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Revan123

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Posts posted by Revan123

  1. 5 hours ago, NJohansson said:

    Interesting list and close to what I have been running lately (I play with -1 sorcerer lord, and Kairos and have 1-2 Gaunts and the Blue Scribe instead). 

    What does Kairos bring to the list? Is it the better dispel or any other synergy? 

     

    2 hours ago, NJohansson said:

    I get all that and I regularly use Kairos in DoT lists. Just I have never seen any synergy with him in a Cabal list. For example, a GS (who gets plus from being a cabalists) and the Blue scribes cost less, provides a crucial buff and a free horror unit as well as the same casting power (a bit weaker dispel though). 

    To be clear - not criticizing just trying to figure out if I am missing anything else.

     

    2 hours ago, JackStreicher said:

    Kairos will have a High chance of Casting most of the endless spells (with a 10+) due to his abilities, then you follow that up with the daemon rift and wreck the enemy lines.

    The main reason for Kairos - he know all spells from warscrolls of any caster wholly withing 18. So Manticore can stop unit from moving and Kairos can cast mortal wound spam from his warscroll. He also can cast reroll to hit to wound and -1 to wound, knowing spells of other casters. It allows move flexability around the board. Also his own spell will set a chaos spawn right into the unit not allow him to charge next turn if he will survive. 

     

    I am thinking about dropping a command point and take  Rupture to get another wall enemy will not be able to pass. But many times I was needed a command point for charge or 6's advance, so I am still thinking 

  2. 19 hours ago, Snakeb1te said:

    I really like this list - I have a similar one but without the beatsticks you have, do you mind critiquing it?

     

     

    Too much endless spells only for 4 casters. That is the main problem of the list. You are not a Cities of Sigmar and will never reach the same effect with such amount of them

    18 hours ago, Charleston said:

    @Snakeb1te: I may not be him but I see some differences:

     

    His list is build with a lot more of controll in mind. Belakor is great at denying your opponent stuff, the Sorcerer on Manticore can either shred big blobs or halt them while providing -1 to hit so shooty lists can´t get rid of your chaff. In same manner the DP of Khorne can actively keep the enemy from charging you. I´ve already had several games in which my opponent didn´t get a single charge despite beeing in 4". There is also a lot of +1 to cast effects, thats why I see the LoC there, which leads to more consistency for the casting rolls and allows a supermacy in the magic phase. All this elements make his list viable for competetive play.

    Thanks, you are right. Yet against Nagash or Destruction with 4+ to casting or Cities of Sigmar we have a lot of problems. But I was able to hold and take more objectives from 100 morteks.  

    • Thanks 1
  3. 18 minutes ago, Overread said:

    @Revan123 really nice to see! Now you need some more chariots and seekers in there! Oh and some fiends too. Seeing the two keepers flaking makes me really want some of my own to add to my growing army. 

    Fiends are weakest point for me, cost too much for what they do. And I probably need another exalted chariot, I am not going to go for seeker chariot batalion, rather playing classic supreme sibarites

  4. 1 minute ago, Azlak the Damned said:

    Those models look awesome! Liking the Altar of Khorne. I'm in two minds whether to paint mine like yours or go for the red I was planning on.

    Thanks. I am painting Khorne, except daemons, in Everchosen style

    JnzHoGmbk-Y.jpg

  5. So after a few months of testing I found the only way to play khorne competatively. 

    Scarbrand 

    Unfettered fury: artefact that allow you to fight first on 4+

    Wrath of Khorne

    Insensate rage: General with command trait and artefact of reapers of vengence

    30xbloodreavers

    Bloodsecrator

    Slaughterpriest: blood sacriface

    Wrath axe

    So you have one command point in the pocket for 50 points. One for batallion. One at the start of your turn. Blood sacrifice will allow you to convert some blood points in command points during first turns.  That allow you to stack more points before actual fight. 

