Introduction
EDIT: THE WARSCROLL SECTION WILL NOT SHOW UP. IT IS LEFT IN COMMENTS.
This rundown is my thoughts on why I believe Bloab Rotsp awned will be an excellent ally in a Slaanesh army in the future. He adds to a lot of themes that are already happening in Slaanesh and they in turn help him as well.
In-Game Guide
Bloab Rotsp awned as a Slaanesh ally will be put between the middle of the field and the enemy territory in most cases, but his range of abilities allow you to support different areas of your army depending on what army you are facing, making him a great mutli-use tool.
The Warscroll
Wounds: 12
Move: 10″ depreciating to 4″
Bravery: 9
Save: 4+
Attack Profiles
Range Attacks Hit Wound Rend Damage
Missile:
12″ D3 4+ 2+ (dep) -2 D3
Melee:
2″ 3 3+ 3+ -1 2
3″ 5(depr) 4+ 2+ -1 1
Nothing too special here, but enough missile damage to snipe a weakened character with some luck and enough melee to whittle down some enemies over time.
Auras
- At the start of your hero phase, roll a dice for each enemy unit within 7″. On a 4+ they get -1 to hit.
A defensive debuff aura to support anything you need to keep alive. I really like the idea of this helping out a block of daemonettes, who already make the enemy reroll natural 6’s. (Which could be the only way to hit them with enough hit debuffs)
- Subtract 1 from the casting rolls of enemy Wizards while they are within 14″ of Bloab Rotspawned.
The fiends are projecting a -1 to cast as well in Slaanesh armies. If the enemy has some strong debuffs or high damage spells your are worried about that will kill your deamonettes this can further prevent their chances.
On top of this, the Enrapturess unit will be making them re-roll their successful casts, so they will need to make back to back successes at a reduced value. Then you have two chances at unbind with the Epitome.
Magic:
One cast. One Unbind. Infinity times better than zero.
Miasma of Pestilence: cast value of 6. Pick an enemy unit within 14″ of the caster. Until your next hero phase, roll a dice at the end of each phase in which any wounds or mortal wounds were allocated to that unit and not negated. On a 2+ that unit suffers D3 mortal wounds.
Previously, he has been a defensive support role. This is where he can end up being an offensive power house.
Your hero phase: Triggers on many artefacts and any other spell.
Your movement phase: Chance to trigger off of Shackles.
Your Shooting phase: Built in shooting and Enrapturess is now adding shooting to Slaanesh. They have the ability to take ungor raiders in the beasts of chaos battalion and have always been able to take marauder horsemen. I think the Enrapturess + Bloab is enough to trigger it most of the time.
Your Charge Phase: In an army famous for chariots that do damage on the charge, this should not be too difficult.
Your Combat Phase: I mean, it’s Age of Sigmar. This one is a given.
Enemy Hero Phase: Can you imagine the Enrapturess dealing her D3 to a wizard and then following it up with an additional D3 from this spell? Is the opponent even going to attempt casts? Maybe not.
Enemy Movement Phase: Spread out shackles still giving that 6+ chance to deal D3, now followed by another D3 on a 2+. The Mesmerizing Mirror can trigger here, as well.
Enemy Charge Phase: Mesmerizing Mirror trigger.
Enemy Combat Phase: A little less likely than on your turn, because they have the option to retreat and/or kill whatever it was in combat with before this phase. Mesmerizing Mirror can hit them on pile-in, too.
Units That Synergise With It
Fiends: Casting debuff stacking.
Enrapturess: Casting debuff stacking. Deals damage in phases not usually accomplished in Slaanesh, buffing Bloab’s spell.
Epitome: Two chances at unbind after their reduced casting.
Another wizard ally: For casting Shackles!
Shackles: Damage in two movement phases to buff his spell.
Mesmerizing Mirror: Can damage in enemy move, charge and combat phase.
Allegiance Abilities
This guide is specifically for using him as an ally, so they do not directly make him better. He is 240 pts in a hero slot that is not generating depravity, so poo on that. I think his support role + chance at dealing horrendous amounts of damage if his spell goes off could make up for it.
