warscrolls of the Plague Priest and Plague Furnace are now gone. They’ve been replaced with new effects that are fundamentally different with bizarre names. · Disease-Disease! (Formerly Wither): So instead of making it easier to wound the victim ala Wither, this is ow the Gaunt Summoner unique spell on a 6. Boo hiss. · Pestilence-Pestilence! (Formerly Plague Breath): It’s the same as before but the bubble is 3” not 2”. It also doesn’t affect Pestilens units, rather than Nurgle units. Neat. · Filth-Filth (Formerly Bless with Filth): Thank Christ it’s still the same. No changes here, and what a boon that is. · Rabid-Rabid! (Formerly Rabid Fever): Add 1 to the attacks of something nearby. So this is where they shoved the Verminlord command ability. I’ll forever miss the old one of this, my monks fighting after death is a MASSIVE part of my army’s reputation in NZ due to me taking 2 Furnaces and making sure it was always active. Pouring one out for you my lad. Clan Pestilens Verdict With widespread buffs to everything in the army and very few points increases, none of which could be called unjustified, Clan Pestilens is shaping up as the big winner of the clans so far. Saddle up lads, I will be your captain for this journey and the destination is, indeed, the podium. The Clans Skryre Blegh, really wanted to not do this one because of the sheer amount of reading and writing involved. I’ll save you some reading if you’re just here for Stormfiends: Yes, they got nerfed and no, nobody has any sympathy. Arch Warlock – Increased to 160pts from 140pts · Warpflame Gauntlet hits on a 2+ rather than being auto hit. · Can increase the damage of his melee weapon and spell at a risk. This could have gone a lot worse for Skryre players given the popularity of this lad. He’s still an excellent caster and his ability to take risk death to churn more damage is purely optional so really he plays the same as he did before. Also Skryre have their own whole table of spells for this guy to reap. 20pts isn’t much of an increase considering that. Warlock Engineer – Remained at 100pts · Slight rework to risk/reward spell mechanic. Almost entirely the same guy. As ever the devil is in the details and the devil here is Skryre’s new warp lore table. It will be interesting to see if other clans take him purely for that given his affordability. Stormfiends – Decreased from 290pts to 260pts · Can now only take squads of mixed weapons, what the box provides. · Warpflame reworked, see Thanquol and Boneripper. · 6+ triggers are now Unmodified 6 triggers. Damn Games Workshop, I’m not even sure if this was necessary. You could have just changed how warpflame works so a unit of only warpflame wouldn’t be hilariously devastating but sadly, new warpflame on a whole unit of these would be blatantly unfair. I’m hoping this leads to greater variety and interaction with Clan Skryre, but it will be a shame if people hang up their fiends for other options. Skryre Acolytes · Can run and shoot now. · Can’t shoot things they can’t see anymore. You were worthless cheap Skryre battleline before Acolytes and that is EXACTLY where you will remain unless the Skryre Battalion brings you fresh spice. No one would take these in mixed Skaven over Gutter Runners, and no one would play Skryre just to have these as battleline. Hopefully you catch this hard pass better than you throw globes. The Weapon Teams (Doomflayer 60pts, Warpgrinder 80pts, Warpflame 70pts, Ratling Gun 80pts) · All overload mechanics guarantee the death of the unit after its attacks are resolved now. · The drill comes up whenever you want but can inflict mortal wounds on the units tunnelling up. · Warpflamer changed to be in line with other warpflame weapons. The only one of these that will see any use outside of being mandatory for battalions is the drill, which now is a lot better given the risk of my 500pt unit of Stormvermin simply never surfacing isn’t a thing anymore. Warp Lightning Cannon – Remains at 180pts · Can double the dice for shooting at the risk of blowing the weapon up. · Now has 8 wounds instead of 6. Being able to choose to double the dice to fire the cannon is pretty awesome, even with the risk it entails. Just remember you have to choose to do it before rolling the power dice… pray you don’t roll a 6. Doomwheel – Increased from 120pts to 160pts · Can double it’s shooting attack at a risk. · Hurts every unit it roams over rather than just one. · Still a chance the enemy can move it instead of you. Look GW you made it better but you