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THUNDERFISTS

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Posts posted by THUNDERFISTS

  1. 13 hours ago, WindstormSCR said:

    Something I ran across while trying to educate myself on the new edition after not playing for over a year:

    Soulsnare shackles could be very problematic for us with how much we want to be the ones charging. the new version just flatly prevents charges inside it's area of effect, I don't know about anyone else, but I will be very happily taking the skullshards as my "no you don't" button just for those....

    Alternatively, taking the shackles can help guarantee that stonehorn charge goes off in the first place :) 

    But yeah, it's a real bad no-go-zone maker if it goes off. 

  2. 15 minutes ago, Agent of Chaos said:

    @LordRhulak I really like the double warshrine in Morten's list. +1 to hit and save from the bloodfuelled prayers and then the warshrine buffs on top.

    Seeing as Archaon is getting reroll wounds from the stoker, do you know which warshrine prayers were being chosen? My guess would be khorne prayer for reroll hits and charges with tzeentch prayer for reroll saves, although Nurgle prayer to give him a 1+ save looks tasty 🙂

    Usually Nurgle+Tzeentch combined with Bronzed Flesh to give him a 1+ re-rollable save and two procks to ignore spells on 4+’s. It’s awesome. 

    • Thanks 1
  3. After the Doom&Darkness and Honest Wargamer reviews I came up with this defensive style list. I'm hoping it's enough to secure multiple objectives and win on scenarios. Is it enough?

    Bouldergut Mawtribe - Shyish

    General: Butcher - Cleaver, Greasy Deluge, Lord of Beasts

    Stay behind the lads, debuff the scary stuff, help the Frostlord Turn 1 with the mandatory Command Trait

    Frostlord on Stonehorn - Ethereal Amulet relic, Black Clatterhorn mount trait

    Big poppa double duty as anvil and hammer, not the General so not worried about losing him. Can dominate a flank or support the push in the midfield.

    Huskard on Thundertusk - Blood Vulture, Brand of Svard relic, Alvgar Ancient mount trait, Pulverizing Hailstorm

    Will support the Ironguts with his Fight Last bubble. Sit them on an objective and dare the opponent to get near. Supporting the battlefield with MWs - Hailstorm going off on 3+ helps a lot there. Brand of Svard dumps here with nowhere else to go, might help a little.

    Battleline:

    Ironguts x4

    Huskard Guard. Win the game by killing anything that comes close to the objective. Weak to getting shot.

    Leadbelchers 6x2 (or 4x3?)

    Gluttons but with shooting 👌

    Gnoblars x40

    I wish I could fit a Tyrant in here for that morale immunity but oh well. Screen and/or hold another objective down with a...

    Scraplauncher 

    Junkmob Battalion

    Second cheapest Battalion (which I need) behind Skal but these pesky gits can hold down an objective and still contribute with shooting. 

    2,000 on the nose. It isn't meta-dominating but to me it has the tools to win more games than lose. What do you think?

  4. Taking the Dog Squad idea for a run (or walk)

    Reapers of Vengeance, Ghur

    IR Thirster (General - Mage Eater), Amberglaive

    Bloodsecrator, Skullshard Mantle

    Slaughterpriest, Killing Frenzy

    Slaughterpriest, Bronzed Flesh

    Bloodreavers x10

    Murderhost Battalion

    Skulltaker

    Fleshhounds x10

    Fleshhounds x10

    Fleshhounds x10

    Bloodcrushers x6

    Hexgorger Skulls

    Wrathaxe

    Extra CP

    I really like the looks of it. Bloodsecrator could be swapped for Wrathmongers (but leaves a less ideal carrier for Skullshard Mantle) or a third priest with the Bleeding Icon, which is probably the more competitive option. I'd swap the Bloodreavers for something else but there isn't anything we can really take for 70pts that can sit on an objective and/or screen. 

    • Like 1
  5. Glad I dodged the Skullcannon trap. Now that horrendous model can stay away from my collection without feeling like I'm gimping myself. 

    I don't have my book handy, but what Battalion allows Bloodletters to get MWs off on 5+ now? Reference Errata for Pg. 94

    • Like 1
  6. Just now, Forrix said:

    I'm kinda reading in-between the lines but it looks like Blood Tithe is only in your hero phase instead of yours or your opponent's hero phase.

    But you can still deny an enemy spell in their phase, so it's probably still the same? Unless there's a clause we haven't seen for particular uses of the BT chart.

  7. 1 hour ago, Retro said:

    How would you split it up further? I can't see daemons being turned into multiple sub factions but maybe mortals.

    You could probably split them along the lines of "armoured/warrior" vs "non-armoured/tribal"

    Reavers, priests, wrathmongers etc one side and bloodwarriors, skull crushers, lords of khorne etc on the other.

    I would bet that the subfactions will be called "Tribes" or something like that. Look at the newest 40k codex for Genestealers Cults, there are six different Cult s as subfactions with their own rules. So each Tribe would have it's own themed focus - demon worshiping, Reavers en masse, monsters, etc. That's the pattern I see coming. Super pumped. 

