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Made in ie
Fixture of Dakka






Danny76 wrote:
 DaveC wrote:
https://www.games-workshop.com/en-NZ/searchResults?N=1997019759+2031813905+3206404541

Bloodbound - 12 fighter cards provide profiles four types of Blood Warriors, three types of Bloodreavers, two types of Wrathmongers, two types of Skullreapers and Khorgoraths.


Do we know what the four and three warriors and reavers variants are?
Is there a way to find that out, I am still thinking of trying Warcry out, and I have Warriors, Reavers and a Khorgorath.


No sign of the Khorne cards yet at a guess four types of Blood Warriors = Champion leader, pair of Goreaxes, Goreaxe and Gorefist, Goreglaive three types of Bloodreavers = Chieftain Leader, Reaver Blades, Meatripper Axe

   
Made in be
Longtime Dakkanaut





 DaveC wrote:

No sign of the Khorne cards yet at a guess four types of Blood Warriors = Champion leader, pair of Goreaxes, Goreaxe and Gorefist, Goreglaive three types of Bloodreavers = Chieftain Leader, Reaver Blades, Meatripper Axe


We have a winner.




The aptitude card is in french, so I'm not posting it.
   
Made in ie
Fixture of Dakka






Hmmm cheaper points wise than I thought not enough in Magore's Fiends and Garek's Reavers to make a 1,000 point warband they come to 730 points combined if you run Garek as a regular Reaver.
   
Made in gb
Longtime Dakkanaut





So aside from these cards.
All I would technically need to try this game is the aptitude thing?

   
Made in ie
Fixture of Dakka






Danny76 wrote:
So aside from these cards.
All I would technically need to try this game is the aptitude thing?



The abilities card is in the card pack with the fighter cards

https://www.games-workshop.com/en-IE/Warcry-Blades-Of-Khorne-Cards-2020

To play you will need the rulebook
https://www.games-workshop.com/en-IE/Warcry-Core-Book-EN-2019
Battleplan cards - they are printed in the back of the rulebook so not a necessary purchase as such
https://www.games-workshop.com/en-IE/Warcry-Battleplan-Cards-EN-2019

The dice are just D6 but you should have a few dice that are different colour to your main dice to represent wild dice. They are red in the core game.

a 22"x30" play area and terrain something with a at least 1 storey approx 3" tall is recommended. The terrain sets have terrain layout cards but you can set up however you want you don't need the terrain cards. The core rulebook has the core set terrain cards printed in it so you could use those and approximate a core layout using the terrain you have.

There are premade ravaged land sets but they are not required if you have suittable terrain already.
https://www.games-workshop.com/en-IE/Boxed-Games?N=2617737821+3060726878&Nr=AND%28sku.siteId%3AIE_gw%2Cproduct.locale%3Aen_IE_gw%29&Nrs=collection%28%29%2Frecord%5Bproduct.startDate+%3C%3D+1582230660000+and+product.endDate+%3E%3D+1582230660000%5D&view=all

You could knock up some counters easy enough - they are mostly for tracking wounds, objectives and activation markers. page 33 of the rulebook has images of the tokens you could copy and card mount or use suitable alternative markers. The terrain sets come with a counter sheet if you go that route.




This message was edited 7 times. Last update was at 2020/02/20 20:51:19


 
   
Made in si
Foxy Wildborne







These guys are pretty much Iron Golems+1

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Made in us
Experienced Saurus Scar-Veteran





California the Southern

Curious what abilities the wrathmongers and skullreapers have, as there isn't much to differentiate them from the blood warriors stat- wise.

Poorly lit photos of my ever- growing collection of completely unrelated models!

http://www.dakkadakka.com/dakkaforum/posts/list/0/627383.page#7436324.html
Watch and listen to me ramble about these minis before ruining them with paint!
https://www.youtube.com/channel/UCmCB2mWIxhYF8Q36d2Am_2A 
   
Made in be
Longtime Dakkanaut





 highlord tamburlaine wrote:
Curious what abilities the wrathmongers and skullreapers have, as there isn't much to differentiate them from the blood warriors stat- wise.


The skullreapers have a triple to do extra damage for every hit of the next attack action with 3 and less range they do. The wrathmongers have the quad that gives them a free move action then a free attack action - moreover, they have a bonus in strength equal to half the value with range 3 or less until the end of their activation.

The shield icon for blood warriors allows them to do damage on one enemy at 1'' by rolling a dice : 3-4, 1 damage, 5-6 damage equal to value.

Basic aptitude for all is Blood for the Blood God, which is exactly the same than for the bloodbound allies. Yep, that means free move or attack action if they killed an enemy with one of their attack action during their activation.

Don't look for defensive aptitudes here. All are offensive.
   
Made in us
Humming Great Unclean One of Nurgle






Edit: Whoops, didn't see the next page!

This message was edited 1 time. Last update was at 2020/02/21 03:58:38


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Made in es
Brutal Black Orc




Barcelona, Spain

Just now I'm reminded how ass balancing is in warcry. There's no reason you'd ever take the two-handed weapon reaver, just to start with.
   
