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NemoVonUtopia

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Everything posted by NemoVonUtopia

  1. Maybe use them as allies marauders and marauder hosemen or go generic chaos and use them as ungors, Ungor raiders, and centigors.
  2. I have not yet, but have been thinking about a generic chaos list with brayherd and LoA artillery because for some reason they cannot ally. Or adding artillery and fireglaives to pretty much anything but skaven to add some ranged capability.
  3. I use it fairly often since I really like blood warriors and wrathmongers. It gives a nice defensive boost and making enemies attack themselves is great when I remember to do it. It doesn't have as big of an impact as something like gore pilgrims but since I tend to use 3x10 bloodwarriors and 2x5 wrathmongers anyway I use it to add both survivability and damage. Also it is hilarious when your opponents last model kills itself in anger.
  4. I bought 2 blackshard warhosts so I usually run them in units of 20+ so I have command models avaliable. For fireglaive I've been asking my opponent if unit leaders are mandatory and not taking any command. So far everyone I have talked to agrees that unit leaders are not mandatory, but that is a small group of people.
  5. That's all true, I tend to play weirdly defensive but aggressively so the times I dont bring a bloodsecrator I sometimes regret it. Personally when I dont take a bloodsecrator it's because I want to try something different instead of finding something better.
  6. One of the rewards, I think the 3 blood tithe one, let's a unit move like it was the movement phase. So you could spend that to run the bloodsecrator before planting the banner. I occasionally dont take a bloodsecrator but mostly when I'm taking a brass stampede. Without one you lose +1 attack which is always nice and are vulnerable to battleshock which is the big impact. They are also great with bloodreavers since they are a totem and remove a big weakness of low bravery. Not having a bloodsecrator means missing out on the main synergies for Khorne.
  7. So far I've found the realm spells to be more useful. Devolve is very situational and in the few games I've played with it, my opponent played a fast army and we were in combat the entire time. From using slaughterpriests I know that moving enemy units can be very useful, but I probably use it in less than half my games when I use slaughterpriests. Though since brayherds are much faster than bloodhound it's a bit less useful because if you are within 18" in the hero phase you will be able to charge reliably. If you want to use a shaman in a different army for devolve you may want to consider a slaughterpriest instead since they have a similar effect but can also do mortal wounds if pulling enemies is not worth it.
  8. Where was the bat rep from? I have had issues with getting over whelmed but it has mainly depended on the army I'm facing and luck. My lists tend to be artillery and infantry focused so my only melee units are 2x20 ironsworn and a unit of fireborn and I depend on weakening the enemy as they approach. Best case scenario I take out the major threats and support units before they get close but that has only happened once so far. Worst case is when I rolled horribly eith my artillery and got crushed. Usually what happens is that I soften them up with the artillery, they spend a turn or two killing all my ironsworn and by the time they are done they have been shot enough that my fireglaives can survive in melee. I have found death armies to be particularly annoying and difficult because they regenerate so much that if you dont roll well enough to kill a target immediately I will just heal back to full. If I replaced my deathshreikers and dreadquake eith magma cannons then my results would be a lot less swingy.
  9. I did both which tended to be overkill if I rolled well. I feel the same. Though I was considering moving to a general skaven list which is a much easier decision now.
  10. That's what I've been thinking too. Sparks are nice for magic rolls but with no spell lores our magic is limited. I dont want to give up vigour dusted shockgauntlets but they tend to overkill things so it's probably worth losing that for more versatility. I dont think that the spark damage effect is worth the risk anymore except for the fringe case of something important being 1 damage away from dieing.
  11. It's nice that we get ash storm and fireball so both will be useful even if there are no endless spells or realm spells.
  12. That's what I usually do. Although my latest games have been against death armies where you pretty much have to focus on heros. My first game in 2nd edition I shot weakened a terrorgeist and killed a corpse cart and Arkhan. My opponent conceded turn 3. I also had a game where my artillery couldn't hit anything and I got crushed.
