Jump to content

Oreaper84

Members
  • Posts

    178
  • Joined

  • Last visited

Posts posted by Oreaper84

  1. question..... Is max squad blood warrior worth it? In any battalion, with certain buffs, with a particular load-out?

    I want to think maybe, but lately iv'e been struggling against nurgle and I'm looking for some answers that doesn't involve 30 bloodletters. Is there a mortal way to do it?

  2. 5 minutes ago, JetBlackSVW said:

    I need some help with certain abilites:

    Skullreapers

    Murderous to the Last, does self damage from the Demonforged Weapons that kills one the models trigger this ability deal damage to this unit?

    Frenzied Attacks, can I re-roll hit rolls of 1 for the Vicious Mutation when the Leader has a Daemonblade equipped?

    Khorgoraths

    Taker of Heads, can I heal a wound from past turns or shooting phase or I am only able to heal a wound that has been inflicted in this combat phase? And I am able to heal when I kill a model first and then get wounded afterwards?

     

    Also I want to play with a Daemon Prince (Khorne marked and with axe) as my general in the next game. What would be the best combination of trait and artefact when I want to maximise damage? Immense Power as trait seems to be really good as the DP has two weapons, but I also would like to buff the hit rolls with something like Slaughterborn. When I take Slaughterborn I could use Deathdealer as artefact but that only applies to one weapon.

    Your help is appreciated?

    Murderous to the Last, does self damage from the Demonforged Weapons that kills one the models trigger this ability deal damage to this unit?

    yes as it states whenever they are slain, so as written you will pop for mortal wounds regardless. Now the thing to note is that it does say the attacking unit....so that would mean you hit yourself (ruthless little buggers aint they) so be careful when you are picking combats....though TBH once the reapers get rolling they arent going to be killing themselves much as i always whip them just for this reason.

    Frenzied Attacks, can I re-roll hit rolls of 1 for the Vicious Mutation when the Leader has a Daemonblade equipped?

    yes you can reroll as it doesnt specify what weapon...just that the model gets the rerolls, though most put the 2-hander on the champ...but i can see this having merit.....hmmmmm

    Taker of Heads, can I heal a wound from past turns or shooting phase or I am only able to heal a wound that has been inflicted in this combat phase? And I am able to heal when I kill a model first and then get wounded afterwards?

    you can heal past wounds no problem...they only specifier is that you heal the wound in the combat phase after he kills someone, it a sequencing thing...

    Also I want to play with a Daemon Prince (Khorne marked and with axe) as my general......

    Crimson crown is nice....command trait is to taste....this you will have to play around with

     

    hope this helps!

    • Thanks 1
  3. Interesting that the Council/Bloodhunt list made it into the #1 spot. Congrats to David for the win, I wonder how the list functions on the tabletop. I know there are likely reasons for the artifact choices as well as the actual Thirster choice. From a rookie perspective i am wondering how the list functions given the objective based game we have. 

    I would be interested in any insight anyone could provide...

    • Like 1
  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.

    I agree with @MOMUS that this scenario is always a healthy challenge. We are going to typically have 1-2 scoring models so i think early capping and character assassination is going to be the key here. If you can take one of their wizards or artifact holders, do it...don't hesitate. We don't really have "tanky" models for this. But i usually run MLoK with brazen rune. Combine this with cover and/or bronzed flesh and that can go a long way to hold it. Screens become doubly important here so surrounding with reavers/marauders is a must. Also if you have a WoK Thirster this is an ideal scenario for him to go do what he does....hunt characters!

    • Like 1
  5. So i have been thinking lately about the state of Khorne in 2.0 and i see in my meta a few new players getting super frustrated with running Khorne. With the facts stacked that it is an older book, has no magic, and little to know shooting, most player equate that to mean we are a YOLO forward and charge army and consequently are getting creamed by more competitive list/books. I'll admit for a while i was in a similar boat unitl it dawned on me something that i had never thought before...

