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Forrix

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Everything posted by Forrix

  1. I played against a mortal Khorne army this weekend in a tournament that was running Slaughterborn with several units of Wrathmongers. It was pretty cool to see in action and I got some take aways: 1. Slaughterborn is incredibly good. He had a unit of 30 Blood Warriors that was impossible for me to shift, especially when he got the +1 save prayer off. I'd probably not go over 20 in a unit personally due to points cost but it was very effective in battle for the pass. Basically claimed an objective and blocked off half the board. 2. Skullreapers are also very good but I wouldn't count on their mortal wound output to kill armored opponents. Definitely a good pick but keep them out of combat against 3+ save dudes. 3. Wrathmongers were surprisingly killy with their rend and +1 hit on the charge. Charging them into combat kept them in range to buff other units. They're noticeably squisher than Skullreapers (though Skullreapers were in slaughterborn) but still fairly survivable. I'll probably be taking 2 units of 5 min in every Khorne army I run. For reference I was playing Thricefold Befoulment with a bunch of Putrid Blightkings.
  2. In my opinion the current rules don't fit the lore and look of the models. I'd expect an army of hard hitting but fragile (by duardin standards at least) elite warriors instead of a tide of mediocre, low damage output but tough as nails dudes. I've been in the camp of no new models = dead on arrival but the more I think about it a comprehensive rules rewrite could do a lot.
  3. I'm not sure what his source is but Tom on Warhammer Weekly was saying that Fyreslayers are getting a major overhaul rule wise with Vulkites possibly losing their save after the save but gaining an extra wound. Personally I'm hoping for a much more elite glass cannon style army.
  4. I'd use them as a highly mobile tarpit. 4 to 6 of them with the Lord of Afflictions command ability, wheel, and bell can move 21 inches without running before their charge. You could trap some opponents in their deployment zone for a couple turns (I've lost a game to an Ironjawz player who basically did that despite tabling him turn 4). In units of 2 to 4 they could easily get into the backfield and take out artillery or support characters being tanky and fighty enough to weather some attacks and take out screening units (I've got 2 currently and that's how I've used them). That said, they were never worth their points. One of those units that feels like a good warscroll but is just badly overcosted.
  5. Yup, Blightlords are mortal nurgle and those rules don't have the same name. You can also stack hit debuff from the Lord of Blights on Plaguebearers btw. Side note: I'm not currently a fan of Blightlords but I think they could quickly become MVPs if they get a point reduction in the upcoming GHB.
  6. I hadn't noticed that but Unfettered Fury is a nice counter to Gristlegore. Combined with the Tyrants of Blood/Halo of Blood combo I think Khorne, or at least that list, might do pretty well on the tournament scene. Edit: or Using the 6 inch pile in with reapers of vengeance double pile in to get quasi Gristlegore ourselves but with multiple units (assuming we have the command points, that is going to take a lot).
  7. Skarbrand has been around for ages. I'm not 100% sure but I think he's been around since they started developing Khorne's lore. He featured in the first Thanquol novel that came out in 2009 at the very least. He didn't get a model until End Times though. I don't think Ka'Bandha have been feature in Warhammer fantasy or AoS before. The big named Greater Daemons have been Skarbrand, N'Kari, Ku'gath, and Fateweaver. I think the reason they made Rotigus instead of Ku'gath is that Ku'gath is always depicted as going around with a massive palanquin carried by a ton of Nurglings that would have been a lot of extra work to sculpt and would have probably required he be a separate kit which they might not have wanted anymore.
  8. I started a Fyreslayer army last summer but got burned out and was disappointed in the Vulkite and Hearthguard kits. They're not terrible but the lack of options (only 5 heads/bodies in Hearthguard and Vulkite is two duplicate sprues) makes them terrible value for money compared to other kits and is really really bad when your whole army (minus heroes) is built from just those kits. I was hopeful for the new Fyreslayer release and while I like what was released without new units its dead on arrival for me. I'm a little curious about what they do with Magmadroths (that kit is quite good) but I doubt I'll be enough to change my mind and I am debating on selling off what I've got. Seriously, compare the hearthguard kit to the 40k Scions kit. They both build 5 semi-elite infantry that are roughly the same size and can make up the vast majority of an army. Scions are $5 cheaper and have 17 head options in edition to more build variations than the hearthguard, including a hero.
  9. Think so though this one is going to need to be occupied by more than a terrain piece and Endless "Spells" to get me to buy in. I've got a small fyreslayer army but got so burned out on repetitive models. It needs new units and some aesthetic variation.
  10. A new stormcast chamber consisting entirely of Ogors called the Stormguts. It could combine the Ogor rumors with the constant rumors of new Stormcast.
  11. This might be pure wishlisting but do you think there's any chance of the Gorechosen battalion being FAQ'd to let us go over 6 heroes? Unless I'm missing something its weird that it has a matched play points cost but is illegal in matched play because of the 6 hero limit? Side Note: What is the email for GW rules questions? I can never find it...