didn’t make it 40pts better. I was sold till I saw it can still run over and kill my own things on a bad dice roll and no matter how Skaven that may be, it gets a pass. Warplock Jezzails – Remained at 140pts · 6+ is now Unmodified 6 to hit. No real changes. Convert some up and drop them out a Gnawhole into shooting range. Not much else to say, they’re still good and they will see use. Clans Skryre Verdict Wow Skryre, you are tonight’s biggest loser. All I see here is a faction better suited to being allied than ran by itself. Acolytes are trash, Stormfiends require (shudder) actual skill now rather than just a silly battalion and some dice rolls and the weapon teams will just straight up disappear with one turn of bad luck. The only thing that can salvage this is a solid Allegiance ability and their spell lore to be really good. It’s thematic, but don’t expect pure Skryre on the top tables anymore. The Clans Moulder Ah Moulder, I’ve been looking forward to this. Every Skaven player (and every Skaven player reading this knows this to be true) wants Moulder to be good. And wit an Allegiance ability of their own and a new Battalion, this may not be far from the truth. Let’s see how they fare. Master Moulder – 100pts (New Warscroll) · Whole new unit. · Has the Packmaster whip ability. · Has a command ability that summons destroyed Moulder units to the table. · Powerful range of attacks. Games Workshop you magnificent ******. This with the Packmaster change is exactly what Moulder needed. A powerful support hero that can hold his own with a command ability tailored the clan he belongs to. 10/10, great work. Packmasters – Remained at 60pts, now per Packmaster due to being a unit. · Can now be taken in groups of up to 3. · Same whip effect as the Master Moulder. · Lost a few weapon options. Packmasters now come in… packs? Neat and fun, I like it. A neat and expendable option to roam the table following Ogors and Abominations while the Master Moulder does Master Moulder things. Rat Ogors – Remained at 100pts · 6+ changed to unmodified 6 to hit. · Attacks generate additional hits rather than additional attacks. Nothing significant changed, just rules tweaks for consistency. Hopefully see more use with buffs and their own allegiance rules. If I catch anyone taking these because they have a shooting attack their house is getting shot with a Plagueclaw. Giant Rats – Remained at 60/200pts · Horde bonus now increases weapon range rather than attack bonus. This change makes sense and it’s thematic, and I suppose it’s a good thing that we won’t be seeing Moulder armies with nothing but Giant Rats. That being said, they were always a quiet favourite of mine though I rarely if ever ran them. I see them still seeing a lot of use as an annoying battleshock immune objective camper. Rat Swarms – Decreased to 60pts from 110pts · Rules updated to be similar to restoring dead models to a unit. Was cutting the cost of this unit so dramatically potentially a disaster that will see Moulder players catapulting to the top tables as they drown us in 40mm bases covered in plastic rats they bought from their local Pestilens player? God I hope so. Hell-Pit Abomination – Remained at 220pts · Avalanche of Flesh attack similar to Slaanesh Chariots impact but has a 3” range over their 1” · Warpstone Spikes enable the model to have a chance to straight up ignore magic. Solid changes to a severely underutilized unit. A powerful centrepiece of any Moulder army, I will be shocked if there isn’t at least one in all the Moulder lists to come. Clans Moudler Verdict Damn Moudler, they tweak a few of your scrolls and give you one character and suddenly you’re a real army that poses a real threat. We haven’t even seen their allegiance abilities yet. We will watch your career with great interest, Moulder players. The Clans Eshin The sneakiest come last as ever, but no one will call them the least of the lot once they’ve read these changes. Verminlord Deceiver – Remained at 300pts · 5+ ward save added. · Verminlord bravery debuff added. · Can cast 2 spells instead of 1. · Skitterleap is no longer a global teleport and can’t target models with more than 12 wounds. Necessary changes. Deceiver enthusiasts should just be grateful they came out without a point increase. Further increased survivability ensures that this master assassin continues to do what he does best, assassinate. Deathmaster – Remained at 100pts (Renamed from Skaven Assassin) · Throwing stars pop into multiple hits on 6s. · Has a LOT more attacks