Khooorne! I love the boys in red! @Luca, some observations if I may: -This list lacks any real damage dealers as you might have noticed. Bloodreavers are only chaff or to bully other chaff. They are just there to generate blood tithe points by dying. Taking 300p of them could be better spend elsewhere. -Blood Warriors are awesome. I'd recommend taking a big blob of 20! Bless them with the +1 rend prayer and one of the myriad ways to give them +1 attack and they absolutely slap whilst also being enough models that their damage doesn't fizzle away when five or so die. -Skullcrushers are okay but they reaaaally need to get their charges off, otherwise they deal zero damage. I'd recommend using them to either tarpit units that hab low Rend attacks forever or just tank big monsters like the Keeper. -You can make an absolute murder unit if you take 10 Skullreapers and put them in the general's retinue for +1/+1. Layer more attacks and extra Rend on top and they'll delete whatever they get into combat with!
In concept, the khorne list worked in 3rd e because summoning was a thing. Now that it's gone, that list lack some way to deal the big damage, apart from the buffed up blood warriors (that keeper of secrets didn't see it coming lol)
That is what I was wondering looking at the army breakdown. Luka should trade some units for a BT, that he could resurrect with 8 pts later down the line.
40:13 they errata’d this, but Companion attacks do not benefit from any friendly abilities at all, so Glutos does not get crit 2 from being euphoric on his close combat attacks
@@kylepiro8341 I disagree. You don’t have to make every unit euphoric to make them good! He still hits hard and then you can use euphoric on other units. His aura is also still a valuable force multiplier and 2 cast wizards are always a good idea
What was the rule you are talking about? It is my understanding they don't benefit from other units abilities but do benefit from army passives. For example the seraphon have a battle trait that gives companions crit 2 hits. I don't see why that would be different than a HoS battle trait.
@@C.Satyr001 Check the pitched battle profiles/errata PDF page 40! Companion is changed to “This weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence.” This would include any army abilities. The Seraphon one specifically points out Companion attacks so it works, HoS does not
It's not always the fight phase for rampages. There are a few that don't happen in the fight phase. Basically the keyword to keep monsters from using multiple rampages. So far, I think only Sons of Behemat have multiple rampages that can be done a turn. I may have missed another army.
@@lukapavicevic335 it's explicitly stated for the sons of behemat, so I think it's a bit of future proofing if they add generic ones or special ones in ghb for other monsters
2:00:05 I knew it would happen eventually, someone had to accidentally call him "Glucose"! Great game from everyone, some rules goofiness but its a new edition (and I assume you didn't have the FAQ yet for companions). Any expectations to see Khorne and Slaanesh regularly on the channel, especially daemon focused lists?
Considering the high production quality of your show I'm surprised you don't make the effort to have the board and terrain to reflect the Great Parch of the new editing fellas.
I may be wrong, but I think Luka made mistakes while using the Skull Altar. The rule states that you can try to unbind spells, which target one of your units within 18“ by rolling a single die. On a 5+ the spell is unbound. So in theory you have unlimited uses per round and you don‘t roll the classic 2D6. Correct?
Should run a kit for each codex dice marker for 40k too old world..... Warhammer, AoS, lord of ring's couple changes engine wise maybe Nice Nice personal those RINO in both need work ???😃😄😁😆😅 5 Smile's.
Khooorne! I love the boys in red!
@Luca, some observations if I may:
-This list lacks any real damage dealers as you might have noticed. Bloodreavers are only chaff or to bully other chaff. They are just there to generate blood tithe points by dying. Taking 300p of them could be better spend elsewhere.
-Blood Warriors are awesome. I'd recommend taking a big blob of 20! Bless them with the +1 rend prayer and one of the myriad ways to give them +1 attack and they absolutely slap whilst also being enough models that their damage doesn't fizzle away when five or so die.
-Skullcrushers are okay but they reaaaally need to get their charges off, otherwise they deal zero damage. I'd recommend using them to either tarpit units that hab low Rend attacks forever or just tank big monsters like the Keeper.
-You can make an absolute murder unit if you take 10 Skullreapers and put them in the general's retinue for +1/+1. Layer more attacks and extra Rend on top and they'll delete whatever they get into combat with!
In concept, the khorne list worked in 3rd e because summoning was a thing. Now that it's gone, that list lack some way to deal the big damage, apart from the buffed up blood warriors (that keeper of secrets didn't see it coming lol)
That is what I was wondering looking at the army breakdown. Luka should trade some units for a BT, that he could resurrect with 8 pts later down the line.
