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Rune

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Everything posted by Rune

  1. The army that won the South Australia Grand Tournament was Khorne with no Slaughterhost. Running dimensional blade and 5+ FNP on Karkadrak. It's only slightly less damage for 33% increase in survivability. I don't know about which artifact you'd choose as your second, but it could be anything (as you got no restrictions) that you would find that suits you best. Again, I'm new to Khorne, just wanted to give you an idea to perhaps build on
  2. Since you asked - I've got a new list to show! Basic ingredients of the list: Allegiance: Khorne- Slaughterhost: Reapers of VengeanceLeadersBloodsecrator (120)Skarbrand (380)Slaughterpriest (100)Slaves to Darkness Daemon Prince (210)Battleline40 x Chaos Marauders (300)20 x Chaos Marauders (150)BehemothsChaos Warshrine (170)Endless Spells / Terrain / CPsHexgorger Skulls (40) That's 1470 points. There are few direction to go from here. Add more Marauders and supporting units or what I prefer add Gore Pilgrims, a Bloodstoker and Bleeding Icon: LeadersSlaughterpriest (100)Bloodstoker (80)Battleline10 x Bloodreavers (70)5 x Blood Warriors (100)BattalionsGore Pilgrims (140)Endless Spells / Terrain / CPsBleeding Icon (40)Points: 530 - Total 2000 Skullshard Mantle probably goes on the Bloodsektrator, and Gryph-Feather Charm on the Demon Prince. I could also go offensive and go Rune Blade on him, but honestly, there is so much shooting in the meta, and I think that it's against those armies that I'll have the biggest difficulties. DP and Skarbrand can fight twice. Warshrine + Bronzed Flesh makes the Marauders a re-rollable 4+ save for a tanky turn 1. Insane movement too. Going a different direction could be adding a Darkoath Chieftain, 2*20 more Marauders, a Bloodstoker and a command point. I think this list can really do some things.
  3. If you don't take one, you can get a better artifact and a 5+ FNP on Karkadrak, making him extremely tanky and killy. Just an idea
  4. I've gotta read the whole paragraph that's all. Cheers hah
  5. I think technically you can summon the same judgment twice in the same turn, as long as you are bringing two. I can't see in the rules where it is stated that it is not possible. Neither in the FAQ.
  6. As a noob, can I ask why you are going slaughterhost Goretide?
  7. Awesome with all this feedback, and it's exactly TTS I was going to play it on, so I don't mind the build in regards to painting. Been playing quite a bit of TTS. I guess Chungus Lord refers to the Chaos Lord on foot. He can get the Chaos lord on Karkadrak to fight twice though, so it isn't just as a beatstick. Not saying it's worth to run him without Marauders though. I think I'll probably end up with 3 builds and tesing all 3. One focused on MSU Reavers, one with Marauders and a mix.
  8. Hey man thanks for the heads up. A few things there I didn't realise. Firstly, let me just say - what a stupid idea to put reavers on 32mm bases. I thought they were on 25s. That just ruins the entire purpose of them in that list. They could cross the board with that slaughterhost, and they would get to re-roll wounds, being a turn 1 threat. But I won't be able to fit them in the 16" radius from their own warscroll anyway - and then yes Marauders will just be better. I also didn't realise the warshrine didn't buff Mortals, but only Slaves to Darkness. I really wanted that gimmicky turn 1 charge across the board with a ton of attacks. Marauders could be the way to go. Those are probably better in nurgle though, simply due to Blades of Putrification and run and charge. But I'll look down that path. Or MSU Reavers. If I run Gore Pilgrims and Reapers of Vengeance, then I am basically running my other list. So I didn't want to go down that route really. Thanks for the tips though, very appreciated. I will continue to look into making other lists work. Cheers!
  9. List feedback session! Quite new to Khorne. Curious what you think of this build. I've also done a Reapers of Vengeance and Gore Pilgrims build, but this is something very different. Idea is to have the Bloodreavers able to cross the table turn 1. Get a lot of attacks in, with the Bloodsecrator and batallion. There is fighting twice from the Chaos Lord, which can both go on the reavers of the Karkadrak. Warshrine and slaughter priest to buff. Skarbrand to deal with things like Mortek Guard. What do you guys think? Allegiance: Khorne- Slaughterhost: The GoretideMortal Realm: ChamonLeadersChaos Lord (110)- Reaperblade & Daemonbound SteelChaos Lord on Karkadrak (250)- General- Command Trait: Hew the Foe- Artefact: Rune BladeBloodstoker (80)Bloodsecrator (120)- Artefact: Thronebreaker's TorcSlaughterpriest (100)Skarbrand (380)Battleline40 x Bloodreavers (240)- Meatripper Axes40 x Bloodreavers (240)- Meatripper Axes10 x Bloodreavers (70)- Meatripper AxesBehemothsChaos Warshrine (170)BattalionsDark Feast (110)Endless Spells / Terrain / CPsWrath-Axe (60)Hexgorger Skulls (40)Total: 1970 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 147
  10.  You can always headswap them and turn em into statues like I have done here
  11. They aren't only good in groups of 10. But they are probably best used there, since their longrifles are great, which they can get 3 off if you run 3 groups of 10. Crossbows doesn't have the same leader bonus, and are much weaker when reduced to under 10, so it's best to run them in larger numbers.
