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Everything posted by Roark
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Make sure you get a 3rd Slaughterpriest, for Gore Pilgrims. Skullreapers will often be your main general assault unit, and you've got 3, so you're set there. I immediately thought of the Bloodforged battalion, but you've already got 2 units of Wrathmongers and a stack of Blood Warriors. I personally love certain Slaves to Darkness units marked Khorne, such as Chaos Lord on Daemonic Mount, Chaos Knights, Warriors, Marauders, and Marauder Horsemen, but these are not essential beyond what you have. They just vary slightly in abilities from the true Bloodbound disciples. For example, Knights are more offensive on the charge than Skullcrushers, but have no Rend when not charging. Marauders are cheaper and have a smaller base and better save than Bloodreavers, but are less offensive. There's also some niche monster stuff which can be interesting, but is often very expensive, like: Chaos War Mammoth (320pts), Soulgrinder (260pts), and Skaarac the Bloodborne (lots??) If you're building a pure Bloodbound force, given your existing shopping list, you'll be able to do whatever you want.
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KHORNE IS PLEASED MIKE! Well done mate.
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It occurs to me that a lot of armies now seem to need unmodified 6s for exploding effects on their warscrolls, but we have been left alone (6+). Same with our "units within" bubbles, as opposed to "units wholly within" that everyone is getting hit with...
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Bloodletters, Skullreapers, Blood Boiling, and Wrathmongers for the bigger guys.
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I need my Tithe man. Khorne needs it. Gotta have my Rend -2 cleaver...
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Thanks mate. My main fear is keeping the Stoker alive. It's like Dark Feast with the Slaughterpriest. If they kill that "lynchpin" guy, the fun stops. I kinda hate that about our battalions... :-(
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@ledha Yeah, I've always liked the grand alliance hit bonuses. But the Skulltake battalion's effects are solid gold in this list IMHO, especially now that we can amplify it with a Plague Priest. We can have a Gorecleaver Juggerlord doing 4 mortal wounds per wound on a 4+. Or Khorgies doing Damage 3 on their 8-9 attacks each. Not bad for 90pt monsters that can self heal and don't degrade as they get hurt. Damage 2-3 Skullreapers with 5-6 attacks each, and Damage 2 rending Reavers with 4-5 attacks each will be welcome too of course.
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Mowing = reaping. Khornemowers = Skullreapers ;-) Plague Priest is for Wither prayer + Plague Tome ability. I've only ever had excellent results with Skullreapers. Even moreso when they have 6 attacks each haha. I always kit them out with Daemonblades and Soul Tearer, and give them bonuses to hit to activate the Daemonblades more frequently. You should also check out the battalion rules to understand my list's strengths and weaknesses better.
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Gonna give this one a try. It's centred around 3 exploding Khornemowers and their Khorgie groupies. Not the best magic protection, but lots of attacks, mortal wounds and lots of Damage 2-3 on a 4+ to wound (thanks to battalion + Juggerlord + Plague Priest). Allegiance: KhorneLord Of Khorne On Juggernaut (140)- General- Trait: Violent Urgency - Artefact: Gorecleaver Aspiring Deathbringer (80)- Bloodaxe and Wrath HammerSlaughterpriest (100)- Blood Blessing: Killing FrenzyBloodsecrator (140)Bloodstoker (80)- Artefact: The Brazen Rune Plague Priest with Plague Censer (80)- Allies10 x Blood Warriors (200)- Goreaxe & Gorefist- 1x Goreglaives10 x Bloodreavers (70)- Meatripper Axes10 x Bloodreavers (70)- Meatripper Axes5 x Skullreapers (170)- Daemonblades- 1x Soultearers5 x Skullreapers (170)- Daemonblades- 1x Soultearers5 x Skullreapers (170)- Daemonblades- 1x Soultearers1 x Khorgoraths (90)1 x Khorgoraths (90)1 x Chaos Warshrine (160)- Mark of Chaos: None- Blood Blessing: Killing FrenzySkulltake (190)Total: 2000 / 2000Extra Command Points: 1Allies: 80 / 400Wounds: 147
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Yep. You got it. Any Hero can be the quarry, and you can just pop them out Turn 1.
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I really like them too for 3pts. And free, from Karanak. I hope you'll also be pleased to know that they have 20 attacks.
