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Bloodgut

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  1. I'm really liking the way Khorne is looking in Warcry. The mortal side anyway. The Daemons look ok, but don't have many options and list building with them seems quite restrictive. Basically a couple of Fleshhounds and/or Bloodcrushers with as many Bloodletters as i can fit. The mortal side is where the interesting options come into play. Starting with Daemons Abilities ======== Blood for the Blood god is really nice at a double. Its Rampage, but with the condition the unit has taken down an enemy during the activation. Most warbands dont get something like this for less than a triple. The Bloodletter double is also not to bad. Increasing crit damage for attacks. on a 1/2 its worse, 3/4/5/6 better than onslaught. The Fleshhound double allows for a bonus move within 6" of closest enemy, basically meaning you get move for free allowing for two attack actions. The Leader triple gives +1 attack to units within 3" if an enemy is taken down. Similar to other Warbands The Bloodcrusher charge is meh The Quad on the Flesh Hound leader is only good with a high roll, 5/6, otherwise i would just use Rampage . Units ========= Only 3 Units here, The Bloodletters are our chaff unit. At 70 points they are one of the hardest hitting units in the game for under 100 points, Pretty much the only units under 100 points that hit harder than cost more points. They aren't particularly tough though at 3 toughness and 10 wounds, so kind of glass cannons. The Flesh Hounds and Blood Crushers are kind of competing for the same spot it seems. They have the same melee profile, but the Bloodcrushers cost 15 more points, get 10 more wounds, but 2 less movement and a worse ability. Both are kind of a little bit too expensive for their melee profile though, but the Blood Crusher is quite tanky for his points cost. Leaders ========= 3 Leader Options. The Bloodletter leader costs over twice as much as a regular Bloodletter. He gains 10 extra wounds but at toughness 3 is quite a squishy Leader. Makes great use of the Bloodletter ability though. Decent if you want a cheaper Leader The Bloodcrusher leader and the Flesh Hound Leader are pretty similar. They have the same points cost and attack profille, but the Bloodcrusher leader only has 5 extra wounds over the Flesh Hound leader and the regular Bloodcrushers. The Flesh Hound leader retains his extra 2 movement over the Bloodcrusher, but gets +10 wounds over the regular Flesh Hounds. The Flesh Hound leader also gets the quad ability which is ok with a high roll. I'd say the Flesh Hound is probably the best option here. It has a decent attack profile, fairly tough, good movement and has access to 2 half decent abilities. However the Bloodletter leader is also worth considering, especially if you want to say some points List Building ========= There aren't many options here, and there are only so many ways you can build this list. The best way i could start to build a list was to start with a Blood Letter spam list - 1 x Bloodletter Leader - 12 x Bloodletters Then you start taking away Bloodletters and replace with either the Flesh Hounds or Bloodcrushers and try find the break point at which you no longer think you have enough units. One possible list is as follows - 1 x Bloodletter Leader - 1 x Blood Crusher - 1 x Flesh Hound - 7 x Bloodletters If you want to go with a Flesh Hound focused list you could try - 1 x Flesh Hound Leader - 2 x Flesh Hounds - 6 x Bloodletters Or if Blood Crushers are more your poison - 1 x Bloodletter Leader - 3 x Blood Crusher - 4 x Bloodletters ============================== And now for Mortals Abilities ======== Blood for the Blood god is the same as the Daemons. The other doubles are nothing special. The Leader triple is same as the Daemons The skullreaper triple is the same as the Bloodletter double. hmmm. The Wrathmonger quad is Rampage but with a strength buff. Units ============== There is a quite bit more variety here than the Daemons. Starting with the Blood Reavers, the chaff unit. One of the better ones in the game. They lose a point of crit damage compared to the Bloodletters but gain 1 extra movement, which not to be overlooked. They are squishy at 3 toughness and 10 wounds but at only 65 points they are a steal. As far as the weapon goes. Reaver axes all day. Even though they have 1 less strength than the Meatripper axes, that extra more than makes up for it. The Blood Warriors have 3 loadouts. They are reasonable tough for their points with 4 toughness and 15 wounds. The Gorefist option is the cheapest, but does the least damage and the ability is not very good. The Goreglaive looks