    KHORNE IS A FINESSE ARMY. As weird and counter intuitive as that seems, every time i evaluate the army as a whole it keeps circling back to this point. We dont have the overwhelming range of Tzeench or KO, We don't have the resilient punch of Ironjawz, we dont have the speed and precision of Daughters or Idoneth....

    So what do we have? Reliable and flexible units. Blood warriors wont oneshot a horde....but they will likely survive and chop away over a turn or 2. Skullcrushers wont bomb into a backfield and character snipe like eels can, but they hit and stick where we need them. Our chaff isn't the best in the game, but its cheap enough for its punch that we can reliably send it out to do its job, be that objective capturing or gumming things up. We aren't a red tide of murder that rampages across the board, and we have to work for the combos that make us hit hard or defend well. Im thinking that there may be a benefit to illustrate this in a beginner tactica giving listed synergies, deployment styles, and unit marching formations, as these three concepts we the way i finally "turned a corner" with the boys in red. 

    • Like 3
  6. 46 minutes ago, Kevlar1972 said:

    Right. And the deathbringer buffs all your heroes as well.  The bloodletters are great too, but then I think you really want the herald with crimson crown to support them.  They can outpace the blood secrator and priest buff range and without buffs they are fairly useless.  Even buffed they are still susceptible to being screened and counter charged.  And something can cut their numbers down to uselessness pretty quickly.  With bloodwarriors in MSU you never have to worry about losing a unit and they will do damage even if they get charged and wiped out.  And then you can easily summon some letters or corn dogs to counterattack with in your phase.

    This.... For a long time i never rated my blood warriors. But recently in an escalation league they have routinely been the MVP's of each game. The thing to remember is that on their own they are pretty decent, but they are a template for any buff a mortal unit can put out. And with each buff they get exponentially better. I also like how they often force your opponents combat priority bc getting 2 rounds of attacks after they start dying is not something most opponents will let slide. They work particularly well in a single line screen with the wrathmongers. 

  7. 3 hours ago, TheAdequateWargamer said:

    Summoning is at the end of the movement phase- so no.

    Unless your doing the 8bt point one in the hero phase- in which case yes they can move in your movement phase

    Page 79 – Blood Tithe Table, Blood Pact Change the rules text to: ‘Pick a Khorne Daemon unit from the summoning list below and add it to your army. Set up the unit anywhere on the battlefield that is more than 9" from any enemy units. It cannot move in the following movement phase.’

    Would be a little OP otherwise though yeah?

    • Thanks 1
  8. So it may have been answered already....but i could find it in the rules section or here... What is the timing on the wrathmongers buff. It says all within 3" of a warthmonger in the combat phase ........make 1 more attack with each of their weapons. Is this before or after pile in? Do i measure at the start of the combat phase, or just before i actually roll for the attacks? 

    It seems to imply after i pile in, measure before the attacks but i would want to clarify to be sure because i finally got a box and i need to decide which unit to build (been playing this army for 2 years its about time, lol)

  9. 1 hour ago, Rock Lobster said:

    Indeed I had not been in a situation where a models base completely covered the top of something and wasn’t sure if I could charge. Had to ask a judge who ruled I could cling to the building like spider man and so I charged in. So we could remember the absurdity of it I got my opponent to hold the krusha there for a photo.

    Lol...it does seem a bit.....abstract?!? Oh well im sure it was good for a laugh. Nice pic though. : ) 

    • Like 1
  10. @Rock Lobster question for you, during your game against sylvaneth... i see that Alerial flew up on a tower, and then your MC is posed tilted 90 degrees vertical to meet her. Is this just a picture for dramatic effect, or is that an actual expectation to be able to close that gap in such a way. I've never come across that situation is why i ask. 

    Also, excellent write up!

  11. So, i don't know if this is the right place to share...but i changed characters halfway through my escalation league bc i was eager to try out a new model. The admin of the league made we fluff up a reason why the change...so i submitted this. I hope y'all enjoy...

