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Agent of Chaos

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Everything posted by Agent of Chaos

  1. I've played a couple of tournaments now and I think your opponents will be more concerned with the massive units of marauders and their wrathmonger support. That is the power of your list and most people have wised up to how good buffed up marauders can be. Even your Reavers with the sheer number of rend 1 attacks they can put out are a threat. Therefore your support heroes will probably not attract much attention until the marauders and other threats have been dealt with. I here you on the command points but if you do go goretide its a nice option to have if needed and the artifact provides good protection for the bloodsecrator. Given he has two melee weapons the chaos lord benefits nicely from Hew the Foe. As a thought, this might even be an opportunity to try out the new Flayed Host. The marauders would love the +1 to hit command ability, especially since you havnt taken killing frenzy, and wouldnt hate +1 save if they manage to bring down a hero/monster. Meanwhile the warshine will likely move away from the altar and so might benefit from the reroll 1 for prayers command trait.
  2. @Roark Is this a take all comers list or for a specific opponent? i.e. do you know how likely you are to suffer mortal wounds? Its not just the artifacts to consider. The reroll wounds of 1 near objectives and command ability from Goretide are both pretty useful. I've not used the Wraith Axe but with so many bodies already you can probably afford to swap out reavers for it. Pretty annoying to have 20 points left over though...
  3. Yes its a solid base, although you definitely have some redundancy. You wont need 3 x bloodsecrators or 3 x Bloodstokers so I would try to convert one of each into a slaughterpriest (havnt seen it done but there will be times where you want 3 x priests and Im sure the conversions could be made to work). You certainly wont need 3 x mighty lords (personally I've never use one but some people rate him) so you might want to sell 2 of them as there isnt much you can convert it into. I would look at either Gore Pilgrims or Dark Feast battalion as a basis for an army list. As for choosing a Slaughterhost, with 3 x Korgoraths you could definitely consider Skullfiend Tribe, otherwise Goretide will work well with so many blood warriors and reavers. The Khorne Daemon Prince is awesome due to his command ability and he will buff the Bloodletters if you decide to use them as well. For next purchases I would recommend Skullreapers/Wrathmongers, a Bloodthirster & Flesh Hounds. As for using at tournaments... anything is playable. How well you do is down to you (and what match ups you get).
  4. Good point on streamlining support heroes. There is a lot to be said for a universal Command Ability over the highly conditional ones of the other mortal hosts. However I would say that the Goretide ability to reroll wounds of 1 near objectives or Skullfiend reroll hits of 1 when within 12" of enemy heroes will come up far more often then the +1 save for killing a hero/monster. I would also argue that both sets of command trait/artifact are superior to the Flayed options. No doubt we will soon hear from those giving the Flayed a try and I'll give it a try at some stage and report back.
  5. Anyone thinking of using the Flayed host? Its a strange one for me. The command ability is a guaranteed Killing Frenzy (for mortals) meaning you might not need a priest with that prayer, but then the command trait helps priests to leave the altar and still be somewhat reliable, encouraging you to bring priests. I guess having killing frenzy around for another chance at +1 to hit is nice (and it can go on any daemons you might have brought/summoned). I suppose the trait could be good with a warshrine that moves forward so that its protection aura effects the front lines. Lord on Karkdrak could make lance knights hit on 2+ and reroll charges with 2CP which is pretty nice. The +2" to charge artifact feels like a real wasted artifact slot though. The Karkadrak is a good shout for it given he does mortal wounds on the charge but at the expense of an artifact to make him hit harder/last longer? Do any of these effects justify the Flayed over Goretide or even Skullfiend tribe? Outside of narrative fluff I'm having a hard time seeing this being used.