ok, but its ultimately loses out to the dual axes, they will do more or less the same against toughness 3 and 4 enemies, but the dual axes will edge out the glaive when it comes to toughness 5 enemies. And being 5 points cheaper is clearly the way to go. The Skullreapers are an interesting one. They are quite tanky for their points cost, 4 toughness with 25 wounds, with what i think is a slightly subpar damage profile. This can buffed with the triple ability, but you will need to roll high (5 or 6) to make it worth using over Onslaught. The Wrathmongers. Statwise these guys are worse than the Skullreapers and costing an extra 5 points, but they get do access to the quad ability, but this better used on someone else. The Khorgorath is a literal Monster. He is the hardest hitting unit in the Mortal roster, and the tankiest with 35 wounds. He costs a lot but worth every penny. His ability is not good, but thats not why you are taking him. Leaders ======= We get 4 options for Leaders here. The weakest option is the Blood Warrior Leader. He doesn't really gain anything over his Regular counterpart with dual axes, other than +1 strength and 10 extra wounds. But at an extra 70 points that's a steep price to pay. The weirdest option is the Skullreaper Leader. Costing an extra 30 points over the regular one, all he gets is 5 extra wounds. He still gets the ability but I'm really scratching my head at this one. The budget option is the Blood Reaver Leader. Even though he is the cheapest option, he will do more damage than either of the two above him (5 attacks at 3 strength is better than 4 attacks at 4 strength at 2 damage and 4 crit). He is a bit squishy for his points cost though with 20 wounds at 3 toughness. The best option though is the Wrathmonger Leader. Unlike the Skullreaper leader he actuall gets a big buff over his regular counterpart for only 40 more points. +1 attacks and 1+ damage. He is also your best target for the quad ability. This guy hits nearly as hard as the Khorgorath. Allies ========= Khorne actually has a good few allies. First up is the Aspiring Deathbringer. This guy is another hard hitter. and decently tanky as well. His quad ability is one of the best in the game. Add half the roll value to damage and crits to units within 8. Thats increadily strong even on a roll of 1. If you are bringing this guy, you can legitimately think about not bring the Wrathmonger Leader and take a cheaper leader instead. The Exalted Deathbringers are next up. Identical apart from one has 2 range weapon at 5 strenth and the other has a 1 range weapon at 6 strength. Unless playing against toughness 5 enemies, Bring the 2 range version. They have a pretty useful triple ability. Instead of giving themselves a bonus move and attack, they can pass it on to someone else within 8 of them, after they take someone down. The Skullgrinder is probably the weakest of the Ally options. His attack is 3 range but weak for his point cost. His triple will increase his strength, but he is already at strength 5, so pretty pointless. If this increased attacks instead, then he might have been worth a look. The Slaughterpriests round out the option. The Axe variant hits the hardest of the 2, but only by a little. The hammer and blade option gets a mild 3 range attack to compliment his decent other 1 range attack. Probably just pick the one you like the look of most. The ability is interesting if a little expensive for a triple. You can force an enemy move towards you for the value of the roll. List Building ========== This is wear its gets interesting. You get lots of options here for viable lists. A good option without any Allies would be - 1 x Wrathmonger Leader - 1 x Khorgorath - 1 x Skullreaper - 6 x Blood Reavers with Reaver Axes This gives you some hard hitters in the Khorgorath, the Skullreaper with his triple and the Wrathmonger with his quad and leader triple to buff anyone around him. You could go with a Blood Reaver spam list with an Aspiring Deathbringer, in the hopes of pulling those triple or quad buffs. - 1 x Wrathmonger Leader - 1 x Aspiring Deathbringer - 9 x Blood Reavers with Reaver Axes You could also try an exalted Deathbringer list that can activate the Khorgorath again on the Deathbringer's triple, with some Blood Warriors and Blood Reaver Chieftan as backups. - 1 x Blood Reaver Chieftan - 1 x Exalted Deathbringer - 1 x Khorgorath - 2 x Blood Warrior with dual Axes - 3 x Blood Reaver with Reaver Axes Due to the many types of units across many different profiles and points costs, there are many different ways to run Khorne Mortals. You can nearly always fit in your heavy hitters along side your cheaper options without ever really sacrificing your unit count.
