Jump to content

Roark

Members
  • Posts

    671
  • Joined

  • Last visited

Posts posted by Roark

  1. 21 minutes ago, Revan123 said:

    I don't think that with this wording they cannot shoot if they ran. Because they can't shoot in their shooting phase after advance, but we are speaking about charge phase. At least in 40k a unit can overwatch despite his movement or advance

    It doesn't matter. The AoS 2.0 basic rules say that units that run can't shoot later in the turn.

    • Like 1
  2. 3 hours ago, Zamik said:

    BUT, I was thinking about using the Slaughterpriest's Blood Bind ability on the Handgunners, to make them run and thus ineligible to shoot. Is that feasible? The ability to shoot at a charge is an ability of the Piper model, but I'm inclined to believe that if the whole unit has run, they're ineligible to shoot, and so the piper's ability doesn't work. Just curious if I've hit upon a good strategy.

    Absolutely would work. Models that have run or retreated in the same turn can't shoot, end of story.

    • Thanks 1
  3. On 10/29/2018 at 3:18 PM, Revan123 said:

    I tried this list

    That's a very unorthodox list but, yeah, I can see the merits for sure. Great summoning, horde clearance and anti-monster/supercharacter. And a Skullreaper unit for all-purpose killing.

    You didn't really take Goreglaives on those 5 man Blood Warrior units though right? ;-)

  4. 14 hours ago, Iquitelikeegg said:

    I’ve been um’ing and ah’ing about the DP too. But he’s cheap, fast and hits quite hard. Gives me a source of -2 rend, and lets me use immense power.

    I think he's awesome for those of us who are sometimes gun-shy about putting a lot of eggs into one Bloodthirster basket.

    And yes, the Malign Artefacts give us some awesome options for a guy with two melee weapons (and Immense Power).

    The native +1 to hit is great for Sword of Judgement, as you already noted, but you can also just build a super scary mobile character with Runic Blade who can attack anyone, not just chars and monsters. In a Gore Pilgrims list, he'll have:

    5 3 3 -2 Dmg1d3+1

    4 3 3 -3 Dmg3

    Way better than a WoK Thirster in combat (albeit that the WoK Thirster has many other things going on!). I'm a huge fan. Don't even mind terribly if he dies at 160pts.

    • Thanks 2
  5. 8 hours ago, Iquitelikeegg said:

    I actually think double slaughterpriest is enough - Gore Pilgrims is already a lot of points taken away from your front-lines and I'm not sure the 3rd priest adds a whole lot. 

    I've only been running two Priests lately as well, and it's been fine. It allows you to mix things up a bit, like having two scary guys, or amping the Mortals up with a Deathbringer.

    • Like 1
  6. 2 hours ago, Ravinsild said:

    Is this about the standard Gore Pilgrims with Mortals only list?

    Looks pretty damn good as a Mortals list. The Skullreapers and Blood Warriors really benefit from that Deathbringer command as an assault force.

    Many people prefer downgrading the Aspiring Deathbringer to the 80pt version, though, and upgrading the combat lord to a more mobile Juggerlord. You may also consider reducing your drops by converting the Khorgie into another Reaver unit that can fit into the battalion, but I think that leaves some wasted points. He's a good little monster.

    This is all kinda "to taste" though. I love the Mighty Lord despite his slowness, and his unbinding is most welcome.

    • Like 2
  7. 16 hours ago, Iquitelikeegg said:

    Yeah I may have a rejig of my list to include him - at least give him a try once. He's v vulnerable to any stray missile attacks or random spell mortals though - since he has no protection. This has made me a little dubious so far - since he's a frontline hero but has little to no protection. 

    Well he's got a 4+ and Look Out, Sir!. Can't expect much more than that from an 80pt Chaos hero to be honest... Warshrine can sometimes be useful in that regard too.

  8. 1 hour ago, carrigher82 said:

    So the only way I can see to summon something is via 8 tithe points? Is this accurate or am I missing something? Any ideas on how to make summoning a really viable tactic with a Gore Pilgrims oriented list? Im a noob so sorry for the questions.

    Nah mate, you can spend from 2 to 8 Tithe but, if you spend, you blow your whole bank. Download the Khorne FAQ/Errata for more details.