with Fighting Claws. Largely the same old boy by a different name. He does his job a little better now and with so many attacks with his Fighting Claws, the smart Eshin player will close this guide and start digging through the Realm Artefacts. I recommend starting with Ulgu… Gutter Runners – Remained at 60/200pts · Throwing stars pop into multiple hits on 6s. They remain the once and future premium ally choice as far as Skaven units go. No changes made, no changes necessary. Stay awesome. Night Runners – Decreased from 100pts to 80/280pts · Throwing stars pop into multiple hits on 6s. · They make a 2d6 move now after deployment rather than just a free move. Same as Gutter Runners, the only change necessary was to stop them moving 20+ inches turn one. Otherwise they’re still what they were before, a niche option but a good one. Clans Eshin Verdict Without knowing the Allegiance Abilities of Clan Eshin I’d call these the least stand-alone army with no specific spell lore. They’re niche, but I may yet be proven wrong when the rules are shown. Jesus that was a lot of typing. Tell me your thoughts, yell at me, whine that Acolytes aren’t that bad (they are that bad, shut up). All feedback is welcome as always.
Hi guys, since I hope we all have the Blades of Khorne book now I decided to do a review! This review is allready shorter as I initially planned but still a massive heap of text, so be certain to grab yourself a nice cup of coffee or skip it altogether. Narrative Play I can highly recommend Blades of Khorne to any Khorne fan, even to 40K players. It feels really good to have all the minions of Khorne largely represented into one book, those being Khorne Bloodbound and Khorne Daemons. While it would have been awesome to see Khorne Mortals included into this book aswell I think we all can see the hints GW is leaving us in terms of that. I really like about the cover of the book is that it gives us a great striking blood red Bloodletter, with some great Khorne models in the background, such as the Mighty Khorne Lord, Khorgorath and even a Bloodthirster. As a fan of Khorne since my start in the game this book holds a special place in my heart. The artwork and lore is also really again made for the Khorne fans, fans that do not have to restrict themselves to the Bloodbound look at this point and can really blend as they please while getting rewarded by it! I personally love the fact that his struggle with Slaanesh is mentioned, one of the reasons as to why I like it so much is once again because it harkens back to the great days of where the Slaves to Darkness WFB/40K/RPG was used as the Chaotic bible for Khorne and Slaanesh. For the Slaanesh fans I can only hope that he will eventually make his return to the Age of Sigmar aswell. What I like the most arguably is that the lore tone set by this book is different from Khorne Bloodbound, a book that for me personally focused too much on illogical lore or lore that was very clearly made up for a younger audience. I understand that an axe of Khorne is made to kill, I really don't need to read 101 times that it's ideal for loppin' heads. Because of this improved lore in general the narative for me personally is spot on. It's explained into detail how the armies of Khorne collect and are out for pure destruction and not only fanaticial skull collectors. Which to me again is a large improvement. The designs (exclusively) available for Narrative Play also really match what I hoped Blades of Khorne would offer us. All of the Reward Tables are very cool and interact very well with the Blood Tithe point system, while many of the Artefacts or Command Traits do not. Keep in mind that Narrative Play really is there to allow you to do whatever you want in terms of designs, there is no good or bad, just a personal style and a really deep pool of choices. Blades of Khorne has a ton of fun and powerful combinations, keep in mind that the best way to use them is to level them with your opponents game intends. Matched Play All options that are there for Matched Play are also available to Narrative Play however I think it's fair to say that Matched Play usually refers to the competative side of things. So from this point on the review will continue to focus on that aspect of the game. Allegiance Where the Khorne Allegiance previously was only seen in specialized Allegiances such as Khorne Bloodbound Allegiance or Khorne Daemon Allegiance the Khorne Allegiance by itself is now a real thing and generates some awesome Battle Traits, Command