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MOMUS

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Posts posted by MOMUS

  1. 19 hours ago, Ravinsild said:

    Thanks for the big breakdown and analysis. Is everything really worse though? 

    Any thoughts on the Battalions or Slaughterhosts at all?

     

    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 

    • Like 2
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  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

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  3. 21 hours ago, Darksteve said:

    So what I'm hearing is that even though its not technically worded so it doesnt work I should play it that way in preparation for the inevitable FAQ? Also if I choose to make doggo attacks first and everything is dead after that I dont turn spawn because the bearer made no attacks?

    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.

  4. 5 hours ago, Praecautus said:

    How do you deal with Places of Arcance Power - heros with artefacts and wizards can score.

    Whats the best tactic for this? I played Death last night and struggled to score victory points due to my lack of scoring units. I was 5-1 down by turn 3, had managed to deny 1 objective and had claimed one and opponent had 1. Best I could have hoped for was a draw and then only if everything went for me.

    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.

  5. 31 minutes ago, Heroflegend21 said:

    Hey so I'm currently playing at a 1000pts tournament and I have a question about the blood forged infectious bloodletting ruling. 

    It states "... roll a dice for each enemy model within 3" of a bloodforged model at the start of your hero phase..." Does this stack for each bloodforged model within 3"? 

    Thank you

    How would it stack?

  6. 10 hours ago, The_Yellow_Sign said:

    Hey, I'm considering building a 1250 point Khorne army for a tournament in a couple months, but I'm brand new to Khorne and have only played Brayherd/Warherd in AoS so far. Anyone happen to have some ideas for competitive list at that point total? 

    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.

    • Like 1
  7. 5 hours ago, TheOtherJosh said:

    Given that the anything that can use “Traitors Mist” can’t move in the subsequent move phase and the Mammoth base is HUGE ... it would be interesting to see how it works.

    Unit must be wholly within 15, pretty tight ?

  8. On 14 August 2018 at 3:58 PM, Easytyger said:

     

    The success of these MSU Mortal Khorne lists is rather intriguing. Many were counting Mortal Khorne as a lower tier army in AoS 2.  Anyone want to shed some light on what makes these lists viable? Is it the summoning from the MSU? The most interesting to me thing about these lists is that both Pano's and Darren Watson's lists utilize multiple units of Wrathmongers. Obviously they are needed if your going to run Bloodforged but even without the battalion they seem to be a good choice at least in this early meta.  There does seem to be a rise in the number of big monsters appearing on lists and i wonder if that's why the Wrathmongers may be a good choice.  

    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.

    • Like 4
  9. 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 

    image.jpeg

    • Like 1
  10. 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.

    image.jpeg

    • Like 4
  11. 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. :)

     

    • Like 1
  12. 16 minutes ago, mastercrafted said:

    Can the lord of khorne on Juggernaut use his command trait on himself?

    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.

  13. On 29 July 2018 at 4:40 PM, TheOtherJosh said:

    Perhaps, but the wording is “the attacking unit suffers [...]” not “the enemy unit suffers” ...

    In the case of Skullreapers, if they kill themselves in their combat phase (not the enemies combat phase), then they are “the attacking unit” ... whether that is intended or not.

    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.  

    • Like 1
  14. 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.

  15. 6 hours ago, TheOtherJosh said:

    There is a player at the local store that is hesitant on the “wounds to yourself” issue ... so they run goreslick Blades.

    And then there is the question of how “Murderous to the Last” works if they kill themselves with mortal wounds damage from Daemon Forged Weapons due to a failed wound roll.

    “Murderous to the Last: [...] Roll a dice immediately after any model from this unit is slain in the combat phase. If the result is 4 or 5, the attacking unit suffers a mortal wound; if it is 6, the attacking unit suffers D3 mortal wounds instead.”

    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.

  16. 3 hours ago, Ravinsild said:

    GW sells just a box of skulls? I’m both surprised and simultaneously not at all. That’s hilarious. 

    So is the pyramid hollow inside? 

    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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