CarkFish Posted February 26, 2018 Share Posted February 26, 2018 Hi guys.... I'm thinking of taking part in the Warhammer Fest Tournament in Coventry this year (2018) and would love to take my much beloved "murdery murder murderers" (names are not my strong point)... Here's the list I'm considering, along with some rationale... I would really appreciate feedback Hero's x4 Wrath of Khorne Bloodthirster General Devastating blow Reaper of skulls (on the flail) Slaughter-priest Slaughter-priest with wrath hammer & hackblade Bloodsecrater Battleline 10x Bloodreavers Reaverblades 30x Bloodletters Blink banner thingy 5x Bloodwarriors Goreaxe and Gorefist Other Units 6x Bloodcrushers 3x Bloodcrushers 5x Flesh Hounds Battallions Blood hunt Gore Pilgrims Total = 1990 Drops = 2 Basic Tactics Hopefully having only 2 drops will mean I have a decent chance of securing turn 1, if I do then i will use the bloodhunt + bloodthirster to push my big unit of skullcrushers up for a turn 1 charge, moving the rest forwards as far as possible. rerolls on prayers will allow me to reliably get +2 to save on my skullcrushers, and hopefully cause one of his flanks to stall while he deals with them. The rest of the army moves forwards and I expect turn 2 charges off the remaining bloodcrushers and flesh hounds. The bloodletters may get a turn 2 if i can get the slaughterpriests and bloodsecrator far enough forward in safety so i can pull the oponent in.. otherwise i expect a turn 3 charge worst case. bloodthirster will stick with the crushers and eventually (if he survives) move to the bloodletters, he will take every opportunity to charge enemy hero's. Bloodreavers and bloodwarriors will move to objectives while the demons tie everyone up on the middle. Haven't decided on my other 2 artifacts yet .... not sure what to do if i dont get turn 1 Sounds simple... Comments really appreciated ... Cark Link to comment Share on other sites More sharing options...
FPC Posted February 26, 2018 Share Posted February 26, 2018 Are you planning BLOODcrushers or SKULLcrushers? You mention one in your list and the other below it. Neither are stellar, but Skullcrushers are usually considered better. Looks like a solid core, but that much invested in Khrone cavalry probably isn't going to be super powerful. Tho, I'm not familiar with what the Bloodhunt does. A full (or even partial) Brass Stampede is fun, however. I'm a big fan of Blood Warriors...I'd suggest at least bumping to 10 for the Goreglaive. They don't pack a huge punch, but mulch light screening units, and will always get to attack at least once (unless they're shot to death). They're also a nice target for the armor buff. Link to comment Share on other sites More sharing options...
CarkFish Posted February 26, 2018 Author Share Posted February 26, 2018 Hi, sorry, bloodcrushers .... Blood hunt lets me move 2d6 every hero phase as long as i finish closer to a nominated character, I also get to reroll all hits against enemy heros with anything in the battallion... (bloodthirster) Link to comment Share on other sites More sharing options...
Agent of Chaos Posted February 26, 2018 Share Posted February 26, 2018 Blood Hunt gives +1 to wound rolls against enemy heroes, not reroll hits. WoK Bloodthirster does have reroll hits against heroes and monsters as a standard ability though. Combined with artifacts (immense power and deathdealer would be my choice for +2 dmg) this makes the WoK bloodthirster incredible against heroes (although undamaged he already wounds on 2+). You will see a few ppl on here contemplating the merits of 2 battalions in one list. Personally I think that is a lot of points invested without maxing out either battalion (only 2 priests in gore pilgrims, only 3 out of 8 units in blood hunt, meaning in both cases you are missing out on a battalion buff that you have paid the points for). Gore Pilgrims is probably our strongest battalion and you can rarely go wrong maxing it out in competitive games. However if you want to hit hard with fast cavalry then the list could really benefit from a Bloodstoker, With the bloodletters, if they havent charged by turn 3 and are still standing your opponent doesn't know what they are doing. The letters need to be in combat by turn 2 at the latest as they are extremely vulnerable to missile fire or horde clearing spells. The last thing you want is for them to wasted against your opponent's chaff. Again a Bloodstoker combined with the WoK Bloodthirster's command ability is often enough for a first turn charge with them. It appears the 6 x Bloodcrushers are meant to act as both the hammer and the anvil. Most ppl find Bloodcrushers a bit meh as their damage output is poor, especially if their charge takes them out of range of the bloodsecrator. They are highly vulnerable to mortal wounds as well. Meanwhile none of your battleline units have any staying power (Reavers and Letters too brittle, Warrior unit too small) meaning if the Bloodcrushers fail you won't have any tanky units left. For me the list is a little all over the place although knowing what armies your opponents will use may help. At the end of the day you won't really know until you have a practice game or two and see how it all works together. Link to comment Share on other sites More sharing options...
