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Aspirant Snaeper

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128 Celestant-Prime

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About Aspirant Snaeper

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    Dracothian Guard

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  1. Aspirant Snaeper

    AoS 2 - Blades of Khorne Discussion

    Yeah, honestly if I feel like the Skullreapers and/or Wrathmongers are not contributing, I may try out going for a full-on Horde of armored bodies. Although that might stretch the buffs thin and ruin the late-game punch. I do like Greatweapons and Halberds, especially with the buffs Khorne can give out to make those weapons more reliable. I've also used their shields to great effect against Death armies in the past.
  2. Aspirant Snaeper

    AoS 2 - Blades of Khorne Discussion

    Oh right! Totally slipped my mind.
  3. Aspirant Snaeper

    AoS 2 - Blades of Khorne Discussion

    That, and with the new Command Points, his Command Ability will likely be used more in forces where he's not the General. He's been set aside for now in favor of the Wrathhammer version. Since I'm mostly using him as a source of buffs, being able to make him an absolute tank with his Ability going off + the Gryph-Feather Charm (+ Look Out, Sir!) will hopefully ensure he's pumping out that +1 attack to nearby units and Violently Urging them as long as possible. That and being able to unreliably attack from behind his meat shields with his 3" range.
  4. Aspirant Snaeper

    AoS 2 - Blades of Khorne Discussion

    So I'm looking on Warscroll Builder, and I see two different point values for the Aspiring Deathbringer with Goreaxe and Skullhammer (80 and 100). I'm going to assume it's the higher point value, correct? I may have to kit-bash an Aspiring Deathbringer with Wrathhammer then. Anyways, I was playing around with a List idea that's based around an older Gore Pilgrims list I've used before. Allegiance: Khorne - Mortal Realm: Ghur LEADERS Aspiring Deathbringer (80) - General - Command Trait : Violent Urgency - Bloodaxe and Wrath Hammer - Artefact : Gryph-feather Charm ( or Aspiring Deathbringer with Goreaxe and Skullhammer (100) - General - Command Trait: Violent Urgency - Artefact : Gryph-feather Charm ) Bloodsecrator (140) - Artefact : The Brazen Rune Slaughterpriest (100) - Blood Blessing : Killing Frenzy Slaughterpriest (100) - Blood Blessing : Killing Frenzy Slaughterpriest with Hackblade and Wrathhammer (100) - Blood Blessing : Bronzed Flesh Skarr Bloodwrath (80) ( or Bloodstoker (80) or Skulltaker (100) or Bloodmaster Herald of Khorne - Artefact : Gryph-feather Charm (taken from Aspiring Deathbringer above)) UNITS 10 x Blood Warriors (200) -Goreaxes - 1 x Goreglaives ( or NOTHING 10x Chaos Warriors (180) - Greatweapons ) 20 x Bloodreavers (140) -Meatripper Axes 30 x Bloodletters (320) - Gore Drenched Icon 1 x Chaos Warshrine (160) - Blood Blessing : Bronzed Flesh 5 x Wrathmongers (180) 5 x Skullreapers (170) -Daemonblades - 1 x Soultearers BATTALIONS Gore Pilgrims (200) TOTAL: 1970/2000 EXTRA COMMAND POINTS: 1 Thoughts on design: This army works in five key blocks: The Rear Command/Support block is the smallest, consisting of the Gore Pilgrim Heroes sitting back and providing buffs. Killing Frenzy's and the Bronzed Flesh are for the Bloodletters first and foremost, but can be applied elsewhere as the need arises. The Bloodletter block is next and almost stand alone. Early Blood Tithe might be used to get a Bloodmaster on the board, if needed. These guys go towards whatever needs killing the most. The Bloodreaver block is the sleeper here. They'll be hand in hand with the Warshrine to provide a surprise to those who might be used to paper-thin shirtless muscle heads. Will work closely with the Forward Command/Support block more often than not. The Bloodwarrior block will consist of them and the Skullreapers. These guys will take advantage of the Portal of Khorne's AOE, but otherwise get sparing buffs. That's okay since they can handle themselves quite well. Lastly, the Forward Command/Support block will typically work with the Bloodreaver block, using them as a chaff shield/delivery package. This will consist of the Aspiring Deathbringer, Skarr Bloodwrath and the Wrathmongers. They have the chops to work on their own if need be. The Wrathhammer Deathbringer's Thirst for Glory ability works really well with Skarr Bloodwrath here. Skarr wants to die (and you want him to die, too) so when he charges ahead and softens up a unit for the Bloodreavers (or whoever the Forward C/S block is supporting) he can hopefully get himself killed and allow your Wrathhammer General to re-roll hits and save rolls for the rest of the game. Additionally, Skarr and the Deathbringer have 3" weapons to contribute to the fight in case I decide to hide them behind a line of Bloodreavers/letters/warriors instead. The Forward C/S block is all about working with the Bloodreavers and making what is normally a chaff unit a surprise instead. Bronzed Flesh and Protection of the Dark Gods give the 'reavers enough toughness to last more than one round of combat. With a +1 attack from the General, Wrathmongers, Warshrine's TOTEM and Bloodsecrator's Portal of Skulls, as well as the re-rolls from the Warshrine's Favour of Khorne and you start to realize what these guys might be capable of. Toss in the General's Violent Urgency and they'll make it to combat, too. All of this applies to the Bloodwarriors as well in case I want an even scarier group and need the Bloodreavers as chaff. If Skarr doesn't pull his weight, this is where the Bloodstoker comes in to further make this terrifyingly killy. While the aforementioned Forward C/S + Bloodwarrior block could be terrifying, the 'warriors are designed to be independent and simply be a tough barrier to ensure the Skullreapers end up where they're most needed. As long as they're ignoring battleshock and getting the +1 from the Portal of Skulls they'll be killy enough for me. However, if I noticed I'm running short on Command Points, I am considering swapping them for Chaos Warriors with Great Weapons to get my list to 1950pts (as long as my Forward C/S Heroes both stay at 80). I don't think this should be a problem as my General is the only one with a Command Ability and most of my army should be ignoring Battleshock. Though the new run/charge Universal Command Abilities could be crucial, so it's worth considering. But getting big guys with -1 Rend is never a bad thing, even if they're not swinging as reliably or as often. This can be overcome by moving the Warshrine to them instead of the Bloodreavers. then I'm S.O.L. because BATTALION REQUIREMENTS, SNAEPER. The biggest let down of this army is that it's slow. Summoning will help a bit, as will Skarr popping up around the board when and where he's needed. Priority summons would be the Bloodmaster, Additional Bloodletters, a chance Skullcannon and lastly a WoK Bloodthirster. I'm not really thinking about Tournaments or anything, and in the past I've had my Battleline pull enough weight that units like Wrathmongers and Skullreapers didn't even get a chance to contribute. Granted, those games were just friendly slugfests played without Objectives. I also put Skulltaker as a considered 6th Hero as he's always pulled his weight for me in the past and made his points back and then some. C & C?
  5. Aspirant Snaeper