Made in us
Humming Great Unclean One of Nurgle






Lord Kragan wrote:
Just now I'm reminded how ass balancing is in warcry. There's no reason you'd ever take the two-handed weapon reaver, just to start with.
It's strength 4 as opposed to 3.

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in es
Brutal Black Orc




Barcelona, Spain

 NinthMusketeer wrote:
Lord Kragan wrote:
Just now I'm reminded how ass balancing is in warcry. There's no reason you'd ever take the two-handed weapon reaver, just to start with.
It's strength 4 as opposed to 3.


Which is meaningless. It is attack 3 vs attack 4. Run the math for a second. In all the scenarios the two hander falls behind.
   
Made in es
Grim Dark Angels Interrogator-Chaplain




Vigo. Spain.

TBH thats also happens a lot in AoS, specially with cavalry and their lances.

 Crimson Devil wrote:

Dakka does have White Knights and is also rather infamous for it's Black Knights. A new edition brings out the passionate and not all of them are good at expressing themselves in written form. There have been plenty of hysterical responses from both sides so far. So we descend into pointless bickering with neither side listening to each other. So posting here becomes more masturbation than conversation.

ERJAK wrote:
Forcing a 40k player to keep playing 7th is basically a hate crime.

 
   
Made in us
Humming Great Unclean One of Nurgle






Lord Kragan wrote:
 NinthMusketeer wrote:
Lord Kragan wrote:
Just now I'm reminded how ass balancing is in warcry. There's no reason you'd ever take the two-handed weapon reaver, just to start with.
It's strength 4 as opposed to 3.


Which is meaningless. It is attack 3 vs attack 4. Run the math for a second. In all the scenarios the two hander falls behind.
Against toughness 3 and 4 it means something. One can argue (IMO correctly) the difference is insufficient to justify the same point cost but the fact remains it is more than nothing.

But re-reading I think I just misinterpreted what you said.


Automatically Appended Next Post:
 Galas wrote:
TBH thats also happens a lot in AoS, specially with cavalry and their lances.
Yeah, there are a lot of weapons that are non-viable due to being inferior even on a basic mathematical level. GW clearly does not even run the grade school math required, or is hugely apathetic to the results. Probably both.

This message was edited 3 times. Last update was at 2020/02/21 16:51:53


Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in ie
Fixture of Dakka






Against T3 it’s statistically a draw 66% of 3 attacks for a Meatripper versus 50% of 4 attacks for Reaver Blades T4 is marginally better for the Meatripper but not enough to make a difference. T5+ it’s 33% either way so better to have the extra attack.

If they’d just tweaked them a bit more to make some meaningful difference in points or stats as it is the Reaver Blades just come out better.
   
Made in be
Longtime Dakkanaut





Here, have more cards for your statistics :







Aptitudes are still in french, so I bet it's useless to post them here.

Khorne Daemons are a bit different than Bloodbound, in that the dogs have an aptitude giving them free move but they must end it closer to the closest enemy model at the end of their move. Their quad is for the dog leader only : it allows it to roll as many dice as the value, target an enemy at 8'' and for each 2+, it's 2 damage dealt. The dogs actually give a lot of mobility to the Khorne Daemons warband, I intend to take two of them in my own.

As for Stormcast, universal aptitude is gain a bonus in strength for melee attacks. Rest is usually deal more damage (only the castigator actually can deal a lot of damage at long range), with one "meh" ability for sequitor (they have a triple boosting their endurance equal to the value - they have 6 as base, so it's already high and not that useful to gain that much endurance for a triple). The Quad is only for their leader with the soul sucking box and deal damage equal to its value to all enemies within 3''. Leader give free move or attack if they killed an enemy with an attack action for a triple.

This message was edited 1 time. Last update was at 2020/02/21 17:43:31


 
   
Made in ie
Fixture of Dakka






Thanks. So the Castigator Prime is missing the leader runemark

and the Evocators get no base magic attack despite being warrior-mages

EDIT the EtB Sequitors and Castigators will get you a 995 point warband if you run the Sequitor Prime (it's 1,010 with the Castigator Prime so that's over the limit) total cost £20 if you pay retail £16 at discount probably the cheapest compete warband to build. Stormsire's Cursebreakers would add another £15 and pretty much cover your Evocator needs.

2 Sequitor Etb kits will run to 970 pts. I'm sure there's boat loads of cheap ones knocking around from Mortal Realms issue 1 - that warband costs a grand total of £6 (€4 in Spain) if you got it that way.

This message was edited 6 times. Last update was at 2020/02/21 18:34:52


 
   
Made in be
Longtime Dakkanaut





 DaveC wrote:
Thanks. So the Castigator Prime is missing the leader runemark


Yeah...Same with the saurus knight leader...and I bet it's the same with the Sphyranx and Fomoroid, since they can't be taken in a warband as they are.

