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Pejzub

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Everything posted by Pejzub

  1. Absolutely not, Boneshaper doesnt have Command ability.
  2. I hoped they would specify when exactly you can use Unstoppable Advance and Bludgeon. Can I roll for a run and then based on that add +3" move? Can I roll all my hits and wounds and based on that decide on increasing the rend?
  3. Well Arkhan is 1, you definitely want Liege-Kavalos, which is 2, then I suppose one wizard as a support and preferably a battalion. This puts you at 5 guaranteed. Good with Arkhan is that you have the option to cast the spell for extra D3 RD in case you really need them. Then with 8 units, which seems to be kinda standart, you are to recieve 1 or 2 with the rolls. I would be comfortable with that amount for the round.
  4. Yes, both weapons. And it is the new color one, updated (I believe there was some error in the old one ) Its 5 for Katakros, 3 for being him, 1 for him being Leige, 1 for him being a Hero, and you actually roll for 6th. You have seen my list with Katakros and battalion, it is 8 guaranteed + 8 rolls. Watching yesterdays game of Tony on the stream where he was generated 9 + rolls I would say it was a little overkill as he never used all of them. However list which generates 4, as someone posted here before, is not enough by far. Also you can play Morghasts in unites of 4, where the risk of them dying in one turn is pretty impossible in Petriflex. Which I suggest running them in with this battalion, its not an issue that you cant pay for rend with Coffin guy or that you do not get +1 save for him.
  5. I agree that it is a nonsense to give someone a cool toy and then take it away from them by a rule that makes no sense. But its not the first time GW would do this, we all know the inconsistencies they make all the time. Apologies for the Tournament rule, was not aware of these two sentences.
  6. I have read your whole post, my point still stands. You are talking about Matched play, I am talking about Tournament Matched play, for which there are rules. It is definitely not a house rule, if its written in the official rules of the game. There is a rule that if you are not able to setup the terrain by the rules you are not to play it. Is it hindrance? Sure it is, but the rule is there for a reason. Maybe it is meant to not be played in every game, it is probably so far the strongest terrain there is. We can debate on RAW vs RAI all we want, but we are going to have to wait for FAQ to get some light on this.
  7. Here is the list I plan on playing Petrifex Elite Katakros, Mortarch of the Necropolis (500) - General Mortisan Soulmason (140) -Godbone Armour -Lore of Mortisians: Reinforced Battle Shields Mortisan Soulreaper (120) -Gotthizar Cartouche -Lore of Mortisians: Empowered Naditite Weapons 20x Mortek Guard (260) 10x Mortek Guard (130) 10x Mortek Guard (130) 6x Necropolis Stalkers (400) Gothizzar Harvester (200) Shield Corps (120) 2000 I am not 100% set on the spells or artefacts (this is the one that gives +1 to wound 9" WW), might try some of the + to cast ones on Mason on others. The list will most likely be prone to low model count, I am very well aware of it, but will playtest before making changes. I have been also thinking about the battalion, if its really necessary - do not think second artefact if you play Katakross is necessary (as you have the +1 to hit from him), I am still at 5 drops which is not enough to contest most of the games and I do not think I need the RD from it, as I am currently at 7 guaranteed plus 8 dice rolls. I however struggle on how to use the extra 120 points, if only something would be 10 points cheaper. Most likely upgrading the reaper to shaper, and include some random endless spell, probably Geminids for the potential -3 to hit (terrain, Kata, geminids). Obvious upgrade to the list would be cutting Katakros and putting Arkhan in, playing 20/20/10 and upgrading the reaper to shaper and keeping the battalion. I, however, really like the Katakros model and rules, and I am set to make him work, even thought I am sure that the Arkhan version would be superior in basically everything.
  8. Thats cool and all, but what we are talking about here is how is it for tournaments and especially this point bellow, that is if the terrain is already set up before by tournament organizer - which is legal.