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Here's a quote from Ben in the recent Warhammer Community article on the Chaos Dwarfs update: Shar’tor the Executioner and the Taur’ruks have updated command abilities now that can turn Bull Centaur Renders units into real killing machines. Extra attacks, re-roll hits of 1, re-roll charges – it’s expensive in command points to pull off, but when you get the chance, these units will hit like a train. Anyone know where we get extra attacks from? I can't figure it out... Neither of the command abilities mention that, nor does the battalion.
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May be referring to Look out, Sir!, no shooting out of combat, and 30" unbinding.
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YOU DID IT MAN!! THIS IS ALL YOU!! I still can't believe they changed it! The Chaos War Mammoth is really good for 320pts. Imagine that thing with a couple of Killing Frenzies on it, or Bronzed Flesh!
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Hmm, some pretty unexpected stuff in there! Good on FW for a comprehensive package. The only thing I'm personally really disappointed about at this stage are the new rules for "More Power!". One of the great things about having a 3+ save was that they often retained enough wounds to stoke the boiler on the regular. It seems now they're a little pigeonholed into dishing out a number of attacks that just aren't that intimidating. But maybe the other little bonuses floating around can mitigate that. Loving K'daai at 140pts. I think they'll become a key tactical element in the army with 8" + fly + run & charge + a cool 15 attacks per unit. The changes have transformed the unit.
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Keep them for summoning mate.
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Oh, I would include two Iron Daemons AND two magma cannons as well. At least.
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Have to say, I'm looking forward to stacking 2 Castellans, and taking at least 3 units of Fireglaives.
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Yeah, I already had mine on the 60x35s, just coz it seemed the right size for them.
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Enoby mentioned having a mortal army mate. NOT EVERYTHING IS ABOUT YOUR DAMN DOG! ;-)
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- Spells can be unbound at 30" - Look out, sir! (non-monster heroes are -1 to hit within 3" of 3 of their bros) - No shooting out of combat (ie: if someone is in combat with the shooting unit, they can't shoot across the field at another unit) - Mighty Lord is 120pts, Chaos Warshrine is 160pts - can spend Blood Tithe to summon Daemons. - Skarr Bloodwrath can resurrect for free.
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It seems that way huh. The Juggerlord's ability was very specifically limited to one benefit per unit. I'm thinking about a list with two Deathbringers and two Khornemowers. Daemonblades tend to do very well with 6 attacks each haha. Not great magical defence up in here though... Allegiance: Khorne Leaders Lord Of Khorne On Juggernaut (140) - General - Trait: Violent Urgency - Artefact: The Blade of Endless Bloodshed Bloodsecrator (140) Bloodstoker (80) Slaughterpriest (100) - Blood Blessing: Killing Frenzy Aspiring Deathbringer (80) - Bloodaxe and Wrath Hammer Aspiring Deathbringer (80) - Bloodaxe and Wrath Hammer Battleline 3 x Mighty Skullcrushers (140) - Bloodglaives 3 x Mighty Skullcrushers (140) - Bloodglaives 10 x Bloodreavers (70) - Meatripper Axes 10 x Bloodreavers (70) - Meatripper Axes 10 x Bloodreavers (70) - Meatripper Axes 10 x Bloodreavers (70) - Meatripper Axes 30 x Bloodletters (320) Units 5 x Skullreapers (170) - Daemonblades - 1x Soultearers 5 x Skullreapers (170) - Daemonblades - 1x Soultearers 1 x Chaos Warshrine (160) - Mark of Chaos: Khorne - Blood Blessing: Killing Frenzy Total: 2000 / 2000 Allies: 0 / 400 Wounds: 176
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Damn, he looks great. Don't think I've ever seen a shot of him from that angle. Love it.
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My frustration is that the Warband was the only battalion we had that was somewhat flexible, and it was my favourite. All you needed was a mortal hero and 8 mortal Khorne units. It gave us a good option for a 1 or 2 drop army. In the wake of our recent... changes, and their negative implications for flexibility, it's a not-insignificant blow (for me anyway). Oh well. Next...
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Damn. Bloodmarked Warband would seem to be dead now. The cost of Everchosen battalions, and the cost of units contained therein, go towards Allies points... :-|
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