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ChaosUndivided

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Everything posted by ChaosUndivided

  1. So i finally got a game in today with new stuff. I played a GW rep that runs a store. (We didn't play there tho.) He ran Blisterskin with Varghulf, Archregent, and Infernal Courtier and i think a King. He had 1x40 Ghouls, 1x3 Flayers 1x6 Flayers, 1x9 Flayers. And the Stampede spell. I took Goretide. I had Secrator, Exalted D, 2x Priest, and a Stoker. 1x10 Reavers, 2x10 Blood Warriors, 2x5 Reapers, a Warshrine, Slaughterbrute and Slaughterborn battalion. I took all 3 Judgments to try them out. (I made Secrator general and gave him the artifact and put a cleaver on Exalted) We where playing the Blood and Glory battleplan. Its an objective in each quadrant and the goal is to capture all 4 or most after 5th turn so we didnt keep track of VPs. He went first and summoned a group of Ghouls on a flank and 3 more Flayers in my backfield. I had deployed in a tight formation with Warriors up front and the Reavers and Reapers in rear with heroes and Warshrine pretty much bubblewrapped in middle with the Brute on right flank. He charged me head-on with a unit of 6 Flayers, 9 Flayers, and 3 Flayers. He left the Ghouls to defend his turf and failed charges for the stuff he summoned and blew his CP getting first 3 things in. Also he ran into a unit of Warriors with the Stampede spell but because my guys where in tight formation he didnt have the room to go any further. In the first battleround his flayers managed to kill 6 of my 20 Bloodwarriors, take the Brute down by 2 and nearly kill the Exalted and a Priest. He couldn't believe how good Slaughterborn worsten -1 Rend was and the gorefist came in handy. The Warshrine's protection aura actually saved me a bunch of times too. Since both units of Warriors where rerolling 1s to wound for being Goretide and within Secrator range (who didn't need banner planted) i hit him back pretty hard near taking half the Flayers in each unit out. things went down hill really fast for the Ghoulies in my first hero phase. First off both Priest rolled 6s on blood boil but only thanks to altar as they both failed first attempt. I failed the wrath axe unfortunately but got both other Judgments off jamming them right into his heroes. One blood boil finished off the group of 6 Flayers so i used a CP to run + charge my 6 remaining Warriors on that flank into his Varghulf and a charged the Flayers in my backfield with Reapers. After another round of combat the Warrior's did more damge with their gorefist than axes to Varghulf but held strong, the 5xReapers took down a Flayer and between the Warriors and Brute i finished off all but 1 Flayer that charged round 1. My opponent was not in good spirits. We roll off for turn 2 and he wins and chooses to go first. Well... I had previously failed to dispel the Stampede so i got to move it... Right over his last wounded Flayer dealing 3 wounds on a d3 finishing it off. He called the game right there... He wasn't in a good mood. Edit: if i hadn't completely wiped all his Flayers his Varghulf and Courtier would have summoned back the whole unit of 9.
  2. Thanks for this! I was looking for some precedence in rules i could use till this gets a FAQ.
  3. @AresX8 i read the notes but seems wrong to me and here is why. Take the Wrathmongers for example, they have multiple models and you have to be wholly within to receive the buff but you dont have to be wholly within all of them just 1. I'm willing to accept that you have to be wholly within both skulls, however, if thay is the case it makes them nearly worthless as they are a 4+ to cast then require you pass a 5+ dispel check before they even have any effect on your opponent. That is really bad.
  4. I'm gonna quote myself every day till someone can help me answer this. It should really be addressed in a FAQ but im thinking you only need to be within 8 of one skull and the Warshrine can't overlap (meaning half within 8 of one and half within 8 of the other). Thoughts?
  5. Honesty Slaughterborn battalion would have been a much better choice.
  6. So your your 500 points of units couldn't kill 800 points worth of guys? Even factoring in your battalion (which other things besides the Skullreapers benifit from) your at 640 vs 800 and loss... Whats the issue? I don't even feel like doing the math on the slain units but it looks like it was close. Ironjaw is not that trash tier, casual play and top level competitive tournament play are two entirely different worlds. Just cuz some army doesnt win tourneys don't make them trash and just cuz someone builds a tournament winners list doesn't mean their gonna win squat with it. Just sayin'.
