Jump to content

Iquitelikeegg

Members
  • Posts

    11
  • Joined

  • Last visited

Everything posted by Iquitelikeegg

  1. Now I like this list! Have you tried it out yet? I also like bloodforged - but have yet to give Tyrants a go. Partly though, because I expect that Tyrants, being such a stand-out build in the book, is a list that people will get wise to and start tech-ing to counter it. I do like the 1-2 punch of the Tyrants + skullreapers and Wrathmongers though. Here's an open question to people who have played Tyrants though - when you have lost games - what was it due to? Does Tyrants actually win straight-up melee match-ups?
  2. This is a list that I'd quite wanted to try out - though I would have run it as goretide. I think to really get the value from skullfiend tribe - you want at least 1 unit of Khorgoraths. In my games so far, I've found the skullfiend khorgoraths to be a real force to be reckoned with, rerolling hits and wounds is no joke - and the +2 attack artefact is really great on a bloodthirster with their high quality attacks. bloodwarriors really are great screens, even with their low body wound, and at 140 points for 5, I often use my wrathmongers as front liners, since they are relatively cheap wounds and they also have a damage on death ability. I've dropped the secrator recently in my lists - cos he's got such a target painted on him - how have you found him - and how do you keep him alive?
  3. Thought I would share my experience today playing a 3 game 2k tourney today at my local gaming store in London. Was really pleased to go 3 - 0 in the end with a second place finish. Was a generally strong field, with a couple of Sylvaneth lists, Legions of Nagash, Skaven and Stormcast all present. This is a list I’ve landed on partly through a combination of the models I own and a bit of play testing. It’s a Skullfiend mortals list based on Bloodforged battalion and a single Unfettered fury thirster. The List: Game 1 Starstrike Was drawn against my club-mate Josh - he was playing a Skaven army with some of the usual shenanigans of the Verminlord warpseer (4+ reroll, then 5+++/5+++), Warp vortex endless spell + 2 Lightning cannons, 3 jezzails and 100 clanrats.= Game 1 - turn 1 opponent hero phase I was quite worried about the WLC’s shooting and the slowing effect of the vortex, plus it was starstrike so I spread my army out across the whole board, with my faster units on the flanks. I didn’t think I’d be able to break his castle so I planned to play an objective game over wherever the middle objective ended up. Game basically boiled down to a fight over the center objective - and Josh didn’t really move his skaven castle up enough to really threaten the objective. He also threw his warpseer up unsupported to contest the middle - and although he took a lot of beating - the double fighting wrathmongers eventually knocked him down. Big moment of the game was the unfettered fury’s ability to stop a large clanrat blob from falling back in his movement phase -which stopped him from falling back and charging onto the objective. Game 2 - Take and Hold Opponent was Angelcore’s Adam - using Order Draconis with triple dragon lord - Quicksilver Potion, Dimensional blade and doppleganger cloak. 4 units of dragon blades in 10, 5, 5, 5. Game 2 Turn 1 start of opponent's movement I was really worried about the alpha potential of this list, I wanted to make sure he couldn’t go into my hammers without taking some casualties on the way - so I deployed in a screening formation with blood warriors and mongers out front - hiding my squishy heroes behind a convenient rock that happened to be on the board. I’d not played the dragonlord list - but I knew enough to know this was going to be a short but bloody affair! The game was essentially a huge bloodbath, when Adam decided to go hell for leather and charged down my throat turn 1. I’d moved conservatively in my turn 1 - and I’d tried to use the shrine + skulls to block off some space, But with such a huge move, I doubt it made a difference. A small sequencing error on Adam’s part allowed a unit of my wrathmongers to pile in and kill the dimensional blade dragonlord in his turn 1, which was a big swing in the trading game. The skullcrushers tanked the quicksilver dragon lord, only losing 2 and chunking him back in return. The blood warriors did what they do and died to a man! Even after all this, He would have won the game on the T3 priority roll due to the jankiness of this mission. As it was, I won that roll off - and sealed the game off. Game 2 - end of game Game 3 - Focal Points Playing against Jake who was running Harvestboon Sylvaneth with 2 x 30 Dryads, a Treelord Ancient with ethereal amulet and 6 Scythe Kurnoths, 3 swords Kurnoths and Cogs. Game 3 - opponent turn 2 combat phase I put my shrine in the middle to block off some wildwood space, and the board helped me out by having a nice spread of terrain to prevent the woods from going too crazy. He deployed knowing he would redeploy, and I spread out across the 2 deployment zone objectives with the crushers on one flank and the khorgies on the other. He did his turn 1 shenanigan