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Troll.exe

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Posts posted by Troll.exe

  1. So what is everyone’s first turn strategy so far? I feel like the most important thing is blood tithe generation and prayers

    So far I’m having good results from BoUF priest, 2 slaughterpriests and a bloodmaster.

    Blood sacrifice Skarr

    summon the axe and kill skarr

    bronzed flesh and killer instinct on Mighty skullcrushers

    murderlust as required

    roll to res skarr

    3d6 charge on Mighty skullcrushers if required to alpha pin

     

    Obviously dont always get the prayers off. Sets me up for murderlust every hero phase and overflow tithe into summoning with BoUF to get them into combat that same turn.

  2. 2 hours ago, Grimrock said:

    I think we might have to wait for a review that actually shows the new army book, the current ones are too vague or imprecise to really get a feel for the nitty gritty interactions. If I had to guess the hero phase tithe abilities will probably happen at the start of the phase and the prayers would be after, but I could be wrong.

    Honestly I'm having problems getting a good feel for the book in general. Maybe it's just because I can't see everything in front of me, but it seems a touch flat so far. There are improvements here and there, but they're generally only enough to just barely cover the the buffs we're losing. Heroes have gotten better which is great, but they're generally only going to a level they should have been from the beginning. I'm not really excited for any of the units other than skullcrushers and bloodcrushers. So much has stayed more or less the same but that kinda sucks when what they were was so miserable. I probably just need to get it on the table but that'll have to wait until we can get a better look.

    The waiting game is definitely getting to me lol. After so many years…

    My gut feel was the same as yours. I did just see a post from a prominent Khorne player however stating “best Khorne book yet” after a few games. 
     

    I Feel like Blood sacrifice and the new movement prayer combined with the bloodtithe movement will be absolute main stays.
    I’m also picking the double activation with WoKB and another bloodthirster with the fights at the start artefact will be key. With the added survivability at range and the ability to close the gap, that will be a devastating combination.

    • Like 1
  3. One of my main issues in the past been has been, once Skarbrand and your skullreapers are down, there’s nothing really left that does any damage with save stacking. Seems like Bloodletters are an auto include for me now. Probably 2 or 3x20. 20 two ranks deep with a bloodsecrator will do work and if you lose some key threats you can throw some CPs at them to really kick it up a level.

    Khorne is definitely still in trouble moving forward but having punchy battleline instead of just screens is a bit of a buff.

    Off the top of my head I’ll be running something like this

    Skarbrand

    slaughtpriestx2

    bloodsecrectorx2

    daemon prince

    3x20 bloodletters

    5 fleshhounds

    5wrathmongers

    skulls

  4. So after being left out of broken realms and let down over 2 quarterly updates and a white dwarf release, how about some positive speculation?

    The rumour engine on the 22nd of feb is a new valkia sculpt. She’ll be the new hero released with the battlebox in conjunction with our new tome. Based on the dates of the Nighthaunt rumour engine compared to the tome release date, my hot pick is 9-12months from now. 

    Whats that you say? We just had a white dwarf update, that means there’s no tome on the horizon.

    Nighthaunt had their white dwarf update in December and their tome is up next.

    • Like 1
  5. Well at least we’ll still be the worst army when our tome finally drops lol. It’ll have to be good at that point.

    How promising is it though to finally receive some table/army wide buffs without any range restrictions. Absolute breath of fresh air. Gives me hope for the tome.

    • Haha 1
  6. 20 minutes ago, The Red King said:

    I'm really tempted to try Skarbrand myself but he'd change my whole list as obviously I'd have to go reapers.

    Archaon is everybody's winner. I refuse to use him as he doesnt suit the theme of my army.

    Skullreapers look neat but every unit that does the same thing as bullgors usually loses out to bullgors for me. Though they do kinda demand a CP for effect.

    Princes are awesome but not particularly for damage statistically so I'm curious what you'd want 2 for other than spreading out the amazing CA?

    That’s one area I haven’t explored at all, Beasts of Chaos. I’d be interested to hear some findings there for sure.

    Basically what I do is send my Daemon prince in on his finest hour equiped with the axe. Use At the Double on my wrathmongers and keep the bloodsecrator close. Get him to 5 attacks per profile, hitting on 2s reroll 1s, wounding on 2s and double attack at the start of the combat phase. Averages out to about 16 saves over both attacks at 2 damage. Half no rend, half -2 rend. 

    Im going to try out that combo for two consecutive waves most likely turn 2 and 3. Probably put Deathdealer on one and the Crimson Crown on the other. And you still get a normal activation too.

  7. So I ended up playing every day for the last two weeks. I decided I’d try out as many options as I could. This is some observations I’ve made.

    In AoS3 vanilla strong warscrolls have a massive advantage over an average warscroll because of the limits of applying buffs and the impact of save stacking. Which is definitely exaggerated for us with very little access to spells and the new prayer limitations.

    Big winners for us would be Skarbrand, Archaon, Skullreapers, Daemon prince

    Gore tide doesn’t really work anymore without S2D generals so Reapers is the obvious and only real choice. Especially now the Daemon Prince is almost an auto include. 

