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Zamik

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Posts posted by Zamik

  1. 4 minutes ago, PrimeElectrid said:

    Anyone else think it might be problematic for one shooting unit to put out 12 damage shots?

    I know mega gargants are a bit silly but…

    It might only be one shot. Of course, to be fair, that shot will probably be a chunk of mortal wounds with the kruleboy poison rules.

  2. 10 minutes ago, Gothmaug said:

    The Ballista is a nice surprise though. You'd get 2+3 damage on average on a 15 wound monster, here's hoping its got enough Rend to make it useful. 

    The bolts will benefit from the kruleboy poison, I assume, and so you could turn all that into mortal wounds on a 6, or 5+ with the shaman!

    Could certainly make a mega-gargant sweat if you roll well!

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  3. 6 hours ago, LordDave said:

    I still really like Khorgoraths, I’d use more (than 2) if it weren’t for the monopose issue.  Also, I do wonder whether given restrictions on Inspiring Presence we can do something with bravery de-buffs - from Icon, Khorgoraths, Bloodletter musician, reapers trait, coalition knights etc.  although not sure how easy to pull off the combo…

    If the new tome gives Khorgoraths the MONSTER keyword, I'd be incredibly happy. It would be a good start!

  4. 26 minutes ago, Charleston said:

    I imagine this to be also the reason why we won't see a real update for Khorne in the future as simply noone at GW's has a cool idea what to do with this faction. They would have to add some new lore, rewrite a lot of stuff and this is something you don't do when you can't stand the faction anyway. If GW devs perceive Khorne as bland, they will keep making it a bland faction.

    Sam Pearson shows off his Khorne collection in the Core Book, so there's some love for the faction there clearly; though so far that love hasn't translated into a compelling battletome.

    • Like 1
  5. 7 minutes ago, TimeToWaste85 said:

    Bloodstoker gives re-roll to wound along with +3 to run and charge. It’s a huge blob that can do 61 attacks (again, spread out), reroll wounds, reroll hits (needs a command, cuz you want the fist), and then when attacked back by numerous units, they do MWs on 6’s and attack when they die. It is 100% a blaze of glory attack that should be hilariously epic, do a lot of damage, then get followed up by multiple charging chimeras, knights, DP, etc. it’s “wave 1”.
     

    That unit can potentially do 122 attacks, PLUS MWs on 6s to save before even getting a single bonus attack. Weight of dice. If you’d like 122 attacks swinging your way, you’re a better man than me. 

    I think coherency rules with their 32mm base and 1" weapon reach will halve that number of attacks. This also just seems like an example of the Khorne Trap: if I take thirty of these guys, multiple support heroes, spend several command points, and nothing goes wrong, I could pull off some real damage here!

    • Like 4
  6. As the edition develops, I don't doubt that we'll find viable strategies; I can't help, however, feeling a little adrift right now when our previous coping strategies have been undermined by the new core mechanics.

    I have to admit, I don't see the value in 630 points of Blood Warriors. They'll get where you want them to go fast, and then do what? There's the reroll of ones to wound but that's wholly within 12" of an objective, and that's a tight squeeze; and the reroll of ones to hit for paired axes. It sounds a little optimistic to me.

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  7. 3 hours ago, Blood0Tiger said:

    I started AOS when it came out with khorne and I kept strong until 2.0 and realized the identity of the army and as a faction was worse than a disaster. I personally felt nothing had a place together and how a lot of " khorne values" are up in the air with old warhammer lore and current lore. I know its not a popular opinion to have about khorne but I will always think and believe of all the potential they could have still. But I decided to part with my collection with all the negativity I had myself and the game design. 

     

    It is frustrating that the current identity of Bloodbound to GW seems just to be mindless goons (see the footnote on today's Warhammer Community article about the new Stormcast tome) to be destroyed. I wish we could afford to play mindlessly! It takes so damn much thought to make this army work on the table. And while Khorne cares not, I do!

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  8. I wanted to know if there was any rule against shooting through friendly units, by which I mean one friendly unit shoots at an enemy unit with another friendly unit between. I was looking at the core rules, and I couldn't find anything about it. I was thinking about keeping a shooting unit behind another unit to activate Unleash hell when that front unit is charged, but my game group friends weren't sure about that. So is it legal to shoot through friendly units or do they block LOS or is there some other prohibition?

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  9. I want to hear how Curse fares as a useful tactic, especially with Wrathmongers. I’m looking to use my Slaughterpriests more aggressively this edition and have them in the action with Curse to get units with lots of attacks the chance to pour out mortal wounds.

