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Luke1705

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Everything posted by Luke1705

  1. For fwlr: I’d say it depends on whether you’re going reapers of vengeance or bloodlords. Reapers needs more command points, and you really need 2 slaughterpriests, so you’ve basically only got points for 3 min battle line and you call it a day (though to be fair you might not need 4 extra command points like I play them, but I burn through the CP so fast!) (I also run an exalted thirster with skarbrand so it’s basically like I’m running 4 thirsters in the battalion) I go back and forth on the axe. Not super reliable for 60 points. Definitely don’t need the bloodsectrator with wholly within 16” now. Bloodthirsters charge out of that so fast. Basically I think battleline is just chaff and blood tithe points. Go as minimum small and cheap you can and I think it’ll work nicely. Bloodlords might be able to sneak in more stuff as you’re a lot less CP dependant. I’d probably want to go for skullreapers, but flesh hounds are really nice fast objective cappers
  2. To the first question: no such rule. You’re good to go To the second: no you can’t do that To the third: it works. GW doesn’t think too hard about plural keywords
  3. Would make a lot of sense, and like I said maybe it gets FAQ’d to work that way. Just have to be careful about reading literally. Generally speaking, when you get a new ability, you can only do what it allows you to do explicitly. If the tyrants battalion said they could activate if they were in combat (perhaps the intention) then we would be good to go with that command ability.
  4. For what it’s worth, I would be zero percent shocked if they FAQ tyrants to allow piling in from 6” if you’re under the effects of the command ability that allows 6” combat. But it is zero percent unclear as written. Gotta be within 3” to domino
  5. I mean I’d say the same thing even if he gets two unbinds
  6. That’s correct but remember that if you’re not within 3” of a unit, then it cant fight either. It does matter when you’re cascading to pile on on unit with multiple bloodthirsters but it’s moot if each bloodthirster is hitting something different. Really that command ability is less about getting the first wombo and more about allowing you to fall back and still “charge”
  7. Yep that is definitely good for us to remember since there will be turns that tyrants just wombos something outside of 3” but it might still be within 5” (3” pile + 2” reach). I actually had to do a 7.5” pile + reach for a combat on Sunday because so many things died when a different bloodthirster activated. Thank goodness for the rejoice in slaughter command ability
  8. Tyrants of blood isn’t an objective game list no sir-ee It’s a “table your opponent and score objectives after they’re dead” list Personally I think Khorne approves of this tactic but it may not be for all. I think you’re right that solo bloodthirsters really don’t do a crazy amount of damage which is why I am on (and perhaps the only one on) the reapers of vengeance train.
  9. Yeah it’s weird. I’m playing it as no until I receive confirmation since with 2 slaughterpriests 3 denies is usually enough. Or I just make someone else have that ability. But yeah 4 thirsters is super solid. I go between skarbrand, fury, insensate and wrath or trade the wrath for a second insensate if I need to make points
  10. I’m not sure what you’re saying either. Did bululu clear it up? I can have no units that are within 3” and still pull that same combo. It basically gives a slightly worse (but AOE so better) version of the old wrath of khorne run and charge ability while simultaneously making sure that on your turn every single bloodthirster you have can activate before even a single unit of loonsmasha fanatics
  11. Tyrants of blood is inherently a 3-4 headed death star. Definitely not for everyone and definitely not without counters, but that command ability combo is basically why I’m less enthralled by bloodlords. Because you can get around that stuff on your turn anyway. Exalted is real real nice. Saves command points and is a great buff target. Turns out hitting on a 2+ re-rolling ones is pretty reliable 👌 if you don’t like the forge world model or price check out creature caster. Super reasonable prices and a very good exalted thirster sculpt IMO
  12. More than just redundancy. If I’m playing against a triple or quadruple bloodthirster list, I have a few tactical options vs the always go first guy when it’s my turn. 1) Have something of mine that can always go first and charge in guns blazing 2) Go in guns blazing (hopefully with multiple units) even if I don’t have the ability to fight before the special thirster 3) Ignore him, don’t charge him, and kill the rest of the army 3 is by far the most predominant tactic if you can’t do 1. If your thirster isn’t in combat, you can’t activate him first. So a couple ways to prevent the opponent from taking tactic #3: + have a second thirster who can fight first sometimes (blood hungerer) + take advantage of the unfettered fury or exalted thirster’s “you don’t get to fall back from me” ability to ensure that something has to be in combat with you (assuming that that is your always go first thirster) But also redundancy is good as stuff does die
  13. Two qualifiers I’ll add about reapers vs Bloodlords: 1) the d3 battleshock ability is made more situational by the range; however the Bloodlords ability is situational in who it targets. Good when it applies but not worth writing home about. 2) Bloodlords get more stuff because they don’t need to set aside so much CP for extra activations, and they can also take the blood hungerer relic Bears more testing but double pile ins are just so good it’s hard to give that up.
