@Luka, You can't make multiple Harvester rolls on the same slain Mortek Guard model. Core Rules 14.2: slain models are only removed after all wounds from the attack have been allocated and damage resolved. You have to allocate all of the wounds to existing models, THEN make your Harvester rolls. This prevents you from removing just the models in range of the Harvester, bringing models back, making more rolls, bringing models back, etc. It's true that the wounds are allocated one at a time, but you must allocate everything before you can take anything away.
Exactly. If 10 mortek die and 7 are in gotizard's range and 3 don't, then 3 are removed and 7 gotizard rolls should be made. There is no chance that you could bring back more than 7 mortek guards in than case.
Doesn't the Harvesters ability trigger when the model is Slain (not removed from play) models are slain the moment allocated wounds exceed their wound characteristic. If it worked when the model was removed from play, the Harvester ability would trigger when models flee in Battleshock as well.
@@jackgeigerscalamitoustail6838 not anymore, check the 3ed core rules. All wounds are aplied at the same time and the models sould be removed at the same time for all atacks coming from the same unit.
Its crazy to see how detailed some people can paint. I've been painting models on and off for the last 20 years and it reallu amazes me to see how talented and creative people are with these models.
@Henry Dawson-Jones do you have fun or enjoy painting? You don’t need to be Van Gogh to have fun. The greats weren’t great because they could paint, the greats were great because they painted a lot!
@@TravistheGREAT03 Rolled it all into one book when GW released the current book. For AOS they also got rid of the Grand "faction" allegiances so each deamon ended up in each of their gods corresponding book i.e. bloodletters in the khorne book, pink horrors in the tzeentch book. etc. But you're right or at least you were the changes are fairly recent.
Need to watch that coherence. Noticed several times when the pile-ins of plaguebearers and Mortensen would have resulted in lost models in battlshock phase. Units over 5 need 1" to 2 other models.
A bit of consistency would be nice also. Josh was able to do his monsterous action at the end of the combat phase in the first round but Luca was never given the opportunity to redo it even when he caught it relatively near the start of the combat phase 🤷♂️
Only one triggered effect can happen on the 6 to hit and the roller chooses. So your mortek guard rolling 6 would get an extra hit but wouldn’t suffer the mortal wound. Check the core rules 1.6.4 triggered effects
I looked up the rule and I see where you are coming from, but are we sure this is how the rule should be interpreted? Seems weird in conjunction with 1.6.2? If that is how the rule should be understood it makes triggers on opponents rolls so much worse in the new edition, and a rather big change in the rules. Would think it would have been highlighted by GW or independent reviewers.
They define a triggered ability as an ability that takes place right away in 1.6.4. Endless Gift takes place after all attacks have been allocated therefore it doesn't take place right away therefore it is not a "triggered ability".
Guys, when can we get some narrative battles based on Fritz opening a business whilst running away from some poor lawful good Ogors just desperate to get his autograph? Model and rules for Fritz! A Fritz rewards table for winning! I’LL COMMENT THIS AS OFTEN AS I NEED TO GUYS!!!
Don't forget, mortek guard have an effect that triggers on a 6 to hit, meaning they're immune to effects that trigger on 6s to hit, because you pick one triggered effect.
