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ogarrah

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Posts posted by ogarrah

  1. 2 hours ago, Holy_Diver said:

    How can work a Darkfeast in The Flayed tribe subfaction? I think 20 reavers (in charge) with 2+ RR ones to hit/4+ RR to wound and 4 attacts each can be painful for most people, but I dunno. They can't alphastrike so it's a metter of initiative to do such thing.

    Any thought about The Flayed combos?

    I don't think taking flayed solely to  benefit Bloodreavers is worth it,  as said before the command ability is really the only thing going for them, as it allows them to fight before they get shredded (assuming they got the charge).The only slaughterhost that Bloodreavers can be good in is Goretide. Run and charge is really good, and if you whip them you can get a block of 40 across the board turn one. I've built a whole list around MSU Goretide Bloodreavers running everywhere throwing out 41 attacks each  with Gore Pilgrims and Dark Feast. Having to rely on a charge for a unit to do serious damage is generally not a good strategy,  especially for bloodreavers, because outside  of Goretide, it's hard to get them into combat quickly before they get shredded by shooting/casting . If you want to use lots of reavers, Goretide with Dark Feast and/or Gore Pilgrims is really the only way to go.

    • Like 1
  2. 1 hour ago, Smooth criminal said:

    You should go for axe as the default one becaus of math reliability, but there's a catch I think. I consider DPs to be hero hunters with their ability to hit things before buffs go off and characters are usually protected from either rend or mws, but not both. So you should take sword if you have a thirster already to diversify your damage sources.

    As for artifact sword of judgement is the best for their hero hunting role, but I'd rather take an ethereal to protect him or the one that gives free CP ability use (I usually have Skarbrand to kill priority things).

    I'm running my DP in a mortal goretide list, so I'm not taking any thirsters, I just want my DP to smack the pee out of anything he touches, heroes, monsters, hordes, wizards, parents, etc.  I thought the sword of judgement only goes off on a 6+, but I've heard that on a DP it goes off on a 4+,  does anybody have  proof/evidence that this is true?

    Maybe I'll just magnetize my sword and axe so I can switch them out

  3. 5 hours ago, smartazjb0y said:

    I've been using this as my newbie starter list for a bit, any thoughts on where to go from here? I'm not super competitive but interested to see where the list can improve and what new stuff I should buy. In addition to these I have a Khorgorath, Mighty Lord of Khorne, Gorebeast Chariot, a Bloodstoker, and 6 more Chaos Warriors. 

    Should I be aiming for a Skull Altar and some Daemons for summoning? Been eyeing the Khorne half of the Wrath and Rapture box too. 

     

    This looks like the makings of a solid list.

    My suggestions would be to not take Resanguination  (it's basically useless)  and take either killing frenzy or maybe brazen fury.  Also, if you're taking Blood sacrifice, I would suggest taking a Chaos Spawn as an easy cheap target. While on the subjects of priests, there is literally no reason whatsoever to not take the skull altar. A. It lets your priests ref you re roll prayers which is the difference between whiffing and having khorne blow your head off and smoking the enemy B. Take it for its casting debuff even if you don't use Slaughterpriests C. It doesn't cost any points and it looks cool so why not?

    For Daemon summoning, hounds and bloodletters are your best bet. Hounds re roll charges automatically and letters can take a banner for free which allows them to do that as well, so it lets them get into combat a bit more consistently on that 9 inch charge, plus you can summon daemons right onto objectives (if they're in range) and cap points, so always have some daemon models to summon

    For skullcrushers, in my experience it's either go big or go home, 6+ can do MAJOR damage if they get a charge, and they're tanky enough that they'll probably last the whole game. 3 of them won't do much except maybe be a bit of a tar pit

    Bloodstoker is a good move, you can get a horde of whipped bloodreavers moving 20" +2d6 on the charge with the Goretide command ability and their horn blowers (I've built an entire list around this principle). Gives khorne a bit of movement shenanigans.

    The chaos lord on the manticore is an AWESOME looking model, but for Goretide a DP or Chaos Lord on Karkadrak is definitely the way to go.

    If you're interested in using Khorgoraths, like Skullcrushers, it's go big or go home, so if you want to use them effectively, you should probably get more, and maybe look into the Skulltake battalion and buy some face-melting Skullreapers as well

  4. 2 hours ago, michu said:

    Hi everyone,

    I need a little help - I'm using Astrogranite for basing and I can't decide what colour would be better as Tyrant Skull equivalent for drybrushing - Screaming Skull or Ushabti Bone?

    Thanks in advance.