  9. FEC do not really leave anything behind (if we are talking gristlegore and bristleskin) so use the gnawholes to your adventage. Also run away with the little ratbois and just go for the objectives if you are sure you can finish the units with shooting or magic in your turn. Got a few games over the weekend with following list. Two of them againts weaker lists (tzeentch and nurgle) and one againts competitive Slaanesh. Overall the fiends were the heavylifters in all 3 games, evaporating everything that gets in their range. Sniping key targets with launchers, and once getting to close combat with ratling guns and clubs absolutely demolishing everything. I have got to get used moving these 6 big bases around as it is kinda clunky to get them in all the ranges, cant imagine playing 9 to be honest. One thing I noticed is that you dont ever want to be running with them because you want to shoot every turn, so they can get kinda sluggish. Also once you actually get to close combat it is impossible to hold the bombardier nearby for the buffs as they simply charge away. I was satisfied with monks, as they were either getting all the focus, leaving the fiends to go nuts, or left uncheck and wrecked chaos themselves. Thanquol being Thanquol either being absolute beast and evaporating big units with his flamethrowers or being absolutely underwhelming and basically doing nothing whole game, depending solely on opponents list. Love him thematically, but I know that if I want to make this list competitive hes going to be the first one to go. Furnace did surprisingly well, it is actually formidable opponent in close combat compared to bell, the prayers make monks extremely deadly and the great plagues can be a really nice bonus. Going to get more games next week, might try more competitive list without Thanquol and furnace, but with Warpseer, WLV, more clanrats and maybe try the screaming bridge.
  10. This is very similiar to the list I posted a few pages back I plan on running, only thing different is that I decided to put Thanquol in at the cost of WLV, atleast for now, before I get to playtesting. Please let us know how it worked.
  11. In my personal experience, 6 jezzails is simply not enough. They wont snipe a big (12+ wounds) hero and the small ones are usually easy to hide even with jezzails range, so I would probably increase them to 9, cut one seer. Maybe cut one ratling gun and use the remaining 120 pts for something.
  12. There is nothing better than a huge mutated rat with three Gatling cannons being controlled by a little skaven-brain happily sitting on its back. Change my mind. While at this topic, what are some other units you wanted to try, which are not considered staple and you see a potential in them, or you are actually actively playing them and having a success?
  13. Which is more often than not ruined by Line of Sight (atleast thats how it works for me the way we play with 7-8 terrain pieces), while wind launchers do not care. The thing for me is that Jezzails can get a lot swingy without MMMWP (I dont use Vigordust on them), as the wound rerolls is usually what makes or breaks the needed 14 dmg that I usually require from the unit. And the MMMWP itself takes 1-3 jezzails in a two rounds. I am pretty confident you can spread the damage the way you are used to, as Ratling guns have basically the same threat range as Acolytes, sure, its worse rend and only 2 damage (with spark), but we talking 6D6 or 9D6 attacks and I assume it can get pretty hard to fire all the acolytes at the same time. Plus given that stormfiends kinda want to march forward, I think you can most of the time get actually a better shot with the 24" windlaunchers than with the 30" jezzails sitting at the edge of the table (and especially given the no need for visibility going for launchers). And if you still opt to go for 6 fiends only (which give only a slightly worse long range numbers than 9 jezzails), you can still go with 20 Acolytes for 760pts, which gets you two "close" range threats. Now add the survivability and actually a scary melee combat into the equation.
  14. Glad I opened a Stormfiend discussion. Bunch of people seems to like them as much as I do - and the same amount of people hating the Jezzails for the same reason I do. The math behind them is actually really good - if we go with Windlaunchers/Ratguns/Shock gauntles and count MMMWP+Vigordust+Spark we are at 14/22/22(thats including crushing blows)dmg on average againts 4+ save. 9 Jezzails are at ~15-16 (gets a little swingy with the 2MWs on 6 and the 6+ save with -2 rend). Not too shabby I would say. Now do the math after two rounds of MMMVP and Vigordust chip MW and Stormfiends are still rocking steady plus are actually beasts in close combat while you are left with 5 Jezzails at best. Thats the ETC (european team championship) I was talking about. We are actually playing againts him the first round. I wouldnt say he is deeply pushing towards the use of Stormfiends. He has 2x3 Fiends and 3xWLC with Bombardier and Arch-Warlock. If he would have played Acolytes he could have straight went Skryre. I am okay with cutting the Furnace but not sure what to put in for the 200pts. I cant fit Warpseer and I really need the battleshock immunity for Monks and Clanrats. Not sure it is worth it to sacriface the immunity completely and just depend on Inspiring presence just to fit WLV and something for 100pts.