  2. There doesn't seem much here so I'll post my analysis of the warband. Abilities ========== The stand out abilities are the Relentless Zeal which is a better version of Rush, giving +3 movement for any unit. Considering everyone is movement 3, this is going to be our go to double. Hearthguard Berzerkers (including leader Variants) get a nice triple. Bonus move and attack, if more than 5 wounds have been allocated to them. Normal Berzerkers only have 12, so its possible they don't get a chance to activate this before they die. The leaders on 22 wounds though have a good chance of getting this off. However the leader triple is in competition with this giving +1 attack to everyone with 6 inch which can be nice when affecting multiple units already in combat. The Quad adds the die no. to the no. of attacks of a unit. It's better than Rampage only if the roll is higher than the units no. attacks if the unit has to move to get into combat(i.e if attacks is 3, needs 4s or better). If already in combat (so double attacks), then it only needs to be higher than half the no. of attacks the unit has. (i.e if unit has 3 attacks, need 2s or better). The Auric Heathguard ability seems super situational and not even that good at what it's meant to do. Reduces movement of an enemy unit by half the double. So 1 on 1/2, 2 on a 3/4 and 3 on 5/6. Could be useful against already slow movement elite armies. But I get the feeling most of the doubles will spent getting +3 movement for your own units. Unit Types ============ We get access to three main units with variations for two of them. 1. Vulkite Berzerkers. They come in 3 forms, Dual Axes, Axe with Shield and Pick with Shield. At first glance I didn't see much point in picking the Shield types, they gain an extra toughness, but lose about 50% average damage. Even with the improved crit on the Picks, going from 4 to 2 attacks to get +1 toughness seems like a bad deal, especially for your "chaff" unit. The dual axe with the 4 attacks can actually put out some respectable damage. But on a 2nd look the shield types might have some merit. Since everyone is on a 3 movement, you are going to be double moving alot to get your guys around the board, Having a shield type or 2 might prove useful just to pin someone down. While they may be able to just outright kill the dual axes variety easily, the toughness 5 shield types will last just a little bit longer so your other guys can catch up for force a disengage. 2. Auric Hearthguard These are the guys which get access to the movement slowing double. The shooting attack nothing to write home about. Even when double shooting they will struggle to kill anything. Their melee attack is about as good as the 2 attack Vulkites, so nothing much at all. Unless you want access to the ability, I'd skip these guys. 3. Hearthguard Berzerkers Poleaxes and Broadaxes. Poleaxes get better Crit damage and Broadaxes get better strength. This translates to Broadaxes are better against toughness 3 and 4 enemies and Poleaxes are better against toughness 5 enemies. Since Toughness 3 & 4 are more abundant than 5+ toughness, Broadaxes are the better choice unless you come against an opponent fielding multiple toughness 5 units ( Stormcast). Leaders ======= 4 Leader Types I think we can write off the Auric Hearthguard Leader, His ranged attack is not improved over the regular Auric and his melee gets +1 strength which makes it as good as Vulkites pick. If you want the Auric double ability you are better off picking a regular Auric since its 55 pts cheaper. I think we can write off the Vulkite Leader as well. He is only 15 points cheaper than the Hearthguard Leaders and has a worse damage profile than both and doesn't get the hearthguard ability. Unlike with the Hearthguard regulars, the Poleaxe leader performs better than the Broadaxe Leader against toughness 3 enemies. Equal against toughness 4 and is better against toughness 5+. This is because he gains +1 base damage rather than crit damage while having 1 less strength than the broadaxe type. Listbuilding ========= We are left with one obvious Leader type. The Hearthguard Poleaxe Leader, He hits the hardest and is the most points efficient while also having the Hearthguard ability on top of his Leader ability. If the points are super tight you could take the Vulkite Berzerker Leader and not feel too bad about it though. Hearthguard Berzerkers seem the way to go to fill out your list, favoring the Broadaxe type with maybe a couple of the Poleaxe variants to help out against any toughness 