Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
Sign in to follow this  
AlvinAOS

1.5k army

Recommended Posts

Having a 1500 points game this weekend. Going to try murderhost battalion. List as below. Any suggestions to improve?

Thank you.

620BE0BD-9C91-4104-BC7E-4DFC44137E87.jpeg

C25BC52A-1A7B-4395-9313-74C0F2339C8E.jpeg

Share this post


Link to post
Share on other sites

Although the Murderhosts rules for movement is good, you lose out if the Bloodletters are so MSU. Geting them in units of 20 near they become much better becuse of the increased mortal wound output. 

  • Like 1

Share this post


Link to post
Share on other sites

I'm guessing you went for small Bloodletter units in order to have the maximum number of units in the battalion and therefore use the ability every turn instead of just the first... Unfortunately Bloodletters aren't that powerful as a unit of 10 and it will be hard to keep that many units within 8" of the Bloodmaster anyway. When I run the Murderhost I always take a Wrath of Khorne Bloodthirster. Combine his command ability with the battalion ability and the Bloodstoker and you are always getting a unit of 30 Bloodletters into combat first turn. 

I would suggest you try the list out as written and see if it works. I suspect you will find that only one or two units are able to use the ability each turn anyway, assuming the Bloodmaster isn't sniped early.  I think the battalion becomes a little expensive if that is all it does for you throughout the game however you might find a strategy to get the most out of the movement bonus.

The obvious suggestion for your list is to combine the Bloodletters into 2 x units of 30 giving you 120 points to spend on another unit (e.g. 20 x Marauders). You could also consider dropping one of the Bloodsecrators giving you 240 points to spend (e.g. Slaughterpriest and 20 x Bloodreavers). 

  • Like 1

Share this post


Link to post
Share on other sites

Thank you both for the suggestions. I also having the worry of 10 bloodletters per unit. I think need to adjust again. 

Lets say...if one unit die and left 7 units, the every hero phase turn roll 2D6 are no longer valid?

Edited by AlvinAOS

Share this post


Link to post
Share on other sites

Nah as long as you start the game with the max number of units then you can keep using the ability (as long as the Bloodmaster is alive and within 8") so doesnt matter when some die.

  • Thanks 1

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this  

×
×
  • Create New...