  15. Hello Everyone, I have been recently forced by circumstances to pick up and play teammates Skaven on the upcoming ETC. The more and more I play and train with the rattos the more I actually like them and now I am at the point where I would actually like to make a list for myself which I could enjoy. I have come up with something as follows: Allegiance: Skaventide Leaders Grey Seer (140) - Lore of Ruin: Death Frenzy Plague Priest on Plague Furnace (200) Thanquol on Boneripper (400) - Lore of Ruin: Warpgale Warlock Bombardier (100) - Artefact: Vigordust Injector - Lore of Warpvolt Galvanism: More-more-more Warp Power! Battleline 20 x Clanrats (120) - Rusty Blade 20 x Clanrats (120) - Rusty Blade 20 x Clanrats (120) - Rusty Blade Units 6 x Stormfiends (520) 40 x Plague Monks (280) - Woe-stave Total: 2000 / 2000 Extra Command Points: 0 Allies: 0 / 400 Wounds: 172 Now, I have a few questions. How is Thanquol? I love the rat, the myth, the legend and the model is one of the biggest staples for Skavens (along with Stormfiends). I would love to play him with 4 flamethrowers and just BBQ things, not sure how he actually works in games, whats your experience with him? Stormfiends - I plan on running Windlaunchers+Ratling cannons, now, I understand you are going to say to just play Jezzails and a weapon team or two, but man, do I hate Jezzails. The MMMWP chipping, puny saves, and god forbid if someone actually get some MW on them with spells. My question is about the melee weapon, I get that generaly the Doomflayers are probably the better choice, but with Vigordust and MMMWP arent shock gauntlets actually more reliable and with bigger damage output? Plague monks - does it makes sense to play the furnace just for one 40 of them? It feels to me that without it they are not nearly as strong, be it the +1 att prayer or the battleshock immunity. Do you have any other ideas or improvements to the list? I would like to steer from the Jezzails as noted before, they just don't feel fun to me, be it playing them or against them. If you would persuade me to drop Thanquol or Furnace+Monks, I would probably include WLC, WLV, maybe a doomwheel for funsies. Sneaky edit: Who to make a general and what trait to take? Furnace to reroll prayers? DI on bombardier? Master of magic on Grey seer?
  16. Hi Everyone, Khorne player here looking to start FEC kinda soon. I am looking into starting a new army and FEC is the main one I am thinking about, but I have a few questions before diving in. Would be wonderful if you could help me. I have a semi-competitive list with Khorne, and I would like to get one competitive one. Which is considered the best now? I understand the pros/cons of each and every of the main courts currently played and considered strong (gristlegore strong in melee, bristleskin mobile, The Feast day kinda versatile), but which one is the more successful one? I like Gristlegore, melee armies are obviously a thing I have a weakness for, Terrorgheists are what I wish Bloodthirsters were. Having two or three of those, having essentially a sideboard, being actually fast and deadly is really appealing to me. I have come up with a list I like, but would like to ask your opinions about it: Allegiance: Death Abhorrant Ghoul King on Royal Terrorgheist (400) Abhorrant Ghoul King on Royal Terrorgheist (400) Abhorrant Archregent (200) Crypt Ghast Courtier (60) 40 x Crypt Ghouls (360) 10 x Crypt Ghouls (100) 10 x Crypt Ghouls (100) Ghoul Patrol (180) Chalice of Ushoran (40) Chronomantic Cogs (60) Total: 1900 / 2000 Extra Command Points: 3 Allies: 0 / 400 Wounds: 99 I understand the difference between TG and ZD, do you believe that 2 TGs are superior to the wound reroll ZD is giving? I suppose you still are mainly dependent on hit rolls with this army, so rerolling wounds is not so crucial and the MW from Maw actual increases your damage output more. What about Cogs? I like how they make the ZDs more tanky, an extra spell is also usefull, and the 2" to charge seems to benefit this list a lot. Your experience with them? I suppose you want to play 2 Gruesom Bites, but what are the options with Relics? Noticed someone prefers GFC, someone cloak? Any other options? Chalice maybe? Which spells to take? Blood feast seems like a nobrainer, but what about the rest. I like Miasmal Shroud a lot, but so I do Spectral Host. What do I actually summon? Varghulf seems like a the superior choice with the arch-regent, and then just either 2x 3 flayers or horrors, depending on what I play against? Thanks in advance everyone! Sneaky edit: How do you play with this against meta T1 armies? Obvious counters to this being heavy shooting lists like Skavens with Jezzails, Shootcasts, and obviously Nurgle with his rerolling 6 auras. How do you play againts DoK? Skavens? Nagash?
