Jump to content

Agent of Chaos

Members
  • Posts

    814
  • Joined

  • Last visited

Everything posted by Agent of Chaos

  1. @Drib all good mate. A LOT of people made that error and again, GW could certainly had drafted it better and/or made the intention of the rule change clear from the start.
  2. In games like that, you might sometimes consider not dropping the banner turn 1 and instead running the secrator into a more forward position before dropping the banner turn 2. Depends entirely on your opponents magic capabilities and shooting range but in a melee game that gets spread out it sometimes pay to wait a turn in order to position him better. Otherwise the way you are playing might make sense to drop him entirely. If its mobility you like then a bloodstoker's buff might be more important to your play style.
  3. @mastercrafted your mate is crazy if he is using the "Invaders" Slaanesh Host, especially in a low points game where they were always likely to be within 12" of each other. That Host was good when only the general could use a command ability but now that any Hero can it is a completely pointless host. If you want a more competitive rematch tell him to use one of the other hosts next time.
  4. @Drib thats not the case. The FAQ clarification was to ensure that all artifacts, even if they are not called artifacts, count as artifacts for those scenarios where objectives can only be taken by a hero with an artifact. Using Khorne as an example, you still need to have the daemon keyword to take a daemonic weapon or adornment. Even if they dont split mortal & daemon artifacts for Slaanesh, they could still give us another table or two for some variety.
  5. I'm in Australia so won't be joining you for a game in upstate NY anytime soon unfortunately! Will look forward to more battle reports in future.
  6. Totally understandable! Also pretty hard to predict the maw crusher moving 28" in a single turn! Would have been very interesting if he had killed off the priests and bloodsecrator though. Also interesting to see your use, or lack of use, of blood tithe. Sure you dropped 20 bloodletters but that was turn 4 or 5, they did nothing and then immediately got charged and almost wiped out to a man. And pretty obviously you would have won regardless of them being summoned. Not exactly a feather in the cap of the khorne allegiance ability however lucky for you it wasn't a factor in that game. Will you be doing some games with experienced opponents?
  7. I can see something like that happening. The nice thing is, pretty much all Slaanesh units are useful and can have a place in any army, subject to your game plan, so any battalion they come up with should be usable, unlike many other armies... Perhaps a battalion full of chariots led by a Herald on Exalted Chariot. Another one with multiple units of daemonettes and a herald. I'm sure Seekers and Hellstriders will feature as well. Keep in mind that, if the new stormcast tome is anything to go by, battalions are being toned down in terms of abilities. A lot of stormcast battalions went from giving 2-3 abilities to just 1, and a toned down ability at that. Now that the battalion gives an extra command point in addition to an artifact and reduced drops I think this is probably OK.
  8. Oh yeah, some ****** battalions wouldnt go astray would they?!
  9. @AngoraDemon I watched this last night. Looked like a fun game. Cool to see the Doppelganger Cloak on the Bloodthirster in action. However some of your tactical mistakes did my head in! You gotta screen your Priests and Bloodsecrator man!!! Soooo lucky the big cabbage whiffed its attacks. Also, was it intentional for you to not attempt an unbind on the cogs or did you want the extra movement as well?
  10. Considering Slaanesh get depravity point summoning on top of host abilities I think they are doing fine. When the book drops I would expect some more artifact tables, maybe a mortal and daemon split like the other chaos factions, and maybe a spell lore. That would flesh them out nicely.
  11. You also might not elect to attempt both in your turn, or one might be out of range.
  12. I've always played it as re-roll all failed blessings and/or prayers. After all the battalion is 200 points!
  13. Another poorly worded rule ? Schroeder's Bloodthirster indeed ?