    AoS 2 - Daughters of Khaine Discussion

    @DantePQ You had some good match ups! I realize that there are multiple ways to make DoK work, I was merely commenting that the list you used had some similarities to other successful lists, but wasn't necessarily suggesting that those were the things that make DoK successful! I think Blood Stalkers, Lifetakers and the Bloodwrack Shrine are some of the weakest links in the book, but even then they have ways to work. The Shrine's biggest hit was the increase in Battalion costs which make the "on foot" Medusa more attractive. Lifetakers really need a Khinerai Hero/General to make them Battleline. Blood Stalkers can work with a Temple Nest Battalion and Morathi as General allowing them to shoot twice a turn, but even then that's only as long as she's small. I sincerely hope DoK don't receive too strong of a nerf if they ever do get the great and terrible gaze of the GW withering rulemongers. They're an expensive army and it could be the death of them if they become completely mono-list.
  6. Aspirant Snaeper

    AoS 2 - Daughters of Khaine Discussion

    @DantePQ What kind of armies did you face off against aside from Sylvaneth? @Overread While I'm inclined to share your delight that the Daughters are flexibile, his list still features some common themes of other successful lists like 30/30/10, Heartrenders, Doomfires, Hagg Nar. It's nice that they can be adjusted to ones play style (or due to adversity) and it's clear that they require experience to play well, but I feel like there are certain units that are stronger than others and will always fit in in some form.
  7. Aspirant Snaeper

    AoS 2 - Slaves to Darkness / Darkoath Discussion

    What's the opinion on using an Everchosen Varanguard as a Lord on Daemonic mount? I honestly think the Varanguard's mount looks more Daemonic than the resin "horse" model. Are they the same base size?
  8. Aspirant Snaeper

    AoS 2 - Blades of Khorne Discussion

    Also, stick to the meta you lab rat. 😉
  9. Aspirant Snaeper

    AoS 2 - Daughters of Khaine Discussion

    *spits drink all over screen* 💸
  10. Aspirant Snaeper

    DoK: Help with slow-grow ladder campaign

    I believe you mean Blood Stalkers? I also second the procurement of Doomfire Warlocks. Normally, multi purpose unit wouldnt be a good fit (you'd want the few units you have to be good at what they do), but Doomfire's are just good enough to improve everyone around them.
  11. Aspirant Snaeper

    New DoK army - What to build, Where to go next?