The lack of skullreapers was pretty strange.
Great Battle report, it was nice to see different units being tested. Would love to see a more focused list next time
40:13 they errata’d this, but Companion attacks do not benefit from any friendly abilities at all, so Glutos does not get crit 2 from being euphoric on his close combat attacks
Glutos is near useless due to having companion rule on all his attacks. Can’t make use of the army rule basically.
@@kylepiro8341 I disagree. You don’t have to make every unit euphoric to make them good! He still hits hard and then you can use euphoric on other units. His aura is also still a valuable force multiplier and 2 cast wizards are always a good idea
So, officially, he didn't benefit from companion rules?
What was the rule you are talking about? It is my understanding they don't benefit from other units abilities but do benefit from army passives.
For example the seraphon have a battle trait that gives companions crit 2 hits.
I don't see why that would be different than a HoS battle trait.
@@C.Satyr001 Check the pitched battle profiles/errata PDF page 40!
Companion is changed to “This weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence.”
This would include any army abilities. The Seraphon one specifically points out Companion attacks so it works, HoS does not
So nice to see a Slaanesh army that isn't half-arsedly painted with a zenethal colour. Lovely stuff.
Cool battle rep. Thanks for your AoS content!
Glory to the Lord of Excess!
The Prince of Chaos is coming for his throne!
Come for the battle report, stay for the Macho Man Randy Savage quotes!
It's not always the fight phase for rampages. There are a few that don't happen in the fight phase. Basically the keyword to keep monsters from using multiple rampages. So far, I think only Sons of Behemat have multiple rampages that can be done a turn. I may have missed another army.
I didn't even realise there was a rule to limit rampages!
@@lukapavicevic335 it's explicitly stated for the sons of behemat, so I think it's a bit of future proofing if they add generic ones or special ones in ghb for other monsters
23:00. Daemonnettes couldn't redeploy&counter charge. You need to be able to run&charge to do that
Interesting! Good to know!
Redeployment has run keyword.
Slaanesh does have better ways to do it though since they can give run&charge
2:00:05 I knew it would happen eventually, someone had to accidentally call him "Glucose"! Great game from everyone, some rules goofiness but its a new edition (and I assume you didn't have the FAQ yet for companions). Any expectations to see Khorne and Slaanesh regularly on the channel, especially daemon focused lists?
First combat Luka got +2 to armour save on blood reavers but I thought the modifiers were capped at +1?
After rend is taken into account.
@@harrisonlaw7927 nice one. Yet to play new edition but got a game later today. I'm sure I'll butcher the rules haha
@@nicholassmith5206 I played my first spearhead a few days ago and definitely butchered the rules haha! It’s a new edition so we’re all learning 👍
What happen if a unit has both strike first and last at the same time? Strike last win? Cancle each other?
They cancel each other.
I see Slaanesh i click ;)
For the blood god!
Skulls for the skull throne!
BLOOD FOR THE BLOODGOD! SKULLS FOR THE SKULLTHRONE!
I’m just getting back into warhammer, keeper of secrets has always stood out as a cool model online but omg I never realised how big it really is 😂
Do you guys have any painting tutorials vids? Would love to know how you painted the fiends and keeper!
They used to, i'd check the main website videos.
I think you can't put a Bloodsecrator into a Lord of Khorne on Juggernaut regiment
A big mistake in a MWG battle report?? Shocking!
You are correct
Considering the high production quality of your show I'm surprised you don't make the effort to have the board and terrain to reflect the Great Parch of the new editing fellas.
Didn’t know you were “Glutos Intolerant” 😂
I may be wrong, but I think Luka made mistakes while using the Skull Altar. The rule states that you can try to unbind spells, which target one of your units within 18“ by rolling a single die. On a 5+ the spell is unbound. So in theory you have unlimited uses per round and you don‘t roll the classic 2D6. Correct?
You can not redeploy and counter charge because redeploy is stated as a run Move
Ahh i foegor you are euphoric, so thats a nice play!
Should run a kit for each codex dice marker for 40k too old world..... Warhammer, AoS, lord of ring's couple changes engine wise maybe Nice Nice personal those RINO in both need work ???😃😄😁😆😅 5 Smile's.
Not sure if the keeper can run and charge, but if you redeploy you can't charge... Just a heads up
Also you can't finish a move on obscuring terrain features because they're unstable, you can pass over but not finish on them
Making a unit Euphoric allows run and charge. So you then can redeploy and counter charge which I didn't think of before this report