    So it works that way: hide behind screen of reavers and then counter attack. Scarbrand will provide 32-64 mortal wonds depends on you rolls. Big axe thirster can spam mortal wound around. Wrath can give rerolls to Insensate rage and Scarbrand (others do not needed them). And Fury will not allow some units to retreat, allow others and himself to pile in one 6 inches (good against Slaanesh) and on 4+ even on enemy's turn you can fight first. And thirsted will hit one by another. 

    In some ways it beat: 

    Legions of Nagash

    Nighthaunts 

    Stormcast without shooting

    Ghouls

    Beasts of Chaos

    Scaven

    But there are still too many countermatchups and strong bound to 4+ roll and double turns. And everything around here is a glass cannon, mostly expensive one. But I don't know any other way to play Khorne now. 

    • Thanks 2
  6. 1 hour ago, Fredster001 said:

    Played 5 games, won 3, took filthy IDK eel list to the absolute edge and only lost because of a failed charge T5!

    I would like to see your and opponents list

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    Khorne are better now, not worse

    He was at bad state, in many things he became better, I agree. Main problems remain through

    1 hour ago, Fredster001 said:

    Go play something else then...

    Oh, yeah, of course, this is the best advice^^ In 40k people suggest to go for Imperial Guard. Yeah, this is the solving of the problem

    Quote

     and cannons+mongers.

    for now... 

    Quote

    10man unit basically has output of 30 letters and costs slightly less while having some  upsides over letters. 

    it would be interesting to see math behind this statement

    21 minutes ago, Broken Netcode said:

    I just wanna talk about how great khorne

    me too, you don't^^

    21 minutes ago, Broken Netcode said:

    Its really not that hard to make a list that works really well with the new book

    I still not see anything here suggested against opponents I listed before. As for me, I can provide 4-5 lists I would take for tournament and I can tell why they are will not work in 60-70 percent of situations

    • Like 1
    • Confused 1
  7. 3 minutes ago, Broken Netcode said:

    I can see that youre set in your ways and refuse to look at this new book with an open mind so Im not even going to try to respond. There are more ways to do all the things I mentioned, you just have to read the book and think.

    Why? I love discussions and wanted to find things in the book. But I prefer to operate with details, calculating and discussing tactics, not just undetailed strategy like take this and you somehow will win. 

    No, lets just go through my list, why not? This is just a mind game, is that bad? 

    I say that raptors of Stormcast is a threat, we can't handle. Tell me your ways how you can handle it, suggest units, army building, how you are going to act. Will you go first? Second? What are going to do with objectives at the same time? 

    Because this is really easy to say - you just don't understand the book and don't want to read it. I

  8. Quote

    Stormcast: We have a lot of mortal wound output now ontop of normal damage, so I dont see this army as an issue.

    Will you be able to charge first or reach raptors, jumping accross the field? I could not even with charging after advance

    Quote

    Fyreslayers: Shooty blobs I can agree with, but with how many attacks we can get for one unit its so easy to wipe out enemy blobs.

    Only tyrants of blood can kill 30 berzerkers with 4+ fnp and rerollable save. But shooting and opponent's charges mostly kill thirster, who are not tanky at all

    Quote

    Nighthaunt: Again, mortal wound output. 

    From who? Scarbrand? He is alone. Letters? Ok, with unmodified 6's you kill somewhat 10-15 chainrasps. They kill letters, who are not fearless not with no problem. 

    Quote

    FEC: Again, this army is good at blending hordes. Just about knowing when is the right time to strike.

    Opponent wiil strike you first and just kill. End of the story

    Quote

    Skaven: All about knowing when to attack. You need to know what youre doing. Only issue is Skryre.

    Do you have any choice when to strike? Allow enemy to secure objectives? Hold more ground? Alright, you kill 80 monks in double turn. Another 80 will kill thirsters in one go.

    Quote

    But then again, why would you want an easy win with another army when you can feel like you earned it every game you play Khorne! 

    I don't want easy win. I get interesting wins with nurgles. Here we can calcute a lot of situations, where Khorne will be not competative at all. At the tournament, where you don't have choice to choose army you play against, not a lot of options for Khorne to deal with most opponents with one army list.