    I did neglect to go into detail on "tanky" sisters. Hagg Nar Buckler's near a Blood Throne General can become 4+/ 5++. Throw Witch Brew and maybe even Mystic Shield if you're in dire need, (nerf or no nerf) into the mix and you have a 30 girl unit that has more staying power than some Stormcast. I also like Sisters with Buckler's over Witches with Bucklers due to the Sister's 2" range, allowing potentially two whole rows of Sisters' to pile on effectively the same number of attacks one row of Dagger/Dagger Witch's can when they're near a Hag Queen. This means you don't need to commit your Hag Queen to chasing your Sisters' around and you still get roughly the same number of attacks, a good save and a chance at Mortals when your opponent hits you. Not to mention a great Pile in. That being said, I still like Dagger/Dagger Witches getting chased by a Hag. Witches don't have a drop off in offensive capability until they've taken serious casualties, since one row of dead Witches is replaced by another that hits just as hard as the last. Meanwhile if/when Sisters go down to one row, their offensive output is effectively cut in half... but that's mitigated by their improved staying power if you buff them correctly. Thus why I plan to play Witches and Hag on offense and Sisters on Defense riding with the Slaughter Queen on Cauldron to mop up the rest.
  12. Aspirant Snaeper

    2k DoK list Critique

    Ah yes, I completely misunderstood your question, then. There are a few parts to this, so I'll break them down! Morathi's Command Ability (the one you're talking about, that's listed on her Warscroll) is a bit different from the Ability the Slaughter Queen units get (remember Hag Queen units do not get this!). Morathi's and the Slaughter Queen's abilities only work if they are your GF's General! Morathi's ability allows shooting units to shoot as if it was the shooting phase OR units in combat to pile in and attack as if it was the combat phase. Slaughter Queen units Command Ability only allow a single unit to pile in and attack as if it was the combat phase. It does not work for shooting units like Doomfire's or Heartrender's. However, in both the Khailebron and Hagg Nar temples, there are mandatory Command Traits that must be taken by the General's of armies from those Temples. These are potent Command Trait's, but as Morathi is a named character, she cannot take them if she is your General. So your Girlfriend should try out both options and see which one she likes better. With Morathi, she gets the option to either shoot twice or attack twice, but loses a potent buff to her units durability with Hagg Nar, or the ability to teleport your other units across the board with Khailebron. Alternatively, she gets only one unit attacking out of phase with no shooting option, and gets to use some awesome Command Trait's on her Slaughter Queen. On top of that, she can count on being able to use that command trait every turn as long as the unit is alive, unlike with Morathi, who loses it when she transforms. Encourage her to try both and see what she likes, but I am of the opinion to lean on agreeing with you that making her Slaughter Queen her General is the better option.
  13. Aspirant Snaeper

    New DoK army - What to build, Where to go next?

    I think any army with Witches and Sisters will be set. Dagger/Dagger Witches are great for the early assault, while Sisters with Bucklers make for a great tough second wave. Alternatively, if you're anticipating an alpha strike, put the Buckler Sisters out front to absorb the hit and then follow up with Witches.
  14. Aspirant Snaeper

    2k DoK list Critique

    I'm going to infer that you're asking about the Hagg Nar Temple's "Devoted Disciples" Command Trait? Not really sure what you're talking about, though. Unlike Khorne and Pestilens, Daughters of Khaine can only attempt one Khainite Cult prayer once per army (every Hero Phase, mind). The Prayers listed on the unit's warscroll themselves can be attempted across multiple units multiple times (During a Hero Phase), because Priest units gain two prayers when they learn a Khainite Cult prayer. So a Hag Queen could attempt "Wrath of Khaine" a second time, should the first attempt be unsuccessful.
  15. Aspirant Snaeper

    2k DoK list Critique

    To add to what @Gwendar said. The Doomfire's personal spell is devastating early game. Combine that with their speed and they are impressively threatening to any wayward Hero. Alternatively you use them as a Mindrazor engine early game, avoid casualties for a turn, then obliterate something turn 2. After that they become a great support/distraction unit. They have decent shooting and combat profiles to lend support to a Battleline blob. However, 10 of them are expensive and you run the risk of becoming dependant on hoping that ability goes off. Additionally, while not being paper thin, they're close and will poof fast if they get focussed on. Lastly, while they are the best Jack of all Trades out there, they are still masters of none. There are better assault units in the army. This is not a shooting army and their shooting profile is not amazing if you ignore the rest of the unit. If you take 5, you save a lot of points and remove a lot of burden from your demands of them. It lets them do what they do best and simply support the rest of your army as best as possible. No heroics of them going off on their own on a do or die mission. No make or break rolls to Doomfire a Hero to death or you lose the game. Sit them back, maybe cast Mindrazor, shoot, charge, unbind, and doomfire to make every other units' job easier. Maybe throw them at the enemy to cause a panic so that five horses get vaporized to allow 30 Sisters of Slaughter to advance inhindered. Maybe race them across the board to grab a wayward objective or prevent your opponent filling a hole in your lines with something nasty. I love Doomfire's, but dont let them be the only answer or they might let you down. But this is only advice! Dont let me stop you and your girlfriend from having fun.
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