While points dont get reset to zero, you can still only summon one unit a turn. Costs have been increased a little, with a Bloodthirster costing 10 for example. Like with the previous book you can also summon units of daemons at the end of your movement phase by spending Blood Tithe – this has been tweaked a little, they can now come down within 8″ of a hero or 16″ of a Skull Altar, making the altar more useful. These are all used at the end of the Hero phase, so some pre positioning may be needed to maximise these – though dont forget you can use them in either player’s hero phase!ġ point allows you to move 3 units D6 inchesĢ points stops a spell – this can only be used once per hero phase howeverīrass Skull Meteor has moved to 3 points – you roll 8 dice and each 5+ causes a mortal wound (3+ against units with 10 or more wounds or models)Ĥ points remains the same, allowing a unit to fight in the hero phase (And again, dont forget you can use this in your opponent’s hero phase!)ĥ points allows you to add one to all Hatred of Sorcery rolls for the rest of the battle, and this can stack multiple times – especially good for generating points if you are fighting a magic heavy armyĦ points gives you an army wide +1 rend for the rest of the turn which is a nice way of boosting your combat prowess a littleħ points has you roll for every unit within 3″ of a Khorne unit and on a 2+ you cause D3 mortal woundsĪnd finally 8 points gives every Khorne unit +1 attacks for the rest of the game, and again this can be stacked multiple times! Hatred of Sorcery is some innate magical resistance baked into the army – whenever a unit is affected by a spell or endless spell you ignore the effects on a 5+, and in addition you also gain a blood tithe point! Against some armies this can be an amazing way of farming points and being able to recycle them into even better abilities through the blood tithe table.īlood Tithe itself has seen some tweaks, the biggest of all being that your count no longer returns to 0 once you spend points! You still get a point every time a unit (friend or foe) and they can still be spent to gain different positive effects – the table has now been updated with some new abilities however. This is a great update that gives your daemons a bit of resilience before they get into combat, very much reminding me of the way daemon saves work in 40k – this should ensure that they can take a bit of punishment from ranged units before they close the distance and get into combat (Where Khorne wants them to be!)Īll your Bloodbound units also get access to Murderous Strikes – whenever a Bloodbound model is killed you roll a D6 (or 3 D6 for heroes) and on a 5+ you deal a mortal wound to an enemy unit within 3″ (this doesnt have to be the unit that killed the model either!) This even means that your throw away units of Bloodreavers can potentially cause some splash mortal wounds before they die in the name of Khorne to generate Blood Tithe points! Locus of Fury now gives all Khorne Daemons a 5+ ward save if they are more than 8″ away from enemy units. Being that i've just been reading about Ragnar Lockbrok and was learning about his sons that sounds like a really fun start.So on to the allegiance abilities themselves and its here we see the first changes to how the army plays. Nice list man (and formatting!) haha I plan to check these out today and thank you everyone else for your input I'm going to add those as well.
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