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Mikeymajq

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Posts posted by Mikeymajq

  1. 2 minutes ago, MadCat said:

    Hey guys!!!

    Question...

    "Each Blood Blessing of Khorne can only be chanted once per turn, regardless of how many PRIESTS know that prayer."

    If i fail the prayer and other priest Know the same fail Prayer, can i try again?

     

    Even if it fails, it has still been chanted (just not successfully). So no :)

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  2. I feel it makes the cannons more reliable, I usually have one and it either does nothing all game or suddenly spikes its damage. It always does better if it can support in close combat. If you're bringing both WM and a cannon unit you might as well park the cannons near the WM's. It won't be amazing but it'll make them good. 

    Last game I used it it only hit once in 5 turns and then it failed to wound. Granted it never shot at a unit with 10 or more, but 3+ 3+ should still go through at least once xD

    And I might add the only reason I have one is because of the Start collecting and the throne-thingie is total garbage (sadly that didn't change. The ability it got is at least something, but it's not good). 

    • Like 1
  3. I've yet to build mine, but I own 6 bloodcrushers so I'm looking forward to using them. What weapon option are you running?

    Heck you don't need to get all 6 in, even if only half of them connect that's likely 3d3 mortal wounds before combat. 

    I've been using Chaos Knights for awhile and they operate in similar fashion except for not doing any damage on the charge, their weapons get pretty crazy instead. But they're totally useless in prolonged combat so retreating them back into safety is always smart if you don't feel like you can finish off the unit, or if you know the knights will get charged if they stay. Buff 'em, send them in and they'll punch a hole. A retreat and charge ability in BoK would be so damn nasty for both Knights and Juggernaut-riders alike. 

    EDIT: oh and always always screen units that need to charge to be effective, and unleash them when you've buffed them up and have a target. 

    • Like 1
  4. 43 minutes ago, Battlefury said:

    Due to non demonic units I really only see some choices here:

    Use the Skullcrushers in minimum group size and minimum 2 groups there. Then charge / return -> charge / return -> repeat over and over again until the enemy is so decimated, when he reaches combat, that you can take him out with the Blood Warriors, Skullreapers and even buffed Blood Reavers ( their rend is golden there ).

    The amnner to actualy do that would be: you charge an enemy with the SKullcrushers and deal your MW, then you fight and let him fight back. With their 3+ save, they should be reliable enough to handle it to an extend.
    Next movement phase retreat that group and charge in the other one, deal MW again. Repeat as often, as you think it needs to be.

    I think the game should be played like, you catch the enemy, before it's troops reach your Infantery.
    Your priests could additionally dish out MW to those caught groups.

    It would technically be important to use minimum Infantery group size, so you can bubble wrap the enemy always and he has to split his A to your groups. Does have the down point, that units might be obliterated pretty fast. Therefore decimate them as good as psooible before, and the Alpha Strike the enemie's group.

    I love that it makes them function like "realistic" shock cavalry! xD 

     

    On the whole Bloodlords vs Reapers I'd just like to chime in and say I think they're both great. If you're facing lots of deadly wizardry the Reapers have some really nice counters to that and I prefer their command ability, but Lords have a reaaally juicy command trait and artefact that works no matter what. tl;dr I think you pick one based on what you want to do and you can't really go wrong with either.

    On the Mortal side however I think I much prefer Goretide and the other is pretty much only meant for running Korgoraths (in plural). 

    • Like 2
  5. 3 hours ago, KhorneySteve said:

    Interestingly my local warhammer shop thinks that you can't buff Skarbrand to have extra attacks with carnage as it says "don't follow the normal attack sequence, instead roll a dice" 

    They reckon because it states roll a single dice that's it, it doesn't say roll a dice per attack either so they could be correct. 

    Thoughts? 

    It can totally be buffed as stated above, and the rule says "Do not use the attack sequence for an attack made with Carnage. "  not just roll one dice when attacking. :) 

    • Like 2
  6. Yeah bloodcrushers are kind of in a wierd place. I can see the thought behind it. It's a regular bloodletter on a juggernaut. But when you compare them to skullcrushers, for 40 pts more you not only gain a bunch of attacks, but also another wound and a better save too. You only lose out o 6s to mw and maybe some daemon synergies (but then you gain mortal synergies instead so not sure that counts). I mean, it's all very logical as to why.. but I think they could probably drop a few more pts and at least be 'the cheaper option' that you can use for big units to deal mortal wounds on the charge with. But then maybe that would make them too cheap with a pontentially murderous charge...

  7. I will post the OP salt here when next I see it xD

    Oh yeah, bullgors really love that +1 to hit don't they? I've seen them a few times in batreps and they either do nothing or just pastes a unit. 

