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MOMUS

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Posts posted by MOMUS

  1. 10 hours ago, Killax said:

    Because they wanted to sell at least some stock of the model and decided enough was enough I guess.
    I'm not dissapointed at the change, I am dissapointed that this is the third Khorne book, where minor changes are made and some hat at GW manages to make a Warscroll mistake. 

    No. The reason is the designer simply didn't know the rules.

    This is the same designer who (at one of the bigger tournaments last year) didn't know the effects of the bloodsecrator banner and incorrectly ruled against the brazen rune range - even though it was in the FAQ at the time.

    Im glad it's been corrected, now we don't have to chat about the ugliest model in the army.

    • Like 5
  2. I think as agentofchaos says, loathsome sorcery is worth its weight in gold. The bloodsecrator is still very survivable with good wounds, save and look out sir and option for artefact.

     

    After rewriting my tournament list in 40pts down, thinking of actually using a judgement. Not sure on skulls or icon, I think the skulls are good but would probably get more use out of the icon - it's basically free mortal wounds.

    • Like 1
  3. Wrathmongers? 

    What are they good for? -absolutely nuffin!

    but seriously, then have lots of attack and rend 1, not that hitty as only on 4s, so potential to fluff attacks is real. 1 mortal wound when they die, 5/6s to do d3 mortal wounds depending on opponent.

    is it really worth it? Before they had a solid target and use, now they are just fodder. I'm not sure I would use them if it was a garentee d3 each.

     

    People seem to be losing their minds about using this overcosted unit to shepherd around another over costed unit (skull cannon) and then pile on another unit (blood master) just to make the cannon worthwhile.

  4. 24 minutes ago, Kaz said:

    Tell us how Skarr goes! I’m really curious about him. Maybe try a Bloodforged with him? As for Bloodthirsters, what are you gonna build them as? Are you building for Tyranrs of Blood? 

    Skarr was fairly decent in the old book, now his summon restriction is gone so he's a good tactical piece. Suicide him in and then summon behind enemy lines/on objective. The as he's a hero summon daemon units off him to charge the enemy backfield.

    bloodthirsters are unfettered fury and wrath of khorne, not optimal but already built from long ago. 

    Currently running reapers of vengeance, the unfettered fury with doppleganger cloak. So he can charge in, not be attacked until he attacks (twice) and then the turn after the enemy can't flee. Think it's a good tactical choice but need to try learn how to get most out of it.

    • Like 3
  5. Got a tournament coming up so have been trying to bash out a list with some competitive games.

    Anyone else feel like they're playing by different rules checking units are wholly within, while other players still snake back models for buffs.

    Anyway got two bloodthirsters and a bunch of daemons, really not getting mileage out of karanak, going to try skarr instead. His ability to be summoned probably better tans harder to counter than free unit of dogs ability.

    • Like 1
  6. I Like the idea of the daemon prince, buts he’s so lacklustre especially for 160(?) points.

    Same as a jugger lord, no command ability of his own or other ability is a real drag, fly is useful and he has decent combat ability.

    Feels like he should be more 110/120 imo.

  7. 3 hours ago, MadCat said:

    Hey guys, a question about Blood Tithe:

    "Murderlust: Pick 1 friendly KHORNE unit; that unit can make a normal move....."

    So.. I can run with that Unit in hero phase and later, Move and charge?

     

    No unfortunately not. 

    P230 'You cannot make a charge move with a unit that has run or retreated earlier in the turn...'

     

    On the subject of tithe points, are they still able to be used in the enemy hero phase?

    The wording has changed drastically from the last book.

    • Thanks 1
  8. 13 hours ago, Charleston said:

    Btw Skullfind Triebe and Goretide affect as far as I can see also Slaves to Darkness units as they also obtain the keywords

    Yea I've been looking at this too, in particular the Lord on Daemonic mount who I think could be a really good addition, as he has the mortal and daemon keyword.

    Some comparisons below as the skullmaster and jugger have both gone up in points.

    Skullmaster  +20 (120)
    +decapitaiting 6s is in addition 
    -slaughterous charge only on 2+


    Lord on Dmount 140
    +10 movement
    +mortal and daemon keyword


    Jugger lord +20 (160)
    -shield only on 5+
    +charge is on 2+

    • Like 1
  9. 20 minutes ago, Xasz said:

    I think people forgot how deathstars operate, probably because they've never been such a big thing in AoS compared to 40k (due to some key rules being amiss)... it seems all we currently know is hordes and strictly going for points.

    With a deathstar, you smash the most important aspect of your opponents list and then either go for the next big target to completely cripple him or if possible (like the Space Wolves, Dark Angel deathstar from 40k back in the day) split the deathstar and go for his troop choices/scoring units. Picking up the scraps, going for points yourself or straight up tabling him. Doesn't always work, sometimes your important units get toasted before they reach their target or are in a bad position. Potentially resulting in a horrible loss... 