  10. I had plans for Kruleboyz to be a small Path to Glory army, but now I'm looking to INVEST! So much good stuff, though I would still like to see some fast-moving units, and I want hobgrots to be battleline because the buggers are so damn cute (plus I had a lot of fun with them the other day, lobbing grenades at duardin charging into my nearby gutrippaz).

     

  11. It's a shame we have to take Blood Warriors in units of 10 now, I used to love just throwing a few out unsupported to get tied up in a weak enemy unit and stay there a round or two. My best performance with Blood Warriors came in a game vs Tzeentch where a unit of 5 tied up a unit of 20 Horrors because they couldn't hit the BWs and the BWs could never do enough damage to kill more than one or two. The saddest slapfight in Warhammer history, but it gave me time to move the rest of my army onto objectives. Khorne is king of Pyrrhic victories!

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  12. 47 minutes ago, Perturbato said:

    He had a the new cogs and bonus to cast. The time my skulls arrived on him he launched on purpose a 8 with destiny dice to pop off my skulls and he was free to cast. I still add 3 unbind but he add too many bonus to cast :( And my pack of BW lost failed the charge they needed because of destiny dice too .. i hate tzeentch. 

    You know our warscrolls are woeful when the enemy CHOOSES to let them do their big thing and then carries on 😖. How many MW did you get out of that?

    • Haha 1
  13. 3 minutes ago, Nagash42 said:

    The kruleboys besties look like jim Henson muppets from the dark crystal. Must resist another army! 

    I just rewatched Labyrinth the other night and got that evil muppet vibe from the Kruleboyz! Now, do I buy a Sigvald, bash him up into the Goblin King, and call him a Megaboss?

    Or maybe one of the new vampire lords?

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  14. What are people's thoughts on Magore's Fiends/Riptooth now? I like the idea of using the Goretide Ever Onwards ability along with the natural re-roll charge ability from Riptooth to send a very tight unit of them flying into the enemy. Plus they have gorefists and Magore has two rend-1 weapon profiles. They can also be good for padding out your number of Khorne units for the coalition rules. And you can put them in the Battle Regiment core battalion so their two drops can be offset.

  15. 5 minutes ago, The Red King said:

    I do kind of think I'll just end up making the bloodsecrator the general and bunkering him inside the skull altar for the sake of survivability though so yeah it isn't really gonna benefit him much.

    I've really come to appreciate the pain The Lord on Karkadrak can put out with Hew and Gorecleaver, but ah well.

    I'm thinking of foregoing Goretide altogether now--I mean, with all the +1s to save available, the thronebreakers torc seems a lot harder to use well.

  16. 3 minutes ago, The Red King said:

    Pardon if I'm re-treading old ground here but can't you still force an artifact onto a coaliton unit?

     

    The slaughterhost rule says "all khorne units in your army gain that keyword"

     

    So coalition allies gain (for example) goretide. Then you give a hero an artifact and well "the first goretide hero given an artifact must take Thronebreak torque" so you're "forcing" that artifact onto them per the coalition rules that say they can take artifacts as long as they have the keywords (goretide and hero in this case) required. Am I reading that right? 

     

    Still lose out on general command abilities but artifacts should still be in.

    Yes they can still take artefacts, but Hew the Foe is what takes those beatstick heroes to the next level. Hew the Foe is kinda wasted on most of our Heroes.

  17. 2 hours ago, novakai said:

    hmm if i am not mistaken BoK can't use Archeon as a coalition unit because he a Wizard and Tzeentch/ Slaanesh

    The StD FAQs say he is a Warmaster and can be taken in BoK, Maggotkin, DoT, and HoS armies

    • Like 2
  18. 2 minutes ago, Perturbato said:

    the hexgorgers skull will disapear at the first natural 8 of the enemi and it only happen at 8" now :( don't think they are still usefull

    Ah, I'm seeing that--more range silliness in Khorne: if a wizard within 8" rolls an 8, all wizards within 12"--good to see Khorne keeps the title for greatest complexity in doing everything.

     

    • Like 1
  19. Dang, I'm really gonna miss the Wrath Axe's -1 to hit for nearby units. Bleeding Icon was a nice all-rounder, I preferred the little bit of damage because the bravery thing only happened once for me (though to be fair, it made a whole Ogor Glutton run away, so it wasn't nothing). Skulls are still good. Nice that the answer value on BI and WA came down one.

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