  17. Hey everyone, During our last tournament we came to a little pickle regarding the wording of the scoring for this scenario. None of us is a native speaker and the way it was translated and ruled makes sense in our language, but I think in English it was meant the other way. Luckily this in the end had no impact on the games so no one was cheated out of their victory, but I am curious about it. You basically burn the points at the end of the turn and get points based on how long have you controlled it. This is regarding one part of the rule which is stated as follows: ... If the player controlled the objective at the end of their turn before last, and has not lost control of it since, they score 4 victory points. ... All of the players interpreted this as it means that if you control the objective at the end of the turn 4 (meaning at the end of your turn before last turn possible in game which is 5) and have not lost control of it since turn 1 you score 4 points. I however think this means if you control the point three consecutive rounds you can burn it for 4 points - you control it at the end of your turn (turn 3) before last (last turn was turn 2, and the one before last was turn 1). Simply put can you burn the points in this scenario for 4 points at the end of turn 3 or turn 4? Thanks!
  18. Its not just on paper, you can't fight Zerkers with anything we have. Lords of the lodge battalion makes them attack twice, command ability makes them strike first for command point. With Runesmither (The guy with icon) and prayer we are talking 3+ save and 4+ ignore. Felt like Khorne is really bad matchup for us, as the main weakness of that army is that they are weak to magic and shooting off the important heroes. Managed to win most of my games though as there seems to be really hard to find a balance of the units, either they have to commit to two strong hammers (two magmadroths and 15+ hearthguard) and with support they are left with noone to held the objectives, or they just have to get one deathstar and one semi-hammer. Their biggest weaknes is the 4" movement speed. If they have two hammers just play objectives (or we can actually punch through Magmadroths, but not if they play two hearthguards). If they play the deathstar just screen them with reavers (make a line around them, let them charge you at max 3", if some survive retreat and rinse and repeat), just don't even try fighting it.
  19. Not trying to put the BrisVegas Open down, but all of the lists there feel very very underwhelming, the Khorne player list feels very weak to me, winning FS list is very lackluster (tested 5 different FS lists over the last week with friend and they can definitely do much better and more balanced lists with double or even triple threats), so does the gloomspite lists along with most of the rest. The results of SCGT are much more interesting and telling in my opinion. Seems like demons are the way to go, not surprising. Personally I have yet to play them, but have been heavily testing mortal lists (close to 20 games now with the new tome) and I like what I am seeing there, if demons are straight upgrade then Im excited.
  20. Reading through this thread is just sad. It feels like there are some people who just want to be salty about the new battletome and no matter what kind of evidence, math or actual playtesting are going to change their opinion. Let me get this straight okay: You want an army that can be played in multiple ways and use all kinds of different units. And on the other hand you want some wombo combo strong thingy that you have to play and warscrolls that obviously stand above others (so you obviously have to play them and not the rest). We literally have 4 different Hosts we can use to play the army, which can change the gameplay dramatically and all of them are useable. I have seen EVERY unit we currently have in the armylists in this thread in past two weeks - sure, there are some which are just worse than others, but lets be real here, thats a minority. We have got nothing for us? Oh how about these dudes called Slaughterpriests which can dish out insane amounts of mortal wounds, throw out buffs and debuffs through Judgmenets, move enemy units, unbind and what not and guess what, enemy cannot do anything about it. Exploding dice huh? Let me introduce you to my friend BToIR. Or Bloodletters. Or Skullreapers. Blood warriors feel like a tax? I wont even go there, I guess we are playing with different units, I have had a unit of 10 or 15 BW hold an entire flank for me. In past three weeks I have played close to 10 games and Im yet to loose a game. Sure, I have played some weaker armies, I have played a newbie too. I have also played against FEC, Skavens, KO, played against people attending all sorts of competitive tourneys across Europe regularly. There were a games where I won just due to lucky (or opponents unlucky) rolls, there were games where I straight up killed my priests without them doing anything even with rerolls. My point being we are faaar from being trash tier army, I would even say on the contrary. If you are constantly getting dumped on maybe its time to stop reading through the forums and focus on your local meta and on yourself as a player.