  6. Sounds pretty solid. Agreed 5th Thirster is a trap (especially of the money pit variety)
  7. Did anyone notice the three slaanesh options (Lurid Haze, Faultless Blades & Scarlett Cavalcade) all mention the 3 Slaanesh hosts in their abilities (Invaders, Pretenders and Godseekers)? This would suggest the slaanesh options are tied to a specific host and the abilities are in addition to their host's abilities (because Slaanesh clearly needed a boost... sigh...) however that doesnt appear to be the case with the Slaves, khorne or Tzeentch ones (Nurgle dont have any hosts as their tome is super old). Now what Slaves and Slaanesh have in common is that they MUST choose one of their host/legion options when writing a list whereas Khorne slaughterhosts and Tzeentch Change Covens are optional to take. So in the case of the Varanguard or Belakor options, this either means they are usable with and in addition to your chosen damned legion (and are not tied to a specific legion) which is a pretty neat additional buff for no cost, or they are used instead of one of the four damned legions (hopefully not the case as we could really use the extra buffs). Looking deeper, Belakor's option is literally called "LEGION of the first prince" which doesnt bode well for being able to also take Despoilers/Ravagers Legion however Knights of the Empty Throne just references giving your army the keyword so maybe it fits in the Everchosen Legion or one of the others... heres hoping!
  8. The Flayed (+1 save for mortals who kill a hero/monster) will be highly situational but might have some other abilities that make it worthwhile. As for the Baleful Lords, who owns 5 bloodthirsters, let alone 5 Insensate Rage thirsters as per their recommendation? For those that do, 5 x Insensate Rage thirsters and Tyrants of Blood Battalion is 1490pts. Add 5 x units of flesh hounds for 1990. About as one dimensional as you can get but might be fun. Obviously there are a few other combos in there (swap out one Insensate Rage for Skarbrand and have 4 x units of flesh hounds). Did anyone notice the three slaanesh options (Lurid Haze, Faultless Blades & Scarlett Cavalcade) all mention the 3 Slaanesh hosts in their abilities (Invaders, Pretenders and Godseekers)? This would suggest the slaanesh options are tied to a specific host and the abilities are in addition to their host's abilities (because Slaanesh clearly needed a boost... sigh...) however that doesnt appear to be the case with the khorne ones. That either means they are usable with and in addition to any slaughterhost (which is a pretty neat additional buff for no cost) or, sadly the more likely option, they are used instead of a slaughterhost.
  9. @Death1942 No worries! 🙂 Big blocks of Bullgors is definitely an option as you get even more benefits from all the buffs. Keep in mind you lose the Beast of Chaos summoning in Khorne allegiance (along with the herdstone and ambushing) so you cant summon chariots. However you can summon khorne daemons 😈😈😈 Alternatively you could run Brass Despoilers battalion in Beasts of Chaos allegiance with an allied bloodsecrator for extra attacks but then you cant get access to the slaughterpriest prayers for +1 to hit/save as they are locked to the khorne allegiance.