Artefacts
Unique and an ally so he doubly cannot take them. That being said, artefacts that deal damage during the enemies turn or phases that you are not doing much in can increase the damage output of his spell even if used by another hero.
If you were to go mixed chaos using some of these synergies, you could get a unit (probably tzeentch) that can learn other peoples’ spells and use the Goblet of draining so each of the spell’s triggers has an additional chance to do d3 on a 5+
Spells
Magic:
One cast. One Unbind. Infinity times better than zero.
Miasma of Pestilence: cast value of 6. Pick an enemy unit within 14″ of the caster. Until your next hero phase, roll a dice at the end of each phase in which any wounds or mortal wounds were allocated to that unit and not negated. On a 2+ that unit suffers D3 mortal wounds.
Already wrote in warscroll section. Added synergy with mesmerizing mirror since the book came out. It can damage in enemy move, charge, pile-in and random hero phase movements etc, triggering spell more often.
Battalions
The Slaanesh Beasts of Chaos battalion Depraved Drove can add even more synergies than usual. It allows two different wizards: The Shaygoth and Bray-Shaman. They add the ability to cast more endless spells such as Geminids, Dirgehorn, Palisade to further stack the hitting debuffs and open up that magical 40 point spell Shackles, which is even better with Bloab than other armies. Sorry, I just love shackles. Shackles in Slaanesh is just too funny thematically.
Scenery
Well, he is Nurgle so he won’t be hurt by the Nurgle trees!
How to Use the Unit in Game
Pick a weak spot in your match up and use him to support there. Whether you need combat defensive support via -1 to hit, magic defensive support via -1 to cast or just a shit ton of MW damage rained down on one unit via his spell, he can do it.
Pros & Cons
Pro:
^ Above ^ and he is a wizard in an army lacking many wizard options. Not only that he a tough wizard and he doesn’t mind not having an artefact because he is unique anyway!
Con:
He is an ally. 240/400 used up.
He won’t get Slaanesh buffs, but he is a supporter, not a supported, so whatever.
Can’t be in a battalion so guaranteed to add a drop to army that just got its first and second battalions.
Hero that doesnt generate depravity. (If he could, he would be autoinclude with spell that can do 10-30 damage)
Thematically odd
Hobby Notes
Thematically odd you say?
He could be your centerpiece with some HEAVY conversions and be the big fat slob of disease that is actually just dreaming of all these demon women surrounding him. Add some pink Fur to the shackles and maybe more fuzzy handcuffs on Bloab.
Warscroll Section is not showing up.
Wounds: 12
Move: 10″ depreciating to 4″
Bravery: 9
Save: 4+
Attack Profiles
Range/Attacks/Hit/Wound/Rend/Damage
Missile:
12″/D3/ 4+/2+ (dep) / -2 / D3
Melee:
2″/3 /3+/3+/-1/2
3″/5(depr)/4+/2+/-1/1
Nothing too special here, but enough missile damage to snipe a weakened character with some luck and enough melee to whittle down some enemies over time.
Auras
At the start of your hero phase, roll a dice for each enemy unit within 7″. On a 4+ they get -1 to hit.
A defensive debuff aura to support anything you need to keep alive. I really like the idea of this helping out a block of daemonettes, who already make the enemy reroll natural 6’s. (Which could be the only way to hit them with enough hit debuffs)
Subtract 1 from the casting rolls of enemy Wizards while they are within 14″ of Bloab Rotspawned.
The fiends are projecting a -1 to cast as well in Slaanesh armies. If the enemy has some strong debuffs or high damage spells your are worried about that will kill your deamonettes this can further prevent their chances. (Think Gaunt Summoner vs daemonettes. These little demons are already hard to hit in combat, making them harder to hit in the magic phase is a buffer to one of their weaknesses.)
On top of this, the new Enrapturess unit will be making them re-roll their successful casts, so they will need to make back to back successes at a reduced value. Having an actual attempt at unbinding afterwards is icing on the cake.