    A Gore Pilgrims list could be optimised for summoning by selecting the Blood Sacrifice prayer for all 3 Priests and fielding 2x10 Reavers in the battalion, but you will sure as hell miss good old Killing Frenzy... Or use Chaos Warriors for the sacrifice, because they have a 5+ mortal save. Or everyone could just kill Skarr Bloodwrath so he can resurrect later.

    I would suggest trying it in a friendly before you write it up for a tournament eh. I think perhaps we have better things to do with our angry little guys.

  9. 16 hours ago, Iquitelikeegg said:

    Yeah, I've loved my Skullreapers in the games I've played. How do you like the Deathbringer? I find myself with a proliferation of Command Points these days without any decent command abilities to spend them on! 

    He's awesome when there's space in the Hero roster. But you also need 2-3 smallish Mortal assault units to really get bang for your buck. He doesn't play terribly well around hordes. I usually run him with 2 x 5 Skullreapers, 1 x 10 Blood Warriors, and a Chaos Warshrine looming nearby (the latter is good value but rubbish in combat, by Khorne standards, and can always use the extra attacks).

    • Thanks 1
  10. 33 minutes ago, Iquitelikeegg said:

    Top moment of yesterday - my double killing frenzy'd Skullreapers took out an ethereal amulet VLoZD in 1 turn

    Very nice indeed. Great trophy!

    In my last battle, I chaperoned 2 units of Skullreapers with an Aspiring Deathbringer. Obviously they laughed at Staunch Defender and Sequitor rerolls... Pure carnage.

    • Like 2
  11. 13 minutes ago, Killax said:

    I like both set ups! I still am too much of a fanboy of the Wrath of Khorne Bloodthirster though :P 

    He's still the big gun for sure, and still so versatile. What load-out do you use these days with the demise of stacking for Crimson Crown?

  12. 2 hours ago, Kevlar1972 said:

    I've been thinking about running a winged prince as the general with a nice trait + artefact and pairing him up with valkia.  She's a lot faster but they both fly.  With the right items and traits on the prince that pair can get somewhere fast and do mucho damage.  

    Yeah, the Daemon Prince is a great platform for Immense Power because he has two melee weapons... We never used to give it to him because he doesn't have a command ability, but problem solved with AoS2.0.

    • Like 2
  13. Couple of character builds I'm messing around with:

    1. Daemon Prince w/ Sword of Judgement

    This guy is mobile and does 1d6 MW to chars and monsters for every hit roll of 5+. Killing Frenzy can make that a 4+ for extra pain. In a Gore Pilgrims list he'll almost always have 5 of these attacks (not to mention 4 dmg2 with his claws). Nice little assassin package for 160pts.

    I'm pairing him with this guy (General):

    2. Chaos lord on Daemonic Mount w/ Immense Power and Deathdealer. In a Gore Pilgrims list he'll usually have 5 attacks hitting on 3s (rerolling 1s) which do a mighty dmg4 each. His command buffs his posse of Chaos Knights, who also benefit a lot from the expanded Portal of Skulls (+10 attacks). He also provides a handy Locus for Letterbombs, has a 5+ MW save, and has Look out, Sir!. Difficult to ignore with dmg4, but also not trivial to kill. 

    Can go Gorecleaver instead for rend-2 dmg3.

  14. 17 hours ago, 123lac said:

    feel like the lone slaughterpriest can be swapped out. If he can't re-roll his prayers with gore pilgrims then he won't be that reliable.

    You saw the Shrine right? Having two cracks at Killing Frenzy is acceptable to me, but only one wouldn't be.

    • Like 1
  15. Simple philosophy behind this list: multiple threats and some redundancy to keep the blood flowing.

    The only changes I'm currently thinking about are a second Secrator so I can move/stagger the Portal up the field.

    Feels super weird to not have a Stoker, but I still wiped the floor with the shooty Freeguild and Seraphon, so I'm gonna keep testing it. Triple scary guys is so much fun.

    I haven't yet done that dumb scenario that requires Wizards/Artefacts to claim objectives (I'm kinda just ignoring that one forever).

    Comments/criticism from the faithful always welcome of course.