  14. Yeah I mean it turns out once you have 1440 points invested into 3-4 models and the battalion, plus needing 100-150 more for command points.....you don’t have a whole ton left. I ran: Exalted Thirster (blood hungerer) Skarbrand Wrath Thirster (general) Tyrants 2x Slaughterpriests 3x10 Reavers and that was 1850. Love getting the triumph each game since it’s per phase, not for a single wound or save roll. But mostly it’s all about that CP, which is why I will try swapping the relic on the exalted thirster to the crimson crown to get some more CP. Alternatively considering some serious heresy to perhaps get cogs in the list, but would require losing a slaughterpriest, a CP, and trading the wrath down to a fury thirster. May be worth it though. I just really like the second priest. Grabbing an extra blood tithe point every hero phase and having a second blood boil is no joke
  15. Tyrants of blood is real good. Only 3 games in but undefeated so far. I'm going to keep singing the praises of reapers of vengeance over bloodlords until the day I die. Take the blood hungerer relic and on a 4+ you get that sweet sweet attack first bonus you wanted from bloodlords anyway. Personally I am a little less sold on the always fight first thing because you can get around that on your turn with good use of the unfettered fury or exalted thirster 6" pile in, and on their turn you only ever have to suffer one unit anyhow. As a result, I may use the one free CP per turn relic on the exalted thirster since he almost always uses his command ability. Let me explain the combo. 1) You're too far away to reliably charge, or you're stuck in a combat you don't want to be, or there is a unit like loonsmasha fanatics that always fights first, and you're a scrub who took reapers of vengeance instead of bloodlords. 1a) Cast +1 to hit from your slaughterpriest for extra silliness 2) You decide you might as well fall back, advance, stand on your head, and do anything that would normally forbid a charge move, ending your move more than 3" away but less than 6" away from the fanatics (or whatever other unit of your choosing that thinks its sneaky. My personal favorite fantasy is that stupid gristlegore general) 3) Don't charge (you can't for like 3 reasons, remember?) 4) At the start of the combat phase, courteously allow your opponent to activate any units he has that are in combat that can attack first (like the fanatics). This is an unecessary step, but it's good to remember that this is a gentleman's game and you're about to do ungodly things to whatever that unit is, so give it some dignity on its way out 4a) Curse yourself if you forgot not to charge his fanatics with some other unit 5) Otherwise, then use your rejoice in exalted slaughter command ability on the big guy (or rejoice in the normal slaughter command ability on the unfettered fury thirster) 6) Whenever you feel like it in the combat phase, pile in and fight. You can flexibly go last since you're obviously not going to get attacked from a unit farther than 3" away from you, or you can go first and start the domino there if you need/want to. 6a) Do the thing that bloodlords can't do and fight a second time, piling in a futher 6". (Let me tell you being able to hit something that you're 8" away from before you start your pile is pretty unexpected sometimes. Let alone if you do it twice and hit something like 16" away after *not* charging.) 6b) Do this with as many other bloodthirsters as you have command points (so usually 2/4/6/8 total activations unless you just don't need to waste the CP up front (but usually you want to ) ) 7) Allow your opponent to activate his first unit TLDR: Tyrants of blood is amazing. IMO better than Bloodlords. Fall back and "charge" is borderline OP when 3-4 thirsters can all do it for 1 CP. Take an exalted thirster or an unfettered fury thirster (or both) in every list. Full stop.
  16. Both work. The eel only list is more aggressive and more reliant on turn 2 into turn 3 and therefore you have to play more cagey on turn 1, plus it's more unforgiving because it's more body light. However, it also hits like a literal truck on high tide. The alpha list is my personal preference. I think it's a little more well-rounded and TAC without relying on a ridiculous wombo (although the turn 1 alpha strike is quite good, and situationally you can just wait until turn 2 to come in with some or all if you need to to make sure you maximize high tide on turn 2). I also like how it has bodies that are more ok with staying back they need to. There are definitely a fair amount of units that can sneak in behind our alpha and take our home objectives just as fast as we can take theirs so if we have literally no one home, it's not going to be easy to hold home objectives. Of course the eel only list also just typically tables their opponent when they win and so it doesn't matter if they sneak behind you for a turn on a fair few missions if your opponent is dead on turn 4 or 5.
  17. It’s a tough trade off. Larger thrall units will hit harder if you get a decent charge roll. They’re also much more susceptible to battleshock. One thing you most definitely want is a caster (probably a tidecaster). That lets you reverse tides so that you can get high tide turn 2, and the tidecaster can also deep strike the eidolon across the board turn 1 if you need to. If you do fuethan, your eels will be able to run and charge (and assuredly make charges turn 1). I’d probably do: Storm Volturnos Tidecaster Soulscryer Soulscryer 20 thralls 20 thralls 10 reavers 3 stabby eels 3 stabby eels On turn 2 Volturnos can literally make the thralls go berserk. 4-5 attacks per thrall? Yes please. edit: that’s 51 rend 1 saves each unit forces on an enemy unit if you somehow get everyone in range (which with 2 scryers can be possible if you tag whatever unit they scryers target with their ability. +6 to charge is pretty beefy)
  18. It’s good. The problem is 1” reach on the thralls. You won’t normally be able to get all of them into combat. Also your soulscryer is realistically only bringing 1 unit with him. I might consider a second scryer so that both thrall units can flank from different sides
  19. Listen. Tyrants of blood. 4 thirsters. Nuff said. Skulls for the skull throne
  20. In a 5 turn game that is also pretty tough to do. So much stuff would have to die and you’d need it really to all happen by turn 3 so that you can summon him in on turn 4 if you want something useful to happen. Personally I think he’s only worth it if you take relics to ensure that you’re getting 3 blood tithe points from specific unit kills
  21. Drofnum has it right. If it’s our turn eels always zap first. If it’s his turn he goes before both our zaps and high tide. Lucky for us my eels deep strike in exclusively on my turn 🙂
  22. Like actual RIP Gristlegore. First tyrants of blood (a better gristlegore) and now this. Yikes
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