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Roark

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Posts posted by Roark

  1. 5 hours ago, Ravinsild said:

    Am I missing anything critical for my army

    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.

    • Like 2
  2. 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...

     

  3. 2 hours ago, Havarel said:

    What units do people use to take on Stormcast? I'm struggling to actually dish out some damage to them *shakes fist at 3+ rerollable saves*. I'm guessing the answer is just more skullreapers. 

    Bloodletters, Skullreapers, Blood Boiling, and Wrathmongers for the bigger guys.

  4. 2 hours ago, Render said:

    @Roark Really interested to hear how Skulltake battalion works for you. Love the addition of the plague priest. Pure theoryhammer but I've always thought running the plague priest, Juggerlord, and Chosen could be fun for possibility of MWs on a 4+ wound roll on the charge.

    Anyway - let us know how the list fares!

    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... :-(

    • Sad 1
  5. @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.

    • Like 1
  6. 14 minutes ago, Scrags said:

    Sorry still new to Khorne, what are "Khornemowers?" xD I assume it's a nickname for a unit?

    also is the plaguepriest purely for Wither?

    do you like Skullreapers? I feel like they don't do much for their cost. (At least my 10 haven't yet)

    What loadout do you use for your Skullreapers?

    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.

     

  7. 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: Khorne
    Lord Of Khorne On Juggernaut (140)
    - General
    - Trait: Violent Urgency 
    - Artefact: Gorecleaver 
    Aspiring Deathbringer (80)
    - Bloodaxe and Wrath Hammer
    Slaughterpriest (100)
    - Blood Blessing: Killing Frenzy
    Bloodsecrator (140)
    Bloodstoker (80)
    - Artefact: The Brazen Rune 
    Plague Priest with Plague Censer (80)
    - Allies
    10 x Blood Warriors (200)
    - Goreaxe & Gorefist
    - 1x Goreglaives
    10 x Bloodreavers (70)
    - Meatripper Axes
    10 x Bloodreavers (70)
    - Meatripper Axes
    5 x Skullreapers (170)
    - Daemonblades
    - 1x Soultearers
    5 x Skullreapers (170)
    - Daemonblades
    - 1x Soultearers
    5 x Skullreapers (170)
    - Daemonblades
    - 1x Soultearers
    1 x Khorgoraths (90)
    1 x Khorgoraths (90)
    1 x Chaos Warshrine (160)
    - Mark of Chaos: None
    - Blood Blessing: Killing Frenzy
    Skulltake (190)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 80 / 400
    Wounds: 147

  8. 27 minutes ago, Scrags said:

    Sorry if this is old news but I had a question about Karnak. 

    So Prey of the Blood God states "you can pick one Hero to be Karnak's quarry". 

    One hero. 

    Now given that the rest of the rule is you can re-roll all failed hit and wound rolls against that Hero, it's pretty obvious to me that RAI is that Hero is an ENEMY hero.

    That being said, is there anything besides honor that's stopping me from picking my Bloodsecrator or any other of my own heroes then cashing in on Call of the Hunt where it states, "if Karnak is within 8" of his quarry during the Hero phase, you can summon a unit of 5 Flesh Hounds to the battlefield"

    Free 5 Flesh Hounds 1st turn? 

    Checked the new FAQ and errata and didn't see anything specific addressing this. 

    Yep. You got it. Any Hero can be the quarry, and you can just pop them out Turn 1. 

  9. 9 hours ago, Scrags said:

    I like flesh hounds as a summon personally. 3 points for 10 wounds and 10 attacks with decent movement seems pretty good to me. I understand and agree that I wish our summoning and buffs used different resources :P 

    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.

  10. 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.

  11. 10 hours ago, Kaleb Daark said:

    THANK YOU FORGEWORLD!!!!!!

    THE MAMMOTH GETS TO CHOOSE MARKS!!!

    YES YES YES!!!!!!!

    :):):)

    my khorne slaves will be overjoyed!

    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!

  12. 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.

  13. 10 hours ago, Black_Fortress_Immortal said:

    Yeah this may be something I look into as well.  There are many -1 to hit debuffs, but not many -1 to wound.  I would still take 2 magma cannons over 30 Fireglaives though, if we're not allowed to stack.

    Oh, I would include two Iron Daemons AND two magma cannons as well. At least.

  14. 1 hour ago, Enoby said:

    It seems like Khorne has gotten it pretty bad this edition, but has it seen any meaningful improvements? I've got a mortal Khorne army that I've not taken out the cupboard for ages, and it looks like it may stay there for another edition :(

    - 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.

    • Like 2
  15. 38 minutes ago, Hystarion said:

    Also I didn't see anywhere a change to the command ability of the aspiring deathbringer with gore hammer. So we can just spam his ability as many times as we have command points and have +x atk on 6" units? 

    It's weird because I had the feeling this was the kind of ability they would change with this faq. Maybe I just missed it? 

    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

     

  16. 14 minutes ago, kenshin620 said:

    Well to me the entire Everchosen book always felt a little weird, being more of a supplement than an actual battletome (heck it only has 3 units in it!). It is sort of strange to use battalions not in the normal faction book!

    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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