  13. I've been taking 40 of both ironsworn and fireglaives and the ironsworn usually all die but by the time the enemy has gotten past them they have been shot to bits and dont threaten my fireglaives much. I've had success with deathshreikers sniping heros and support units, though I usually target heros that are monsters or are isolated first.
  14. Deathshreikers are good but can be inconsistent. Going with only magma cannons is probably the most ideal although deathshreikers have longer range and ignore line of sight which is nice. Venomous Wargaming on YouTube has a battlereport of 2nd edition chaos dwarfs that might give you an idea on how the artillery performs. Ironsworn are not more survivable than fireglaives. I ment that either would add to your model count and allow you to spread out a bit more. As much as I like ironsworn, it's probably better to use fireglaives instead because they are more versatile.
  15. The fireborn seem redundant with all the bull centaurs but I like fireborn and they would probably work well. Some alternatives for the fireborn could be: -Iron daemon to give more mobility to your magma cannon and short ranged firepower. - More fireglaives or maybe some ironsworn gor more objective holding ability. Fireglaives are great. They can do a surprising amount of damage, are durable, and pretty decent in combat.
  16. I'm considering the pallisade, shackles, or maybe the lifeswarm. I think the pallisade would be a good roadblock and way to protect against shooting. One thing that I am considering is if it would be worth placing close to ironsworn to limit enemy pile ins and risk the -1 hit. The shackles would hopefully slow down enemies so they could get shot more or allow us to get somewhere before them. It may take a bit to get used to using them without also hurting myself but since I've pretty much given up on the dreadquake I have points to play around with them.
  17. For chaff you could try out giant rats or plague monks or maybe gutter runners I dont remember how they compare cost wise. For weapon teams, I have used warpfire throwers and poison wind mortars. I have had good success with warpfire throwers behind a clanrat wall or lagging them 10 or so inches behind stormfiends so they can move up and shoot once most enemy units are locked in combat. The mortars are a bit more luck dependent, having only one attack can make it seem like they are bad individually but with several and the reroll command trait I have found that they do well although those experiences were back when they could do 12 damage.
  18. I would reccomend 2x shock gauntlets, 2x warpfire, and 2x grinderfists. Rattling cannons are good but your current list lacks melee which is why I think grinder fists to be better. You are going to struggle with taking and defending objectives since other than the stomfeinds and warpseer you dont have much durability. But you might be able to do enough damage so it won't matter.
  19. I think that the main benefit of the spell will be pulling units out of cover and isolating heros to surround them. Slaughterpriests have a similar ability which I has been very useful, one game I pulled a necromancer away from his screening units. Also with more aura abilities being wholly within we can possibly stop them from triggering.
  20. Neither my artillery nor iron daemon came with bases. If I ever get bases I am planning to get the smallest oval base they look good on.
  21. You could paint the pallisade green to make it warpstone
  22. You could start with the gore pilgrims battalion and add the aspiring deathbringer, one of the lords of khorne, wrathmongers, additional bloodwarriors (from memory the gore pilgrims requires 2 blood ravers and 1 bloodwarrior) to have 2 units of 10 and you should have enough points to add in some of your other units I also reccomend trying out some of the lesser battalions like red headman that you already have models for to add some variety.
  23. I use it and a pack master on a unit of 2 shock gauntlet and one warpfire stormfeinds to get the d6 hits on a 4+. That unit while buffed up has killed at different times a lord of change, terrorgeist, 30 ghouls, and pretty much anything in combat with it. Now if they ever change shockgauntlets to trigger on unmodified 6s then vigour dust probably won't be worth it and I have not considered using it on any other unit since the damage could kill weapon teams.
  24. Has anyone tried out the execution herd yet? I'm planning on trying it out with proxies next chance I have. I quite like the concept but I am doubtful on how good it is. If I compare it to my bras stampede, the execution herd is 300pts cheaper but has half as many models and less synergies.
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