This is an interesting interaction and it will need clarified for timings. Rule 1.6.4 states: The effects of some abilities are applied when a dice roll triggers them. For example, the effect of an ability might be triggered if the unmodified roll for an attack is 6. A triggered effect is applied immediately after the roll that triggered it. If two or more effects are triggered by the same roll, only one of those effects can be applied. The player who made the roll must pick which effect is applied. Nadirite Weapons: If the unmodified hit roll for an attack made with this unit’s Nadirite Blades or Nadirite Spears is 6, that attack scores 2 hits on the target instead of 1. Make a wound and save roll for each hit. The Morteks Nadirite weapons trigger their Hit Rolls of 6 to become 2 hits, and that effect is resolved immediately. The Maggotkin Munificent Wanderers however have the following Wording: Command Trait: One Last Gift If the unmodified hit roll for an attack made with a melee weapon that targets a friendly MUNIFICENT WANDERERS DAEMON unit wholly within 12" of this general is 6, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved. I think that because of the wording of the One Last Gift, the mortal wounds are not applied until after all the attacking units attacks have been resolved. At the same time, I can see the arguments for: A 6 is rolled which 'triggers' both Nadirite Weapons and One Last Gift as they're both effects that trigger on an unmodified 6 to hit. I would still argue that The Last Gift clarifies when the MWs are applied - after all attacks have been resolved. My belief is that The Triggered Effects ruling 1.6.4 was written to prevent the same die roll from triggering multiple beneficial abilities. Like two abilities that deal additional hits and mortal wounds on an unmodified 6 to hit. I have to advise caution with interpreting these rulings. The Bilepiper has an aura used in this video "Early one evening my pustule was seeping" that allows the attacking nurgle model to deal MWs on a 6+ to hit." The OBR have "Drain Vitality" which reads: "Drain Vitality has a casting value of 6. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them. Until your next hero phase, re-roll unmodified hit rolls of 6 for attacks made by that unit, and re-roll unmodified save rolls of 6 for attacks that target that unit." But if the Bilepiper uses "Early One Evening" that would then negate the entire spell action because "The player rolling the dice must chose which effect to resolve" and of course the attacking nurgle player would rather deal a MW on a 6 than to be forced to reroll the dice.
From the 3.0 Core FAQ: Q: If several abilities are used simultaneously, can one cancel out the effect of another? A: It’s important to note that ability effects are never actually applied ‘simultaneously’ in Warhammer Age of Sigmar. If two or more effects would be applied at the same time, they are instead applied one after the other in the sequence described in section 1.6.2 of the core rules. This means that applying the effect of one ability could change the circumstances pertaining to abilities that follow it. For example, one ability effect might cause mortal wounds on a unit, while at the same time another ability effect might allow that unit to fight if it’s within 3" of the enemy. If the mortal wounds effect is applied first, then the effect of the second ability can only be applied if the unit is still within 3" of the enemy after all models slain by those mortal wounds have been removed from play. Sec 1.6.2 of the core reads: If the effects of two or more abilities would be applied at the same time in a turn, the player whose turn is taking place applies the effects of their abilities first, one at a time, on the order they desire. The opponent does the same. If the effects of two or more abilities would be applied at the same time other than during a turn, the players roll off and the winner applies the effects of their abilities first, one at a time, in the order they desire. Their opponent then does the same.
@@mercadonathedrawmartinezro1660 One is the effect of an ability and one is the effect of a Command Trait. Both trigger on the same 6, no matter when the damage is applied (that's just so you don't lose models mid-sequence). One roll of 6 can not trigger two things, period. I do agree, though that it's a weird interaction for an offensive ability completely leaving the opponents defensive one in the dust (since the rolling player chooses which effect is used). Hopefully this will get changed to what I assume it is supposed to do, which is preventing two or more good effects for the same player to stack on the same roll of 6. Like an additional hit and a mortal wound.
With the mortal wounds on a 6 to hit (affecting the mortek guard) only one affect can be applied to a single d6 roll and its the player who is rolling the dice to decide which one will take affect. So you decided weather you take the mortal wounds or the additional hit not both.
Are we sure this is the right interpretation? I understand that it is how it's written, but it seems to make all interaction with opponents die rolls incredibly bad. The intention might just have been to avoid having several beneficial triggers on the same roll.
Rules as written, yep - if you have exploding 6s, it renders the Unit immune to enemy debuffs based on 6s. Likely going to stay that way until the winter FAQ update, if it changes at all. Honestly I think that it's an even split, ignoring the debuff makes up for losing the synergy
Why wouldn't Arkhan know all the lore anymore? It's an allegiance ability, so would override any core rules in this case? No other bat rep or forum etc says he only gets one spell.