CarkFish Posted February 27, 2018 Author Share Posted February 27, 2018 Interesting feedback thanks Agent I really appreciate it... Perhaps I'm focusing too much on getting that first turn and should instead build a force that can sustain a bit of damage .... What about chaos knights with rune shields instead of bloodcrushers? Link to comment Share on other sites More sharing options...
kozokus Posted February 27, 2018 Share Posted February 27, 2018 Hey. My 2cents : You are gonna effectively do a Turn1 charge and get (maybe) D6 mortal on several ennemy units but after that the unit of Bloodcrusher is far from beeing a danger. That beeing said, this is quite nice. Othoer options : Double Bloodstocker nets you +6 on Run and carge so a +14 movement on a Daemon unit that was blessed by the Bloodthirster. NICE! You also get that turn1 charge here with two additional heroes that also RR1 to wound on units. 30 Bloodletters are a threat that has to be dealt with, contrary to 6 bloodcrushers that can be ignored for a time. With double Stocker and WOKBT, they can get that turn1 charge too easily (unless you roll 1 on run and double1 on charge, where in that case, you will only move 22") 10 Fleshounds delivers 40-50 attacks. They are often underestimated by opponents until they get in his face. Contrary to Bloodletters who delivers quality Mortalwounds, the hounds delivers a high number of average attacks to saturate the ennemy. They are also 3" faster than bloodletters and can reach further places with double bloodstocker too. Occasinooaly they will dispel something too ^_^. Artefacts to consider : Brazen Rune, because dispelling at any range that first attempt to Balewind vortex/Kroak/Gauntsummonner's spell can be decisive. Deahdealer, because 1 Dammage is better that +1 attack on a weapon with a alerady high number of attacks. (And you can't reaper of skull the flail of the Bloodthirster, it is for close combat weapon) The crimson crown, because it combo's with +1 to hit from priests, which is the spell you should get for a daemon army. Link to comment Share on other sites More sharing options...
Killax Posted February 27, 2018 Share Posted February 27, 2018 I really think the list looks cool... Exept for the Bloodcrushers The issue I have with them here is not their speed but simply the punches they are packing for their 160 point cost. With this list you can have a lot of fun though and if you have the Bloodcrushers allready, try them and feel free to comment how much you like them. My issue with them in GH2016/initial Battletome Blades of Khorne is that they A. Have less attacks as the Skullcrushers, B. Have less wounds as the Skullcrushers and C. Don't have that Magical Protection like the Skullcrushers do. Since then I basically disliked them allready. Have given them one try and simply said was dissapointed. Then AoS Skirmish/GH2017 made the Skullcrushers 20 points cheaper and thus gave us better output and defence for 140 points... Which still doesn't make them incredible but certainly still better as Bloodcrushers... Its your army though! So give it a spin if you have it allready. If this is something your working towards I'd just start out simply with Gore Pilgrims and figure out the eventual build along the way. The biggest advantage of Gore Pilgrims is that it connects very well with the starter set for Khorne and the start collecting Bloodbound. If you are absolutely certain you want to go Khorne Daemon heavy, pick Bloodletters (no specific Battalion required) and crush the opponents before you. PS your list is also 1980 points now. I'll also leave you with something awerful to consider WoK BT Bloodsecrator Bloodsecrator/Slaughterpriest Bloodstoker/Slaughterpriest Bloodstoker 30 Bloodletters 30 Bloodletters 30 Bloodletters 5 Fleshhounds/3 Skullcrushers 5 Skullreapers/3 Skullcrushers 5 Wrathmongers Link to comment Share on other sites More sharing options...
Agent of Chaos Posted February 27, 2018 Share Posted February 27, 2018 Chaos knights with the mark of khorne are an excellent choice. I almost always take at least one unit of 5 with glaives and they always do something useful. Link to comment Share on other sites More sharing options...
Carnivore Posted March 6, 2018 Share Posted March 6, 2018 Your list is basically a good idea. But what I see, from my own game experience is, that you force yourself in "First Strike" or "Alpha Strike" conditions. That means, you basically have no other choice, than to technically destroy your enemy turn one, or maybe in turn two. Otherwise you might be crushed pretty easily. If you love the principle of having that "glass canon" combo, that just magically vanishes the smile off your oponent's face, then use the Murderhost batallion ( demons only ). That combined with the WoK Thirster with crimson crown, and maybe an aditional bloodsecrator in the army, is pretty fun. Take also a Slaughterpriest and buff "killing frenzy" to the bloodletters, and wath the enemy melt. BUT also this army would force you into "Alpha Strike" again. Otherwise, if you plan to play an army, that could resist longer, you should really consider to take Skullcrushers. Also Blood Warriors in units more than 10 is pretty scary. Skullreapers are pretty resiliant, and have a good damage outcome for their points. Take demon blades for them, if you use them. You could technically mix up like: Blood Warriors in a 20'er group Bloodletters in 30'er groups ( better 2 of those groups ) Bloodsecrator!!! Slaughterpriest ( 1, or better 2 ) ----> concider to take "Gore Pilgrims", becasue it absically is usefull for all armies you might play then Bloodthirster of Insenate Rage ( that guy can easily become a mobile nuke ) Then there would be a little more space for SKullreapers, if you want to. An trust me, they areworth it! I personally use them in groups of 10. It is just funny how much dmg they deal. The tactic would be pretty easy. You would have aenough resiliant units ( Blood Warriors & Skullreapers ) to screen the enemy units into turn 2 or even turn 3. The demons should be used to deal the damage, where you need it. That's basically like playing a hammer & anvil tactic. Warriors & Skullreapers bind the enemy in combat, then the demons come to wipe them. But, as all did say, it's your army, and your fun. So feel free to play, what you like most! Link to comment Share on other sites More sharing options...
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