  10. Some notes for using Beasts in Khorne: -Bloodtithe can be used to let a unit fight in the hero phase (either player's), double hits on 6's and/or fight on death. When used at the right time on buffed Bullgors/Bestigors it can be devastating. - Bullgor hit rolls can be buffed with a slaughterpriest's Killing Frenzy prayer (+1 to hit) which goes off on 4+ with a reroll if the priest is within 8" of the khorne altar. Also it lasts until your next hero phase so great if you have to eat a double turn. With reroll 1's from the battalion this makes them pretty reliable hitters. Also great to put on Bestigors for 2+ to hit (reroll 1's) when fighting a unit of 10 or more models. -Can also buff their saves with slaughterpriest's Bronzed Flesh prayer (+1 to save), pretty handy on a 4 wound model, especially if they're in cover and/or you happened to give them shields (although obviously great axes are better). Again the effects lasts until your next hero phase. Also a great buff for Bestigors or Gors with Shields for a 3+ save (2+ in cover!!!). - Gors are actually good to take in Brass Despoilers as fast cheap screens that die and give you Blood Tithe Points. Or you have them follow wholly within 9" of the Bullgors/Bestigors to get the battalion rerolls in which case you can give the Gors shields to boost their save instead of dual hand weapons (as they already get reroll 1's to hit from the battalion). - The Goretide Slaughterhost lets you autorun 6" and charge with a unit of Bloodwarriors or Bloodreavers for a CP. Combines nicely with Gors and Bestigors run & charge for a surprisingly fast infantry army. A Khorne artifact called Talisman of Burning Blood gives +1 to run and charge for friendly khorne units wihtin 12" of the bearer when the roll is made (no restriction for mortals or daemons) for even more speed. - Wrathmongers were FAQ'ed to only buff melee attacks so they won't buff the Cygor's shooting attack (however the killing frenzy prayer would if you really want to hit that enemy wizard in the face with a giant rock... you know you do). Below is a list I've come up with taking advantage of the above (and somewhat limited to the models I own). Its only 2 drops although I've only taken 5 heroes. Unfortunately there are no 60 point khorne heroes so would have to drop 2 units to fit a 6th hero in, probably a chariot and either a unit of Gors or another chariot, although you can always summon a Bloodthirster 🙂; Allegiance: Khorne- Slaughterhost: The GoretideMortal Realm: GhyranLeadersDoombull of Khorne (100)- General- Trait: Hew the Foe (+1 DMG to all melee weapons)- Artefact: Ghyrstrike (+1 to hit & wound for one melee weapon)Bloodsecrator (120)- Artefact: Thronebreaker's Torc (Armour save ignores modifiers)Slaughterpriest (100)- Artefact: Talisman of Burning Blood (+1 to run & charge rolls for units within 12")- Blood Blessing: Killing Frenzy (+1 to hit)Slaughterpriest (100)- Blood Blessing: Bronzed Flesh (+1 to save)Slaughterpriest (100)- Blood Blessing: Blood Sacrifice (D3 mortal wounds to a friendly unit with 8" for 1 Bloodtithe Point)Battleline10 x Blood Warriors (200)- Goreaxe & Gorefist- 1x Goreglaives10 x Bloodreavers (70)- Reaver Blades10 x Bloodreavers (70)- Reaver Blades10 x Gors of Khorne (70)10 x Gors of Khorne (70)Units20 x Bestigors of Khorne (240)3 x Bullgors of Khorne (140)1 x Tuskgor Chariots of Khorne (60)1 x Tuskgor Chariots of Khorne (60)1 x Tuskgor Chariots of Khorne (60)1 x Tuskgor Chariots of Khorne (60)BattalionsBrass Despoilers (190)Gore Pilgrims (140)Endless Spells / Terrain / CPsExtra Command Point (50)Total: 2000 / 2000Extra Command Points: 3
  11. Had a casual game on the wknd; 2500 points- Ravagers with Ruinbringers Battalion against Cities of Sigmar Tempests Eye - Relocation Orb I took 30 x knights, 3 x chariots, 5 x marauder horsemen and lord on Karkadrak, plus 2 x lords on daemonic mount, Sorcerer Lord and allied bloodstoker. Awesome game, went down to bottom of turn 5 , tied on VP and I took the minor win with about 550 points remaining to his 250 points. Lord on Karkadrak is a beast. I was giving him reroll saves and early on I rolled up a 5+ wound shrug on the eye of gods table which saved him multiple times. Ruinbringers is an awesome battalion, adding some much needed extra punch to knights and almost, almost justifying chariots. After the initial charge the chariots did practically nothing, even to the poorly armoured freeguild/duardin units I was hitting, but it was nice to see them on the table again. Tried and failed to alpha strike with a buffed unit of knights and Mask of Darkness spell, but still found the spell useful to teleport the wizard around and get reroll saves or undivided aura where I needed it. Bringing marauders on for a near guaranteed charge was great fun. They pretty much always died immediately but they ensured my opponent couldnt press forward with everything he had and the wounds they chipped off backline handgunners etc was essential to keeping me in the game. Definitely favouring ravagers/ruinbringers combo over Despoilers legion at this stage but need to play against a higher tier army to really test it out.
