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Zamik

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Posts posted by Zamik

  1. 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.

  2. 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).

  3. 15 minutes ago, Neverchosen said:

    But Warcry is relatively new and we only have Choas warbands currently represented. So we will see with the next wave of releases how that shakes out.

    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.

  4. 3 hours ago, Dressedspring1 said:

    Quick question since I believe this should work however Azyr isn’t letting me do it; if I take a Chaos Lord on Karkadrak in my Khorne army it will have both the Khorne and Mortal keyword and should be able to take artifacts from the Khorne Mortal table, yeah? I understand it won’t get the bloodbound keyword, but azyr isn’t letting me take any artifacts at all except for the slaughter host artifacts and I think I should be able to give him the gorecleaver 

    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?

  5. 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."

    • Like 2
  6. 24 minutes ago, Blood Priest said:

    If I'm running a mortals list, are there any go-to daemons you'd recommend getting for summoning with blood tithe points?

    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.

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  7. 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.

     

  8. On 3/8/2020 at 7:07 AM, Sir Mercury said:

    Well Im not gonna decide who's going first with this list but I'll try it out soon in a local tournament. 

    My friendly testgames so far has been succesful and every time the opponent gets a WTF moment and can't decide where to focus.

    I like it!

    Allegiance: Khorne
    - Slaughterhost: The Skullfiend Tribe

    Leaders
    Lord of Khorne on Juggernaut (160)
    - General
    - Command Trait: Master Decapitator 
    Mighty Lord of Khorne (140)
    - Artefact: Crowncleaver 
    Bloodsecrator (120)
    Slaughterpriest (100)
    - Blood Blessing: Bronzed Flesh
    Slaughterpriest (100)
    - Blood Blessing: Bronzed Flesh
    Slaughterpriest (100)
    - Blood Blessing: Killing Frenzy

    Battleline
    5 x Blood Warriors (100)
    - Goreaxes
    10 x Bloodreavers (70)
    - Reaver Blades
    10 x Bloodreavers (70)
    - Reaver Blades
    5 x Flesh Hounds (100)

    Units
    1 x Khorgoraths (100)
    1 x Khorgoraths (100)
    1 x Khorgoraths (100)
    1 x Khorgoraths (100)
    1 x Khorgoraths (100)
    1 x Khorgoraths (100)
    1 x Khorgoraths (100)
    1 x Khorgoraths (100)

    Endless Spells / Terrain / CPs
    Bleeding Icon (40)
    Hexgorger Skulls (40)
    Wrath-Axe (60)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 141
     

    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!

    • Like 2
  9. 2 hours ago, Balloon Dwarf said:

    Just getting into Khorne and was looking at the warscrolls and the like.. Is there a reason that nobody seems to take skullreapers? They seem like a pretty punchy unit and part of a lot of battalions... Sorry if this has been answered already but with 247 pages its a lot to get through. 

    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.

  10. 47 minutes ago, Malfean said:

    Has anyone been using the Slaves to Darkness Daemon Prince for its Command Ability to delay enemies moving onto objectives or denying charges so you can set up and engage melee at the pace you want to dictate? Granted it doesn't work as well vs stuff like Changehost, but still might be worth considering vs armies like Bonereapers or Orruk Warclanz. 

    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!

  11. 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.

  12. 55 minutes ago, Troll.exe said:

    This would be amazing. However I believe in this scenario the Daemon Prince counts as your first choice. Then he’d attack again and then it would be your opponents turn to retaliate.

    The start of the combat phase is part of the combat phase.

    ”In the combat phase, the players take it in turns to pick units to fight with, starting with the player whose turn is taking place.”

    Correct me if I’m wrong.

    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.

    • Like 1
  13. 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

  14. 19 minutes ago, ogarrah said:

    Yes sir good shooting definitely screws Khorne over. I would suggest you take Irondrakes, I think there's a way you can give them plus 1 rend and they shoot twice if they don't move, I've been shredded by them before *sigh*

    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!

    • Like 1
  15. 5 hours ago, Myrdin said:

    What is the weakness of this army ?  How does one play against this army to not get minced turn1 ?

     

    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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