    Quote

    Overall, its just about the fact this army is and will be harder to play than other armies

    When you just CAN'T play against some armies at all, no matter your skill and only hoping with luck on dices - this is not a way to go.

    Quote

    Lets not make assumptions like these until AT LEAST a month has passed since book release as its just finding its feet. 

    Since when book gets better with passing time? Quite opposite, it will be worse with changing meta mostly and nerfing faq's, like tzeench had. 

    • Like 1
  9. 1 hour ago, Battlefury said:

    @Revan123I have to agree with you.

    From what I experienced until now, I can not see any possibility to really win games. Maybe 1/10 might be a good victory, but I am still not sure, how this version of Khorne is gonna withstand the potential enemies.
     

    Well, here is the list we cannot stand a chance: 

    Stormcast: Raptors or Dracots 

    Fyreslayers with deepstriking blobs (especially shooty ones)

    Death: Ghouls - just no chances with two activations per unit

    Destruction: Ironjaws with stacking Waagh and Gutbusters with mamonts

    Nighthaunts - their saves will eat half of the damage

    Skaven - 160 plaguemonks, not enough units to kill them all. 

    Kharadrons 

    Here we can don something with Tyrants of Blood only

    Death: with Nagash or not, Zombi dragon and blobs of  skeletons

    Sylvanets: kill strongest units and they will be probably done

    Seraphones: we can kill them, but they can overscore us

    Nurgle: a bit hard, but managable

    Others we can deal with rather easily or at least it will be more interesting game at least

    • Like 1
  10. So, I played a lot of games with Khorne and with all depression I have, I need to say, that after Skaven Battletome, it was a real downgrade from GW. 

    Why do I think battle tome of Khorne suck and probably we will rarely see this faction at top-3 of tournaments? 

    Lets start with our allegiance trait. Blood points are still discarding . Still DISCARDING. And this is in the meta, where we have blobs of models, you need to  struggle through a lot  just ot get these points. But when you are really desperate and you need to fight again in the hero phase for example, you will lost everything you earned with such difficulty. And this is when Khorne, aside from Tyrants of Blood, can't delete most units in one-two phases of combat. 

    Then we go to the priests. No stacks of baff now. Alright. we can just drop bloodwarriors list with +2 to save, what made them tanky. Now they are not. Yeah, we don't need killing frenzy that much anymore. But... we also lost ability to get our bloodpoints for sacrifaces. Not saying, that you need to use HEROES for that. HEROES! The only point I can see here for that blessing - to lower Scarbrand profile and make him angrier, but that is it. Endless spells are ok, though, but you need to take maybe 2 priests, no more now. 

    Then batallions. Yeah, they got cheaper. But for Skullcannons it is not so necessary to take bloodthrone and batallion, where you can get mot cheeper hero and still shoot 2+ rerolling 1's against mobs and 3+ rerolling 1' against others. 

    For murderhost... why do you need +2 to advance, when daemons can't charge after advance anymore?  How you can fit bloodletters in the list of Khorne today by the way? 

    Tyrants of blood are great, though

    Others just do almost nothing (like most batallions in other factions)

    As for hosts. Reapers of vengeance  are dreat, no doubt. Others are not. So, you can reach your enemy with your bloodwarriors now. Then what? They never did a lot of damage, so they can't know. And they are not tanky animore. They will be send to the front lines just die.

    They we got reavers. Only cheap scoring.

    Then khorgoraths. They can kill a lot, when you take 6 of them. But it is one really costly unit, which can be locked in combat from sides. Or just killed by shooting before they will be able to reach their target. Yes., even with 4+ save and 8 wounds. Raptors says hi.