It really feels like they were rushed, honestly.


and the Evocators get no base magic attack despite being warrior-mages


It is translated in their aptitude : a Double that deals damage to an enemy at 1'' of them. You roll a number of dice equal to the value and you deal 1 damage for each 4+.

Pretty much like in AoS.
   
Made in us
Humming Great Unclean One of Nurgle






 DaveC wrote:
Against T3 it’s statistically a draw 66% of 3 attacks for a Meatripper versus 50% of 4 attacks for Reaver Blades T4 is marginally better for the Meatripper but not enough to make a difference. T5+ it’s 33% either way so better to have the extra attack.

If they’d just tweaked them a bit more to make some meaningful difference in points or stats as it is the Reaver Blades just come out better.
6s do 3 damage in all cases, which skews the number in favor of dual wield since 4 attacks is an additional chance to crit.

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in vn
Longtime Dakkanaut




 DaveC wrote:

and the Evocators get no base magic attack despite being warrior-mages



Evocators don't use magic to attack directly, they used magic to charged their bodies and weapons, which released when they attack. Their double ability has a range of 1 (3 in aos) to reflect this.

Knight Incantor is the one who used magic to attack.

This message was edited 1 time. Last update was at 2020/02/22 00:54:02


 
   
Made in ie
Fixture of Dakka






Errata and FAQ updated it does not cover the latest set of cards

https://www.warhammer-community.com/wp-content/uploads/2019/10/6b22f021.pdf

Confirms
Skaven Clawleader is 145pts not 45 and Rat Ogor with Warpfire gun should be 30 wounds

Fomoroid crusher and Mindstealer Sphiranx should have ally runemark

There is new monsters and ally alliegence tables to cover the new warbands.

This message was edited 2 times. Last update was at 2020/02/26 14:52:43


 
   
Made in gb
Longtime Dakkanaut






Good, that sorts the Skaven somewhat. Was getting horrible Mordheim flashabacks playing against them lately.
   
Made in us
Humming Great Unclean One of Nurgle






Hm, I'm waiting on the faq for the new cards, because I suspect some are supposed to be leaders but don't have the symbol.

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in si
Foxy Wildborne







 NinthMusketeer wrote:
Hm, I'm waiting on the faq for the new cards, because I suspect some are supposed to be leaders but don't have the symbol.


I only opened the SCE and Seraphon packs and each had a Leader missing.

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Made in us
Humming Great Unclean One of Nurgle






There are a number of cards that have the bonus hp, bonus damage, higher cost, and show a champion model, all things that have been exclusive to leader options so far... Yet they don't have the symbol. Given similar typos have been made elsewhere I suspect an errata is incoming.

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in us
Lieutenant General





Florence, KY

Maybe we'll get an errata that Rotbringers were supposed to have Plaguebearers and/or Nurglings as well...

'It is a source of constant consternation that my opponents
cannot correlate their innate inferiority with their inevitable
defeat. It would seem that stupidity is as eternal as war.'

- Nemesor Zahndrekh of the Sautekh Dynasty
Overlord of the Crownworld of Gidrim
 
   
Made in us
Humming Great Unclean One of Nurgle






I would love to hear feedback on if people find combined mortal/daemon armies to be too strong, it is definitely something I will consider house ruling into future campaigns.

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in be
Longtime Dakkanaut





 NinthMusketeer wrote:
I would love to hear feedback on if people find combined mortal/daemon armies to be too strong, it is definitely something I will consider house ruling into future campaigns.


The question is more about how aptitudes work if you combine them. Especially for those who have an aura affecting all friendly fighters, like the Maggotkins have - this is where it can become a bit too strong, IMHO.

Otherwise, I was thinking about mortal warbands treating daemons like thralls. That way, it's still limited in numbers and you can't just spam however you want.
   
Made in si
Foxy Wildborne







Mortals+Daemons together probably still won't reach the power level of tier S warbands but might go up enough to make others upset.

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40k Potica Edition - 40k patch with reactions, suppression and all that good stuff. Feedback thread here.

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Made in us
Humming Great Unclean One of Nurgle






What is the tier list of warbands for matched play? There is essentially no matched play community for warcry at my flgs (we're all campaign-focused) so I am totally out of the loop. Certainly curious though, especially because there's no way it is remotely as bad as AoS.


Automatically Appended Next Post:
Sarouan wrote:
 NinthMusketeer wrote:
I would love to hear feedback on if people find combined mortal/daemon armies to be too strong, it is definitely something I will consider house ruling into future campaigns.


The question is more about how aptitudes work if you combine them. Especially for those who have an aura affecting all friendly fighters, like the Maggotkins have - this is where it can become a bit too strong, IMHO.

Otherwise, I was thinking about mortal warbands treating daemons like thralls. That way, it's still limited in numbers and you can't just spam however you want.
I was considering "friendly fighter" abilities becoming "friendly faction fighter" but the idea of making them thralls I really like. That also makes a lot of narrative sense.

This message was edited 2 times. Last update was at 2020/02/28 12:02:37


Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
 
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