  21. Worth noting that people were mentioning that it is hard to stoke 6 Skullcrushers due to the whole 8" wholly within. They are also 360 points, at which I just see BTIR or Skarbrand hammering more, or even 10 Skullreapers.
  22. Im pretty sure he can, I was also debating it, but in the end did not find it worth it in the end. I played one Slaughterpriest by the Altar for Axe rerolls, as I casting it without it seems even more un-reliable, while the second one followed Secrator for the Gore Pilgrims buff + could stay within 8" of the Axe for the sweet buff I could see myself using it later in game, when I secure one flank and need to move quickly to the other one, especially with Slaughterborn and bunch of Warrior units eligible to move fast, but with Gore Pilgrims I just didnt I dont really see Skullcrushers as hammers, they get some nice mortal wounds on charge, but thats about it, then they are stucked in fight with mediocre attacks at best, Bloodcrushers do basically the same but for cheaper (sure, they are less durable)
  23. Hey guys, Longtime lurker here, making my first post. First of all, the amount of salt here is incredible, the only thing higher than that is the amount of people who deem Khorne bad now while misquoting the new rules, just confirming they have not read the book yet (some people trying to defend the book with made up rules also though, to be fair). Also some of the topics keep re-surging all the time, as people are lazy to read I.E. it has been confirmed few pages back that Wrathmongers are not going to get FAQed and it is intended, yet some people spread it like a gospel that the current state is temporary. Now to the point, I have played on Saturday in a 1500pts tournament in which I finished 2nd (1 major win, 2 minor) and I will write a little summary of the games below for anybody interested. Here is the list I played with: Allegiance: Khorne - Slaughterhost: The Goretide Leaders Bloodthirster of Insensate Rage (280) Bloodsecrator (140) - General - Trait: Hew the Foe - Artefact: Thronebreaker's Torc Bloodstoker (80) Slaughterpriest (100) Slaughterpriest (100) Exalted Deathbringer with Impaling Spear (80) - Artefact: Gorecleaver Battleline 10 x Blood Warriors (200) - Goreaxes - 1x Goreglaives 10 x Bloodreavers (70) - Reaver Blades 10 x Bloodreavers (70) - Reaver Blades Units 5 x Skullreapers (180) - Goreslick Blades Battalions Gore Pilgrims (140) Endless Spells Wrath-Axe (60) Total: 1500 / 1500 Extra Command Points: 1 Allies: 0 / 400 Wounds: 96 1. game was againts Kharadron overseers, Fire realm (run with 6 and charges 10+ are d3 mortals) and 4 objectives in corners, since round 3 major win for holding all of them, round 5 a win while holding 3. Opponent played with 3x10 Arkanauts, 2x10 Endrinrigers 1x5 Thunderers and 2 Aether-khemists. Decided to let him go first, he had some incredible lucky shooting and managed to snipe my Bloodsecrator, Bloodstoker and 1 Slaughterpriest in the first round and I thought that the game was finished right there. Luckily I managed to run pretty far without taking any damage from realm, won a double turn and got in fight. One wing 5 skullreapers managed to chew through 5 Thunderers and most of the Endrinrigers supported by one Khemist, there was really no center of the battlefield on my side of table, on his there was 10 Arkanauts which got decimated by the Wraith-axe. Right wing was basically IRBT and 10 reavers againts the rest of his army + summoned Flesh hounds for the 3 Blood tithes I had for my heroes. BT came in clutch exploding on 1 6, hitting both Arkanauts, Endrinrigers and Khemist in process, with the rest of the attacks went to Endrinrigers, Hounds took care of the rest of the Arkanauts and after battleshock he was left with 3 Endrinrigers and Khemist with 1 wound left. After his part of the round he was left with 3 Endrinrigers and one Khemist on the side of the now dead Skullreapers and that was it. We called the game right there, as I would most likely kill the rest by round 4. Warriros and Deathbringer never really got into fight, my second priest just summoned the Wraith Axe and buffed reapers. - Not much I can say about this game, as it is with heavy melee vs heavy range armies, whoever wins the second round won the game. -BT swing to 4 units was basically what decided the game, as their poor bravery kicked in -Skullreapers output was really devastating againts the Endrinrigers and Thunderers, around 5 MW + 14-15 attacks got through, its just great you dont need to collect skulls anymore and get the full power on round 1 2. Game was againts Fyreslayers, Realm of Metal I believe (-1 save for being behind cover when chosen by enemy). 