  12. @Bone Shrapnel Its a pretty solid list for a first go. You have good damage dealers with the Bloodthirster and Skullreapers, the 6 x Bloodcrushers might do work for you (although they havent been favoured by most players but the recent point drop may change that). Skullcannons can be hit or miss (as is the way with cannons but having 2 of them helps), the key with them is to treat them like chariots with a gun, i.e. get them forward into combat, preferably within the Bloodthirster's Locus for rerolling hit rolls or 1 (which includes shooting). You dont have a lot of chaff but you can always summon more flesh hounds if bodies are needed. I'm not sure Goretide is the best slaughterhost to pick for this list. You have a lot of daemons who wont benefit from the main ability and hardly any bloodwarriors/reavers to use the command trait on. Reapers of Vengeance is probably a better choice for things like the Bloodthirster and Bloodcrushers to pile in and attack twice. The command trait is nice to have on the Wraith of Khorne thirster while the artifact is probably best used on the bloodsecrator so the thirster can take an artifact that boosts his killing power or something defensive (many of the khorne daemon artifacts are good or something like gyrstrike for offence or gryphfeather charm / ethereal amulet for defense). I would give the slaughter priests killing frenzy and either blood sacrifice or bronzed flesh.
  13. @Grimrock I think thats a pretty cool idea with the scribes. Would help wizards get important spells off even outside a cabalist legion. I see no reason why they couldnt learn lore spells once they are successfully cast within 18". I think the "is possible for this model to cast" wording refers to certain spells that have criteria that might prevent them from casting it, such as the Maniak Weirdnob's spell which is cast on a friendly bonesplitterz unit. No Bonesplitters unit will be friendly to the blue scribes (outside of a narrative game/mixed army shenanigans) and so technically the spell is not possible for them to cast.
  14. @ccconner777 that definitely helps marauders to survive although relies on the prayer going off. They still only have 1 wound and any rend will make the save rerolls less effective. Also Oracular Visions is wholly within 12". I wouldnt consider Chaos Sorcerers "good spellcasters". Outside cablists or Tzeentch Daemon Princes they dont get any bonuses to cast and our spells require a 7 with a 12" range. Your Sorcerer needs to be dangerously close to the enemy to be effective, apart from Mask of Darkness which is great but not reliable on a 7. And again, if you want a strong spell casting army, play them as Tzeentch. You can still take marauders/warriors etc, get bonuses/rerolls to cast and have way better allegiance abilities.
  15. This army has a lot of tricks to aid with a defensive game. The Khorne daemon Prince's ability to halve run and charges can be devastating and help you score points while your opponent flounders. Some of the spells can hamper movement too however all are 12" range and are not easy to cast so relying on that strategy is risky. The Ravagers ability to bring on marauders who are almost guaranteed to make the charge is great, but costs CP in an army already hungry for CP. It feels very much like a thinking army, not a push across the table and win fights army. Some people no doubt enjoy this playstyle, others find it too complex in a game already bloated with countless rules/abilities/scenarios/limitations. It also seems unfluffy that these hulking armoured warriors infused with the power of chaos cannot stand up to naked witch elves, naked dwarves and naked greenskins in a fight. Back in the day they were the most feared army from a melee perspective, however the trade off was low model count and no shooting. We still have the limitations without the melee power and that feels rough. The main issue for slaves is causing damage as others have said. If your opponent gets to the objectives first then you are next to no chance of fighting them off. Warriors are great for holding objectives but are reasonably slow so many armies will beat them to it. Even then our defense is decent but not unbreakable like fireslayers, petrifex mortek guard or many other units with after saves/negs to hit/ regenerating etc. We have no