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Posts posted by NemoVonUtopia
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51 minutes ago, ledha said:
As for Mortal Khorne, i think however that a full Brass Stampede, even with the point increase, will still be a force to reckon with
I've use the brass stampede quite often, at a small local tournament I crushed my first two opponents and managed to tie my last game vs daughters of khaine. The points increase will make me rethink the non brass stampede part of my list which I was planning on anyway. I have not had too many issues with terrain when using min size skullcrusher units but I also play in a casual setting where we tend to play a little loose with terrain rules. I am really tempted to break my self imposed rules and ally in a wizard for the cronomantic cogs for even more speed.
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14 minutes ago, TheOtherJosh said:
For folks that have Skarr Bloodwrath, how are you transporting him?
The rather delicate left hand Axe with the chain above the head seems to be problematic for transport.
Did you do any kind of conversion or change to the chain over his head?
I've been transporting him and my wrathmongers in a games workshop case with the to tray removed so his arms and heads arnt touching anything. He is still intact but I have had a couple of wrathmongers loose a chain.
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48 minutes ago, Reeve said:
Has anyone here ever had any success with Warpfire Throwers? They either die quickly or sit around most of the game doing nothing... I have a comparable problem with Acolytes but they fill a Battleline tax for little points and have performed better on occassion.
I usually run them behind an allied clanrat unit or trail them behind stormfiends or wait till most things are in combat to move them into range
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23 minutes ago, misthv said:
Yeah, likely-- although I didn't find any info on it.
It got replaced with devolve that is like the slaughterpriest's blood bind ability.
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34 minutes ago, TheAdequateWargamer said:
Worth considering how you would handle battleplans like scortched earth. You need a unit on all 3 of your own objective to keep scoring. So a 5 man squad is pretty good if their sole purpose in life it to sit on an objective.
Anything beyond that and 10s should be the way to go.
Yah, I've had a few games where a 10 man squad had to objective camp and it felt like a waste.
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38 minutes ago, TheOtherJosh said:
That’s good to know.
When running them is it full 10man units? Or 5man mini-units? At 100 for 5 they feel expensive (Even with 10 wounds for that Minimum sized unit.)
I pretty much always take 10 to give the unit champion a goreglaive. They are expensive but they are only 10 points per 5 more than chaos warriors.
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I use bloodhound exclusively and bloodwarriors and bloodreavers have done quite well for me.
For bloodravers, I exclusively run them with meatripper axes. I have 40 from the starter set modeled with reaver blades but have never run into any problems using them as axes and I doubt you will unless you want to play in a tournament. I tend to use them either unsupported in small squads for objective holding and cheap screens or with a bloodsecrator in large units to maximize attacks and be able to do damage while screening. You can invest a lot to support them to make them really good, but they are very weak to ranged attacks.
Bloodwarriors are my personal go to battleline. They are more durable than bloodreavers or bloodletters and their ability to attack after dieing means that I am more comfortable letting them be attacked first so I can choose more important or fragile units to fight first. I use gorefists but they tend not to do much and are not as good of your opponent had rend or relies on mortal wounds to do damage.
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I am quite excited about the new command point system since the beastlord's and doombull's command abilities are very situatuonal so we should be able to make good use of the generic command abilities. Taking 2 doombulls and using both command abilities seems like it would be devastating for one turn.
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The concept is good but I would recommend a battalion other than Gore Pilgrims since you will be severely limiting the daemonsmith's magic and since you don't get the extra khorne prayers the slaughtpriest bluffs are less useful. Depending on what models you have you could do dark feast or bloodforged if you want a battalion.
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I've been thinking about what use slaves to darkness and mortal tzeench lists can get out of the new summoning rules. The list I've been slowly building to will have around 4-5 casting attempts per turn so unless I face a magic heavy opponent I figure I won't get 10 fate points until turn 3 or so which seems lacklustre though I guess a free unit to hold objectives or screen for a turn isn't bad.
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Personally I would prefer a place to donate with a lump sum than a subscription. Though if you end up having both subscription and donations it would be nice to let donors have the same perks that subscribers have, though that may be hard to work out.
AoS 2 - Blades of Khorne Discussion
in Chaos
Posted
That's why I plan to stick with 7x3 skullcrushers max, maybe try out 6x3 and 1x6 units because I have 24 skullcrushers total. I had enough points to also have 2 slaughterpriests, 2x10 bloodreavers, and 2x5 wrathmongers. Typically the bloodreavers run up ahead of my skullcrushers fo eat the enemy's charge and die to trigger the charge bonus. With units of 3 I usually don't have an issue getting them all into combat. Even with the extra units I still have difficulty protecting objectives when there is more than 1 or 2. So far I have faced armies that the skullcrushers can tie up in combat so I don't have to leave too much behind but I would imagine armies that can teleport or otherwise get past the skullcrushers would easily take objectives from my list.