    I've used Celestra grey on Astrogranite debris, I've found when lightly applied it breaks up the monotone grey of the astrogranite with a lighter shade of grey

    • Like 1
  5. Is there a consensus on  what weapon and artefact you should have a DP use? The axe can do a lot of damage, but the sword seems more consistent . I've  heard dimensional blade on any of his weapons is really good, but I think that Ghyrstrike on his axe could make it do some serious damage. Are there any artefacts I should be considering I'm not? I'm trying to get consistent, good damage. 

    After some mathhammer work, I found that the axe and claws should do more damage than the sword and claws, have you guys noticed the same thing in your experience?  I calculated his whole attack profile with one of his two weapons and claws against a 4+ save,  putting Ghyrstrike and Dimensional  blade on each weapon separately.  It looks like Ghyrstrike on the axe  and dimensional blade on the claws add up to almost the same amount of damage,  with each dealing roughly 7.5 wounds, with the dimensional blade on the claws having a slightly better chance of inflicting 12 wounds (going from 13% to 14% which I guess is almost negligible) . Do you guys have any thoughts on what you use on a Daemon Prince? 

  6. On 2/20/2020 at 4:18 PM, Agent of Chaos said:

    Tooling around with the Blood Marked Warband. With so many mortal slaves units required its hard to fit much killing power into the list so went for MSU to generate a bunch of bloodtithe... reckon this list has legs?

    Allegiance: Khorne
    - Slaughterhost: The Goretide
    Mortal Realm: Ulgu

    Leaders

    Chaos Lord on Karkadrak (250)
    - General
    - Command Trait: Hew the Foe
    - Artefact: Dimensional Blade
    Chaos Lord (110)
    - Daemonbound War-flail
    - Artefact: Sword of Judgement
    Bloodsecrator (120)
    - Artefact: Thronebreaker's Torc
    Slaughterpriest (100)
    - Blood Blessing: Killing Frenzy
    Slaughterpriest (100)
    - Blood Blessing: Blood Sacrifice

    Battleline
    20 x Chaos Marauders (150)
    - Axes & Shields
    5 x Blood Warriors (100)
    - Goreaxes
    10 x Bloodreavers (70)
    - Reaver Blades

    Units
    5 x Chaos Marauder Horsemen (90)
    - Javelin & Shield
    5 x Chaos Marauder Horsemen (90)
    -
     Javelin & Shield
    5 x Chaos Marauder Horsemen (90)
    -
     Javelin & Shield
    5 x Chaos Knights (180)
    - Cursed Lance
    5 x Chaos Knights (180)
    -
     Ensorcelled Weapons
    1 x Slaves to Darkness Chaos Spawn (50)

    Battalions
    Gore Pilgrims (140)
    Bloodmarked Warband (180)

    Total: 2000 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 137

    Unless  I can't count or Battlescribe is wrong,  you need one more STD mortal unit to meet the requirement for the Bloodmarked Warband.  I think you need eight STD mortal units plus one STD mortal hero. I don't know much about how STD units play on the table, but it looks like the only option to meet the requirements is to take out a unit of Chaos Knights, and add two units  of Marauder Horsemen. Blood marked warband  is a hard battalion to build a Khorne army around but otherwise you've done a good job.  Don't forget about the Goretide  command ability,  you can zoom around your blood warrior and 'reaver unit to capture points or slow down enemy blenders. Keep in mind that reavers within the Rage of Khorne arua get +2 attacks because of frenzied devotion, so you can either run them around the table or use them to protect your Bloodsecrator.  Depending on what your meta is, I would consider taking out the Chaos Spawn for Hex-Gorger Skulls, in which case I would switch the Blood Sacrifice prayer for Bronzed Flesh or Killing Frenzy, assuming you were planning to use the Spawn as the Blood Sacrifice target.  This list is pretty mobile, and well rounded. The knights, marauders and chaos lords provide good hammers,  and with the Marauder horsemen running everywhere, you should maintain good board control. 

  7. If your opponent is taking a Bloodsecrator (he should, he'd be a lunatic not to) target that first, then go for his general and slaughterpriests (if he has any). Out of the heroes, go for the Thirster last, because he will do the least to buff your opponents army.  Khorne units to watch out for in melee are Skullreapers, even without support they can do a ton of damage, skullcrushers,  they're decent in melee but they're a really tanky unit, try and charge them first and you'll  take away most of their damage output on the charge (in melee with COS they'll probably last the whole game). Wrathmonger's aren't bad in melee, the Daemon Prince can be good if your opponent is taking the right artefacts and the thirster is well... a thirster, throw cheap chaff at him and keep him locked up until you can shoot the pee out of him.For demons, Bloodletters buffed en masse are not very fun to deal with, and flesh hounds are better than you'd expect in melee. Khorne relies on careful and precise aura support for the army to really function properly, so if you can shoot the support heroes and/or spread the army apart as much as you can you should win. 