  12. I suggest using a Knight-Azyros instead of one of your Hurricanums. Re-roll 1s to hit adds more damage than +1 to hit when the unit deals mortal wounds on 6s. Or perhaps do both
  13. There is some really interesting things in your list. At another point in time i'll spend some time actually trying to build around your list more, but I don't have the time right now. Solely advice on your build and not in regards to whatever fluff you want to run. The list is solid, you can win games with it. If you are asking if there is a better list out there, then I would definitively say yes. I have written my pointers below based on your other comments.. the hardest hitters are the two last. Pointers: Double turn risks You'll want to play it out by playing passive the first two turns and chip away at the enemy, likely be behind in points, and by turn 3 start trying to catch up. If you instead go for a turn one alpha strike in the middle, you are running a huge risk against a lot of armies as they can get a double turn and absolutely run you over. If that's how you like to play, then that's fine, but you will leave it up to the dice. You also only have limited range on all your shooters, so if they screen you off well, you won't get enough value out of the risk. Map control When you begin catching up you have nothing to run onto points with. Shadow Warriors is your only bet, but when they are on the board, thats where they will be. They can't teleport again like Tree-Revenants, which is why you see a lot of people using those. Consider if you really need that extra shooting, or the extra utilization could be better with Tree-Revenants. You also do not have something like (there is nothing like it tbh) Phoenix Guards to run up towards the enemy and take inches. Lack of command points You say you don't want to put all your eggs in one basket in T.E because the Hurricanum will provide a +1 hit & +1 wound buff. But that is exactly what you are doing with your Freeguild General, just at the cost of a command point, and an added cost of an even heavier mobility penalty on your units. Your damage drops 20% if you don't spend that command point (or if the 5wound hero dies). That's a lot. It drops 25% if you don't spend one on giving your Irondrakes +1 to hit with the other command point. Battleshock Immunity You do not have any battleshock immunity at all, and no command points. You will loose a lot of units from battleshock against a lot of armies. Tempest Eye and Hallowheart both has that. Another option is using Phoenix Guards since they'll be battleshock immune around your phoenix. Take this T.E list below for instance:Anointed of Asuryan on Frostheart Phoenix (320)Runelord (90)Celestial Hurricanum With Celestial Battlemage (280)Battlemage (90)30 x Irondrakes (450)10 x Longbeards (110)10 x Irondrakes (150)30 x Phoenix Guard (420)Soulscream Bridge (80) You get more damage (with only 1 command point compared to your list even if you spend 2). You get battleshock immunity on all units. You get 30 Phoenix Guards vs Bleakswords and Shadow Warriors. You do lose 3" range though. You also get something to fall back on if your bridge fails, as the 3" move can get you somewhere. (Possibly sway out 10 Irondrakes for Freeguild Guards and Tree-Revenants) Please share some battlereports! Enjoy your list!
  14. I haven't had the opportunity to play this in a tournament. I reckon it would do fairly well, though I can't say for sure. Due to Covid-19, I havent been able to test against many meta armies. I've won against heavy magic and shooty Saraphon lists, and I've won on Focal Points, shifting objectives, so don't see any issue with being spread out across the map. That's a great suggestion. Perhaps a Hurricane Raptor unit with a couple of birds could do really well too. Going to play around with a list that has birds, cheers! Only issue I've got is the 1/4 limit to SCE. Since I really enjoy the Knight Incantor in that list. If anyone wants a game through Tabletop Simulator here in the corona times, you are welcome to hit me up
  15. It really is loads of fun. Currently my favourite list. The heroes and Phoenix guard are the core of the list. Flagellants too, but you can also use Freeguild Guards with halberds. For the rest I've been using various different units. The Flagellants die so easily. They'll buff your whole army with +1/+1 for the entire combat phase. Try and put your opponent in a situation where he is likely to give you that buff. If they charged they have +2/+2 themselves, and with the Phoenecium command ability they get to fight when they die. Which triggers their own warscroll ability, so a unit of 10 will get 37 attacks on +3/+2. Behind them you've got your Phoenixes. One to drop mortals on their backline (consider giving it Thermal Rider cloak, possibly accompanied by Gyrocopters), and one to engage with the enemies strongest unit. Knight-Azyros is there to provide the Human keyword for Flagellants, but also to be a tanky hero with great movement they can keep the +1 save on the Phonixes by being within 12" when he heals them. Re-roll 1s isn't too bad either. Battlemage is there for Phas Protection and another source or command points and +1 save for the Phoenix. Behind the screen of Flagellants there are the Phoenix Guards. Who will hit on +2/+2, and re-roll all hits and wounds for great stable damage. Lastly I've been experimenting with different high damage units to really benefit from the "Death frenzy". Wild riders are pretty decent. Demis could be used too. Also tried with a Prime. Greatswords is what I'm going to try next. Give it a try! I can try and record a game next when I have one, but the sound will be in Danish so might not be so interesting for you.
