• The forum software have been upgraded to the latest version.

    If you notice anything that looks off, or does not work, please let us know.

    For more information, click here.

AoS NEW *rumor*

Never underestimate the lowly razordon in melee. I had one finish off a Keeper of Secrets in the fight round after it had charged into my lines. Got overwatched, dropped to like 1-2 wounds, then the razor slapped his cheeks.
Same. I rarely charge with them though. Unless I just need to ping a round. Now they will will be scary in combat though.
 
Gotcha, I didnt even look at that honestly haha

looks like they are not all out shooting anymore. And if it is true they have 6 wounds now, I can understand the 80 points.
For 240 points you have the same shooting as before, but 1.5 times the wounds. And melee time 4 or so?

Also, can it looks like it auto shoots when getting charged. But just 1d6 instead of 2.
 
Well, 40 per when you took them in max units. And 40 per back in GHB2018. But then you take them as a unit of 4. Which seems to be a thing again, but you have to bring the handlers too.

Probably still 3 razordons. when accounting 3 handlers. You get to 12 with 3 of them. Wondering if you take a unit of 3+9 handlers.. you can kill all handlers first, before removing the razordons. That would be huge. I'm quite optimistic about them to be honest!
 
looks like they are not all out shooting anymore. And if it is true they have 6 wounds now, I can understand the 80 points.
For 240 points you have the same shooting as before, but 1.5 times the wounds. And melee time 4 or so?

Also, can it looks like it auto shoots when getting charged. But just 1d6 instead of 2.

Isnt it 4 wounds? 1 for the razordon, 3 for the skinks?

Maybe I'm wrong again, this is what I get for paying attention to warscrolls while trying to get ready for work
 
Also about saurs guard. Looks like they got a 2nd wound, but lost the +1 save. Effectively a unit went from 5 times 3+ = 15 to 10 times 4+ = 20.
And for mortal wounds their defense just got doubled. So i looks bad at first sight,. but if they didnt change and just gave them a 4+ mortal wounds save, that would have been worse.
 
Also about saurs guard. Looks like they got a 2nd wound, but lost the +1 save. Effectively a unit went from 5 times 3+ = 15 to 10 times 4+ = 20.
And for mortal wounds their defense just got doubled. So i looks bad at first sight,. but if they didnt change and just gave them a 4+ mortal wounds save, that would have been worse.
but thats still bad it is better but still bad. it makes them the same as liberators and they are bad
 
Probably still 3 razordons. when accounting 3 handlers. You get to 12 with 3 of them. Wondering if you take a unit of 3+9 handlers.. you can kill all handlers first, before removing the razordons. That would be huge. I'm quite optimistic about them to be honest!
Yeah, that is what I am thinking. Now my 16 Razordons might be useful again :D
 
but thats still bad it is better but still bad. it makes them the same as liberators and they are bad

They have better attacks, and probably with a warden nearby even better. Also we dont know what eternal starhost will bring. A +1 to save would be lovely.

I don't.
Their price is doubled, the wounds have been doubled, but the damage output is more or less the same.

They are quite scary in melee now. And in a unit of 3 with 9 handlers, if you can remove the handlers first then you only drop in output after 9 wounds.
And it looks like they automatic shoot when charged, but 1 d6 instead of 6. Could you confirm this?
 
Back
Top