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MOMUS

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Everything posted by MOMUS

  1. In a word yes, lol. My main gripe is that the secrator which was the main crux/crutch of the army has massively changed but still stayed the same points and everyone's bravery and points stayed the same? Surely such a massive change would have many similar knock on effects? I get why it was done, just seems now rather than castle around the banner everyone will castle around the new free terrain bandwagon. This combined with some keyword restrictions on everything and the range 8 fluffy nonsense range on loads of abilities is frustrating. I was hoping on some flexibility on summoning and tithe but it's actually been locked down even more inflexible. Which is a shame cuz I enjoyed the tactical aspect this opened up for khorne when 2.0 dropped. Had a game against a top UK khorne player the other day and had some talk on lists, will defo need to start from scratch! Slaughterhosts have no minimum requirements which is good, but cmd traits and artefacts are mandatory Goretide Reroll wound roll of 1 when wholly within 12 of objective. Defo useful with the added focus on objectives in AoS 2, stacks well with a lot of units Command ability, 1 unit, auto run 6 and can charge in same turn, wholly within 16, warriors/reavers only Annoying restriction same as skullfiend, still good Cmd trait, add 1 damage to generals weapons Artefact, model ignores save modifiers Skullfiend Reroll hits of 1 when wholly within 12 of enemy hero, (mortal only) really like this sniping heroes but doesn't stack with the cmd ability and the two mainstain mortal units already have this ability so actually pretty lame Cmd ability, reroll hit and wounds of khorgorath wholly within 10, interesting for sure thought about a 5 khor list within skulltake battalion for super punch, might be a gimick tho Cmd trait, 2 tithe points when general slays heroes Artefact, add two attacks to a weapon I think goretide wins out which is a shame cuz I liked the idea of the hero snipe and my army is painted in skullfiend colours
  2. Overall it looks like the book took a massive hammering across the board, most things don't stack with buffs (unmodified 6s) and abilities ranges have been reduced to mainly 8 or 16, simplification of rules, removal of others and units now must be wholly within for most things. As an aside the wording on the rules and abilities is distinctly odd. scanning through the pages I found the below, will have another look later at the new judgements, command abilities and traits. Skullreapers +10 Trial of skulls more consistent but weaker overall, easier to remember, makes unit weaker against leaders Daemon forged only on 6, so no stacking buffs, no longer hurts unit on a 1 Murderous makes unit immune to BS great buff considering the banner, only on 5+ now but always D3 Wrathmongers -40 Exactly the same, crimson haze is now 8" but units wholly within, blood fury is just mortal wounds similar to reapers Skull crushers +40 Extra attack, extra 1 bravery from banner, no longer have shield ability, charge ability is done model by model Reavers Same, devotion is 16 but wholly, Warriors Same Stoker Now reroll all wounds not just 1s, range reduced to 8 and wholly within Aspiring deathbringer Cowards bane now range 3, slaughter is 12 wholly Priest Blood bind is now move the enemy unit the prayer roll Flesh - same Sacrifice - wholly within 8 Resanguination - same Fury - same Hex- auto dispel endless spell within 16 (not wholly) probs typo Jugger Lord +20 Shield now 5+ Charge now 2+ Axe same Stampede is now only units that charged, 16, wholly and reroll wound rolls of 1 Skarr +40 Attacks diff but similar Auto raises but end of movement on 8+ on 2D6, command ability to buff Wrathmongers to pile in when slain Bloodsecrator No immunity to BS Loathsome is now 16 Rage is 16, wholly Can now move an use buffs MLoK +20 Same Gorelord is now 16, wholly but any number of units Letters -10/-20 Blood banner is now reroll charges Gore icon is same Mortal wounds only on 6 but is now in addition to normal damage Murderous Tide is same Hounds Now have roar ranged attack on champ Locus of abjuration removed Karanak +50 6 attacks on maw Gains re roll charges Unbind same Summon hounds same
  3. Haven't posted here in awhile as I've been focusing on 40k for a bit, just got my preorders yesterday and at first glance the BoK took a real battering! Going to have a good read over the next week and see what's what.
  4. You've got to ask yourself are people frequently asking questions about the hound? Or are they using common sense and the precedent set in other FAQs? Its a single model, its attacks are simultaneous. You would roll all attacks, and then total up the damage done. It's then up to your opponent to roll his saves.
  5. It was in the 2017 FAQ and then they removed it in the newest FAQ.
  6. Rather than shoehorn a wizard in I'd prefer if they changed the mission to similar mechanic to relocation orb, wizards and artifacts bearers count as 20. Or perhaps wizards or priests and heroes with artifacts.
  7. Best way to win is not to play BoK or KO, oh wait... played this the other day and lost, knew it would be a healthy challenge. I tried to claim middle, contest left and deny right. It's pretty tough on BoK, in the end I tabled my opponent but by then he had stacked up the VPs.
  8. Have a look back a couple of pages and there is talk of the BoK 'shell', some key units that are present within a lot of competitive lists at the moment.