@@limpbrisket3812 I'm certain he still has access to the whole lore. Teclis gets access to the whole lore via an allegiance ability. Heck even Allarielle's rework gave her access to the whole spell lore, and that change was made when BR: Kragnos dropped just a little while ago.
He does have access to the whole lore. IDKW their doing it that way. The other mortarchs have access to both spell lores but can only pick one but it says directly in the OBR book he has access like nagash and as far as I know that hasn't changed.
Luka arkhan still knows the whole lore, the FAQ just let unique character have access to the lore but the book still takes president so he knows the entire spell lore.
Hey im trying to learn how to play warhammer quick question, why is this army not called maggotkin of nurgle? I have similar models painted up but also have putrid blightkings, if I include them in a list is it no longer Chaos Demons?
Nurgle models are separated into mortals and daemons. You can mix and match in a list; but some models give buffs to one type. The Nurgle player in this game only took Daemons.
2nd general doesn\t really matter vp\s since those specify designated general. Arkhan counting as general matters for getting CP(as that's general. Not designated general) so even if one general dies you still get CP. Also 18" command range
Soo... The maggotkin ignore 1 rend, deal mortal wounds on 6, deal mortal wounds on the enemy if they roll 6,have a decent save and feel no pain? As a newbie this sounds like a lot. What are they weak against then?
The Stalkers are not considered battleline. So I guess you need to split one of the units of Mortek Guard into 2 in order to have the 3 battleline requered.
Nice battle report love watching games. Luka can choose to destroy terrian if it can't be placed which is a nice update to such bulky terrian piece, including gloomspite loonshrine & seraphon engine, so no awkward placements. Surely Josh would require another battleline for this report though... Also the plague drones while with 7" of deamon hero get +1 attack too all attacks!! And with grandfathers joy giving them extra attacks too that a lot of missed attack. Oh no! Nonetheless, Still great battle report thank you for providing me entertainment.
Don't forget that you get a CP if your General is alive at the start of each hero phase. 1 for the start of the battleround 1 if you go second and 1 if your General is alive. Player 2 can rack 4 CPs in the first turn with heroic leadership. Reference 6.0
Arkhan and Nagash still both know all the spells from the Lore of the Mortisans. The FAQ only deleted the one of the two sentences at the top of the page. Iirc the first sentence is deleted the second sentence about Nagash and Arkhan knowing all the spells remains.
Hey i made some lists on warscroll and would like some feedback on it. (for 3rd edition AoS) I looked up the models on the AoS app and picked the ones that i like and tried to make lists with them. #1: Lord of the Flies \,,/ Leaders: Orghotts Daemonspew - Lord of Afflictions (General) - GUO - Sloppity - Spoilpox Units: 2x 2 Pusgoyle Blightlords - 2x 20 Plaguebearers - 2x 3 Nurglings 1995 points 138 wounds #2: Nurgling Around :p Leaders: Morbidex Twiceborn - Lord of Afflictions (General) - GUO - Sloppity - Spoilpox Units: 2x 2 Pusgoyle Blightlords - 30 Plaguebearers - 3x 3 Nurglings 1990 points 140 wounds #3: T(h)rees Everywhere!!! Leaders: Horticulous Slimux - GUO - Sloppity - Spoilpox Units: 3 Plague Drones - 3 Beasts of Nurgle - 3x 10 Plaguebearers - 3x 3 Nurglings Terrain: 3 Feculant Gnarlmaw 2k points 139 wounds #4: This is my swamp! Leaders: Horticulous Slimux - GUO - Sloppity - Spoilpox Units: 3 Plague Drones - 1 Beast of Nurgle - 3x 20 Plaguebearers - 2x 3 Nurglings Terrain: 3 Feculant Gnarlmaw 1990 141 wounds Really love the options you have for Nurgle, and obviously i would like to get all models but for a starting army, what do you think? :D Would love to see one of these armies in a battle report one day :D
Power of the Beard finally got me to order my own Power of the Beard dice set ready from when this world plague has rescinded enough to be safe outside again.