Traits, Artefacts of Power (and Daemonic Gifts, who are also Artefacts of Power) and Blood Blessings. !! All these mentioned in the Blades of Khorne Book are only available to armies who have chosen the Khorne Allegiance. An army that has the Khorne Allegiance can also have the specialized Allegiance such as Khorne Bloodbound or Khorne Daemon. !! In order to have the Khorne Allegiance you must have Khorne starting units or units who can recieve the Khorne keyword during set up and Khorne Battalions. Khorne Allegiance still allows for non-starting unit to be of any Keyword. !! Khorne Bloodbound Battalions are also Khorne Battalions but not all Khorne Battalions are Khorne Bloodbound Battalions! !! Khorne Bloodbound or Khorne Daemon Allegiance requires all your units to be Khorne and respectively Bloodbound or Daemon. Battle Traits (Blood for the Bloodgod! and Blood Tithe points) The ammount of flavour and power this gives the Khorne army is truely awesome. I expect to often use 1,2,3,4 and if the game allows it 7. !! Blood Tithe points can be expended at any point in either player’s hero phase, but only once per phase. From my perspective the biggest gain we have from the Battle Trait is that we can now use a ton of Command Abilities quite easily which significantly improves the worth of many of our cheaper Bloodbound Heros. As a fan of the Gorechosen set (less about the game) I'm very happy that GW granted these Heroes a competative functional role as many of their Command Abilities are actually quite good, their profile frames just don't scream 'this model wants to be your General'. Command Traits (Bloodbound, Daemon and Mortal) A lot of the Command Traits have great purpose! Again I think there is a lot to be said for many of them. I really like how most of them make our Generals amazing in melee combat and a true force to be feared. !! Command Traits are not Command Abilities, it's easy to confuse them, I know I almost did in the past Artefacts of Power (Murderous Artefatcs, Banners of Khorne, Trophies of War, Daemonic Weapons, Daemonic Adornments) As always an amazing selection, much more as I'd hoped for. Using which is a matter of personal preforance, I know I'm a huge fan of Gorecleaver, Banner of Rage, Mark of the Destroyer, Behemoth's Bane and The Crimson Crown. You could say they are my favourites within each of the Artefacts of Power lists. !! All these are Artefacts of Power and each Hero can only have one Artefact of Power but you can have multiple heroes with the same (one) Artefact of Power. Blood Blessings of Khorne Like the way the Blood Tithe points works well for cheaper Heroes the Slaughterpriest are now truely worthy to consider. Especially with the Gore Pilgrims as a Battalion for your army. !! Currently Prayers are not worded the same way as Spells but there are House-rules who do have it worded that they work in the same way. I do have to say that there is one big thing I'm missing for these Blood Blessings and that's the option to somehow Summon... I personally don't miss it but it does still feel strange that you'd need a Chaos Wizard to Summon Khorne Daemons. We have the technical option to use 8 Blood Tithe points for that but in general that doesn't feel like the type of design that's useful for competative play. Warscrolls One of the quick leaks that came out is that the Warscroll changes where kept to a minimum. If you havn't picked up Blades of Khorne and put your Khorne Bloodbound book next to it it's very important to be aware of the many changes that are going on! I decided to review and mention the changes together. Many of the Battalions seem really good and it's truely up to anyone to see and use as they please. I don't feel the book contains any bad Battalions. Some are a bit more difficult to include as others but overall speaking there is nothing sticking out as a competative must-have. I think the advantage of having a lot of good Battalions just helps out. What is kind of important to note here is that 7 former Khorne Bloodbound Battalions changed to Khorne Battalions. For several of the larger Battalions (such as Goretide) this does matter. While the wording isn't extremely clear be aware that Battalions, even if they are completely comprimised of Daemon or Bloodbound models, do not suddenly gain the Daemon or Bloodbound Keyword. !! There are still 2 Khorne Bloodbound Battalions left, those are Goreblade Warband and Bloodstorm (for non-Matched play we also have Redblade Vanguard). All other former Khorne Bloodbound