5 objectives in a star formation, controlling opposing corners was worth 3, individualy 1 and center one for 2. Opponent played something like 30 Vulkite Berzerkers, 10 Vulkite Berzerks with Shield,1 Runefather on Magmadroth, 10 Hearthguard Berzerks, Battlesmith, Runesmith. He chose to go first, moved up for objectives and deployed 30 Berzerkers right behind me, which I was counting on, prepared a pretty thin line for him so not much could get to battle at once, and had my Skullreapers and BT in the back ready for them. This is where the game got kinda RNG skewed because I rolled 4 6 with my BR on them and they lost good 13-14 dwarfs with regular attacks, he managed to get only like 5 or 6 dwarfs in to fight with Skullreapers and managed to do 2 wounds to them, then they just sealed the deal by killing another 7-8 dwarfs. Meanwhile in the middle warriors took the middle point and limiting the number of unites he could get around the point. He won second turn and marched his Hearthguards on the warriors, however they were holding their ground really good and survived the double attack while packing a punch back, due to the terrain + altar and the way my warrriors stood he was unable to get the Magmadroth in fight, so with Bronzed flash and support from two priests and Wraith-axe and Deathbringer and Bloodsecrator they actually won the fight in the end with I believe 3 guys surviving and taking the point back. While his other 10 Berzerkers with shields were stuck in fight with Reavers on the other flank who kept them locked in it. We sadly had to end the game there due to time (it took us long time to set up, plus he were not familiar with new Khorne and I was not with Fyreslayers) so the killpoints decided the game, but I believe I would have tabled him in the upcoming turn or two, as all I lost was 7 warriors in total and one unit of Reavers. -BT was clear MVP of this game, evaporating the 30 berzerks basically took all the tooth and claw from the dwarf and he was just left there in the middle with no backup plan. -This time the Goretide ability of rerolling 1s for wounds for warriors and reavers actually kicked in and was very helpful, rerolling both 1s for hits and wounds increases the number of attacks you can squeez in by a lot and was super easy to activate it due to 5 objectives in the play -Deathbringer got to swing in once killing a few Hearthguards, the -2 rend with gorecleaver is very good and basically our only solid option of -2 rend with BT. However got piled back by the Hearthguards managing to evaporate him in single strike, proving once again that 4+ save and 5 wounds is nothing -The way I could have setup the Altar in this scenario was just too damn good, managed to create a chokepoint and also managed to hide Secrator behind it while making Priests stick around it very easily. 3. game was againts FEC, -1 to bravery to Stormcast by realm, 3 objectives in the middle verticaly while 1 of the being worth 3 points for the round. Opponend played really heavy Courtier/Flayers list with 2x6 Flayers, 1x3 Flayers and 2 Batheroes (Im really not familiar with the FEC, sorry), summoning Varghulf and 3 Crypt Horrors. Boy, oh boy arent the new FEC annoying. I started by creating a line and just moving forward, fullbuffing Skullreapers and stationing them wholy withing forest, thinking they will be the key to plowing the Flyers down fully so they cannot get the models back. Reapers went on sides without any support while the rest went down the middle. Also managed to summon Axe which I parked next to BT, so he had two sides covered (second one by terrain), towards the side he had 6 and 3 units of Flayers so he cannot YOLO the BT. Yeah, well, on his turn he moved by his stupid 14" and yoloed the skullreapers without giving them a chance to strike back at all with the double attack also killing Stoker who was hiding behind them. 5+ rolls on MW back proved to be pretty unforgiving at times. Summoned Horrors were taking care of one of