@@dorgrim very much so, except the joys of hospital visits which is dreadfully boring, it'd be nicer to be working my way through my Pile of Shame, but that is keeping me busy currently. The Beard dice are just an enjoyable self indulgence that fit my own beard, so just fun. 😊
Pretty certain the -1 to hit on plaguebearers in the combat phase is when they have got 20 or more not 10 or more? Unless this has been errated? If not this is a massive impact on those grind fights!
I apologize for asking this random question but I cannot find this FAQ on Nagash if someone can reference or point me to the right direction I would greatly appreciate it
Any chance of some AoS 1.0 original edition games? I miss no force organisation, measuring from the weapons, my Tomb Kings opponent automatically losing if he kneels, and High Elves getting +1 to hit if they addressed me with condescension. Good times!
There was an amazon video that played before this video, about solar panels. Anyway, while watching a great battle twixt an army of vile, putrescence and disease twisted demons and undead, retlentless scary bone men, I realised that amazon are still the most disgusting/evil thing I’ve seen today.
I would really like when you do Maggot Kin, or at least when you put Maggot Kin in the title it'd be nice to see some actual Mortals of Nurgle instead of just Daemons all the time.
Not sure how I feel about miscasting in AoS. Just seems... odd seeing these incredibly powerful godlike beings, accidentally mess up a spell and no longer cast anything.
Never ceases to be disturbing how stupidly fast Nurgle armies are. Oh come on that dice on the first casting to take mortal wounds was cocked almost halfway, that would not have stopped on 6. Whoever came up with the rule that a "bludgeon" attack INCREASES rend has no idea what that word means. For BR to "struggle" to make 1500 points work is a sign they need some point changes here and there. No army in either game should be struggling to optimize at one of the most played point values besides 2k.
@@Lodorn That would be called a spiked mace. Bludgeons are quite literally "+1 clubs" that are heavy on one end, there is nothing armor piercing about them.
@Luka, You can't make multiple Harvester rolls on the same slain Mortek Guard model. Core Rules 14.2: slain models are only removed after all wounds from the attack have been allocated and damage resolved. You have to allocate all of the wounds to existing models, THEN make your Harvester rolls. This prevents you from removing just the models in range of the Harvester, bringing models back, making more rolls, bringing models back, etc. It's true that the wounds are allocated one at a time, but you must allocate everything before you can take anything away.
Exactly. If 10 mortek die and 7 are in gotizard's range and 3 don't, then 3 are removed and 7 gotizard rolls should be made. There is no chance that you could bring back more than 7 mortek guards in than case.
Doesn't the Harvesters ability trigger when the model is Slain (not removed from play) models are slain the moment allocated wounds exceed their wound characteristic. If it worked when the model was removed from play, the Harvester ability would trigger when models flee in Battleshock as well.
@@jackgeigerscalamitoustail6838 not anymore, check the 3ed core rules. All wounds are aplied at the same time and the models sould be removed at the same time for all atacks coming from the same unit.
@@MisterExciting Wounds are allocated to the models in a unit 1 wound at a time. core rules... might be too late for it))))
Having just recently got into painting models myself, it never ceases to amaze me how detailed their models are
Its crazy to see how detailed some people can paint. I've been painting models on and off for the last 20 years and it reallu amazes me to see how talented and creative people are with these models.
Right? I keep wanting to get better cause of these guys.
Well they usually get their armies painted by other people they commission
@Henry Dawson-Jones I love painting but I'm not good. I'd never share images of my models.
@Henry Dawson-Jones do you have fun or enjoy painting? You don’t need to be Van Gogh to have fun. The greats weren’t great because they could paint, the greats were great because they painted a lot!
Glad to see some Maggotkin even though i much rather see mortals. Hopefully the chaos book in Oct is updated Maggotkin.