ranged damage and rely on endless spells and a specific legion build to cause damage with magic. Against an army that summons we will find ourselves very outnumbered, especially given many of our units are overcosted to start with. Chariots for 120 points is a sick joke surely? Knights are pointed like an elite unit but are far from it. Daemon Princes struggle to earn back their points as they dont put out that much damage. Marauders can throw a ton of dice but can still bounce off many defensive units and will die to a stiff breeze in return. If you win a melee fight with slaves its most likely because your opponent played poorly or the dice were really on your side. The 4 x Gaunt Summoner list someone mentioned above seems nasty with 40 free horrors but personally I find that a pretty boring list. I dont play Slaves to not field knights/warriors/chaos lords etc and if that is the list you want to use then why not play Tzeentch? (and have fun buying and painting 60-80 blue horrors and another 100+ brimstone horrors that you will need to fully take advantage of that list... no thanks). That list also has some hard counters such as shooting, strong anti magic or alpha striking lists that can close the distance and take out the sorcerers before they can summon. Otherwise it seems your best chance of being competitive, even in a casual game, is to bring Archaon. Nothing against the big man but it is fairly limiting if your best chance involves 1/3 of your points going into 1 model who some armies have very little issue dealing with. A lot of chat on here is about casual vs competitive. I've only ever been to one tournament but do play in local leagues and the occasional beer and pretzel games are my favourite (but we still play with points to ensure some level of fairness). My experience is even in the local league which is generally casual, people dont turn up with a fluff list that they know will lose. They bring models they like and know will perform for them, meaning you need to bring a decent list or prepare to get slaughtered. Losing games is part of the hobby but surely no one plays without hoping to win at least some of the time? Being competitive isn't necessarily about winning at all costs and chasing the meta, its about turning up to a game of equal points and feeling like you have a more or less even chance. Then you see what other armies can bring for the same points and hear what their allegiance abilities let them do and you think, how l am I going to deal with that? Any FEC player, casual or competitive, is turning up with at least one terrorgheist that can elect to fight twice after seeing the outcome of the first attack, and is summoning 1-2 units. Any Ironjaws player is turning up with a warboss on megacrusher. Any Ogre player is bringing at least one Stonehorn/Thundertusk. Dont get me started on Daughters, Slaanesh, etc. Without tailoring a list to a specific opponent, what do we have that can deal with any of those things (apart from Archaon or spamming Gaunt Summoners)? Our allegiance abilities and melee power pale in comparison to what most other armies can do and our sneaky tricks can only get us so far. I'm glad many people are still happy with the army as I will always have a soft spot for them. However being one of the oldest GW armies out there and knowing alot of people like me still have their warriors, knights & chariots from 20 years ago, I cant help but think the army's power was purposefully held back knowing there wouldnt have been a great rush to buy new models even if they were top tier. I will be very surprised if anything other than Archaon lists do well at tournaments or even in casual games. We are better than we were, but still not great, barely even good, and that feels like a real shame.
  16. Warscroll on the App confirms sorcerer lord can be one of the 4-8 units but in the book it's not.... my App is updated so not sure what's happening there. Agrees it's a struggle at low points. Most of our units feel overcosted.
  17. @Predien Cheers mate. You can take a sorcerer Lord as one of the 4 units in the battalion so pretty sure it's legit. I probably didn't gain much from the battalion other than the CP and extra artifact but I really wanted both of those. Having said that another combat hero would have been nice, especially in that battleplan.