    I can't wait to play a few more games with the new book. My current list actually has gorepilgrims in it. Mostly because I'm gonna shoot off a big unit of blood warriors so the extra banner range will help. But also I find that I want more artefacts to dole out because some of them are amazing, but also so I can "get around" the mandatory artefacts of the slaughterhosts. Sure an unmodified save is amazing... buuuut I kinda want to play with some of our new toys too since I feel there are a lot of fun combos to explore there. ( I looove the new gorecleaver!)

    • Like 1
  8. I've played the army since before there were points and I'm not bummed out about our new book. As stated above, it's a paradigm shift, a step in a new direction. And I'd much rather have that then just a few pts adjustments. Sure there are some changes that I didn't like personally, but that doesn't mean the book is bad. In fact I think generally speaking it's a lot stronger than before. Just in a better balanced way and without having to rely on outdated rules becoming broken in a new edition.

     

    • Like 2
  9. Well, there are always some on here who just want to talk about gloom and doom because things change. And it gets a bit monotomous after it reoccuring every few pages. 

    It's so funny too because in other threads and forums you can see people being salty on how OP our new battletome is instead . 

    Guess you can't please anyone xD

    • Haha 1
  10. Some things are toned down, some things brought up. And a few new buffs. It's a rebalanced battletome not the next cheese and that's great imo.

    Sure there are a couple of let downs for me. Mostly some of my favourite artefacts and some flavour here and there (slaughterpriests killing stuff buffing their prayers). But figuring out where my lists will look like now is exciting. Though it smarts that the juggerlord went up in points and his command ability lost most of its usefulness. I'm actually considering using the mighty lord of Khorne now.

    I'm honestly a real big fan of the bloodsecrator changes. And attack buff stacking can be vicious with some of our new combos so I'm looking forward to trying that out.

    I really want a insensate rage BT now. It was always my favourite, but I only ever had Skarbrand (who I reaaally have to field again now), and I could never be bothered with coughing up for another BT. 

    Wholly within and unmodified proccs we all knew where coming. It's how aos 2.0 works. Also better rerolls seem to be a new thing, which I really welcome becuase of the whole 'before modifiers' jank.

     

    • Like 1
  11.  I kiiind of want to try a killy mortal lord with disciple of khorne and mark of the destroyer for at least 4 extra attacks 😅

    Just noticied Disciple adds 2 to all of the melee weapons so dual wielding dudes gets some extra mileage out of it .

    Edit: another, probably more useless but fun combo would be arch-slaughterer and blood rune for 3 blood tithe points for 1 hero or monster killed. xD

  12. Early Crimson rain + Bloodlords would make your BT's heal a lot. With resanguination you could heal one for 2d3+1 

    I wish they hadn't changed the blade of endless bloodshed because I used to love generating bloodtithe with it. 

    • Like 1
  13. Yeah having to rely on a cheap hero being alive is a bit of a  downer. But yeah 30 blood warriors with that kind of threat range is a prettt sick board controller. And I think the updated bloodstoker is their new best friend tbh. 

    Also it's changed. It's not ignore rend -1. It worsens the enemies rend by 1. Which is sooo much better :D

    ...I gotta finish my chaos warshrine now for maximum tankyness. Plus that reroll to hit prayer is so good!

    • Like 1
  14. I'm super tempted to go Bloodforged with Skarr Bloodwrath and some attack buffs and ye olde screens of 10 reavers in front.

    Maybe 10 man wrathmonger units could be a thing seeing as they are cheaper? 🤔

    I'm not that worried about battleshock in an edition where 1 command point stops units from running and we do have quite a few buffs here and there to help as well. And I definitly wouldn't care about reavers running xD

    I would also love to fling 20-30 blood warriors across the board at some point with ignoring one point of rend and full rerolls to wound just as a super annoying board control clog. 

    • Like 2
  15. 1 hour ago, Xasz said:

    I think it is still reasonable, even without abuse/loophole.

    My only problem is, that such a setup makes no secret about what it does.

    Secrets and subtlety isn't exactly what Khorne is known for 😈

  16. actually that banner changed, 12" wholly within reroll 1's to hit. 
     

    But to cheer you up the insensate rage bloodthirster (or any Thirster really) can be kind of brutal in  reapers of vengeance with Foe's bane or  Argath the king of blades to hit on a 2+, and the command ability makes him fight twice in a row, 

    or in the bloodlords, the command trait is +4" move and reroll charge, rerolls 1's to wound against heroes, the command  ability is kinda meh healing 1 wound on all khorne. The artefact allows him to fight before picking units in the fight phase a la FEC.

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