I always thought Maggotkin referred to the mortals like the blightkings and armies like this one countes as "Daemons of Nurgle"
@@TravistheGREAT03 Rolled it all into one book when GW released the current book. For AOS they also got rid of the Grand "faction" allegiances so each deamon ended up in each of their gods corresponding book i.e. bloodletters in the khorne book, pink horrors in the tzeentch book. etc. But you're right or at least you were the changes are fairly recent.
Need to watch that coherence. Noticed several times when the pile-ins of plaguebearers and Mortensen would have resulted in lost models in battlshock phase. Units over 5 need 1" to 2 other models.
*Mortek (stupid auto correct)
A bit of consistency would be nice also. Josh was able to do his monsterous action at the end of the combat phase in the first round but Luca was never given the opportunity to redo it even when he caught it relatively near the start of the combat phase 🤷♂️
Only one triggered effect can happen on the 6 to hit and the roller chooses. So your mortek guard rolling 6 would get an extra hit but wouldn’t suffer the mortal wound. Check the core rules 1.6.4 triggered effects
I looked up the rule and I see where you are coming from, but are we sure this is how the rule should be interpreted? Seems weird in conjunction with 1.6.2? If that is how the rule should be understood it makes triggers on opponents rolls so much worse in the new edition, and a rather big change in the rules. Would think it would have been highlighted by GW or independent reviewers.
They define a triggered ability as an ability that takes place right away in 1.6.4. Endless Gift takes place after all attacks have been allocated therefore it doesn't take place right away therefore it is not a "triggered ability".
@@JackCawood good spot. I hadn’t noticed the difference in timing.
Guys, when can we get some narrative battles based on Fritz opening a business whilst running away from some poor lawful good Ogors just desperate to get his autograph?
Model and rules for Fritz!
A Fritz rewards table for winning!
I’LL COMMENT THIS AS OFTEN AS I NEED TO GUYS!!!
When an unstoppable wall, meets a disgusting unmovable object.
My name is Josh
@@mwgjosh5161 Josh? That will now be the name of my next Great Unclean one. 🤣
I love how they couldn't see the one plaguebearer hidden under the building surrounded by mortek guard.
Don't forget, mortek guard have an effect that triggers on a 6 to hit, meaning they're immune to effects that trigger on 6s to hit, because you pick one triggered effect.
I think so too. 1.6.4 of core rules.
Thats not correct ,your activation is an ability and nurgle mortal wounds are an efect . They dont work the same way
This is an interesting interaction and it will need clarified for timings.
Rule 1.6.4 states:
The effects of some abilities are applied when a dice roll triggers them. For example, the effect of an ability might be triggered if the unmodified roll for an attack is 6.
A triggered effect is applied immediately after the roll that triggered it. If two or more effects are triggered by the same roll, only one of those effects can be applied.
The player who made the roll must pick which effect is applied.
Nadirite Weapons: If the unmodified hit roll for an attack made with this unit’s Nadirite Blades or Nadirite Spears is 6, that attack scores 2 hits on the target instead of 1. Make a wound and save roll for each hit.
The Morteks Nadirite weapons trigger their Hit Rolls of 6 to become 2 hits, and that effect is resolved immediately.
The Maggotkin Munificent Wanderers however have the following Wording:
Command Trait: One Last Gift
If the unmodified hit roll for an attack made with a melee weapon that targets a friendly MUNIFICENT WANDERERS DAEMON unit wholly within 12" of this general is 6, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved.
I think that because of the wording of the One Last Gift, the mortal wounds are not applied until after all the attacking units attacks have been resolved.
At the same time, I can see the arguments for:
A 6 is rolled which 'triggers' both Nadirite Weapons and One Last Gift as they're both effects that trigger on an unmodified 6 to hit.
I would still argue that The Last Gift clarifies when the MWs are applied - after all attacks have been resolved.