spawned a load of woods and lobbed a unit of 30 dryads with -2 to hit on the central objective (native ability near woods and shyish realm spell). As he was nestled in the woods and I didn’t want to go in - I used blood bind to pull the unit of 30 forward so I had more frontage to charge him. I then three 2 units of mongers, the thirster and my skullcrushers into the unit of 30 with the crushers engaging a nearby treelord. The sheer weight of attacks and the thirster eventually ground the unit in the middle down quite quickly - despite the -2 to hit, and with bronzed flesh - the skullcrushers tanked the tree lord’s attacks and wore down and killed it on their own. Key moment was when he threw his kurnoths into the middle, and I was able to activate 6” pile in on the thirster to stay safe then pile in and attack the charging kurnoths. With -2 and no rerolls (due to charging) - he wasted them pretty effectively. By turn 4 I had won every fight and was pushing through to his backfield. Overall Overall - I am really happy with how this list performs and the new book in general. I feel like the new tome has freed us from the Gore Pilgrims servitude with a multitude of different builds that seem viable. Various war scroll tweaks have made the army so much more self-sufficient and not completely reliant on buffs to compete. A great day against 3 fantastic, and friendly opponents - and much blood (and sap) was spilt in Khornes name! MVP’s The Bloodforged wrathmongers always punch well above their 140 points. The double pile in is absolutely incredible and turns them into a real powerhouse unit with the sheer number of -1 rend saves they can push through for a unit with such a small footprint. Even the skullgrinder is a useful little model, especially with the +2 attack relic. The Bloodthirster of Unfettered fury, is so versatile, and a perfect carrier for crowncleaver, with 8 attacks, he’s truly a force to be reckoned with, and his shooting attack is also surprisingly effective and reliable. Biggest thing of all is the 6” pile in, which I’m finding is still catching people off guard, and lets him retreat and still fight - combined with FLY makes him one of my favourite units in the list. The Mighty Skullcrushers - I’ve usually found myself deploying them on a flank, where they can absolutely hold their own, and beat most things just by forcing huge numbers of saves on them. People are so scared on the mortal wound charge - that they usually try to engage them with something, only for their 3+ saves and 5 wounds to absorb the damage, and they grind through most units with 4+ or worse non rerolling saves. Thanks for reading - hope it was interesting!
  4. I’ve been um’ing and ah’ing about the DP too. But he’s cheap, fast and hits quite hard. Gives me a source of -2 rend, and lets me use immense power. otherwise i’m Finding I don’t really have a good place for my warlord trait. i was running him with the sword of judgement (which combo’s well with his natural +1 to hit) But I’m gonna try him with doppelgänger cos I think that could make him really useful and counteract his fragility.
  5. Hey Ravinsild, I also play (largely) mortal khorne and have been enjoying (local) success. But I also went to a recent UK tournament and beat Legions of Nagash and Seraphon. I posted the build a couple of pages back and it's v similar to what you've got here. I actually think double slaughterpriest is enough - Gore Pilgrims is already a lot of points taken away from your front-lines and I'm not sure the 3rd priest adds a whole lot. Skullreapers have been fantastic in the games I've run them in, particularly combined with the Killing frenzies. I'll give another +1 for the Jugger lord over the mighty lord. He's tough, fast and his +1 to wound command trait is better than the mighty lord's IMO - esp since you got the bloodstoker to make sure that charge you want will happen. I've not tried my Asp Deathbringer - and he should be cool with what you got. I will say though that Skarr Bloodwrath is a fantastic little piece, since you can throw him into your opponent, then he's pretty likely to come back, and if he does so in your opponents battleshock phase, you can pop him up behind them, then summon around him. My Hero slots ( for my mortal list) are filled with: Daemon Prince (could swap for jugger lord) Skarr Stoker Secrator Priest Priest I've been playing with a block of 40 marauders w/flails + shields recently, and they've been amazing. battleshock immune makes them tough to chew though - and if you double killing frenzy them, then roll a 3+ before they pile in, you a get them hitting on 2's (rerolling 1's with the banner) - then they can really blend through stuff. 25mm bases FTW. I managed to charge a unit of 30 grimghast the other day with them, and killed the whole unit in one go. (they came back next turn ) - but if they can do 30 wounds to a 4+ save unit, that should give you an impression of how dangerous they can be!
  6. This is fantastic! Can't believe i'd never thought of this, but this is an absolutely fantastic strat that I need to try out.
