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ChaosUndivided

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Everything posted by ChaosUndivided

  1. You can have multiple Stokers and units of Warriors pluss they have reroll ALL failed wound rolls now. Besides you dont have to outright kill the ranged unit because now they have to target the Warriors who have gorefist and no respite.
  2. Sure but no shooting is unlikely. I think Slaughterborn and Bloodforged have a lot of potential. The multiple battalion in 2k list is definitely in play. But this is also why i like Bloodmad alot. With the run + charge and a Stoker buffing both running and charging that a guaranteed 14 inches for Blood Warriors, thats if you roll snake eyes on charge. This is the answer to shooting the army lacked before. Mobility is huuuge in this game. Stuff like this allows your guys to run right around screens and attack the back line. You're gonna catch a lot of people off guard with this kind of speed and even when they do wise up its gonna be hard to prevent.
  3. This makes me want to buy more reapers/mongers. Can you squeez Skarr in there? He seems useful here.
  4. I got 10 Skull Reapers/ Wrathmongers with magnetized weapons... Yes that 40 magnetized bits lol. But for what they cost and utility of both options i don't regret doing it.
  5. I haven't seen anyone mention this yet but Blood Stoker still adds +3 to run AND charge. This is massive cuz before their really was no way to do both same move phase now we can.
  6. I want to expand on this Goretide slaughterhost + Bloodman warband idea cuz its what i plan on tinkering with first and most. Not because i think its a tournament winner but because for one i got the models and two it looks solid. I plan on 2x10 Blood Warriors and Magore's. Im not going heavy on these guys cuz their expensive, need a lil babysitting, and i want room for other stuff. Next im taking at least 1 unit of 10 Reavers for look out sir and to blood sacrifice with a Slaughter Priest. I might take another 20 man Reaver squad to act as a tarpit, the idea here is an early run + charge (whip if needed) to hopefully keep opponent off objective for turn or 2. I'm thinking a 10 man Skull Reaper unit to throw buffs on. This is gonna do a lot of the heavy lifting while i try to catch stuff out with the Blood Warrior's run + charge. I dont gotta worry about battle shock here and if im gonna focus on buffing a single unit im taking at least 10 of these guys, with their big bases their gonna be too unwieldy in more than 10, same idea for Blood Warrior's. The Aspiring Death is going to probably follow Reapers around or help a unit of Blood Warriors punch a hole thru something. The Secrator is probably gonna camp an objective, it depends if i bring warshrine or not. Also if he can keep up with anyone. I want at least 1 Stoker for that long bomb Reaver pit charge turn 1 if need be but mainly to babysit the Warriors and add to thier threat range. In fact i think i might take 2 to babysit both 10x Warrior units. Next im taking 2 Slaughter Priest with the altar rerolling blood boil im gonna nuke a enemy support pieces and pass out buffs and sacrifice for bt. Depending on my opponent im gonna bring the judgments too so i can test them. Depending on point size of game (i play a lot under 2k cuz time constraints) im either taking another priest for buffs or the Warshrine. I think the shrine has better utility than 3rd priest as i still get blessing but will work good with my blob of Reavers if i go that route, otherwise, as support for the Reapers and/or judgments. After that whatever points are left over i would take a Korgy or CP or something... I haven't done math.
  7. I'm kinda sick of the whole axe vs fist debate i wish we could put it to rest already.
  8. This whole gorefist vs dual axe debate is a sticky subject for a number of reasons. First off yes you can get aloy of extra attacks on Blood Warriors but as someone else pointed out there is better things to dump that many buffs on. In addition to that alot of those buffs are situational and/or not guaranteed. Secondly someone raised the argument that the dual axe buff comes into play with the no respite rule, however, this is kinda a null point as to activate no respite you would of had to already have rolled numerous saving throws where gorefist could have been useful. Third, even if you reroll hit rolls of 1 you still have to make a 4+ wound roll and then the opponent get a no rend saving throw. The gorefist hit for a mortal on a save roll of 6 regardless of rend and are much more likely to not be negated. Lastly there is essentially a limit on the amount of attacks you can expect to make but depending on what you're fighting the number of saving throws could be dramatically high (think skeleton horde). When you get right down to it i would say gorefist are hands down better.