My belief is that The Triggered Effects ruling 1.6.4 was written to prevent the same die roll from triggering multiple beneficial abilities. Like two abilities that deal additional hits and mortal wounds on an unmodified 6 to hit.
I have to advise caution with interpreting these rulings. The Bilepiper has an aura used in this video "Early one evening my pustule was seeping" that allows the attacking nurgle model to deal MWs on a 6+ to hit."
The OBR have "Drain Vitality" which reads:
"Drain Vitality has a casting value of 6. If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them. Until your next hero phase, re-roll unmodified hit rolls of 6 for attacks made by that unit, and re-roll unmodified save rolls of 6 for attacks that target that unit."
But if the Bilepiper uses "Early One Evening" that would then negate the entire spell action because "The player rolling the dice must chose which effect to resolve" and of course the attacking nurgle player would rather deal a MW on a 6 than to be forced to reroll the dice.
From the 3.0 Core FAQ:
Q: If several abilities are used simultaneously, can one cancel out the effect of another?
A: It’s important to note that ability effects are never actually applied ‘simultaneously’ in Warhammer Age of Sigmar. If two or more effects
would be applied at the same time, they are instead applied one after the other in the sequence described in section 1.6.2 of the core rules.
This means that applying the effect of one ability could change the circumstances pertaining to abilities that follow it.
For example, one ability effect might cause mortal wounds on a unit, while at the same time another ability effect might allow that unit to fight if it’s within
3" of the enemy. If the mortal wounds effect is applied first, then the effect of the second ability can only be applied if the unit is still within 3" of the enemy after all models slain by those mortal wounds have been removed from play.
Sec 1.6.2 of the core reads:
If the effects of two or more abilities would be applied at the same time in a turn, the player whose turn is taking place applies the effects of their abilities first, one at a time, on the order they desire. The opponent does the same.
If the effects of two or more abilities would be applied at the same time other than during a turn, the players roll off and the winner applies the effects of their abilities first, one at a time, in the order they desire. Their opponent then does the same.
@@mercadonathedrawmartinezro1660 One is the effect of an ability and one is the effect of a Command Trait. Both trigger on the same 6, no matter when the damage is applied (that's just so you don't lose models mid-sequence).
One roll of 6 can not trigger two things, period.
I do agree, though that it's a weird interaction for an offensive ability completely leaving the opponents defensive one in the dust (since the rolling player chooses which effect is used).
Hopefully this will get changed to what I assume it is supposed to do, which is preventing two or more good effects for the same player to stack on the same roll of 6. Like an additional hit and a mortal wound.
Cohesion, guys... Cohesion!
With the mortal wounds on a 6 to hit (affecting the mortek guard) only one affect can be applied to a single d6 roll and its the player who is rolling the dice to decide which one will take affect. So you decided weather you take the mortal wounds or the additional hit not both.
Are we sure this is the right interpretation? I understand that it is how it's written, but it seems to make all interaction with opponents die rolls incredibly bad. The intention might just have been to avoid having several beneficial triggers on the same roll.
Rules as written, yep - if you have exploding 6s, it renders the Unit immune to enemy debuffs based on 6s. Likely going to stay that way until the winter FAQ update, if it changes at all. Honestly I think that it's an even split, ignoring the debuff makes up for losing the synergy
Why wouldn't Arkhan know all the lore anymore? It's an allegiance ability, so would override any core rules in this case? No other bat rep or forum etc says he only gets one spell.
I couldn’t find this either
@@limpbrisket3812 I'm certain he still has access to the whole lore. Teclis gets access to the whole lore via an allegiance ability. Heck even Allarielle's rework gave her access to the whole spell lore, and that change was made when BR: Kragnos dropped just a little while ago.
Just looked this up myself and he definitely still gets all the spells. The only changed to spell lores for ossiarch was removing redundant text
He does have access to the whole lore. IDKW their doing it that way. The other mortarchs have access to both spell lores but can only pick one but it says directly in the OBR book he has access like nagash and as far as I know that hasn't changed.