    It is usually a "pubstomp" setup which gets rather tricky to play when pitted against experiences players. (... and it's obivously not for everyone)

    Being able to cripple an enemy in two moves is a lot harder nowadays. BoK really needs speed and reach, the summoning mechanic helps mitigate the reach problem.

    The prevelance of death armies means, quite often your enemy can outmanoeuvre, out summon and res its most powerful unit instantly the next turn .

  10. On a different note the new flesh hound models are really nice. With a bit of planning and careful cutting you can swap the heads between the hounds making the units look different.

     

    @Galdenistal I prefer the MSU style of play, hate seeing games of 2x30 blobs vs 2x30 blobs. Reminds me of the start of 8th ed where everyone just took 30 dudes and mindrazor. 

    • Like 1
  11. 9 hours ago, Battlefury said:

    I see an issue with the Blood Tyrants list.

    It is very strong and viable to destroy a lot os stuff.
    But with the intention to play objective based scenarios, that list is absolutely not fitting.

    I also think, that the Bloodthirsters are not sooooo good, but that's maybe just my opinion.

    Might be a thing to concider, that we shall not rely on those 3 Bloodthirsters so much.

    I see the way to play it as using the bloodthirsters to smash into the enemy while dropping off summoned units of whatever to hold the objectives while the thirsters roll up the flank. 

    Rest of the list is tithe generation/chaff/home objective holder.

  12. 58 minutes ago, Zamik said:

    The book says, "If your army is a KHORNE army, you can give it a Slaughterhost keyword." I think the wording about "different slaughterhost keyword" is meant for characters such as Khorghos Khul and the Shadespire warbands. They can be in a Skullfiend Tribe army, but they can't get that keyword and thus can't take advantage of the abilities.

    That doesn’t seem right, would be kinda cool to have an army made of two different tribes come together to attack a bigger threat. Or a tribe summoning in a particular daemon host to aid them in a forthcoming battle.

    more thematic then wrathmongers giving a cannon an extra shot cuz reasons anyway... 

  13. From the wording I think it is possible to have two slaughter hosts.

    eg 2000pts army

    1000pts of daemons, bloodlords

    1000pts of mortals, goretide

    Seems a bit odd that to have a mechanic that would hamstring a portion of your army as the slaughterhost abilities are defined as mortal or daemon. 

    • Like 1
  14. 57 minutes ago, Xasz said:

    Priests add aspects to Khorne that no other units do while being rather cheap.

    If you don't like them, don't play them but they are one of our better units/heroes.

    Agreed, they are cheap and add massive benefits.

    What I was arguing was the point put forward that they are better than their wizard counterparts. 

    I’m critical of their abilities for sure, but this wouldn’t mean exclusion from a list.

  15. 6 minutes ago, ledha said:

    Imagine a 100 pts wizard who have access to a reroll to ALL his casting (because of the altar), who have access to two awesome personnel spell that he and others slaughterpriest CAN spam (unlike wizards, like two knight incantor can't both use their personnal spell), whose spells CAN'T be unbinded by the opponent, and who can dispell one spell AND one endless spell WITHOUT having to sacrifice one of his casting for this, AND casting a "endless spell" for FREE.

    I imagine that would be good, unfortunately the rolls are from a poor mans vortex clone, which makes the priest a sitting duck, blessing cant be spammed, prayers can be but only one is still good, blood bind was obviously deemed too tactical, not being able to be unbinded is great (worry about this for the next GHB), dispelling endless spell... Great never see them used, cast judgment... I think they're all worthless.

  16. 48 minutes ago, Xasz said:

    FTFY

    Haha good catch, less rules for the rules god.

    I wish the heralds had access to the blessings.

    daemon locus or fury ability, reroll hit rolls of 1, wholly within 12, I read this as also including the hero or greater daemon, which kinda makes a few abilities/traits redundant.

    i feel like I'm reading the same thing over and over again in this book 're roll hits'

  17. 2 hours ago, Killax said:

    Yup, Khorne Magic is some amazing Magic.

    As steve said, D3 for Bind or Boil on 1, 1 for the Blood Blessings, none for the Endless Spells. 

    Slaughterpriests are just amazing :) better as your average wizard.

     

    Are they?

    I was listening the the honest war gamer stream yesterday and they also said how good priests are compared to wizards. I’m still not sure they are, I remember having this discussion in this very thread about a 6 months ago and nothing has changed much with the new book.

    reliable prayers, most are on a 4+. So that’s 50%, can no longer be improved by killing models in previous turn, no item or trait or unit ability that can improve this, wizards in other armies have the ability to buff themselves and sometimes other casters, not including items

    Survivable, 6 wounds, 5+ save, no MW protection, quite squishy, no default access to mystic shield, so if you want bronzed flesh you have to give up something else. Most armies have multiple options of wizards, mounted, armoured, on a monster etc

    rerolls, mainly available from one place, free terrain gimmick, the terrain is one piece and wholly within 8, compared to wizards having arcane dotted round the landscape like candy 

    • Like 1
  18. 15 minutes ago, Jaehaerys said:

    For those of you questioning the wrathcannon thing. Go and watch the Wednesday stream with Ben J. He confirms it was intended.