  14. @gertat By all means do some play testing however I see serious flaws in the strategy. Two or more battalions is always hard to justify in 2000 points and double gore pilgrims seems especially redundant. The banner abilities don't stack so the only thing you are trying to achieve is a wider net for the banner, however by only having 2 priests in each battalion I'm not sure if your coverage would be that much better than a single battalion with 3 priests. At the end of the day you are only giving an extra attack to blood reavers or blood warriors with very few buffs to hit or wound which is what really makes them sing. As you noted the lists lacks anything with punch and relies on a heap of summoning to be competitive. It looks like you will be drowning in blood tithe however summoned units have to be wholly within 12" of a hero, more than 9" from enemy units, and your heroes are likely to spend most of their time at the back of the table supporting the units in front of them. If your opponent manages to deep strike into your backfield then you will find it very difficult to place any summoned units and if your opponent is camping on his side of the table, your summoned units may need a turn or two to get into fighting range. The list lacks any decent melee heroes and has no command abilities other than the generic ones. The slaughterpriests are 5+ save with 5 wounds so the bloodsecrators are the only hero with remote staying power and as noted above, without heroes you can't summon. If you want the double battalion for the extra artifact/command point/low drops then some ppl have had success with gore pilgrims and brass stampede.
  15. I'm finding I tend to run one unit of 30 Bloodletters, or sometimes a large block of chaos warriors instead, with the rest of the army being MSU however I am yet to leave the Bloodsecrator at home. There is definitely scope for not taking one but extra attacks are so damn good. However if you're not running gore pilgrims to boost the banner's range its easy to find your faster units and enemy wizards outside its effects. Keep in mind also that in some battle plans you need to keep someone on a home objective so he fills that role nicely and boosts any other friendly units who hang back with him.
  16. I take it you bought the start collecting khorne daemons box and Im guessing you are building a list with what you have so take what you can from these comments... When writing lists for smaller point games the big things for me are mobility and reliability. Mobility is important because there are only a few units on each side which should mean more gaps on the table for out maneuvering your opponent or being first to those objectives. Reliability is important because you cant afford for things to fluff in a low point game, hence my earlier advice on including a single slaughter priest, and I think the same applies to the skull cannon. If that one shot misses that is a lot of points sitting there not doing much. If you insist on using it, use it like the mobile weapons platform it is and get it into combat ASAP. Bloodcrushers are a very poor unit for their points. By all means give them a go however if your experience with them is like most other people's you will be looking for an alternative soon. Yes they have speed but they hit like a wet tissue. You already know my thoughts on the Mighty Lord so wont repeat those. As for the battleline, the reavers may as well split into 2 units as there is no benefit to the larger unit and two units gives you an extra blood tithe point. 10 x bloodletters have zero staying power and no buffs to hit so I would be inclined to leave these out for summoning. Either go big with a unit of 20+ or dont bother. Bloodwarriors try and expand to 10 with the goreglaive on the champion. Flesh Hounds make an excellent battleline unit, especially in small games where their speed gets them around the table, not to mention a good number of attacks and some handy unbinding as well. I'd recommend something like this; Allegiance: KhorneLeadersAspiring Deathbringer (80)- General- Bloodaxe and Wrath HammerBloodsecrator (140)Bloodstoker (80)Battleline10 x Blood Warriors (200)- Goreaxe & Gorefist- 1x Goreglaives5 x Flesh Hounds (100)5 x Flesh Hounds (100)10 x Bloodreavers (70)- Reaver Blades10 x Bloodreavers (70)- Reaver BladesUnits5 x Chaos Knights (160)- Ensorcelled Weapons- Mark of Chaos: KhorneTotal: 1000 / 1000
  17. Love the Wrath of Khorne bloodthirster! His command ability is essential for a first turn letter bomb and works great when used on himself as well. Not to mention some handy ranged attacks. The whip always misses but the guaranteed mortal wounds from the breath are great. I run mine as my general with Immense Power command Trait and Death Dealer artifact for plus 2 damage. The extra damage turns a poor melee roll into a reasonable result, and when you roll well he eats anything. In recent times mine has claimed two Lords of Change (one of those when he was down to 2 wounds) and a Warpfire Dragon, each killed in a single round of combat. However without the artifacts (i.e. when summoned) his damage is a little dicey and you are less likely to benefit from his command trait late game. He isnt hard to kill so I use him to get the letters in first turn, then he throws himself in by the second turn. A turn or 2 later he will be dead but will have earned a few blood tithe points back for some late game summoning.