  7. I nearly always summon either 5 / 10 man units of bloodletters or 5 man flesh hounds. I'm usually finding (since I'm not making use of the blood tithe generation of blood sacrifice) - I'm only getting my blood tithes for summoning by T3-T5, so at this point, I'm looking to screen out parts of the board, or secure my hold on objectives, for which the 2 point 5 man unit of letters is perfect! If I actually want them to make a charge, then I find the 5 man (dog?) units of flesh hounds are great - though even then they're that reliable! I also have a skullmaster (the jugger-herald) who has been pretty useful, for the same as 3 flesh-hounds, he's quite nice for those missions that require characters to hold objectives, and he can dish out 1 or 2 mortal wounds if you're lucky when it's needed too. I've never summoned anything larger than that in my games. I can't see a summoned bloodthirster being very useful, unless you can summon him T1 or T2
  8. Yeah I may have a rejig of my list to include him - at least give him a try once. He's v vulnerable to any stray missile attacks or random spell mortals though - since he has no protection. This has made me a little dubious so far - since he's a frontline hero but has little to no protection. I love the MSU mortal thing, just all about the heavily armoured infantry trundling around (but not the fancy golden boyos) XD What're people's opinions on adding the Manticore sorc for a bit of offensive ranged mortal ouput? I find the gore pilgrim priests can never threaten past the midline. I would consider dropping the Daemon prince, for the manticore in my previously posted list, since the buffed Skullreapers can do a lot of what I wanted the DP for, and I'm a little mixed about him. he's a bit of a 1 shot bullet. He has rarely fought more than once in my games.
  9. Yeah I wondered about that - but both their warscrolls say "when setting up this unit..." - so I thought maybe they don't have Khorne keyword until they are set up - which would leave them as unmarked StD. Is this something there is a conclusive answer about? Yeah, I've loved my Skullreapers in the games I've played. How do you like the Deathbringer? I find myself with a proliferation of Command Points these days without any decent command abilities to spend them on!
  10. Hey guys - new(ish) AOS player here, but veteran wargamer (40k mostly) - and a long time lurker on this thread! I played my first tournament yesterday (Angelcore in the UK) - with my BoK army! Sadly, I've had to drop day 2 but I had a lot of fun and was very pleased to go 2-1 with my Mortal khorne army. I think I was the only person with khorne there - so that probably says something. Here's the list! Leader. Daemon Prince <GENERAL> Daemonic Axe, CLAW (SWORD) OF JUDGEMENT +++ IMMENSE POWER +++ 160 Leader. Skarr Bloodwrath 80 Leader. Bloodstoker 80 Leader. Bloodsecrator THE BRAZEN RUNE <GORE PILGRIMS> 140 Leader. Slaughterpriest <GORE PILGRIMS> Bloodbathed Axe KILLING FRENZY 100 Leader. Slaughterpriest <GORE PILGRIMS> Hackblade, Wrathhammer KILLING FRENZY 100 Battleline. Blood Reavers (10) <GORE PILGRIMS> Meatripper Axe 70 Battleline. Blood Warriors (5) <GORE PILGRIMS> Goreaxe, Gore Fist 100 Battleline. Blood Warriors (5) <GORE PILGRIMS> Goreaxe, Gore Fist 100 Other. Skullreapers (5) Daemon Blades, Spine Cleaver, Vicious Mutation 170 Other. Skullreapers (5) Daemon Blades, Spine Cleaver, Vicious Mutation 170 Other. Skullreapers (5) Daemon Blades, Spine Cleaver, Vicious Mutation 170 Other. Wrathmongers (5) 180 Other. Khorgoraths (1) 90 Other. Khorgoraths (1) 90 Warscroll Battalion. Gore Pilgrims 200 2000 it's a fairly standard Gore pilgrims-based Mortals list. And to @Roark's point the DP with the SoJ is absolutely fantastic - though I will add that I like it better on the claw - cos the Axe is a better backup weapon with the -2 rend, and combined with immense power - that guy is a beast! During my games though I did notice a few issues with the army's ability to play certain scenarios (notwithstanding the lack of wizards which really hurts in AoS missions for some weird reason ). Particularly ones which force you to move across the map, and ones which force me to spread my army across the length of the table, cos splitting up is not something the army does too well with. Also, the low model count is hurting in a few scenarios - such as focal points where those pesky 25mm armies just pack so many more in than I can! At the moment I'm thinking about a few options to either increase mobility, or just "go horde" and I'd be interested in your opinions for BoK! - 2 x 40 marauders (with flails and shields?) - 400 points in the allies slot - means I'd have to drop the DP + some other stuff to make room. - Something else? with some pushing power? I used to run units of Khorne dogs - and I like them as a first punch - but they are very fragile. Overall, I think it's quite telling that I was the only khorne player yesterday - there were more representations of the supreme lord of the undead. But there is definitely a lot of power in Khorne. Top moment of yesterday - my double killing frenzy'd Skullreapers took out an ethereal amulet VLoZD in 1 turn Cheers!
×
×
  • Create New...