    Its almost worth taking 2 Daemon Princes, the double attack at the start of the combat phase while on finest hour and +1-2 attacks is pretty crazy. Having two waves for round 2 and 3 is where I’m looking next tactically. 

    Battleline options are basically flesh hounds and or reavers. 3x10 reavers as soon as you go into S2D.

    Priests;

    Slaughterpriests are fairly disappointing but still required in a lot of matchups. 

    Warshrines are so much better but then you’re obviously limited on S2D builds.

    Overall we still seem to need prayers, even if it’s only to negate debuffs.

    Cohesion;

    Anything that has to fight 2 ranks deep is fairly average now except of course Marauders. Mighty Skullcrushers would be fine as battleline since you’re saving on the screens I believe. Didn’t get a chance to test this. Other then that fairly average.

    Wrathmongers, Bloodsecrator and Bloodstoker are all really solid. Only really need to use At the Double once and they’re right up where they need to be with the smaller board size. 

    Marauders with reroll hits and Curse seems like the only way to kill Gotrek in one phase.

  8. 12 hours ago, Skarband said:

    Hello guys next week I will take part in the tournament 2000 points scenarios: Feral Foray, The Vice, Tectonic Interference I would love to try my strength with mighty Skullcrushers I have their 18 question what else to put in the list will many top armies help?

    I’d do something like this,

    The flayed

    warlord and command entourage battalions 

    Jug lord - general

     Bloodstoker

    Bloodsecrator - Brazen rune

    Daemon Prince - amulet of destiny

    Slaughterpriest -

    blood sacrifice 

     Aspiring Deathbringer - the slaughterhelm

     

    3x6 Mighty Skullcrushers

    5x Skullreapers 

     

     

  9. 8 hours ago, The Red King said:

    How does Belakor increase Skarbrands speed of engagement?

    Not his speed, his survivability. I suspect Be’lakors Main role in that list is to negate a strong unit, in unfavourable matchups, for 1 turn. Allowing Skarbrand to close the gap and make it into combat every battle.

  10. 6 minutes ago, Fuchur said:

    Hi all,

     

    got my first game against Nurgle Demons in a few days and I absolutely don`t know what to expect. Any advices? I`ll go heavy Thirsters incl. Skarbrand.

     

    Expect debuffs, I’d take killing frenzy to negate -1 to hit. Decent magic but limited + to casting in my experience, I’d take some anti magic or decent unbinds. Heaps of potential for mortal wounds when they take damage on their daemons. 

    I’ve had a lot of luck just screening up and timing my waves. Double screen Skarbrand to protect yourself against a double turn. If you get him in under your terms you’ll do well. BoIR can struggle with their debuffs a bit. 6” pile in works well.

    Watch out for plague drones, they can stack heaps of attacks on them. If you take out the GUO they lose a lot of buffs. The smaller daemon support  hero’s are really good and they can summon them back. They close the gap reasonable quick.

    • Thanks 1
  11. I suspect he’s using Be’lakor to get Skarbrand into combat round 2 regardless of shooting. The brazen rune on the bloodsecrator Makes me think he’s attempting to keep Skarbrand at +2attacks. Going for the classic - biggest damage combo in all of AoS

  12. Chaos warshrines are just so much better then a priest now ah.  Not much more points and actual survivability. It’s just such a gamble taking a judgement with a slaughterpriest when 6 wounds can be shot or mortal wounded off the board. If only Marauders we battleline, we’d be in fairly good shape I’d say.

  13. 3 hours ago, Salyx said:

    You can still build Archaon with flaming weapons by equipping a hero with the book, so that He can cast Flaming Weapon. That uses up all your enhancements, but it is possible. 

     

    About the Bloodthirsters: You can never have enough Insensate Rage Thirsters ;) . For tactical reasons, the Unfettered Fury Thirster seems to be the most viable because of that 6" pile-in.

    However, the Wrath of Khorne Thirster has some nice abilities as well. In Reapers of Vengeance, he can unbind 2 spells with a +2 Bonus and his shooting attacks are a nice Bonus. His command Ability looks good on paper. Nevertheless, it is outclassed by the Unfettered Fury Thirster's Command Ability. 

    Skarbrand is the worst choice for Bloodthirsters. He can be devastating in melee if He gets there. If. He cannot fly, so he can be screened. He has 0 extra protection compared to other Thirsters so the opponent will put much effort into shooting him off, which will, depending in the army, not be very much. 

    I have run Khorne daemons exclusively since our last tome and Skarbrand is definitely not to be underestimated.

