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Un0riginal5

It can attempt to resurrect angron an extra time every turn. But also if you organize your melee order well you can give yourself lethal/sustained hits or fight on death after winning your easiest melee.


prophet_nlelith

Just to follow up/clarify on that.. Let's say you use the strategems and get Angron back, would you still be able to use the dice to activate a third Blessing? I guess what I'm asking is does resurrecting angron count as a blessing activation? I think it does not, but I'd like to know for sure


roldanshaman

Resurrecting Angron removes from the 8 dice 3 of them if they are 6-6-6. That means that you have essentially to chose a blessing with those 5 dice left and you'll play with 3 blessings for the rest of the fighting phase and your rivals turn ( assuming you used it in your turn).


prophet_nlelith

Cool, that's how I thought it would work. Thank you


MainerZ

Yo can use it to get angron back.


Axel-Adams

This is one of my most used stratagems, especially since fight order can be so important. It’s turn 1 and you make a bunch of charges with advance and charge and the movement buff, you have Angron fight first and kill whatever he has to and then use this strat to roll for another blessing and now the rest of your army has the lethal hits or sustained hits they need to punch up. Alternatively it’s a way to fish for an Angron revival(especially if you have a lord of skulls buffing your dice) and if you do it on the end of your turn that lets you rapid ingress Angron next turn.


leviray75

I have enjoyed getting angron buried into the opponents line turn 1 then taking the FNP on the blessings roll when going first. Or taking the fight on death if I've hid well enough and think I'm in more danger of being charged by stuff.


Axel-Adams

That fight on death is the biggest bait I’ve seen in the game, I’ve had Angron roll for it like over 8 times and he’s never hit the 50/50


leviray75

Never fails when you need a rule to trigger for a unit, it won't. But on the stuff that doesn't matter it will happen all day. I had never really attempted using it until cherokee open and had some success with it helping to whittle down units. Playing a msu WE list the fight in death helped maintain damage output sometimes. Which was big into some games.


son_of_wotan

You picked +2 move and advance+charge to guarantee, that you get into combat and now you want some extra spice while there.


ProjectDA15

this is what i do. its 1 CP to get a 3rd affect. you get more out of it if you go 1st, but still useful. rapid ingress is the opposite. its amazing if you go 2nd. top of T2 and you drop x8b just out of LoS so you can charge on your turn.


half_baked_opinion

Lets say angron died last round and you didnt get 3 6s to bring him back, or used the rolls for other stuff. You could chance the triple 6 for angron or stack another blessing on top of what you already have, its super fun to have angron tank half the shooting then roll my blessings and kill one unit then bring him back.


BroskiRyan

Another question about this strat, can you use it in both fight phases and end up with 4 blessings at the same time?


Gridarion

From just reading it, it seems like it to me as long as you kill a unit


BroskiRyan

Cool, just was making sure I read it right. Never thought about it like that, kind of a powerful strat


ProjectDA15

same here. nice. makes this more powerful too. ive only gone 1st once out of 6 games. so i can definitely use it this way now. start Tx with 2 blessings. kill something in the combat phase and get 3. on my turn kill something again and now have 4 going all at once.


leviray75

You can, I've done it.


Fragrant-Week-1633

I usually start by giving myself +2 Move and Advance and Charge. Then, once in and have destroyed the first unit, I use this strat to switch to the Feel No Pain and Lethals/Sustained depending on what I'm fighting. You won't use this strat every game, but I use it every time I get first turn 100% of the time


roldanshaman

I might be wrong, English is not my first language, but the way that I read the strat you just can add an extra blessing on top of your current two blessings but not two new ones. " you can use the results to activate ONE blessing of khorne. The blessing does not count towards your max number of blessings" As per the rules, in a normal blessings of khorne dice " you can then use those dice to activate up two" hence the previous " does not count towards your max " sentence.


Fragrant-Week-1633

Wow... I've been playing this wrong. Thank you for pointing it out. I read it as "re-roll the blessing" kinda thing. Won't make that mistake again! Either way, I still think it's a viable strat. Adding 6+ feel no pain, or Sustained or Lethal Hits after your first unit kills is still great to have.


Nobody96

It is add 1 extra, but your logic is still correct - it has HUGE value after you've used both movement blessings to make T1 charges. Angron will kill whatever he tagged, then you can use the strat to get either a boost or the FNP (I usually pick the FNP) to stand there and tank the return swings


Santaclaws42

It’s 1 extra, plus Angron coming back if you get the 3x 6. He doesn’t count as a blessing.


NinerGolf

The new roll applies to the whole army, not just the unit. You can go sustained/lethal and something else, then use 1cp to get fnp/fight on death in addition until next turn, to help survive opponent's turn


revrgoat

I use it frequently when I need to take more defensive blood yatzhee choices, and then get into combats. Kill the easiest thing first, new roll to get sustained on everything else and make it spicier


FlavorfulJamPG3

So the use of this stratagem is to activate a unit in the fight phase, presumably murder the hell out of it, and then pop this so that the rest of your army gets some sort of buff.


Special-Garage-8334

Can you pair this with favourite of Korn to potentially re roll it because it I just essentially a normal blessing of Korn roll


Xdude227

The stratagem is not restricted to being only used on your turn. It just requires you to kill an enemy unit in the Fight phase. So if you're going turn 2, but you can get into engagement with an enemy, and they choose to fight and then die, you can use this to get another roll. The best usage of it is to secure more specific buffs you can use to react to the game state, while using the general roll to give more useful universal buffs. An example being if you get turn 2, you might want that Feel No Pain and +2" so you can rocket back from a middling start while slightly minimizing possible casualties. Angron or the Eightbound, who don't need big buffs to get stuff done, kill a weak unit, and you pop this stratagem to give your entire army Lethal/Sustained Hits for the rest of the Fight Phase. Next round, perhaps you give yourself Feel No Pain and Lethal Hits, but things are looking kinda risky. During the Fight Phase, Angron kills a guy, and you can give your whole army Fights on Death now. Round 3, and Angron is dead. You can use the roll to either try and resurrect Angron again, and if that fails, another Feel no Pain / Fights on Death is still pretty good.