  7. If a unit has a Slaughterhost keyword on their warscroll you are allowed to use that model in an army that you have given another Slaughterhost, however, they do not receive the benifits. This information can be found on page 70.
  8. Can't use Magore's or Garrek's towards battalions any more unless they change it back. The keyword has to be in bold otherwise its referring to the specific unit. So unless they change Blood Warriors back to bold text no you can't.
  9. I think there was some confusion earlier about when Judgments dissipate. Its after each BATTLE ROUND. I know this was touched upon before but beara repeating. The Hex Skulls can dissipate before the enemies hero phase, making them pretty much unreliable. On a side note i know some people where planning on using the Warshrine to push up with Judgments to get the +1 to the dissipate roll, cuz its beefier than Slaughter Priest, but you gotta be wholly within 8 to get bonus and with that things base size it will be very hard to do. Edit: The real question here is since the Hex Skulls are 2 models do you have to be wholly within both, or just 1 to get bonus? Cuz if its just 1 you can move 1 Skull up to enemy then 1 Skull 6inches closer to you than keep priest 7 or so inches back from that and still get bonus. On the flip side how does it work for say Warshrine, does he have to be wholly with 1 model or can he be wholly within each between the overlapping area both not 1 specifically.
  10. If your talking about Wrath Axe you move it then when your done pick 1 unit with 3 and deal d6.
  11. Waaaaah Santa didn't bring me the toy i wanted. Seriously tho. There are changes that are annoying but like how do you even deal with life if this upsets you? I'm dying right now. Things change, they grow, evolve, and further more have a right to. This "us old players" mentality has been hurting AoS forever now... Let it go! Roll with punches and march on. People seem so captivated by negative things they can't appreciate the good. Since when is run + charge and holding objectives defensive? This is gonna take time to sort out, people are jumping to conclusions too quickly, it stiffens the thought process.
  12. Can we talk a minute about how cool the lore is in this book? I don't read the novels so i pretty much get all my lore from the battletomes. On the very first page it paints Khorne as the greatest chaos god. Then later it cements the fact that if this was just a war between the dark gods Khorne would ultimately be victorious. They dedicate time to explaining the logistics, which i appreciated. Their basically Sparta where all Khornate are warriors who serve one purpose which is to fight. Then they have droves of unworthy weakling slaves who follow the armies around in manticles and chains who carry/build stuff. I liked the part about how places of great battles where much blood where spilled are essentially sacred to them and the viel between reality and the realm of Khorne is thin. It goes on to explain how a person, tribe, or even whole nations could become overwhelmed by bloodlust and the power of Khorne without them even knowing it. It felt very timely and realistic. And the parts about how the Skull Alter actually rises up from out of the grown through ritual was great. It always baffles me how immobile terrain pieces are always on the battlefield. Also it explains that the eldrich energies released by the necroquake enraged Khorne so much and weakened the barrier between the realms and that of chaos now priest can summon forth the Judgments. The part i found the moat interesting was a passage about becoming a Blood Warrior, how a Reaver could be wisked away to Khorne's realm and then return forged in hellish armor. It felt like the inverse of becoming a Stormcast, a warped mirror image. It went on further to talk about the spirits of fallen deamons and "soul-predators" in that the deamons must pass thru the "flames of Helbrass" to be born anew like the reforging process of there arch-enemies. It was all so interesting to me and didn't feel contrived (even if it was) that i absolutely loved reading the book cover to cover. Thought it was great.
  13. Yeah, the old army basically operated on archaic rules that where kinda broke especially in 2.0. This new battletome brings them to the 2.0 era and its a good thing. There is things here like the lack of battleshock immunity which seems to bring everything else's value down which hasn't been adjusted in the points so i can see why people are dismayed. The grass is always greener... Especially to those who have been waiting years for a book now. This book changes so much of what people where used to playing that its gonna take awhile for people to adjust.
  14. So the Hex Skulls reduce casting roll by 2 does that mean your unbind attemp is against the modified cast or is it vs hard dice roll? I'm kinda jerked that there is only 1 unit that has a bonus to unbind in am army thats suppose to be so anti magic. There is just so many bonuses to casting rolls out there it makes unbinding a futile effort.