    If Skarbrand is on the board your wrathmongers become your second most valuable asset. Run a double screen in front of him to allow for losing a priority roll. Blood sacrifice to get up to 3 blood tithe quicker to position him. Fight screens with screens. When he’s in range run your screens to the side. Target an area with at least 2 units within 3” of each other. If you need to use Murderlust now is the time. Run your wrathmongers up beside him in a Congo line to reduce their footprint and keep them out of the way and keep that bloodsecrator in range. The idea is to make the charge on a unit, pile in around them and attack the second. You have to ensure that you don’t kill everything in the first attack(which is easily done at +2 attacks). Pile in again towards more valuable units in behind. If you had to leave something alive behind to a stay in combat, clean it up on the second attack. You can essentially pile in 5” away from the wrathmongers and delete everything within 7” regardless how you roll on slaughter because carnage is still going off on a 1. Aim to execute in the top of a battle round so you have 2 combat phases at full strength. Try and time relentless fury with his death, with maximum wounds applied before removing him from play he’s on his highest damage profile. If it’s your opponents combat phase stack relentless fury with Leave none alive so he attacks twice after they’ve killed him.
     

    You can split attacks as Necessary to leave enough alive for the retaliation to inflict roughly 7 wounds. If I’m in that type of scenario, maybe I was forced to make my play at the bottom of the battle round, I’ll often aim for 7 wounds inflicted in return. If I lose priority I’ll use murderlust to move a screen in to protect him or relentless fury. A 3+ on carnage seems to be the sweet spot for subsequent rounds.

      48-96 mortal wounds going off on a 1+ plus 22 attacks on slaughter has won me the game countless times. It’s a bit of a game of chess to get him where he needs to go but it’s doable and absolutely devastating.

    • Thanks 2
  14. 8 hours ago, Salyx said:

    I do Not think that Bloodthirsters are ging to be really good in AoS 3.0, because one of their main strengths, bringing - 2 Rend to the army is kinda negated by the Modifikation cap. Most units can still save a BoIR's attacks on a 4+ or 5+, where every save really hurts. Furthermore, the meta is still very shooty, with KO, Cities and Lumineth still dominant. 

    I guess the better Route is to go with units with many attacks or Mortal Wounds or both. 

    So for me the meta units in Khorne are units like Marauders, Chosen, Bloodletter, Skullreapers and Wrathmongers and perhaps even Bullgors or Ghorgons. These units receiving attack buffs can do some serious work. 

    For me a unit of 10 mongers is an auto-include because of their attack buffs and their damage Potential with at least 41 attacks, dealing Mortal Wounds on death and piling in on death via Skarr Bloodwrath. 

     

    Yes I agree -2 rend is a bit of an issue, that’s why I suggest taking Deathdealer on BoIR for -3 rend. And of course Skarbrand doing 48-96 mortal wounds with 1 attack profile always helps lol.

    But yea against shooting it’ll always be hard work. Competitive Khorne starts and ends with Archaon.

    • Like 1
  15. I believe a genuine combination for a single combat phase will be Rejoice in the slaughter on Skarbrand and BoIR. Leave none alive on Skarbrand and All out attack plus killing frenzy on BoIR equiped with Deathdealer.

    You still get to hit first with both of them and BoIR will still delete most things without the second attack.

    Leave none alive on Skarbrand is pretty hard to give up still. Even just the ability to use one model/unit as an anchor point and pile in around and away from them twice. By the time you add the 2” range you can really open your opponent up.

  16. The issue isn’t that Khorne isn’t any good in 3.0, the issue is that only a few select units are good. People don’t want auto includes, to have to paint up a complete new 2k list because nothing they have is usable.

    Archaon in Khorne is a close second behind Tzeentch marked. He’s essentially unkillable and pumps out the damage.

    Khorne daemon prince is miles ahead of the other marks. One of the best CAs in the game.

    I have no doubt that Khorne will be competitive with these two. But that leaves us with Reapers as our slaughterhost every battle. And that’s the first 1100ish points gone straight off the bat. Not a lot of room to experiment. 

    • Like 2
  17. 42 minutes ago, Lord Krungharr said:

    Is there a good way to ensure Skarbrand makes it into combat at the right time?  All I can see is a reroll charge ability from a bannered Bloodsecrator or whichever other Thirster does it, and then an Unfettered Thirster for 6" pilein.  Bloodstoker doesn't intimidate Skarbrand enough anymore.

    Maybe the Slaughterpriest with Bloodbind?  I've never tried that one.

    I’ve used blood tithe movement on many occasions to move around screens or close the gap so he’ll make his charge. He has reroll charges vanilla also remember.

    If I’m expecting screens I’ll often take blood sacrifice, expecting that I’ll need that blood tithe movement earlier in the rounds.

  18. The issue with curse is the 9” range. I doubt there will be a lot of opportunities to be charging a cursed unit. If this is possible I guess flesh hounds would be best with Leave none alive and reroll ones.

    The best use I can think of is Mighty Skullcrushers. Sit 6-9 on an objective with a priest behind them and give them bronzed flesh and or all out def depending on what sort of rend is coming your way. Take the hit then curse them in our turn and buff +2-3 to attacks as required. 

  19. Definitely seems like the 5+ roll should of been faq’d, but I don’t think we should be worried about it. Could quiet easily be another wave of faqs. Even if it stays it’s far too early to know what the impact is. Everyone has effectively had a nerf so we’re not alone.

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