  12. I've been running a thricefold lately and use a Massive Bileblade and the flail. I would say realm artifacts are vitally important for him. He'll do pretty good damage with the battalion rerolls as long as you can buff up the hit on the sword. I've been using gyrstrike on it but I'm planning on trying a new Ulgu build with folded shadows (+1 hit) and the hulking physique command trait (+1 wound) for a similar effect. Note: in my meta we can also choose spells from our home realm instead of ones from our allegiance if you want so I'm trying out the extra 5+ save after the save spell on him for extra tankiness.
  13. I'd drop the Tallyband battalion, one of the units of 30 Plaguebearers and the unit of 20 Plaguebearers. For the Spoilpox Scrivener I'd do as sal4 recommends. Plaguebearers are a little overcosted in general due to having negatives to shoot and normally not getting shot at it. Most armies don't have shooting and if they do they'll be shooting at your characters. That said, the meta does seem to be shifting towards shooting so you might want to keep the 2nd unit of 30 Plaguebearers if you expect to face a lot of it. Then I'd just take as many Blightkings as you have points for. They are definitely our current power unit with a very good wound to points cost and great, if inconsistent, damage output thanks to exploding sixes. Just be careful of -1hit stuff, I normally take them in units of 5 unless I'm bringing a Harbinger to reduce the effectiveness of debuff spells.
  14. Isn't Foul Regensis Lore of Nurgle, its on the page and right under the title? Side Note: Why would anyone ever take this item?
  15. Something I noticed when building a Thricefold Befoulement list. Tome of a Thousand Poxes adds +1 to cast for Lore of Nurgle Spells. The Lores of Nurgle (different spelling but intent seems clease) are defined in the battletome as being pages 66-67. This would exclude the spells on Nurgle unit warscrolls, most notably Plague Wind. From the interwebs though it seems most people apply the +1 to cast to Plague Wind. Is there something I'm missing?
  16. I'd say they got better but they still aren't amazing. I've found them to be surprisingly useful in units of 10 and I'll probably keep running them that way. 4+ to wound was their biggest weakness before since it prevented them from ever really doing major damage (except for the goreglaive). With the Bloodstoker now granting full rerolls to wound I can see them being solidly decent with a bunch of +attack buffs. Loadout is actually kind of up in the air. Gorefist is probably better but if your looking for sheer offensive power 3 to hit, rerolling 1s with 4 to wound, rerolling failed means they'll get a lot of attacks through, especially with their extra pile-in and attack when they die.
  17. Well if they're sold out you could ask your local GW who's been buying them in your area. Then they'd just cost you a baseball bat and a Saturday afternoon.
  18. Definitely good but I wouldn't say its that's crazy. Major consideration is the likelihood of getting all those buffs off when you need them. Just for starters they'd need to be wholly within 8 of the Bloodstoker, 8 of the Wrathmongers, 16 of the Bloodsecrator, and 12 of the Aspiring Champion (who will also need a command point). Plenty of other units can go bananas if you can stack a bucket of buffs onto them. For example, Plague Monks can get to 9 attacks each, rerolling all failed hits and wounds, natural 6's do double damage on wounds rolls, natural 6s do extra rend on hit rolls and cause a mortal wound in addition to regular damage, +1 run and +1 charge, can run and charge, -1 to hit in melee, -2 to hit with shooting, double their wounds, when they die on a 6 they do a mortal wound to the unit that killed them. Hell, probably some other stuff I'm forgetting.
  19. I was really hoping for two goreaxes to be changed to +1hit or +1 attack for Bloodwarriors but being able to readily access full rerolls to wound I think will finally unlock their damage potential. I love their models so I'm looking forward to getting them to actually kill stuff.
  20. Makes me think its going to get FAQ'd pretty soon. Either they make the daemonic locus not effect characters or that reroll ones on the charge turns into reroll failed hits or +1 to hit.
  21. Definitely feels like the game was balanced for 2k points. Nurgle summoning in particular isn't really dependent on the size of the game. At 1k points its pretty powerful but at 2k its nice without getting overwhelming. I've had some fun 1k games and like them a lot too but the table can feel barren depending on the scenario and its awkward to take units like Bloodletters and Plaguebearers that depend on their size bonuses to be effective (i.e. taking a brick of 30 at 1k points feels like too much for one unit but you want the hit modifiers).
  22. I'd say not BS looking at the new Warhammer Community article and comparing it to his spoilers (which were posted before the article). I'm kinda reading in-between the lines but it looks like Blood Tithe is only in your hero phase instead of yours or your opponent's hero phase.
  23. We should be getting the Youtube review videos tomorrow if nothing else.
  24. They mentioned there is a chance of Judgements going away, I'm wondering what the likelihood will be. That said, gd I see Khorne going up in the meta quite a bit. Hexgorger skulls look like a real possible counter to Nagash. Even a 5+ is pretty reliable with a reroll compared to magic for the axe. I could see the Brass Icon one being pretty good too, bravery bombing is kinda underrated right now.
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