    • Like 1
  8. 3 hours ago, Zamik said:

    Shooting is Khorne's biggest weakness. Guns with rend hurt us a lot, so your lowly block of Freeguild Handgunners can take quite a toll, especially since they can fire in the Charge phase with Stand and Shoot. A Freeguild Marksman with a Long Rifle has a 30" range and ignore Look Out, Sir! so you can snipe the Mortal support Heroes. Battlemages can also buff up these units with, say, Shield of Thorns, to deal d3 Mortal Wounds to enemies that charge them.

    Yessir good shooting definitely screws Khorne over. I would suggest you take Irondrakes, I think there's a way you can give them plus 1 rend and they shoot twice if they don't move, I've been shredded by them before *sigh*

    • Like 2
  9. 7 hours ago, Praecautus said:

    The only two things I can consider - and these are purely my preference - is to change a bronze flesh to sacrifice to help with tithe and add in a daemon prince for his run/charge debuff and general killiness. But that would require quite some rejigging.

    Otherwise I think you are looking good

     

    Yeah I did end up tweaking it to take a Demon Prince. Took out the juggerlord and 3 skullcrushers, added Hex gorger skull, the demon prince and another unit of pesky souped up Bloodreavers.

  10. 4 hours ago, Roark said:

    2. Nah, Marauders need support and investment to shine. Then your whole list would be different anyway. Plus you're going for super low drops and they would increase significantly.

    3. I agree with you about Judgements, though I have stronger feelings about the Hexgorger Skulls. I see them as pretty much essential. Your meta (and its prevalence of magic) may be different though.

    4. I think you've absolutely taken the optimal prayers for your list.

    5. Look, I don't really rate the Juggerlord in general, but with the Cloak and Hew the Foe, he becomes more versatile. The thing that bugs me a little is the total redundancy between his command and the Goretide army trait.

    Would love to hear more about your experiences of this list as they happen.

    2. Yeah I looked into them a little more and I agree. Maybe at some point I'll make a list focusing on Marauders. The STD Chaos Lord with the fight twice command ability seems pretty spicy but I'm not sure how much sanity I'll have left to paint hordes of Marauders with after painting 50 'Reavers.

    3. Out of the three Judgements, the Skulls are definitely the best, but I'm not sure it's worth it to take them unless I'm expecting there to lots of magical garbage in my local tournament's meta, in which case I'll definitely be taking them.

    5. I admit I am having second thoughts about the Juggerlord, he's just too hit or miss (unfortunately I already bought the model. I still can't believe its $50. GW is scamming us) I think taking Skarr Bloodwrath or a Skullgrinder instead might be something to try out. That way I can at least take the Hex-Gorger skulls or maybe another Bloodreaver unit if I take the Skullgriner. 

    Thanks for the input, I'll probably tweak this list a little more the more I play with it.

    • Like 1
  11. Hey guys, I've been playing Khorne since early November and after about a half-dozen matches, I've settled on this list, but I do have some questions. 

    1. Should I A. take different artefacts or B. give the artefacts I currently have to different heroes? This list relies on getting my buffing heroes (Bloodsecrator and Dark Feast Slaughterpriest) up the table without getting them shot/casted off the table so I can maximize my aura radius, but I'm wondering if there is a more efficient/effective way to take artefacts to better do this.

    2. Should I cut anything out to add a block of 40 Marauders? I've heard good things about them, but I'm not sure what I would sacrifice to take them. The 6 Skullcrushers seem like a good option, but I've found them to be excellent fast tar pits, especially with Bronzed Flesh.

    3. Should I take any Judgements? In my experience the Wrath Axe is inconsistent at best, and I think the Bleeding Icon isn't really worth it, so the only Judgement I think I could take is Hex Gorger Skulls, although to take them I would probably have to cut out a unit of 'reavers, which I'm not sure is worth it.

    4. Is there any prayers that I should/shouldn't take? I've considered Brazen Fury to help my Bloodreavers not fold in Battleshock, but with the MSU approach I'm not convinced its useful.

    5. Does this list have any major flaws that I'm missing i.e. I'm not taking artefacts I should, I'm not taking a unit/ hero I should etc.? I'm hoping I can play well with this list in small local tournaments, but please tell me if this list is tactically inadequate.

    Basically I use the Goretide Command ability to run MSU Bloodreavers all over the table while using the extended range on my Bloodsecrator and the Dark Feast ability to buff my Bloodreavers up to 41 attacks per unit of 10. I've found this establishes good board control and brings speed and damage from where my opponent is least expecting it. If you have any clarifying questions this list or on how I run it on the table feel free to ask. Any advice is appreciated. 

