We can only hope GW can make a FAQ that says something like. "Flying monsterous creatures do not have to start in swooping mode when they are summoned via a spell or tithe from deepstrike."
I feel like that may be FAQed since thats a very odd chian of eventsNope. Unfortunately, Flying Monstrous Creatures coming in from Deep Strike Reserve (and conjured/summoned units count as coming in from Deep Strike Reserve) must Swoop the turn they come into play. I assume it's to represent a Tyranid Harpy dive-bombing from flying way above the battlefield, and such, so it doesn't make much sense for a daemon ripping his way out of some champion, but... it's how the rules are written. Bloodthirsters nee to come on Swooping, so your first turn you can move them you need to change them to Gliding so you can move them next turn. Frustrating, but...
Well, it's been the case for summoned Bloodthirsters and Lords of Change since 7th dropped with Malefic Daemonology in, and we've yet to see an FAQ. Now that a lot of folks will be summoning Bloodthirsters very frequently, we may finally get one, but...I feel like that may be FAQed since thats a very odd chian of events
Nope, Deep Striking FMCs count as Swooping when they come in, and you can't move them (giving them the chance to switch from Swooping to Gliding) that turn. So yes, you actively hope that they take an unsaved wound so that they can fail a 3+ roll so they take a S9 AP2 hit...So couldn't you say that once its summoned that the moment hes on the table you can then say he is switching to gliding? also If he gets shot at he can be grounded, once that happens you are the able to assault once its your turn agian, correct?
Thank you for writing in to us. Karanak is not present in the Khorne Daemonkin Codex; you are correct about that. The web listing Karanak amongst that army entry on the webstore appears to possibly be in error, and we have submitted a note about this to the Web Team to address.
Thank you again for bringing this to our attention, and please let us know should you have any other questions.
This rule here doesnt say you cant fire at friendly models or that the model has to have arrived on this turns reserve.INTERCEPTOR
At the end of the enemy Movement phase, a weapon with the Interceptor special rule can be fired at any one unit that has arrived from Reserve within its range and line of sight. If this rule is used, the weapon cannot be fired in the next turn, but the firing model can shoot a different weapon if it has one.
Firing with Interceptor is still making a shooting attack, after all.Once you have chosen the unit that you want to shoot with, choose a single enemy unit for them to shoot at.
Oh, I know. That "Weakspam Sacrificial List" I posted is mostly a proof-of-concept that I would play while testing the boundaries of the mechanics enabled by the book rather than a serious and competitive army; on-paper analysis is all well and good, but seeing how it performs on table is still an important factor, to my eyes.It's not a 20pt Champion though is it? It's the hundreds of points spent on units you're intending to suicide; and not even suiciding with any particular purpose outside of BP generation Each point is just too expensive to generate a point. In fact, you're gimping your army even more by taking them.
I think the trick is not for the Bloodthirster, but for the smaller payouts. To make the opponent become wary of wiping out units..I want to get a sense for how well the mechanic of "unit losses give some potential bonus" behaves more than "try to rush to 8 Blood points for a Bloodthirster."
FNP every other turn (at worst--you may have the sustained combats against squishy targets on later turns to get it every turn) is a helluva drug. Getting, say, Furious Charge and Rage on those minis in the Slaughter Cult who don't have both (which is to say, everyone except the Possessed) to boot for free also sounds quite nice.I think the trick is not for the Bloodthirster, but for the smaller payouts. To make the opponent become wary of wiping out units..
I had been thinking about the CAD- Cultist plan. 6 small squads can grab objectives and ern victory points.. Cheaply leaving the rest of the army to try and table the opponent. They then have the choice of dealing with the Cultists.. (which gives you Blood Points, which can give you reinforcements) Or concentrate on your 'death-stars' which will let your Cultists win you the game!