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Zamik

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Everything posted by Zamik

  1. I managed to snap one of the sacrificial knives right off the handle, but it glued back easily.
  2. Yeah at the 1250 level I think a battalion is a big spend. I think you could throw those points into some more cavalry, some elite warrior options; or even replace a Priest with a hard-hitting hero like, say, a Daemon Prince, whose Command Ability will also gum up enemy charges so your knights can pull off theirs.
  3. I've been playing with the Anvil of Apotheosis in the GHB, and I had a question: is the roll to set up a Judgement of Khorne a prayer roll? The roll is called a Judgement roll on the warscroll cards, but I was curious if this still counted as a prayer, because one of the enhancements you can buy is a +1 to prayer rolls. And what about Blood Blessings? Just seeing if it might be worth it to make a cheaper slaughterpriest with a bonus to prayers--even though he wouldn't have the blood-fuelled prayers (but the attack prayer you get when you take the Priest keyword is D3 mortal wounds on a 3+ without the potential of backfiring).
  4. I'm working on a Khorne Arch-priest, and I wanted to know if the +1 to prayer rolls counted for summoning Judgements. The warscrolls for the Judgements call the roll a "Judgement Roll," so does that mean it's a completely distinct thing from a Prayer roll?
  5. Speaking of that, where the heck are the Warcry releases? Warcry is such a perfect starter game, even fun solo which is great for a lockdown, but the releases have just stalled out. It's kinda smothered my enthusiasm.
  6. I was really looking forward to going through all my lists and seeing what room would be freed up, but I guess my lists will just have to remain as deadly as ever!
  7. Are you using a Slaughterhost? Because you have to assign the slaughterhost's artefact first. If you have a battalion you can select another artefact. Maybe that's why it's stopping you?
  8. From page 15 of the Core Rules: "Usually, a unit can only belong to one battalion, and so can only benefit from a single set of battalion abilities. However, some very large battalions include other, smaller battalions, and in this case it is possible for a unit to benefit from the abilities of two different battalions at the same time."
  9. Whipped to Fury is the Bloodstoker's ability. The issue with it is a range of wholly within 8".
  10. The March painting competition voting is live! I have a Bloodthirster in there, but there are all sorts of delicious Chaos things in there--check them out!
  11. I’m definitely happy about this for SCE because now I can use Cleanse the Realm of Taint on the Castigator-Prime and get some more hits and mobility!
  12. I usually bring 10 Bloodletters with me for summoning, in case I need a bodyguard for a hero or extra bodies to win an objective.
  13. I'm very interested! Does this run til the end of March then?
  14. For a local tournament I've been working on a list that I think brings the pain in both Daemon and Mortal Flavors: Allegiance: Khorne - Mortal Realm: Aqshy - Slaughterhost: Reapers of Vengeance LEADERS Bloodthirster of Unfettered Fury (270) - General - Command Trait : Mage Eater - Artefact : Skullshard Mantle Slaves to Darkness Daemon Prince (210) - Axe Bloodsecrator (120) - Banner of Khorne (Artefact) : Banner of Wrath Bloodstoker (80) - Artefact : Talisman of Burning Blood Slaughterpriest (100) - Blood Blessing : Bronzed Flesh Slaughterpriest (100) - Blood Blessing : Killing Frenzy UNITS 5 x Blood Warriors (100) - Goreaxe & Gorefist 10 x Bloodreavers (70) - Reaver Blades 10 x Bloodreavers (70) - Reaver Blades 1 x Khorgoraths (100) 1 x Khorgoraths (100) 5 x Skullreapers (180) - Goreslick Blades 5 x Skullreapers (180) - Goreslick Blades BATTALIONS Gore Pilgrims (140) Skulltake (140) ENDLESS SPELLS / TERRAIN / COMMAND POINTS Hexgorger Skulls (40) My intent is to have the Daemon Prince and Bloodthirster have at least one or two really good rounds of Leave None Alive hijinks while the mass of Khorgoraths and Skullreapers advance on something weak to pour their extra hits (Bloodsecrator range) and potential extra damage (Bloodstoker in Skulltake) onto. But I know that two battalions really eat up points; and the 480 points of Daemon Heroes make me run the battalions at the bare minimum, even though I think they'll be worth it if they can look like The Problem while the Mortals maneuver into place.