  9. I would say you have to look at the success of these lists with a great deal of perspective. 10th in blackout was by Dan Ford, consummate player no matter army and he's been consistently running daemons for awhile now. Darren Watson used to own the NWGC so has a lot of play time under his belt, very strong experience level. Pano has been playing khorne since day 1 and he 'only' placed 20, I think this shows khornes true power level. We have some very strong players still holding onto the faction, but your average player is likely to be sub 20/30 at large events.
  10. Darren Watson is doing quite well at Pompey pillage with the below list, mainly revolves around stacking buffs on the death bringer for multiple D6 mortal wound outputting the sword of judgement *gore pilgrims also on the list
  11. @TheAdequateWargamer Gow did you place overall for the weekend and can we have some close up pics of your flesh hounds?
  12. Played night haunt twice at the weekend, won both due to opponent conceeding. Enemy was mixed units, basically one of everything + the 3 special characters. I had gorepilgrims + skarr/JMLoK/20bloodletters/10reapers. I took skarr to die and drop into objectives and JMLoK General instead of a stoker cuz profit. I had rune, re roll charges, +1 to run/charge. 1st game was focal points, I deployed forward with strong middle and reapers on right, minimal holding home objectives. The idea was to pierce the middle with the Lord and warriors while the reapers swung round from the right. They were matched against characters and 20 rasps, went well and had a bit of luck with black coach failing a 3 charge. Buffed I managed to kill all three characters in a round, so we re-racked. 2nd game was total commitment, again I had thought ahead and chose a refused flank tactic. On my right was the letters, priest, skarr. Everything else on the left, he deployed 20 rasps and kurdoss, everything on the opposite and two dread blades/10 revenants in the middle. I pushed heavy for his objective while my letters held back, skarr went for the rasps as he could take them down turn by turn and the letters would follow up late game leaving the priest to hold. To counter this the revenants killed skarr and moved on to the letters, I used tithe to charge in his phase unaware they can retreat and charge, the bloodletters still won after being buffed by the priest. On the other flank I chewed through his units, the reapers bearing the brunt of magic/veil managed to get 10 letters summonded to support the last of the reapers and JMLoK. At the back the dread blades materialised near the secrator, I had planned for this after nearly being caught out in the first game and held back 2 reaver units, skarr also made an appearance to help. I would say my initial impression is night haunt are similar to BoK, a lot of combat, minimal range and several key buffing units. After the games talked with my opponent, he's probably going to drop 2 of the special chars, add some chaff and get more of the Killy units. Im happy with my army at the moment, still painting new stuff to add. Currently working on horsemen, more reavers and finished my third objective.
  13. Yday played two games against mixed bag night haunt, I'll post up my thoughts later. Couldn't help but chime in with the nagash talk, he's easily one of the most powerful models in the game and it is aneurism inducing to play against. From playing against him I would say his only main weakness is points. If you fight him you know you'll be fighting a lot less other troops-this is somewhat mitigated by abilities which buff the whole undead army. My main tactic I would use against him would be to ignore him, the only units which can take him out are MLOK, Wrathmongers and skarbrand*. I would use Wrath mongers as a suicide run on nagash but for the most part ignore him and focus on the objectives and destroying the other undead units. * I had thought about 'fire against fire' strategy @Ravinsild mentioned but it's not worth it. Nagash is a huge investment but can be offensive, defensive and a support piece for an entire army. Skarbrand is just a one dimensional investment. Also 'big model smash durr' is not why I play wargames. Furthermore @Ravinsild if I was in your position I would've had a game against the idoneth player and left the others to their game. AoS is still in its infancy, points and factions are still very volatile, while this is the case you'll still get chumps taking smash armies. If you really want to get good have a look at who is coming top with what armies in the UK scene and start swatting up on YouTube/twitch streams just bear in mind you'll loose a lot while learning.
  14. Only if he's in range. Interesting thoughts on the night haunt match up, I also play a death army regularly. Unfortunately most of the time it's nagash or arkhan, I should get a game in this week will post up once done.
  15. That seems like a massive waste, I would just plant it second turn. There doesn't seem to be much shooting in his meta so he could probably weather the first turn long range damage.
  16. Yea I'm playing RAI I'm pretty sure If we wanted to be really picky we could say the unit isn't 'attacking' itself is it? Just suffering wounds, attacking is listed on page 231 of the core rules as picking a target and using all the weapons stats, etc etc Self inflicted wounds don't follow that process.
  17. If my opponent has good shooting or other long range spells/threats etc I use my Wrathmongers as a fear factor/suidcide charge. Whip them and run as far forward (easy with the new command) put in terrain and its 15 wounds, Armour 4+. Your enemy must deal with them (even one is worth its weight in gold) this means other units can get forward into better positions knowing the brunt of the shooting will be on the crazy dudes.
  18. I play it as if I do a mortal wound to myself and that kills a skullreaper model the damage on a 4+ goes on the unit I was attacking (the enemy). I think you're looking into too much.
  19. I think daemon weapons are by far the superior choice. Not sure I've actually seen anyone run anything different.
  20. Yea, it's called 'Citadel skulls', 340 skulls of different types. Been out for about a year. Pyramid is made from sprue as mentioned above, it's hollow apart from a bit of scaffolding to hold the next layer. I really like the idea of the skulltake battalion, might try it out. I'm waiting for rogue trader to drop so I can convert the large mutants into several khorgoraths.
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