    Skullcrushers have almost same problem. They can be locked in combat and aside from mortal wounds they can't kill anyone. But they pretty tanky, though

    As for Skullcannons... I used the glitch with Wrathmongers. And they can't kill a thing. Seriously. Random damage, not rerolls to wound. In 40k you can get 2 squads of havocs,, more cheeper and with the same result. So, cannons are totally overrated and when mongers will be faq'ed, they will be the same garbage they were in Battletome of Khorne 1

    Skullreapers - they dead, can't do nothing, End of story.

    So we mostly have thirsters now. They only playable combo I found with reapers of vengeance command ability. 3 thirsters can charge, fight one by one for Tyrants of blood, Twice for command ability. And Wrath can give rerolls to hit, without them they hit badly. After that Skarbrand just deletes units from the game.

    But. Daemons can't charge  after advance. You need to get close your wrathmongers. And also bloodsecrator (gore piligrims are not worth it at all now). So during that enemy will shoot you down or kill you in combat yourself, since with 4+ save thirsters are not going to live that long.

    And for that powerful combo you need 6 CP perphase without any ability to return them or generate (hello ghouls).

    So, maybe I wrong. But in our meta in Russia with high competative value in the game, Khorne will not stand a chance. 

    And wholly within auras. damn....

    • Like 3
  11. On 2/11/2019 at 2:17 PM, Eevika said:

    Hi I just got a Glottkin for cheap and I'm thinking about making a full Nurgle army. I was wondering if there is a good way to build an army with Glottkin and maybe a GUO as I really want to paint one of those too?

    The best way to run him - a lot of blightkings or two blobs of marauders. And hope, that his spells will be be casted and not denied. 

    As for taking GUO and Glottking together. not a best choice, you can't take enought units. which can benefit good from their abilities and Nurgle is very hungry for command points.

  12. 2 hours ago, mastercrafted said:

    Now that the bloodletter mw madness is gone, what units do we have that are genuinely scary in combat? I'm finding lots of things to be kind of meh, especially against ignore rend or extra saves 

    Well, LVO is full of Skullcrushers spam lists, but they are meh. Skullreapers are strong, but still not so fast as bloodletters and not so tough as well. I am playing from 50 bloodwarriors, buffed by 3 priests with Bronzed flesh. The only problem - mortal wounds, but aside from Beastclaw no one can spam a lot of it, even daughters. 

    • Like 1
  13. On 1/5/2019 at 1:31 PM, Oldshrimpeyes said:

    How on earth do you beat legions of Nagash as Nurgle? Beyond hoping the opponent lazily bubble wraps their general and you can squeeze a drone strike in, what else should you be doing? I'm completely out of ideas.

    Blightcyst. Will delete skeletons quickly and not so easy to get rid off. And even deleting Nagash. The only problem is any -1 to hit spell

  14. On 1/7/2019 at 11:11 PM, andysonic1 said:

    It's the same reason any other Khorne Daemon can charge first turn: WoK Command + Bloodstoker + Command Run auto 6. Bloodthirster is now moving/running 20 inches + charging 2D6+4. Don't forget to buff your Bloodthirster with two +1 Hit prayers and give him an artifact that makes his AoE MW hit on 5+. Seems good on paper but everyone's running giant horde screens now which could make it harder to use.

    Not only that. He will not survive most counterstrikes. Zombi-dragon, heavy shooting, lots of hits like blightkings and such, evocators - with 4+ save he will be dead twice

  15. On 12/21/2018 at 1:12 PM, Oldshrimpeyes said:

    How do you Maggots find vanguard games? I tend to play a lot of 1000pt level games at the moment. This isn't really out of choice, I'm stuck with a 4x4 table at home for the time being. I'm finding it very hard to be effective at 1000pts and I'm struggling to put my finger on why.

    I'm playing against Legions of Nagash almost exclusively. I don't feel there is enough in the tool box at 1000pts to put up any real resistance against them. I can't set up a big enough anvil to weather the 40 skeleton assault without compromising every other element of the list. If I do dish out enough damage to kill something I'm too slow to pressure grave sites and find myself back to square one.

    Anyone have any advice or experience for things to consider at the 1k level? I can't seem to find the balance to mitigate our slow movement and low damage output. Or is Nurgle at 1k just a very tough ask?