    Allegiance: Khorne
    Daemon Prince of Khorne (160)
    - General
    - Trait: Immense Power 
    Lord Of Khorne On Juggernaut (140)
    - Artefact: Sword of Judgement
    Mighty Lord Of Khorne (120)
    Aspiring Deathbringer (80)
    - Bloodaxe and Wrath Hammer
    Bloodsecrator (140)
    Slaughterpriest (100)
    - Blood Blessing: Killing Frenzy
    30 x Bloodletters (320)
    40 x Chaos Marauders (200)
    - Axes & Shields
    5 x Flesh Hounds (100)
    10 x Bloodreavers (70)
    - Meatripper Axes
    10 x Bloodreavers (70)
    - Meatripper Axes
    1 x Chaos Warshrine (160)
    - Blood Blessing: Killing Frenzy
    5 x Skullreapers (170)
    - Daemonblades
    - 1x Soultearers
    5 x Skullreapers (170)
    - Daemonblades
    - 1x Soultearers

    Total: 2000 / 2000
    Extra Command Points: 0
    Wounds: 180
     

    • Like 1
  16. 13 hours ago, XReN said:

    Everything apart torpeding them with heraldor is a giant point dump (and Gav is not viable for Anvils) so You only get 11"+charge (spending CP 5/6 times for run rolls) to stay point effective, though it is not by any means bad, that's still a lot of points to take a unit from safety into combat and you still have to wait until next hero phase to throw additional activastion on.

    Giant point dump? I'm taking Evocators anyway because they kick ******. I'm taking a Relictor anyway because he has useful abilities. I'm taking Cogs because it's flexible and useful to my whole army. And of course I want the Evocators in combat - that's what they do (???)

    13 hours ago, PJetski said:

    Deep strike charge (9" = 28%) is not reliable. Translocation (66%) and Cogs (58%) are not reliable tools.

    None of them let you get melee range during the hero phase (which is when you activate Anvils CA) so you need to survive that melee phase and then hope for a double turn... it's just a terrible strategy. Anvils should be used on shooting units to (almost) guarantee value.

    Yes, the Anvils ability activates in my Hero phase... I do plan to have units from my army in combat during my Hero phase throughout the game irrespective of double turns and regardless of whether Cogs is or isn't cast successfully in Turn 1. And when they *are* in combat, I'll have two units of arguably the best entry in the Stormcast roster attacking in two phases and delivering a crazy amount of mortal wounds.

     When you said "terrible strategy", you seemed to assume that my unit of 10 Evocators (30 wounds, at 3+ with a Lantern) won't even survive first contact to make use of the command. That seems bizarrely pessimistic and doesn't reflect my experience of using them at all.

    As for "reliable tools" well, it's a game with random elements. You seem to be arguing wholesale against the use of any prayers whatsoever (none are better than 3+ after all) or any attempted usage of Cogs without bonuses to cast. That's strange to me as well...

    Hope I don't seem too cheeky or argumentative, but I couldn't disagree more. I don't think it's questionable or controversial at all to give one of the best melee units in the game the opportunity to attack twice in a turn. I mean, the Evocators *will* end up in combat, and the Anvils command is much better than SCE warscroll commands.

    My list has Aetherquartz Brooch and a Cleansing Phalanx (10 and 5 Evos). Let's say I only manage to activate the command 4 times during the game, with depleted Evocator unit sizes of 8, 6, 4 and 2. That's 20 mortal wounds *just* from the extra Celestial Lightning Arcs...

    I guess I'm just not seeing the terribleness of it.

    • Like 1
  17. 16 hours ago, PJetski said:

    Trying to use the Anvils CA on Evocators is a waste, its too easy to play around a slow melee unit.

    But we have sooo many tools to get them where they need to go: Translocation, Cogs, Heraldor, Scions, Gav et al.

    A 10 person unit of Evocators attacking twice in a turn is absolutely devastating, and I'm coming from Khorne (and liberal use of amped-up Letterbombs).

    • Like 1
  18. On 8/28/2018 at 10:45 PM, PJetski said:

    You should re-read their rules on Aetheric Channeling. You empower at the start of the combat phase and it only lasts for that phase. If you have been rerolling saves against shooting then you have been cheating.

    If you are keeping shields to the last man then you are losing greatmaces, which is the main reason you are taking the Sequitors over Liberators. The shields are ablative wounds, but they're not very effective in small squads of 5 dudes (which is what I have been primarily discussing).

    Oh I missed that you said "against shooting", sorry.  My point about shields is simply about choice. You just get heaps more flexibility with Sequitors overall because of their channeling. In addition, they have triple the number of "unit superweapons" that Libs get. Seems very cut and dried to me for 20pts...

    • Like 1
×
×
  • Create New...