Jump to content

Battlefury

Members
  • Posts

    343
  • Joined

  • Last visited

Posts posted by Battlefury

  1. You could take the Skullcrushers. They cost more points, but have 3A per model, and have a 3+ save. The charge damage they do is pretty much the same like with the Bloodcrushers.

    They also have a battalion, but really...you don't need it. That 2+ for the charge damage is not that big of an obstacle. So you could skip the points for the battalion ( exept you really need that additional artefact ) and maybe take another unit with you.

  2. 22 minutes ago, kenshin620 said:

    To be fair I do see why there is negativity, it stems from the overarching question of "GW, [X] is bad/problematic. Why do you not fix it despite it being obvious?"

    Maybe it's not the same exact argument, but for example tau auxiliary fans have been complaining for entire editions that tau auxiliaries have been continually shafted and basically have gotten no new models since their original inception nor have great rules.

     

    I still wish Bloodcrushers have 2 sword attacks. 3 would be even better. I think 160pts for 3 attack bloodletter riders would be a nice choice vs 140pts for 1 attack but maybe thats actually an op idea that I really like!

    Agree 100%.

    The main issues, that where adresses for years and literaly broguht to GW where just not adressed. It seems, as other Armies get massively better "redesigned" with their upcoming books.

    I can totally see, that there is potential in the current army, as it is supposed to be.
    Maybe I am gonna find into them again. But they where sitting on the shelf for more than 1 year now, and i don't see, why to bring them out now.

    Even thinking about selling my 2500 points.

  3. The books does have its shiny sides for sure. But for experienced players, who played the army from release of AoS right up, it is a different story.

    We know the flaws of the army probably better than any other player, especially those, who join in new now. The book adresses none of the main issues the old Battletome had.
    That's a concern that needs to be aknowledged. We shall never judge people on our own opinions.

    Maybe a big number thinks the book is good, and that's fine. Others are totally let down, and that's clearly a big number of players these days.

    I hope, that people will find a good way to play.
    For me personally, the army got destroyed, as the playstyle totally changed to a defensive meta. That's absolutely not Khorne for me. Khorne used to have all these different aspects of battle combined in itself. The old book got hammered, so it wasn't that anymore. The new book doesn't adress that, too.

    But anyway, i wish everyone to have fun, when they enjoy the new book.

    • Like 2
  4. 4 minutes ago, Warbossironteef said:

    I feel like that is very gloom and doom. Its funny because from an outside perspective, someone who is just starting Khorne I think the book is great.

    Maybe that's the purpose of the book, actually.

    Khorne was almost vanished from the tournament metas, so it wasn't really sold.

  5. 15 minutes ago, MOMUS said:

     

    In a word yes, lol. My main gripe is that the secrator which was the main crux/crutch of the army  has massively changed but still stayed the same points and everyone's bravery and points stayed the same? Surely such a massive change would have many similar knock on effects? I get why it was done, just seems now rather than castle around the banner everyone will castle around the new free terrain bandwagon.

    This combined with some keyword restrictions on everything and the range 8 fluffy nonsense range on loads of abilities is frustrating.

    I was hoping on some flexibility on summoning and tithe but it's actually been locked down even more inflexible. Which is a shame cuz I enjoyed the tactical aspect this opened up for khorne when 2.0 dropped.

    Had a game against a top UK khorne player the other day and had some talk on lists, will defo need to start from scratch!


    Slaughterhosts  have no minimum requirements which is good, but cmd traits and artefacts are mandatory

    Exactly this!

    That's what really buggs me, too. A lot of combos are just restricted, because someone would use the hosts.
    Gameplay went very static, tbh. It was a shame before, that noone could reach the enemy very fast, now it's kind of the same, or even worse due to the buff restrictions.

    The Slaughterpriests can grant buffs for units, while within 8", or 12", or 16". Why though? They are supposed to stay with the altar to reliably cast those judgements. Otherwise they will get battered so hard, with their 5+ save.
    Bloodsecrator's change was good to an extend, where he now cna move with his buff. But no bravery resistant really pushes him down a lot.
    Don't like that. Now we pretty much have to bank our CPs to gain battleshock resistance, and that's actually bad, tbh.

    Next meta is gonna be:

    Tyrants battalion with Halo of Blood
    Skullcrushers / Bloodcrushers combos ( no need of the battalion, tbh )
    Skullcanon + judgement shooting armies

    That's really gonna be it.

    • Thanks 1
  6. 15 minutes ago, Draakur said:

    Looking like after a bit of theory work now, Juggernauts may not actually be as viable as we first thought then?

    They're pretty much sitting ducks, when in combat. After they dished out their MWs, they'll just sit there. Maybe that's what they're supposed to do.

    In general, I have to admit, that the book lets me down at a lot of points.
    Skullreapers lost their snowbally buffing of themselves. They're still good now, but kind of a little expensive for 180 points imo.
    Wrathmongers totally lost their punch, imo. It used to be so scary for the enemies, when they had to face them. Now they became a support unit for 140 points. That might be ok, but for me it's a let down, to be honest.

    Most of the battalions are absolutely mediocre, or even useless. Same with the artefacts and traits. Did anyone also notice, that there are sooooooo far many possibilities to reroll hit rolls? Over and over again, with very differnt aretacts and traits.
    Seems a little lazy from GW's side there.

    Some units got good, so as Skarr ( finally ) and Skarbrand ( he really had to get something, tbh ).


    The entire playstyle of Khorne did shift to be a pretty defensive army now. It is like "Let them come, then punch them". The units themselves hit not that hard anymore ( what they also didn't  in the previous book ). It comes down to the judgements and a little number of unit combos.

    I am a little disappointed, but we'll see what can be done with the book.

    I mean, what Khorne had to do, are the Beasts of Chaos now doing pretty much, so they already became my 2nd army ;)

    • Confused 1
    • Sad 1
×
×
  • Create New...