    I wouldn’t say he’s infallible. 

    Aside from that l, is it actually worth taking the wrath mongers to give a skull cannon and extra shot?

    Would you even take a skull cannon if it had two shots as standard?

    I would really like to include it as it gives the army some massively needed reach, ability to kill weak or weakened characters earning tithe at range, a little bit of tactical flexibility, but still I would say it’s still overcosted and the model is the ugliest thing since the razorgor. 

  19. 2 hours ago, Ravinsild said:

    People have been saying to run him with Dimensional Blade to get + -1 rend on all his weapons (not Mount though) or whatever it does and use him as a hammer unit (probably in addition to other units) 

    The dimensional blade is pick one weapon and change it to -3, not add extra rend to all weapons.

    Gore cleaver is pick one weapon, add an extra -1 rend, and 6s to wound double the damage.

    Goretide Command trait is add 1 damage to the generals melee weapons. 

  20. 2 minutes ago, Impa said:

    Looking for clarity on summoned units and Slaughterhosts. If for example your running reapers vengeance and you summon a bloodthirster does it get the perks from your Host? or is it only models that "started" in your army that benefit from the hosts. By perks i mean the static ability and the command ability as the artifact and trait are bound to a general or starting hero from the army and lost if he/they die? Also to add to that from the host does every model eligible within the host get the command ability / ability you get from the host? or just one model? As i can't see where it says "all models in your slaughterhost are eligible to take the command ability etc from the host" just so there's no tears and anger from my opponents if i choose to go reapers and get off a bunch of attacks with multiple bloodthirsters before they attack. cheers and thanks

    RAW I would say the command ability is available to everyone who can use it inside of that slaughter host.

    The question on whether a summoned daemon unit belongs to a slaughterhost is a good one. I think that would need an FAQ, it's possible to have multiple slaughterhosts within your army. I imagine the answer will be you decide the keyword when you summon them in and then they function as normal.

  21. 7 minutes ago, ChaosUndivided said:

    I'm gonna quote myself every day till someone can help me answer this.

    It should really be addressed in a FAQ but im thinking you only need to be within 8 of one skull and the Warshrine can't overlap (meaning half within 8 of one and half within 8 of the other). Thoughts?

    Don't keep quoting yourself, it will be annoying for all other users. You could email GW, ask at your local shop, PM a more experienced player or post in the rules query section. 

    I believe RAW you need to be wholly within both skulls to add 1 to the roll.

    • Like 1
  22. Read through the book, if you fight a combat and don't have rerolls to hit you've forgotten a rule somewhere

    lol so many re rolls!

     

    BoUF +40
    My fave bloodthirster
    Stats same
    Extra range on the lash and keeps a lash attack even when fully degraded
    Drawn in for kill
    Now one unit chosen in enemy move phase cannot retreat
    Land rebels
    Each enemy unit, 8, wholly within, 1 mortal on a 5+
    Rejoice 
    All daemon units, 16, wholly within, pile is 6 and eligible to fight if 6

    BoIR +20
    Stats same, extra attack on axe
    Outrageous carnage same ruling, now set figures, starts as 4 then 3,2,1,1
    Bloodthirsty charge
    Use start of charge phase, all daemon units, re roll charges, 16, wholly within

    WoKB 
    Same stats
    Hellfire breath only works on a 2+ (why?)
    Lord of blood hunt is now, 1 unit, 16, wholly within, reroll hit rolls

  23. Daemon slaughter hosts

    These seem a lot better than the mortal counterparts which is making me lean towards a heavier daemon slant in my own army. Maybe they felt bad for the daemons cuz they get no Benefit from the shiny new free terrain (whoops!)
    Again traits and artefacts are mandatory.

    Reapers of vengeance
    Enemy add D3 to failed battle shock when within 3, great buff across the army 
    Cmd ability
    1 daemon unit, wholly, 8, unit can pile in and attack second time, amazing! Notice it's not locked to a specific unit like the mortal equivalent. I can see bloodthirster a rolling across the table with this and doppleganger cloak
    Cmd trait
    General can dispel, if an 8 is rolled inflicts D6 mortal wounds
    Artefact 
    When affected by spell 2+ it is ignored, very odd wording on this. I'm reading it as immediately when targeted rather than an additional ward save... Thoughts?

    Blood lords
    Reroll wound rolls that target a hero or monster, great (again not locked like mortal wholly within jank)
    Cmd ability
    Heal 1 wound on each unit wholly within 16, meh
    Cmd trait
    +4 move and reroll charge
    Artefact
    Bearer fights before sides choose which units attacks first

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