Jump to content

Iquitelikeegg

Members
  • Posts

    11
  • Joined

  • Last visited

Posts posted by Iquitelikeegg

  1. 2 hours ago, Impa said:

    here’s the Tyrants of Blood list I’ve settled on. Skullreapers backing up Bloodthirsters is just amazing. I miss my bloodsecrator/stoker/other priests and judgements. But this list just has so much versatility. If you have the models try it! Skullreapers are just amazing! Bloodthirsters getting the consecutive attacks when able and double attacking if you have the CP to do it. +1 attacks from mongers instead of the secrator is just better. My bloodsecrator is just a bullseye it seems. So at least this way you have more tools in the toolbox with more models.. anyways here’s the list. Let me know if you’ve tried it or something similar. I’ve also had great success with bloodforged battalion. 

    648C154B-F220-4E78-8D6B-0A052A082B9F.png

    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? 

    • Like 1
  2. 4 hours ago, TheArborealWalrus said:

    Allegiance: Khorne, Skullfiends, 1980pts, 5 drops, 144 wounds

    -Slaughterborn:

    Exalted deathbringer

    2X5 skullreapers

    10skullreapers

    3X5 bloodwarriors

    -2X5 wrathmongers

    -Bloodsecrator + mortal wound banner

    -Bloodthirster of insensate rage + general + crowncleaver

    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?

    • Like 1
  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:

    Spoiler

     

    SKULLFIEND TRIBE

    Leader. Skullgrinder (General)

    MARK OF THE DESTROYER

    <BLOODFORGED>

    +++ Head Taker +++

    80

    Leader. Skarr Bloodwrath 

    120

    Leader. Slaughterpriest 100

    Bloodbathed Axe

    BRONZED FLESH

    100

    Leader, Behemoth. Bloodthirster of Unfettered Fury 300

    CROWNCLEAVER

    300

    Battleline. Blood Warriors (5) 100

    Gorefist

    <BLOODFORGED>

    100

    Battleiine. Blood Warriors (5) 100

    Gorefist

    <BLOODFORGED>

    100

    Battleiine. Blood Warriors (5) 100

    Gorefist

    <BLOODFORGED>

    100

    Other. Skullcrushers (6) 360

    Ensorcelled Axe

    360

    Other. Wrathmongers (5) 140

    <BLOODFORGED>

    140

    Other. Wrathmongers (5) 140

    <BLOODFORGED>

    140

    Other. Khorgoraths (3) 300

    300

    Battalion. Bloodforged 120

    Judgements. Hexgorger Skulls 40

    2000

     

    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.=

    IMG_0322.JPG.adaa71940ece4218dfcb0acee576238f.JPG

    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.

    IMG_0324.JPG.536d5d382a63f290030d41ff7e21e112.JPG

    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. 

    IMG_0325.JPG.c261598b888a08160068909a1ef06bd9.JPG

    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. 

    IMG_0326.JPG.0bb97e8161fcc647226f70d0fafaf535.JPG

    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!

    • Like 4
    • Thanks 2
  4. 4 hours ago, Killax said:

    Lots of options are around, personally can see the pros and cons of 3 Slaughterpriests in Gore Pilgrims but it depends on the whole list context. I'm personally not that huge on the Daemon Prince :) 

    Cheers!

    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.

    • Like 1
  5. On 10/25/2018 at 10:57 PM, Ravinsild said:

    Is this about the standard Gore Pilgrims with Mortals only list? I hvent got any flesh hounds or bloodletters at all. 

    Allegiance: Khorne
    Mortal Realm: Ghyran

    Leaders
    Bloodsecrator (140)
    Slaughterpriest (100)
    - Blood Blessing: Killing Frenzy
    Slaughterpriest with Hackblade and Wrathhammer (100)
    - Blood Blessing: Killing Frenzy
    Aspiring Deathbringer with Goreaxe and Skullhammer (100)
    - Artefact: Gorecleaver  
    Bloodstoker (80)
    Mighty Lord Of Khorne (120)
    - General
    - Trait: Disciple of Khorne  
    - Artefact: Ghyrstrike 

    Battleline
    10 x Blood Warriors (200)
    - Goreaxes
    - 1x Goreglaives
    10 x Blood Warriors (200)
    - Goreaxes
    - 1x Goreglaives
    20 x Bloodreavers (140)
    - Meatripper Axes

    Units
    5 x Wrathmongers (180)
    5 x Skullreapers (170)
    - Daemonblades
    - 1x Soultearers
    5 x Skullreapers (170)
    - Daemonblades
    - 1x Soultearers
    1 x Khorgoraths (90)

    Battalions
    Gore Pilgrims (200)

    Total: 1990 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 146
     

    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. On 10/23/2018 at 6:33 PM, andysonic1 said:

    I haven't done anything really crazy yet like chaining Heralds around the enemy and dropping Flesh Hounds to surround them,

    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. 10 minutes ago, Gash Bauer said:

    Agreed, it's really odd something that will draw so much attention doesn't have a save against mortal wounds at least.  Also that first rider sculpt is ace, hope they salvage it for another model at some point.

    So I'll ask my blood soaked brethren here for some summoning advice.  I've played pure mortals since I started AoS, love the look and feel and I don't ever plan to play tourneys so I know I can still do well with them at the casual level.  My question now is that since summoning is free, what units/unit sizes do you all recommend for summoning?  I've always planned on getting flesh hounds at some point but are there any other units you all find worth summoning?

    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

    • Like 1
  8. 4 hours ago, Roark said:

    He's awesome when there's space in the Hero roster. But you also need 2-3 smallish Mortal assault units to really get bang for your buck. He doesn't play terribly well around hordes. I usually run him with 2 x 5 Skullreapers, 1 x 10 Blood Warriors, and a Chaos Warshrine looming nearby (the latter is good value but rubbish in combat, by Khorne standards, and can always use the extra attacks).

    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.  

    2 hours ago, Retro said:

    Neither Marauders or DP marked as khorne count as allies

    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? 

    7 hours ago, Roark said:

    Very nice indeed. Great trophy!

    In my last battle, I chaperoned 2 units of Skullreapers with an Aspiring Deathbringer. Obviously they laughed at Staunch Defender and Sequitor rerolls... Pure carnage.

    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! 

    • Like 1
  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!

     

     

    • Like 2
×
×
  • Create New...