Luka arkhan still knows the whole lore, the FAQ just let unique character have access to the lore but the book still takes president so he knows the entire spell lore.
Also their is new returning slain model rules so they all have to be in an inch of a previous model in the unit so no more reanimate conga lines
Arkhan still knows all the spells. The Nagash, Arkhan and Vokmortian is an addendum not a replacement.
aww man i wanna see more stormcast !!!
Hey im trying to learn how to play warhammer quick question, why is this army not called maggotkin of nurgle? I have similar models painted up but also have putrid blightkings, if I include them in a list is it no longer Chaos Demons?
Nurgle models are separated into mortals and daemons. You can mix and match in a list; but some models give buffs to one type. The Nurgle player in this game only took Daemons.
@@hawk8909 Thanks for the clarification :)
Thanks for the video guys
2nd general doesn\t really matter vp\s since those specify designated general. Arkhan counting as general matters for getting CP(as that's general. Not designated general) so even if one general dies you still get CP. Also 18" command range
Soo... The maggotkin ignore 1 rend, deal mortal wounds on 6, deal mortal wounds on the enemy if they roll 6,have a decent save and feel no pain? As a newbie this sounds like a lot. What are they weak against then?
Movement , Magic , shooting , mortal wounds saves
@@mercadonathedrawmartinezro1660 thank you
@@askedoutofcuriosity3247 you kill their héroes some how then you already have kill the entire armie
The Stalkers are not considered battleline.
So I guess you need to split one of the units of Mortek Guard into 2 in order to have the 3 battleline requered.
Nice battle report love watching games.
Luka can choose to destroy terrian if it can't be placed which is a nice update to such bulky terrian piece, including gloomspite loonshrine & seraphon engine, so no awkward placements.
Surely Josh would require another battleline for this report though...
Also the plague drones while with 7" of deamon hero get +1 attack too all attacks!! And with grandfathers joy giving them extra attacks too that a lot of missed attack. Oh no!
Nonetheless, Still great battle report thank you for providing me entertainment.
They've been playing a lot of 1500 point games for some reason.
Don't forget that you get a CP if your General is alive at the start of each hero phase. 1 for the start of the battleround 1 if you go second and 1 if your General is alive. Player 2 can rack 4 CPs in the first turn with heroic leadership. Reference 6.0
Arkhan and Nagash still both know all the spells from the Lore of the Mortisans. The FAQ only deleted the one of the two sentences at the top of the page. Iirc the first sentence is deleted the second sentence about Nagash and Arkhan knowing all the spells remains.
Hey i made some lists on warscroll and would like some feedback on it. (for 3rd edition AoS)
I looked up the models on the AoS app and picked the ones that i like and tried to make lists with them.
#1: Lord of the Flies \,,/
Leaders: Orghotts Daemonspew - Lord of Afflictions (General) - GUO - Sloppity - Spoilpox
Units: 2x 2 Pusgoyle Blightlords - 2x 20 Plaguebearers - 2x 3 Nurglings
1995 points 138 wounds
#2: Nurgling Around :p
Leaders: Morbidex Twiceborn - Lord of Afflictions (General) - GUO - Sloppity - Spoilpox
Units: 2x 2 Pusgoyle Blightlords - 30 Plaguebearers - 3x 3 Nurglings
1990 points 140 wounds
#3: T(h)rees Everywhere!!!
Leaders: Horticulous Slimux - GUO - Sloppity - Spoilpox
Units: 3 Plague Drones - 3 Beasts of Nurgle - 3x 10 Plaguebearers - 3x 3 Nurglings
Terrain: 3 Feculant Gnarlmaw
2k points 139 wounds
#4: This is my swamp!
Leaders: Horticulous Slimux - GUO - Sloppity - Spoilpox
Units: 3 Plague Drones - 1 Beast of Nurgle - 3x 20 Plaguebearers - 2x 3 Nurglings
Terrain: 3 Feculant Gnarlmaw
1990 141 wounds
Really love the options you have for Nurgle, and obviously i would like to get all models but for a starting army, what do you think? :D
Would love to see one of these armies in a battle report one day :D
Power of the Beard finally got me to order my own Power of the Beard dice set ready from when this world plague has rescinded enough to be safe outside again.