  15. Brazen Rune still works after you use the once per battle dispel/unbind now... Sweet. Ah its not auto unbind/dispel tho.
  16. I been mostly studing the mortal half. The battalions are kinda wishy washy for me but with how good our artifacts and extra CP is i think it makes up for some of the lack luster stuff. Slaughterborn really stands out to me. Just a flat out worsten rend by 1 is awesome in combination with the fact that the guys in the battalion are the hammers and anvils. Gore Pilgrims is kinda meh to me, but overall one of the better picks. First off all it does is extend range of Secrator, nothing else. I would crack up dying when he gets alpha striked round 1. The range nerf is also an issue... But its still nice cuz the Secrator buffs all Khorne so even units not in battalion can benifit from battalion. Bloodmad is not bad in conjunction with Goretide, however its not amazing. The tax is huge, this is kinda double edge sword tho as it means you can keep drops low. I think putting that Aspiring Death to good use is key here. Skulltake is nice, it is, but... It only does anything for Wrathmongers which means you really need quite alot of mongers to make this worth it. These guys are also vulnerable to ranged attacks, which if they die to negates the battalion buff. Dark Feast is ok, i say only ok cuz its cheap and an easy way to get your battleline and supporting heroes down in 1 drop. Reavers tend to shatter so fast and without battleshock immunity and decreased Secrator range get ready to watch them fly off table. I do like this for a turn 1 long charge tarpit. The other mortal battalions i dont see getting much use but given that you get an artifact an CP, plus keeping drops low is important for us i could justify using any of the above or even a combo of 2 in 2k list.
  17. Ah ok. I'm trying to dig around for more list ideas. I guess I'll just wait till tomorrow.
  18. Yeah thats a good point, also decreasing drops is priceless, but you could same the same for a bunch of these cheaper battalions now. Does anyone have requirements for Slaughterborn? Cuz Goretide super battalion looks playable (and amazing) in 2k game now.
  19. Yeah i like the Dark Feast but a) you need 60+ Reavers to even make it worth it b) man their so glass connon'y. But yeah overall punching power is gonna not feel great, however blood boil is still spammable to snipe what needs to be. Definitely give MLoK the trait and a gore cleaver. A warshrine is amazing in a list like this too... With that many Reavers i would pick one up if you dont already have.
  20. If you choose Goretide slaughterhost: Command Ability - Ever Onwards: During your movement phase, before you make a run move, you may use this ability on 1 friendly Goretide Bloodreaver or Goretide Blood Warrior unit wholly within 16" of a friendly model with this command ability. If you do so, that run roll is auto 6. In addition, that unit can run and charge this turn. Reavers kept their +1 run/charge banner, and you can still whip them for +3 run/charge, so this ability allows you to get a block of 40 across the field turn one I'm not positive but I'm pretty sure you can spam this with multiple CP. @andysonic1 I'm with you on the turn 1 tarpit Reaver blob. Im trying to do that and move in withg the Warriors on flanks for nasty turn 2 backline charge. Im thinking its best to let opponent go first (Secrator banner aint what it used to be) then hope for a double turn or good support system to keep stuff alive.
  21. 80 points to rerwoll all failes wounds and buff both run and charge? Those are buffs that are good an anything. When was 80 points too much to spare for that? I would be more concerned about the hero slot. I'm gonna try running 2 and see how i like it. You can't always just deploy on the far end of board, first off deployment is a mini game in and of itself where you can mess with people. Secondly even ranged units have a RANGE wich forces most of them into the danger zone now with these run + charges, which previously wasn't considered. This new era of run + charge is going to make a world of difference.
  22. Keep all you're support pieces bubble wrapped. Move down field in formation. Debuffs are really potent. Warshrine would help and Killing Frenzy. The axe judgment would probably come in handy if he is swarming units. I think stuff like how to beat specific list comes with experience vs it but you gotta try different stuff don't do same thing each time.
  23. Khornes biggest weakness is by far shooting. We don't have things like ambush or any extra +1defense outside of lookout sir (wish Wrathmonger had an ability like Protector's stormshield), the whole slingshot idea is are go-to missle defense now.
  24. I checked warscroll no respite only works in combat phase and gorefist only vs melee attacks. Thats unfortunate, however, you have still tied the ranged unit up keeping all your key support pieces safe.
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