    Allegiance: Khorne
    - Slaughterhost: The Goretide
    Mortal Realm: Aqshy

    Leaders
    Bloodsecrator (120)
    - Artefact: Thronebreaker's Torc
    Bloodstoker (80)
    Lord of Khorne on Juggernaut (160)
    - General
    - Trait: Hew the Foe
    - Artefact: Thermalrider Cloak
    Slaughterpriest (100)
    - Artefact: The Brazen Rune
    - Blood Blessing: Killing Frenzy
    Slaughterpriest (100)
    - Blood Blessing: Bronzed Flesh
    Slaughterpriest (100)
    - Blood Blessing: Bronzed Flesh

    Battleline
    5 x Blood Warriors (100)
    - Goreaxes
    10 x Bloodreavers (70)
    - Meatripper Axes
    10 x Bloodreavers (70)
    - Meatripper Axes
    10 x Bloodreavers (70)
    - Meatripper Axes
    10 x Bloodreavers (70)
    - Meatripper Axes
    10 x Bloodreavers (70)
    - Meatripper Axes
    6 x Mighty Skullcrushers (320)
    - Ensorcelled Axes

    Units
    5 x Skullreapers (180)
    - Daemonblades
    5 x Wrathmongers (140)

    Battalions
    Dark Feast (110)
    Gore Pilgrims (140)

    Total: 2000 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 156

     

     

     

    • Like 2
  12. Hey guys, I've only been playing Khorne for a couple of months, and after some games I've pretty much settled on this list, as I think it has some potential. I use the Goretide command ability to run MSU Bloodreavers all over the table, and I can get one unit up to 41 attacks with the Dark Feast battalion ability and the +8" to the Bloodsecrators buffs pretty easily. Using the 'Reavers, I tie my opponents best units up while doing some serious damage. I've found that this list establishes good board control, and that my opponents have a tough time dealing with all the Bloodreavers running everywhere. I'm open to any suggestions on how to improve this list, and if you guys have any questions about how I run it on the table feel free to ask. Any advice is appreciated, thank you!

    Allegiance: Khorne
    - Slaughterhost: The Goretide
    Mortal Realm: Aqshy

    Leaders
    Lord of Khorne on Juggernaut (160)
    - General
    - Trait: Hew the Foe
    - Artefact: Thermalrider Cloak
    Slaughterpriest (100)
    - Blood Blessing: Bronzed Flesh
    Slaughterpriest (100)
    - Blood Blessing: Bronzed Flesh
    Slaughterpriest (100)
    - Artefact: The Brazen Rune
    - Blood Blessing: Killing Frenzy
    Bloodsecrator (120)
    - Artefact: Thronebreaker's Torc
    Bloodstoker (80)

    Battleline
    5 x Blood Warriors (100)
    - Goreaxes
    - 1x Goreglaives
    10 x Bloodreavers (70)
    - Meatripper Axes
    10 x Bloodreavers (70)
    - Meatripper Axes
    10 x Bloodreavers (70)
    - Meatripper Axes
    10 x Bloodreavers (70)
    - Meatripper Axes
    10 x Bloodreavers (70)
    - Meatripper Axes
    6 x Mighty Skullcrushers (320)
    - Ensorcelled Axes

    Units
    5 x Skullreapers (180)
    - Daemonblades
    - 1x Soultearers
    5 x Wrathmongers (140)

    Battalions
    Dark Feast (110)
    Gore Pilgrims (140)

    Total: 2000 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 156

     

  13.  

    16 minutes ago, BaylorCorvette said:

    I'm just getting into Khrone and I am in the process of building my Mighty Skullcrushers and I too have not yet decided what is best. My current plan is to run a Mortal Khorne list and use a unit of six Skullcrushers. Their whole purpose in my army is one of two things. First being, since they are a unit of six they can do great mortal wounds on the charge, however if they get charged or I need them to tie something up for a while they can do that. If I want them to be killing things with their weapons then I'll put killing frenzy on them. Currently I'm leaning towards Bloodglaives so that I can get the rend with them and that will allow them to hurt some bigger harder hitting models. They have the wounds and saves to tie something nasty up.

    Looking at the math with no buffs the Bloodglaives  do slightly more damage to things with a 2+ or 3+ save and the same against things with a 4+ save. Then Ensorcelled out damages the Bloodglaives against thigns with a 5+, 6+ or no save. So it really depends on what you want them to go up against.

    I run Skullcrushers with Ensorcelled Axes for the satisfaction of rolling that and the brazen hooves attack the same time cause they have the same attack profile lol

    • Like 1
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