     

     

     

     

    Great Unclean one 

    5xPutrid Blightkings

    5xPutrid Blightkings

    30 plaguebearers or 10 chaos knight

    For 1k you have 4 squads for objective control and some damage

  16. On 12/23/2018 at 2:15 AM, Sigmarusvult said:

    AOS is a young  game and it still needs adjustment but gw are aware of this, we got a V2 afterall.

    However, from my short game experience, I feel that for most armies it will always makes much more sense to take a few specific units over most of the range. For exemple, evocators will always be a better choice than any other type of paladin, but because of it most SC lists look similar. It is even more obvious with Khorne's bataillions and now it gets even more  limited with the recent changes. 

    It seems to me that most lists are built around a few spammed units  and/or a limited list of  bataillons thus making games predictable and repetitive. Unfortunately, if you try sth out of the box,  you will get penalised in game.

    Overall l have a growing impression that AOS is slowly turning into a clone list game, which is shame because  of the amazing range they possess. Nonetheless I find that the latest beast of chaos has managed to avoid that trap so far, maybe we can except the same for the future releases ? 

    40к is not so young, but have the same problems. All Eldar and Guard are gods of war, while others struggle badly to be competative. And the problem is, that vanilla Eldar nad Guard codes allow you to go from one army building to another and still be competative. And access to soup list makes them even better. All that saving Chaos now in 40k is soup lists and that is it. And that is where they get repetative and spammy. 

    Space marines don't have any choice aside from bringing Guilliman. For Tau 3 riptades is a must. Necron probably had two litst, now I think only one. And new Ork's codex, by the way, gives them a lot of variety. As well as tyranid's one, especially with genestealers. 

    In AOS we can't get good soup armies, because we don't have the mechanic to take separate alligence.  And now we either don't have good units to support great alligience (tzeench) or struggle with bad alligence bonuses (khorne). Nurgle in the middle of things in everything, but that is why he still be competative at some level, solid mid tier, nothing more, but suffers badly from Death or Stormcast.

     

  17. On 12/15/2018 at 8:41 AM, Killax said:



    @Revan123, fantastic army! Great job truely!

    How to deal with other armies like mentioned? Unclear, Gore Pilgrims remains good, Blood Hunt remains good, as Fleshhounds recieved a minor buff but other than that yeah spam some mortals, hope that the anti-horde spells don't get to you I guess.

    Thank you ^^

    And the question was no need an actual answer, because not only math will say that it is impossible to beat this with current state of khorne.

    I would not mind nerfing of bloodletters, if we was able to have another solid solition against strong units. But we have not or our units too expensive to feel that role. Like skullreapers.  170 pts for 5 man? Seriously?  For guys, who can hurt themselfs? Slow? Don't have any rerolls? 

    Bloodcrushers are good, but not that good and still too expensive. D6 mortal wound are not reliable (even on 2+) and they can't stand against even mediocre fighting unit. For 450 poits or whatever it is 36 wounds (if they gave them the forth wound in 40k I don't now) against 30 for just 320 for letters. I still don't think that crushers are worth their points. 

    Khorne needs rebalance badly. And only with points. We had suffered through shooting armies and armies with tough models or big blobs. And anything that fight back was killing letters. Now we got down right at the level of Tzeench. 

    I don't know for your meta, but in our Russian meta I don't know how to stand now against even Ironjaw, Bonesplitters, Mamonts with mortal wounds and even Skaven. 

    They nerfed the book since the beginning. No second bloodsecrator, no cheap batalions, no mortal wounds spam, more expensive units. In return we got nothing and meta of the game itself is working against Khorne, like it was with Tzeench, who can't cast and  can't shoot anymore. 

    I don't know, I am just going to play with Scarbrand, Archaon, 2 thirsters and 30 reavers until they nerf compleately even crimson crown. Or just play nurgle, because there is no way they can nerf that army. 

    • Like 1
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