  18. 1250 point game yesterday, Khorne vs Destruction (Moonclan Grots) I went for a Lord on Daemonic Mount as my general, supported by a bloodsecrator, bloodstoker and Daemon Prince. 10 x Bloodwarriors, 2 x 5 Flesh Hounds as battleline and 2 x 5 Chaos Knights with glaives for some punch. The Grots were basically 50 x spearmen with netters, 40 x archers, 2 x spear chuckas and some shamans/big boss. He went first, managed 3 successful Rampaging Destroyer rolls and suddenly those 50 spearmen made a first turn charge and engaged a unit of knights and flesh hounds before piling in to my Bloodsecrator! The boss' command ability meant their 6's to wound caused mortal wounds in addition to regular damage, and they were wounding on 2's thanks to their numbers. The assorted netters meant I was -1 to hit them back. Granted it was a few points to put together but the little grots packed a punch, had me on the back foot early and took out the Bloosecrator, Bloodstoker, both units of flesh hounds, 3 x chaos knights and all 10 blood warriors before finally being wiped out. The daemon prince, lord on mount and second unit of knights worked their way through the archers and the goblin heroes but the grot spearmen, supported by some snotlings, were churning through my backfield. In fact, the only thing that kept me in the game was summoning. Turn 2 I summoned a Bloodmaster onto an objective in order to score points and keep me in touch. Turn 4 I summoned a unit of Bloodcrushers but their Turn 5 charge failed to clear off the spear chucker crews meaning I couldnt take that objective. I had enough blood tithe to summon 5 x flesh hounds in the final turn but couldnt place them where they needed to be in order to attempt a charge on a marked objective. Therefore it literally came down to a long charge made by 2 surviving knights to kill some snotlings and be in range to claim my objective back off them, making the game a tie on 15 points each. This was a funny game where the destruction allegiance ability basically set him up from the outset and nearly delivered the win. Pretty sure he didnt make another Rampaging Destroyer roll after the first turn. We do a fair bit of complaining (at least I know I do) that khorne summoning is at the expense of our allegiance abilities however this game showed how at lower point levels and particularly against lower tier armies how important summoning can be. You really have to feel for non-summoning/non-battletome armies as my summoning is what allowed me to keep pace with objective points. I also feel that mobility is crucial in these smaller games, hence why I generally went for fast moving heroes and units and why summoning can be so devastating.
  19. No you pretty much need all 4 heroes in 1000 points. Our units need the buffs they provide and they are essential for summoning. I'm really not a fan of the mighty lord. His command ability effects 3 other units but how many times in a 1000 point game would you have 3 units all looking to charge in the same turn? Also you want him in combat but with only 5" move he doesn't get around. For a more offensive and mobile General look at a Lord of Khorne on Daemonic Mount (especially if you're running any knights), Lord on Juggernaut or Khorne Daemon Prince. Bloodsecrator is essential in most khorne armies and depending on how you play, a Bloodstoker is fairly essential as well. For the sake of one slaughterpriest I probably wouldn't bother. They are extremely useful however 4+ to bless/pray is dicey and outside of gorepilgrims or a second priest for law of averages he is a bit hit or miss in 1000 points. For the same points an Aspiring Deathbringer's ability is more reliable. Assign him to a unit of Blood Warriors or Skull Reapers and watch him go.
  20. Always hard to go past Brazen Rune, especially in a tournament where you dont know who you will face but can safely assume some magic heavy armies in the current meta. Besides that, you've got 2 x bloodstokers and spare command points for re-rolling key charges. That being said, much of the list already has built in magic protection which will frustrate a magic damage causing army no end. I'm probably leaning towards Brazen Rune however don't think you'd go wrong either way.
  21. Do it. The Spawn isn't doing much in this list and the big blocks of warriors would love the extra movement.
  22. Im pretty sure you can double on a battalion so it would be legal. As long as you fulfill the criteria it shouldnt matter. As you said its possibly a disadvantage or at least inefficient.
  23. Not trash, but not great. Low if not no rend, damage 1 aside from knights on the charge, low volume of attacks with few ways of buffing any of it.
  24. The Mount is free :-) So good they finally fixed the Daemon Prince keyword situation. No idea why that took years... Also great we can have monsters as allies. As for the bravery bomb list, totally agree that making your opponent choose between spending command points or saving their unit from fleeing is a viable strategy. I suppose you just need to have other tricks up your sleeve besides the bravery bomb as if you are counting on making units flee and your opponent goes down the inspiring presence path you may find your game plan halted.
×
×
  • Create New...