What?
@@dorgrim Dice.
@@dambrooks7578 are you locked down? i get games in on the regular
@@dorgrim very much so, except the joys of hospital visits which is dreadfully boring, it'd be nicer to be working my way through my Pile of Shame, but that is keeping me busy currently. The Beard dice are just an enjoyable self indulgence that fit my own beard, so just fun. 😊
Nice matchup. I love the 3rd edition content. Keep it up!
Great way to start my day!
Play blightkings please, josh
Pretty certain the -1 to hit on plaguebearers in the combat phase is when they have got 20 or more not 10 or more? Unless this has been errated? If not this is a massive impact on those grind fights!
It now says now if it has at least 10 models.
Is that background music from the movie Fury?
The music made me want to watch Lord of the Rings again.
I apologize for asking this random question but I cannot find this FAQ on Nagash if someone can reference or point me to the right direction I would greatly appreciate it
If you’re talking about how he can’t cast mystic shield multiple times now, it’s in the soulblight gravelords FAQ
@@thatcatatemysandwich8171 I was, I apologize I should’ve been more specific I appreciate your response thank you 😊
All in all it was a bloody great battle report though! Great job 👏
How do you cast mystic shield 3 times when you can only get max +1save?
Because it still negates rend. So a 4+ save with 3x Mystic Shield is still a 3+ save ignoring -2 rend.
@@tommegens thanks it wasn't making sense to me
Any chance of some AoS 1.0 original edition games? I miss no force organisation, measuring from the weapons, my Tomb Kings opponent automatically losing if he kneels, and High Elves getting +1 to hit if they addressed me with condescension. Good times!
More obr?
There was an amazon video that played before this video, about solar panels. Anyway, while watching a great battle twixt an army of vile, putrescence and disease twisted demons and undead, retlentless scary bone men, I realised that amazon are still the most disgusting/evil thing I’ve seen today.
Could you have taken a feculent gnarlmaw for free as well?
He should have
Oh no beasts of nurgle in main list >_< I know how this is going to go
7:50 The Objective are not in line with the territories. All you with minor OCD are welcome. One's with stronger probably already noticed it.
Bone tithe shriker and a soul Mason probably would've been better than the stalkers
So. Many. Ward. Saves.
Hmm isn’t that the old model of a vampire count dragon? Or is my memory playing tricks?
I would really like when you do Maggot Kin, or at least when you put Maggot Kin in the title it'd be nice to see some actual Mortals of Nurgle instead of just Daemons all the time.
not a big fan of the 1.5k games though i understand time restrictions
I play munificent wanderers with Blightkings and the Glottkin
Not sure how I feel about miscasting in AoS. Just seems... odd seeing these incredibly powerful godlike beings, accidentally mess up a spell and no longer cast anything.
Nagash miscasting his first spell and not being able to cast all his remaining ones is gg.
Lmao you can give plague bearers two wounds with the glottkin
I believe it's pronounced 'arr-can'. That's how they pronounce it in TW:WH, anyway.
Never ceases to be disturbing how stupidly fast Nurgle armies are.
Oh come on that dice on the first casting to take mortal wounds was cocked almost halfway, that would not have stopped on 6.
Whoever came up with the rule that a "bludgeon" attack INCREASES rend has no idea what that word means.
For BR to "struggle" to make 1500 points work is a sign they need some point changes here and there. No army in either game should be struggling to optimize at one of the most played point values besides 2k.
Bludgeons are weapons with a thick end, like maces, which can have spikes. Spikes are good at piercing armor!
@@Lodorn That would be called a spiked mace.
Bludgeons are quite literally "+1 clubs" that are heavy on one end, there is nothing armor piercing about them.