  18. Played a league game last night; 1250 points - Places of Arcane Power against Daughters of Kaine. Learnt a few lessons from this game and hopefully can pass on some useful tips to other Slaves players (skip to the bottom if you dont care about the battle report and feel free to offer list building or tactical suggestions as I am all ears!)... Tough match up at the best of times yet I was right in it to start with, up 3-1 on VP at end of round 2. Had I won the roll off I would have gone to 6, possibly 7VP and have been in the box seat. Unfortunately I lost the roll off, got steamrolled and had to call it end of my turn 3. I took a Despoilers list with 2 x Daemon Princes, Sorcerer Lord, 10 warriors, 5 knights and 20 Marauders. All Mark of Khorne (Sorcerer Undivided). I went with Godsworn Champions of Ruin Battalion as I thought my General fighting in the hero phase would assist him with defending the objective and I wanted 2 artifacts; Ethereal Amulet for my Daemon Prince General to make him really hard to kill while he sat on the objective and Diabolic Mantle on the other Prince for the extra Command Points I would surely need. Sorcerer took Mask of Darkness spell. Command Trait was Paragon of Ruin for the pregame bonus move towards the objectives. My opponent ran the Cauldron Guard Battalion (+1 to run and charge) in the Hagg Nar Temple (reroll all hits from round 3 onwards plus bonus to fanatical faith saves); Cauldron of Blood (with Griff Feather Charm) 2 x Hag Queens, 2 x 20 Witch Elves and 2 x 5 Kinneral Lifetakers. Daughters are such a broken army, so many buffs without having to roll anything; reroll hits and wounds, run and charge, fanatical faith saves, immune to battleshock, mortal wounds on 6+ saves, stupid number of attacks, deepstrike and all that on top of ridiculous prayers that are only 3+ to cast. Turn 1: I got first turn, failed Mask of Darkness despite arcane terrain, popped the Khorne command ability on both Daemon Princes, ran Daemon Prince General onto centre objective and 10 warriors next to him as bodyguard. Second Daemon Prince and marauders positioned on right flank, sorcerer moved towards left objective and knights up left flank. 1VP to me but a few tactical errors that would soon be exposed. The daughters moved forward but thanks to halving runs and charges they couldnt reach me or the objectives, just as I had planned/hoped. However I had totally forgotten about the Kinnerai in the sky who both came down and made their charges thanks to +1 from the battalion. Somehow my sorcerer survived, mostly due to only 5 out of 10 actually being able to hit him with 1" range on 40mm bases. 0VP for him. Turn 2: I won roll off and managed to mask of Darkness my sorcerer out of melee. Unfortunately couldnt teleport to the either free objective as that would have put him within 9" of the enemy so moved him to the middle where he could at least give reroll saves to the General. As the enemy could easily move to 3" away I didnt bother to use the Daemon Prince's command ability... I really should have and that was a massive lesson from this game. My knights turned around and charged the Kinnerai and on the right flank I took a huge gamble. The Cauldron had moved out in front so I hit it with the 2nd Daemon Prince (who could do so while still within 3" of the right side objective) and the marauders. All were within range of my generals buff (thanks to Despoilers 18" range) so would have plus 1 to wound. Sadly apart from a single hit of 6 with the sword the Daemon Prince whiffed, and the 20 Marauders only managed another 2 wounds for 4 total. -1 to hit from Griff feather charm really hurt them, along with generally poor rolling from me and good saves from him. In return 14 Maraduers and the Daemon Prince were killed by the cauldron and the handful of witches in range. At least the knights killed one unit of Kinnerai. I used a CP to keep the 6 surviving marauders in melee to pin him for a turn. 2 more VP to me (would have been 3 if I didnt send my 2nd Daemon Prince in to die but I thought that I had to take the chance to remove the cauldron). A hag queen ran onto my right side objective while the cauldron and one unit of witches finished off the marauders. The other unit of witches charged the 10 chaos warriors (but rolled a 4 and so would have failed had I used the Command Ability) and after their 60 attacks I had 35 saves to make. 4+ rerollable but still managed to fail 10 so half the unit was gone. Used a CP to keep them around. The 2nd unit of