5 you come across. If you think the Auric ability is going be useful I wouldn't include more than 1. The damage from the shooting isn't worth investing in multiples of. And with whatever points are left over, if any can go into Vulkites with dual axes and or shields. Due to how the points are costed, you can never get fewer than 7 units or more than 10 units for 1000 points. Some Example Lists: 8 Units - 1 x Hearthguard Poleaxe leader - 4 x Hearthguard Broadaxes - 2 x Hearthguard Poleaxes - 1 x Auric Hearthguard 9 Units - 1 x Hearthguard Poleaxe leader - 2 x Hearthguard Broadaxes - 2 x Hearthguard Poleaxes - 1 x Auric Hearthguard - 3 x Vulkites dual axes or axe & shield 9 Units - 1 x Vulkite Leader - 2 x Hearthguard Broadaxes - 3 x Hearthguard Poleaxes - 3 x Vulkites pick & shield 10 Units - 1 x Hearthguard Poleaxe leader - 2 x Hearthguard Poleaxes - 7 x Vulkites dual axes or axe & shield
  3. I forgot about that. If thats the case then no. I can't imagine there being many unit types anyway(here's hoping for plenty of in unit variation though), so there probably won't be a box set.
  4. Fingers crossed there is a Lumineth vs Sons of Behemat set.
  5. Found the edit button, can delete this
  6. So I've been mathhammering out some stuff and analysed the unit options. Leaders ======= First I'll compare the Glutton Leader with the Irongut Leader. The Irongut is 30 points more expensive and you get 1 extra toughness, 1 extra strength and 2+ damage and crit, but at the cost of 1 less attack and loss of the Ironfist ability which is a bad ability, so no great loss there. Despite the greater damage the 2 leaders actually put out a very similar amount of damage, thanks to the Glutton's extra attack. Too keep things simple and without filling the post with ton's of maths, the Glutton Leader will do slightly better against Toughness 3 and 4 enemies. While the Irongut will do slightly better against toughness 5 and 6 enemies. Considering that only really Stormcast have any toughness 6 units, and that there isn't really that many Toughness 5 units in the game anyway, I would say the Glutton Leader edges it here at least as far as damage goes. While the Ironguts greater toughness of 5 looks good, both leaders are at 40 wounds each and will take a lot of activations to bring down regardless. So unless you really need that strength 6 to crack open some toughness 5 enemies, say a Stormcast list, I think the Glutton Leader is the way to go. But how does the Leadbelcher leader stack up against the other leaders? You trade in the powerful melee damage for a weaker melee attack and a really powerful ranged attack. The ranged attack itself is one of the most damaging ranged attacks in the whole game whilst also being pretty point efficient. And the melee attack isn't awful, one of the best you will find on a ranged attacker. He also has access to the Ogor Quad ability. With 10 inch range you will be getting double shots. When double shooting the ranged damage is actually better than the other 2 leaders. With the Quad ability you can reach some really big damage. If your quad is 5 or 6, then the damage averages the same as using the the Leader Double ability but without the need for taking down an enemy. But Rampage is strictly better unless you get 5 or 6 and are targeting a toughness 5/6 enemy. The leadbelcher Leader has the same 4 toughness and 40 wounds as the Glutton Leader, as well as being 35 points cheaper ( 85 points cheaper than the Irongut leader). Plus his melee profile actually means he can handle himself against weaker units that try to interrupt his shooting. Overall I would say it is a toss up between the Leadbelcher Leader and the Glutton Leader. You could take a regular Leadbelcher for access to the quad, but the regular Leadbelcher's melee profile is quite a lot worse than the Leadbelcher's leader melee attack, meaning they might struggle to get out of combat once they are in it. They also only have 30 wounds, so are not as survivable. The Glutton on the other hand gets the best use out of the Leader double ability. He will most easily one shot Toughness 3&4 enemies giving him access to the ability most often. Units ======== Irongut vs Glutton with Ironfist vs Glutton with paired weapons. This fortunately is a very easy decision. The Glutton with paired weapons beats the other 2 hands down. Even the Glutton with Ironfist is better than the Irongut, unless the they are up against toughness 5 enemies. But its a moot point since the Glutton with paired weapons is better against even toughness 