  16. I've been using this list a few games with slight modifications. It's honestly quite powerful. Phoenix flaggelangs.pdf
  17. Almost all shooters are better when not having moved. If you're using Handgunners you don't need screens, they are a screen in themselves. You can use them with the Hurricanum and ignite weapons to get them to 2+/2+. Use a Soulscream Bridge go get them in.
  18. Stick to the flair with the general. However, a Frostfire Phoenix and Phoenix guards should probably be your first investment. I would remove the Knight Incantor and Comet. I'd get the horde discount on the Freeguild guard by going for 40. Also great for warding brand. I'd also change the 2 shadow warriors to 2 Tree Revenants. They can teleport every round, which is critical in a build like yours to move around the map easier. I'd go 30 Handgunners and 30 Crossbowmen, probably not worry about not having a retinue. I'd remove the batallion, and change that for another wizard and a command point. You'll have 3 wizards, they could have Phas Protection, Transmutation of Lead, and Wildform/shield of Thorns. I'd get Geminids, portal, bridge and, a fourth of your choice (purple sun or Balewind probably best).
  19. What other units do you have? I've ran a very similar build as yours before. What I've concluded. Not that fond of the batallion, since the drop count didn't matter that much nor the artifact. Issue is you do run a Freeguild general so you might need it. I ended up changing to SotW for that reason. Not that fond of the Knight Incantor and comet either. Did do some crash things but did it help in the difficult games? Nah not really. To help you, what units do you have?
  20. Is the extra command point worth it over perhaps Emerald Lifeswarm?
  21. I think you are correct with your logic. It'll largely only be a minus for the first Flagellant unit to die though, onwards in that turn it'll be almost the same. An added bonus is that the model gets to fight, so it can pile in another 3" and then do the attack, possibly on a different model than what it at first seemed to be fighting.
  22. Appreciate the input! Three reasons to your points for why I'm first going to try them in small units of 10 - at least at first. It's so important they die, as that's how I get the +1/+1 from the battle trait. I don't want the opponent to have too many options in their combat phase to select a unit to fight that won't kill one of my units. The command point is on models within 12", so no conga lining into range. As you say, I won't have a lot of command abilities, so they will lot be used for rerolling 1s. Might have to buy a command point. I'll keep you posted on how it goes.
  23. Have you tried using them in Phoenecium? I'm going to attempt a list with 6*10 Flagellants. When one group of 10 dies, which they'll do easily due to the +7 armor save, then that same group gets to fight back with the Phoenecium command ability. And since more than 5+ died, that's 40 attacks back. They'll also be at +1/+1 due to the Phoenecium battle trait. If they charged too, that means they'll do 14 damage back on a +4 armor save unit.
  24. Going to experiment with flaggelants in that now. The way I interpret the rules, they will get buffed up and able to fight buffed before they are removed. Could be sick.
  25. I've been playing this Phoenecium list with success. Setup your guards with halberds as screens with the phonenix guard right behind. The phoenixes also behind that. 1 gyro on each board edge and one in the middle. Wild riders on the charge are great. Select them first and activate your command ability so they fight again when they die. Engage with Gyros too preferably in a way it'll die. That way everything that is left gets +1/+1. Flamespyre Phoenixes and Gyros drops bombs. Two Phoenixes can provide battleshock immunity and re-roll 1s on your Phoenix Guards, who become very killy when buffed. Very fun list - and works wonders too! Allegiance: Cities of Sigmar- City: PhoeniciumLeadersAnointed of Asuryan on Flamespyre Phoenix (300)Anointed of Asuryan on Frostheart Phoenix (320)- General- Command Trait: One with Fire and Ice - Golden Mist- Artefact: Phoenix Pyre AshesBattleline30 x Phoenix Guard (420)10 x Freeguild Guard (80)- Halberds and Shields10 x Freeguild Guard (80)- Halberds and ShieldsUnits5 x Wild Riders (130)5 x Wild Riders (130)5 x Wild Riders (130)1 x Gyrocopters (70)1 x Gyrocopters (70)1 x Gyrocopters (70)BehemothsFlamespyre Phoenix (200)Total: 2000 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 128
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