Kinnerai retreated from my knights and in position to charge my wizard should he win the double turn. Score was 3-1 and I really needed the double turn to teleport my sorcerer onto the left objective and score another 3VP with the general so of course I rolled a 1 and got double turned. Turn 3: This is where I really regretted not popping the command ability. Now free to move the Cauldron and 2nd unit of witches moved into position. Both would have failed their charges with Bloodslick Ground active. My Daemon Prince whiffed with all his attacks, the Kinnerai killed the Sorcerer but the Daemon Prince survived the cauldron and witchelves thanks to his 3+ unrendable, rerollable save and 5+ aftersave. The chaos warriors were finished off and he scored another 2VP for a 3-3 all tie. Bottom of the 3rd and, having failed the 4+ to heal wounds and no longer having the sorcerer's reroll saves, the witches and cauldron finished off the daemon prince, effectively ending the game. Main takeaways were: 1) When running a khorne daemon prince, always use Bloodslick Ground!!! Even if you think theres no point, it lasts through your opponent's double turn and you never know when your opponent will roll 5 or less for a charge roll. 2) I should have sent my second daemon prince to my left hand objective. He could have got their first turn with no enemies in site and I would have been on 6VP after round 2 to his 1VP, and minimum 9, if not 12VP after round 3. 3) Against an army like Daughters we just dont have the melee power to stand against them. I should ahve played more defensively rather than taking the gamble on fighting the cauldron. 4) A Nurgle Daemon Princes's command ability on nurgle marked warriors and marauders wound have done real work in that game... 5) Without extra attacks from an allied bloodsecrator/wrathmongers, Daemon Princes really arent that great in combat. I guess a Sword of Judgement is never a bad call however they just dont roll enough dice. Could say the same about marauders, they look good on paper but trading the whole unit for only 2 wounds on the cauldron really hurt.
  19. @Troll.exe Yeah pretty much. Use all those bodies to swarm the field in a defensive sort of set up, use Bloodslick Ground to keep the enemy at bay, counter attack with the knights, and send the blood warriors & marauders in as a kamikaze distraction force. Played this way, Brazen Rune probably isnt much good as the enemy should be coming to me. Maybe something like Aetherquartz broach for potentially getting CP back would have more use. There isnt much damage potential, apart from blood boils, so im not too keen to drop a priest. also dont own a warshrine but its not a bad suggestion at all.
  20. @Troll.exe I took a stab at a Slaves heavy Khorne list; Allegiance: Khorne- Slaughterhost: The GoretideLeadersSlaves to Darkness Daemon Prince (210)- General- Axe- Trait: Hew the Foe- Artefact: Thronebreaker's TorcBloodsecrator (120)Slaughterpriest (100)- Blood Blessing: Killing FrenzySlaughterpriest (100)- Blood Blessing: Bronzed FleshSlaughterpriest (100)- Blood Blessing: Blood SacrificeBloodstoker (80)- Artefact: The Brazen RuneBattleline10 x Blood Warriors (200)- Goreaxe & Gorefist- 1x Goreglaives10 x Bloodreavers (70)- Reaver Blades10 x Bloodreavers (70)- Reaver Blades20 x Chaos Marauders (150)- Axes & Shields15 x Chaos Warriors (300)- Hand Weapon & ShieldUnits5 x Chaos Knights (180)- Ensorcelled Weapons5 x Chaos Knights (180)- Cursed LanceBattalionsGore Pilgrims (140)Total: 2000 / 2000Extra Command Points: 1
  21. Ran the Daemon Prince as my General in Goretide yesterday. That command ability is boss! Your opponent has to roll at least 6 to make a 3" charge. Its so crippling and allows us to play an even more effective defensive game. After my opponent failed a few key charges I just consolidated on the objectives, buffed up and collected VP for another turn, then dared him to attempt to charge me again. He still ended up dieing in melee due to my inability to roll 3+ saves but still very happy with that performance and highly recommend. In a game about movement that ability is just devastating.
  22. I would caution relying on the WHTV stream. At the Khorne release they explicitly stated that Wrathmongers give +1 shooting attack to skull cannons and played it that way. A whole bunch of khorne players ran out and bought skull cannons hoping to have 2 shots each, only for it to be immediately FAQ'ed to only effect melee attacks.
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