Battalions are now Khorne Battalions. In my opinion all Units seem equally interesting also. The most intresting part Khorne armies have to offer in my opinion is that they do reward Multiple Small Units with the Blood Tithe point system but at the same time due to how Slaughterpriests, Bloodcrushers and Skullcrushers are improved also still offer a lot of options to go for Fewer Big Units. The choice is really there for anyone to combine and match what kind of army they visually like. There is very little that would stop making it work. The only rule of tumb I have is that certain Heroes work better with the MSU approach while others work better with the FBU approach. Wording and Keyword Changes Without going too deep into the way these will affect rules a lot of the wording on several models is changed. What I and many others hope is that we will see how this affects the army as a whole. The whole list of changes: Skarbrand - Total Carnage clarification example added Bloodcrushers - Murderous Charge has been rewritten and now has an affect for units with 6 models aswell - Summon Bloodcrushers has become easier to do and allows you to summon 3 or 6 Bloodbound - BLOODBOUND Keyword is granted to all models formerly found in the Bloodbound Battletome Mighty Lord of Khorne - Collar of Khorne has been rewritten and now only allows for one unbinding - Gorelord has been rewritten and now doesn't require the model to be the general Bloodsecrator - Rage of Khorne has been rewritten (nothing states that it cannot stack) Lord of Khorne on Juggernaut - Blood Stampede has been rewritten and now doesn't require the model to be the general Exalted Deathrbinger (both) - Brutal Command has been rewritten and now doesn't require the model to be the general Aspiring Deathrbinger (both) - Slaughter Incarnate has been rewritten and now doesn't require the model to be the general Bloodstoker - Whipped to Fury has been rewritten (nothing states it cannot stack) Bloodreavers - Have been re-costed - Have gained a 6+ Armour save Mighty Skullcrushers - Murderous Charge has been rewritten and now has an affect for units with 6 models aswel Scyla Anfingrimm - Has lost MONSTER Keyword Khorgoraths - Have been re-costed - Now deal 2 damage with Claws and Fangs Battalions - Blood Host of Khorne changed from being a Daemons of Khorne Battalion to being a Khorne Battalion - Bloodbound Warhorde changed from being a Khorne Bloodbound Battalion to being a Khorne Battalion - Bloodbound Warband changed from being a Khorne Bloodbound Battalion to being a Khorne Battalion - Brass Stampede changed from being a Khorne Bloodbound Battalion to being a Khorne Battalion - Dark Feast changed from being a Khorne Bloodbound Battalion to being a Khorne Battalion - Red Headsmen changed from being a Khorne Bloodbound Battalion to being a Khorne Battalion - Skulltake changed from being a Khorne Bloodbound Battalion to being a Khorne Battalion - The Gorechosen changed from being a Khorne Bloodbound Battalion to being a Khorne Battalion Overall speaking all the models in Khorne have drastically improved and in a few cases this has gone in combination with a small cost increase, those being Bloodreavers and Khorgoraths. The overall advantages gained here is that there still is nothing written about the ´not stacking of abilities´ seen on the Bloodsecrator or Bloodstoker. All Mortal Bloodbound Command Abilities have also lost the requirement that forces them to be a general in order to use it. Because of how easy it is to obtain 1 Blood Tithe point and use it for a (non-general) Command Ability the tactical and competative gain is massive. I'm looking very much forward to test out all the changes soon! I hope that this review was helpful to: 1. Specifically mention some reminders on the drastical effects of the Khorne Allegiance 2. Cover all the changes and see how the vast mayority of them has made the Khorne army significantly better as before Happy gaming! Links Games Workshop rules Age of Sigmar rules PDF GW FAQ Grand Alliance Chaos PDF !! Q: How many spells can a Mighty Lord of Khorne attempt to unbind in one turn? A (per Blades of Khorne): One. GW FAQ Generals Handbook PDF Blades of Khorne cost sheet Warriors of Chaos PDF Slaughterbtue of Khorne PDF House rules Adepticon House-rules PDF SCGT House-rules PDF (source for the idea that same name abilities wouldn't stack and that Prayers work as Spells) Last but not least, feel free to share any handy information in regards to Khorne armies in this topic. Cheers, Killax