6 enemies than the Irongut is against any toughness. The only thing the Irongut has over the other 2 is toughness 5. But you will have to pay 25 points for it on top of the much weaker attack profile to get it. The amount of damage you lose to get the Ironfist ability by taking the Glutton with Ironfist is not worth it. Besides you will be too busy using your doubles for extra movement and getting your leader to activate again with the other double abilities. The clear winner here is the Glutton with paired weapons. They are one of the most point efficient units in the whole game. I already kind of went over the Leadbelcher already when talking about the Leader. The ranged attack is great and you get access to the quad. As already mentioned though the melee profile is not great. It's not much better than a gnoblars attack profile. At 230 points he is almost as expensive as the Leadbelcher leader (250) and quite abit worse (-10 wounds, bad melee). If he gets caught in combat he will probably not be able to fight his way out of it quickly enough without support. Gnoblars are maybe the the mvp of the whole warband. Don't let the bad stats fool you. They are incredibly point efficient at 45 points, one of the best in the whole game.. Even with the bad ability (your triples are gonna be better spent on Inspiring Presence anyway). In groups they can be highly deadly and act as awesome chaff to keep your Ogors out of harms way. Excellent for filling out the rest of your warband once since you can only really take 3 or 4 ogors max. Listbuilding ======== While it seems like we have good variety in what we can pick, we actually don't. If you pick 4 Ogors you are going to leave yourself light on bodies. With 1 or 2 Ogors, you will be relying on too many gnoblars, while super point efficient, arent hard hitting, die easily, and can struggle to get their numbers into combat with only 1 inch reach. And if your Ogor(s) die you will be without your useful abilities, in particular the movement double ability. Taking any of the non Ogre leaders which isn't the Glutton with dual weapons and maybe the Leadbelcher feels like you are just punishing youself. The only real option I think there is, is in what leader you take. All three are viable, but taking the leadbelcher leader will often result in you being able to squeeze in 1 extra Gnoblar most of the time due to him being the cheapest leader. I think @nkicik already posted the best 4 Ogor list. - Leadbelcher Leader - 3 x Gluttons with dual weapons - 3 x Gnoblars Any other 4 Ogor list you can put together would just end up either being worse and/or having less bodies I think the sweet spot is probably 3 Ogors, but only if you can get to 10 bodies. Playing 3 Ogors with 9 bodies is probably just worse than the list above. Swapping an Ogor out for just 2 gnoblars doesnt seem worth it. - Leadbelcher Leader - 2 x Gluttons with dual weapons OR 1 x Glutton with dual weapon & 1 x Leadbelcher - 7 x Gnoblars Once you start going 1 or 2 Ogors, it just becomes Gnoblar spam, which might actually be good. - Irongut Leader - 15 x Gnoblars.
  7. Big time lurker here, I've got a match coming up against a big waagh soon and have been looking over the rules and such and have one question on my mind. Why is no one taking the Warboss on warboar with the great Banner? Just seems so op. 9" movement to get around the board better. His banner and command ability are both withins not wholly withins (this is a big deal) and affect multiple units(bigger deal). His Banner is 16" reroll 1s to wound which is nice since your guys will be wounding on 2s by turn 2 probably. His command ability is 12" and adds +1 attacks for all units within range which is better than +1 to hit for 1 unit that the megaboss's get. It's not as good as the Big Waagh but you dont need to risk your Waagh points. And to top it all off he affects both Ironjawz and Bonesplitterz units. Am i missing something here? Seems like he should be an auto include in a Big Waagh.
  8. If you want a quick fix, then drop 2 Mournfang and add in the Goremand battalion. You are already running the required units. Extra CP, Artefact, lower your drops from 7 to 4, and give the slaughtermaster a better chance of getting spinemarrow. If you want to go further, drop the other 2 mournfang, swap the Huskard to a Frostlord(or another 12 gluttons), drop 4 leadbelchers and add in anouther 4 ironguts. This will lower your drops to 3(2 if you go for more gluttons over frostlord) as well.
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