    • Like 2
  8. 14 hours ago, ledha said:

    The thing is, those big units having all the buffs have advantages that the skullreapers don't have, usually being fast (including cavalry or flyers  like dracoths, enlightened, grimghast reapers, super fast witch aelves... ), having a good range on their attacks combined with a smaller base ( grimghast reapers, evocators with their 2" range and their mortal wounds with 3" range, skellies...) meaning they call easily all strike (while the skullreapers, with 40mm base and 1" range, can't strike) or a good mobility (run+charge, retreat+charge, deepstrike...) or a extremely good resilience making them able to tank everything (20 sequitors with castellant lantern, big blocks of dryads...)

    if you put your skullreapers in one big line, they loose mobility and are very easy to block with one guy on their flank. Their enormous base also mean more ennemies can attack them with more ease, and while not fragile, they are definitely not sturdy and don't want to expose themselves. They can't all attack efficiently.

    Plus they won't be able to be everywhere at once, and it make easier for your opponent to figure where is the danger. It's easier to manage a big 10-man units than two 5-man unit.

    5 skullreapers will usually have all their bonuses in one activation. 10 skullreapers will have a harder time to reach their very precious trial of skulls.

    It's the same for the fleshounds, who are better in units of 5 than 10 (two unbinds are as good as one unbind with +1, even more since they loose their bonus after the first death) because blood tithe + fast objective grabbers.

    I include skullreapers in all my list (from 10 to 15) since 2 years and units of 10 never achieved as much as 2x5 guys (you even loose one mutation !)

    Plus having one unit receiving all the buffs also mean a single debuff will wreck all your damage potential.

    And your more important buff, the +1 to hit, won't always suceed. NEVER count on your slaughterpriest doing his job outside of a gore pilgrim. I actually prefer a single aspiring deathbringer, who can even buff the two units with his CA (while slaughterpriest is limited to one), which CAN'T miss (while the priest suceed on a 4+), and combined with the bloodsecrator, such a ungodly amount of attacks (5 per guy !) will easily reach results as good if not better than the +1 to hit (which fail off 50% of the time)

    Of course, just my personnal opinion

    Those are all very good points, thank you. I'm going to try both out and see. Splitting both the reapers and hounds into 2x5 units does sound solid for 1000pts, a lot more board coverage that way. Plus doing two units means there are now more "waves" to send in rather than just the one, so I like that too. The Khorne Speed Bag technique (thank you Warhammer Weekly) sounds like a solid plan.

    Now I need an Aspiring Deathbringer :O

  9. 1 hour ago, ledha said:

    Put the skullreapers in units of 5. A unit of 10 mean all your threats are in the same bag, and don't combo well with their abilities asking them to kill more models than they are.

    Plus 10 big base mean that half of your unit won't strike. Meh.

    I'm going to disagree, but here is my reasoning. One unit gets all the buffs - Bloodstoker and Slaughterpriest specifically. Their own cute bonus for killing models depends on the number of models in the unit at the time, so if they start dying that "paywall" diminishes anyway.  Their main damage output is in MWs as far as I can see, getting it on 5's and 6's with Killing Frenzy. They will reroll all wound rolls of 1 with that Bloodstoker prodding too (all 10 vs one unit of 5, increasing their efficiency). 

    All eggs in one basket seems pretty on par with a lot of what I've seen on the internet, and we know the internet is always right. One big killy unit/monster that gets all the buffs and goes roughshod over an army. Is that an incorrect perception? 

    They do only have a 1" range which I see as a minor downside, but I can still move them in a rough line or zig zagged so their pile-in brings everyone in, right? No one has to run 5x2 lines. My inexperience shows now, but I think that's viable enough. Plus when any tertiary models die, they still get to deal some MWs for funsies.

    The only real benefit I'm seeing from splitting the unit is an extra Blood Tithe point when they die. I contend that they'll generate more BT points by killing more units together than as separate units. Eh?

  10. 14 hours ago, Agent of Chaos said:

    I find Violent Urgency to be a pretty useful command trait in 1000 point games and so I would probably make the Bloodstoker your general. He represents the least threatening target compared to the priest or bloodsecrator and can move up with the units he is looking to buff. 

    If you expect to encounter magic then Brazen Rune is the best artifact choice and I usually stick it on the Bloodsecrator.

    Good points! I’ll give that a shot. 

  11. Hola,

    I'm thinking about attending a local 1000pt beginner's tournament with the following list. I haven't played any games with the Blades as of yet so I want to make sure I'm not missing anything crucial or messed up the list somehow. Let me know what you think!

    Bloodsecrator 

    Bloodstoker

    Slaughterpriest - Bloodbathed Axe, Killing Frenzy (best?)

    Battleline:

    Bloodreavers x10 - Banner, Horn, Meatripper axes

    Bloodreavers x10 - Banner, Horn, Meatripper axes

    Fleshhounds x10

     

    Skullreapers x10 - Daemonblades

     

    It looks fairly vicious to me, but I don't have the experience to really know for sure. What's I'm very unsure of is who should be the general and what artifact to take; Bloodsecrator, or Slaughterpriest? Crimson Plate sounds good, but then I should also probably take Bronzed Flesh on the SP?

    I have a pretty big summoning pool built up too, so that's nice. 

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