  15. This looks like fun! If you do some Hero, judgement, and battleline shifting, you could squeeze in the units you need for the Skulltake Battalion, to make those Khorgoraths just that much worse!
  16. They're slow, and pretty expensive (ten of them cost more than any Bloodthirster besides Skarbrand!). That being said, if you can keep the unit healthy, they can mess up whatever they meet. In a game recently against Ogors they tore up a unit of 6 Gluttons, a unit of 40 Gnoblars, and a Scraplauncher.
  17. I've been using the Crimson Crown on the DP to have that aura going all the time when fighting Ogors and Nighthaunt recently. There's nothing like cancelling out those Wave of Terror rolls!
  18. I'm looking in future games to run: Sequitor-Prime with Mace and Shield (240) Castigators x 2 (390) Sequitors with Greatmace x 2 (370) I played a little bit this weekend and found the "Summon Celestial Lightning" ability for the Evocators a bit lacking--but then I've never been a fan of abilities that you have to spend just to get the chance to do something. The Castigator ability was always useful for gunning down an escaping cultist. And the Sequitor with Greatmace proved himself by demolishing a Necropolis Stalker.
  19. I assume that Start, During, and End are distinct subphases, based on the text of abilities etc pointing to discrete parts of a phase (such as the Blood Tithe summoning, which happens at the end of the movement phase, and thus the summoned units are ineligible to move, because they were not around for the During part of the phase). The Daemon Prince's Immortal Champion ability lets him fight at the start of the combat phase, which I assume means he fights outside of the normal "I go-you go" of the Combat phase. Otherwise you'd be stuck activating him first , whether or not that was the most advantageous matchup. You'd have to make him retreat in the Movement phase if you didn't want to be forced to fight with him first, and that would be a huge liability, I think. Now I can see an issue with making him fight twice with "Leave None Alive" because I don't know if that second attack occurs within the start of the Combat phase still or if it happens in the Combat phase and thus counts as your first selection in the Combat phase, and then the choice passes over to your opponent.
  20. I have a question about "Leave None Alive": the Core Rules say you can use a Command Ability multiple times a phase as long as you have Command Points to pay for it, so I should be able to spend a point and put it on several eligible units. And if that's true, when I have priority, can I put it on my Daemon Prince and my Bloodthirster, have the DP fight his first time at the start of the combat phase, immediately fight again, and then select the Bloodthirster to fight in the combat phase and then fight again--all before the opponent can do anything? I'm assuming that the DP's ability to fight at the start of combat means that on my priority I get to select another unit (my first selected unit of the phase) after he fights. I'm not sure if I've missed some obvious flaw here. Basically the order of operations I'm looking at here is: Start of Combat Phase: Spend 1 CP on DP, spend 1 CP on Bloodthirster; DP fights twice Combat phase: Bloodthirster fights twice
  21. Speaking of Castigators, here's the Warcry card for the Prime. 255 points!
  22. I've been thinking about including an Aspiring Deathbringer in my Iron Golem list to get some extra damage out with his aura ability. The Slaughterpriest is really tempting too.
  23. Irondrakes are a great idea! The standard drakegun is rend -1, the grudgehammer torpdo that the unit leader can take is rend -2 and d6 damage vs Monsters. Also, if you use the Living City's Hidden Paths ability, you can set them up 9" from the enemy and let them blaze away!
  24. Shooting is Khorne's biggest weakness. Guns with rend hurt us a lot, so your lowly block of Freeguild Handgunners can take quite a toll, especially since they can fire in the Charge phase with Stand and Shoot. A Freeguild Marksman with a Long Rifle has a 30" range and ignore Look Out, Sir! so you can snipe the Mortal support Heroes. Battlemages can also buff up these units with, say, Shield of Thorns, to deal d3 Mortal Wounds to enemies that charge them.
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