the reavers without any support, the other reavers got taken care of by Varghulf and the 6 Flayers. This is where the Axe proved extremely good and I believe it was the only reason I managed to get back. The 4+ hit on Flayers debuffed to 5+ proved to crucial and the damage output was also great, striking two Flayers units AND due to the big body also blocking one whole side of the BT so only two flayers could get in at time protected my BT from getting annihilated on the first turn. Lucky for me the 3 point objective jumped to middle, which was the only one I was controlling. Opponent won a double turn, returned two Flayers models I managed to kill with counterattacks and proceeded with the swift killing he was delivering on the round one. His 6+3 Flayers got in combat with Bloodsecrator, BT, one Slaughterpriest and Deathbringer. However both units had to be withing the Axe now and whiffed most of his attacks because of the -1 to hit, I believe each of the models suffered 1 wound exactly. His other 6 flayers+Varghulf from the bottom were trying to get to the BT from the otherside, however the Warriors were in the way so he had to deal with them first. And oh boy did they deliver being the Anvil of Khorne. The unit with Bronzed flesh whistaned all their double attack pummeling and managed to in return kill one with No Respite and another with classic attacks., due to the 3 rr1, 4, rr1 attacks with Goreaxes+Goretide just being so great. BT however whiffed his attack completely, proving the 4+ rr1 on hit is his biggest weakness. Deathbringer managed to deliver some beating, but the priest and secrator not much, in total killing and damaging 1 flayer in each unit. In my turn I managed to do some extra wounds with Blood boils and Axe, however I had all the units except of one Priest in combat so there was not so much moving. I decided to summon 3 Bloodcrushers to get them in the fight ASAP as there were only 3 warriors left, luckily they managed to charge and do 3 MW on the charge. I activated BT first and Carnage it was, rolled 2 6, dealing 8 MW to all three Flayers unit and Varghulf, leaving a model or two here and there, which were no issues clearing up with the rest of the force. Again, time was up due to army introductions again, victory points were a draw, but I won on killpoints as I killed all his 6+6+3 Flayers and Varghulf. Wont do my observations from this game and will just do all of them together: -Wraith-axe just proved to be super godly, deciding one game for me by itself, managed to summon it every game with the rerolls atleast once -Slaughterpriests, played one by the altar for rerolls on Judgements, one with Secrator due to Gore Pilgrims -Gore Pilgrims were fine, but I just thing Slaughterborn now will be much better, the extra 8" did not make a big difference as you still cant reach the other flanks -Altar rerolls are crucial, the -1 to cast will not have effect 90% of time due to it being in your deploy zone, heavily dependent on scenario being played -BT proved that he can be the big bad hammer we need even without any daemon support or synergy, having the key roll for me in all three games -Reavers are still bad, Goretide rr1 to wounds increase their damage output a little, but still nothing relevant and I will rather take Hounds next time -Never actually used the Goretide command ability, the only time I would have would be the 1st game vs Kharadron where there was fire realm, meaning I would be taking 2d3 MW on my warriors -Skullreapers are still great, whipped + killing frenzy makes them way too killy for 180pts, no longer need to get the skulls rolling to get the rerolls is just great and I will gladly sacriface it for the way they are now... the only thing I dont like is the loss of rend, I would rather have 4+/3+/-1/1 than 3+/3+/0/1 -Goretide+Goreaxes is just great on warriors, I will next time however try Gorefists, as I had no time to change them before the tournament this time -Deathbringer is great with gorecleave now, delivering some sneaky punishment, but is very squishy and I will probably not use him next time and will rather put Ghyrstrike on BT or something Sorry for the big wall of text, hopefully my observations will be helpful to some here who actually sees the potential in the new book.
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