  9. I think beyond 1 out of every 6 saving throws deals a mortal wound im not sure its an easy thing to calculate compared to attacks because saves are an unknown variable where attacks are known.
  10. Its ok if its what you're going for, i like 2 units of 10 and Magore. With the Goretide slaughterhost i could see this being a solid list. There is probably some good combo of units outside of battalion that can make this good. Garrek' models are nice but they would look tiny compared to real priest.
  11. The jugger lords demon axe is unmodified 6s now and his command trait is a questionable use of a CP in an army thats gonna want CP. All in all he is still fast'ish, killy, and sturdy. With right command trait and artifact he has potential. I still like the idea of him and some Skullcrushers rampaging across the field removing a vulnerable unit every turn if you can keep them from getting dug in too deep. Also didn't Karanak used to have +2 to unbind? I find unbind very flakey without bonuses. Where can we get unbind bonuses now?
  12. Yeah ideally this is what you're looking to do. Hit them so hard with charge that you can then follow up with something else to finish off the unit and then repeate.
  13. Chaos Warriors make better anvils than hammets and for the point cost you're better off with Blood Warriors for the Goretide buffs. Chaos Knight model aged pretty well and still look cool till you compare them to Palladors then you see the age difference. Knights are really only good in 10+ size units and even still can be dissapointing, i would say Skullcrushers are better hands down but someone might debate that. And ya Skullcrushers are hammer, pin the unit you want to kill with Reavers but only on edge then charge in with all Skullcrushers.
  14. I still like warshrine. I plan to continue using Slaughterbrute too but just cuz i love the model. I would consider taking chariots or even CL on Manticore. The brute and chariots make great distractions and can soak up a bunch of arrows while your real force moves in for the kill. This is same reason i lile Karanak a lot, thier presence is so threatening the can cause your opponent to focus too much on them.
  15. Riptooth also got dispel endless now. I used to run Magore' s Fiends, just for this guy. I kamikaze the fiends for a blood tithe than summon a herald next to riptooth for the rerollable unbinds... Now even more useful.
  16. Skarbrand in his own right without slaughterhost buffs is pretty damn scarey to face. He can atill potentially 1 hit big models and if the opponent doesn't have something that can take him on he is going to cause a lot of mayhem.
  17. Thats why i say aim to summon other BT. That way you can devote more points to mortals who can get slaughterhost buffs. Personally i never build hyper competitive kick your teeth in type lost. IDK about you but around me the AoS community is rather small and if you're playing like that people are far less likely to offer a rematch and before long its gonna be hard to find a game. Its all about winning the game of games 😉
  18. You can definitely have a Skarbrand + mortals list win you fair amount of games. I would give it a go and aim to summon that other BT.
  19. Nurgle can be powerful mixed. I don't see Tzeech using mortals often but i think its more cuz mortal half is just outgunned by deamons. Currently Slaanesh has very few mortal options outaide of marked STD. I can't say the rules really promote mixing but it sorta has to do with overall state of the game (in flux) and STD not being clearly great. On a side note i wouldn't bank on Darkoath being able to take marks the way generic STD can as they seem more unique specialized subfaction of STD and its not guaranteed they work in exactly the same manner.
  20. All Chaos factions have mortal and daemons but none have these new warhost rules yet. I imagine Tzeetch and Slaanesh are right around the corner at the rate GW is moving.
  21. Yes that is what i was trying to say... You can take the character but he doesn't get the benifits.
  22. The way this is worded appears to just make an exception for named characters like Khul who have a slaughterhost on their warscroll already. So basically you can take the guy but if you choose a different host than whats already on his scroll he doesn't get benifits. This does not imply you can pick multiple host from list.
  23. The fact you get a command trait and artifact for choosing a warhost it would seem you only get one. They appear to work just like the Stormcast ones.
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