    "Dismissed"

                    Kurgen lifted himself up to his feet. Blood and dirt sprinkled down from his ornate crimson armor as he steadied himself and surveyed the carnage of the recent battle. Never had he been hit with such a force before. He recalled the villain that halted his conquest in its tracks. The spectral tyrant on his decayed throne looked like a frail thing. Indeed the wind had fluttered the robes of the specter and even the throne open which it sat floated in the breeze. But when the strike force of the creatures mace dismounted the Kurgen, hitting with the force of an avalanche and sending him flying. It was almost more than he could believe.

                    As he scanned the battlefield he saw how complete his defeat had been. Piles of blood covered barbarians covered the plain. Even his elite blood warriors slumped lifeless in a mangled mess of metal and blood. His eyes trailed to tiny rivers of blood rolling through the scorched earth. The blood flowed as if almost instinctively to the reforming silhouette of his juggernaut mount. In moments the beast would be born anew in this realm. A pair of giant beasts gorged on bone and body alike in the distance. Kurgen’s pair of Khorgorath had survived the battle. His lieutenant and banner bearer Jerl busied himself collecting skulls to adorn his massive Khornate standard.

                    “Your failure outweighs the trophy’s offered this day Kurgen…” a voice like stone being ground echoed in Kurgens still throbbing head. Instinctively the warrior whirled around brandishing his massive bearded axe. Who would be so foolish as to speak to him in such an insolent manner! The figure standing several strides away towered over the warrior by a more than third again his height. The behemoth was clad in intricate red armor and covered in runes dedicated to the blood god. A scowl painted across the face of this figure of menace incarnate, the scarred face covered by a skull shaped helm. Kurgens' senses drew him to the sound of crunching bone as a giant canine shaped daemon chewed on the remnants of his fallen warriors. A heavy brass collar around the beast’s neck was tethered to a thick iron chain that trailed back to the looming warrior’s clenched fist. Kurgen knew at once who was addressing him, it was the Warlord, Khronax the “Realm Tearer”.

                    “The reason you fail is that your rage blinds you to the call of our lord…” the warlord continued. …"as mighty as you are you are but a speck of his power. Pray that your skull is one day worthy to adorn his throne.” Kurgen gritted his teeth at the insult. His grip tightened around the haft of his axe. His aching muscles tensed in anticipation. Khronax bent to admire a sun bleached skull on the ground, paying his subjugate no heed. “I require you to ready the vanguard for the final assault” the warlord ordered. There was a long silence. The breeze rustled up sand and dirt across the arid landscape that would tear the flesh of normal men. However these two Towers of muscle and armor stood motionless.

                    The tension was broken Kurgen swung himself atop his fully revived mount with an echoing clang of chain and metal. “Jerl we march for the red dunes to gather the Riders of Ruin” the Kurgen ordered. Khronax snapped in interruption “you will make for the dunes…..alone….” Again and with barely restrained intensity Kurgens muscles tensed. As he gripped his axe his head swam with visions of glory and he parted Khronax’s head from his neck. In that moment he knew he must charge the warlord and through blood claim his right to rule. But his mount arrested these thoughts as it accelerated off in the direction of the red dunes, for it knew better than its master the futility of the conflict. Someday it would aid its master in challenging the warlord…but there was more blood on the horizon.

                    The sound of heavy march rose like a war-song from across the sun-scorched plains. Khronax’s warriors were rousing for war. These were not the savage barbarians of the blasted plains…these were seasoned veterans of iron and malice. Killers of a countless battlefield’s and scourges of the realms. Khronax’s eyes glowed with a crimson light and his blood pumped with piston driven strength as he prepared to march towards his next hapless victims. Jerl nodded his approval at his new master’s marshal. The Khorgorath pair took in stride to march along the throng of warriors. The thirst of the parched plains would soon be quenched with blood.

    • Like 1
  12. 1 hour ago, TheOtherJosh said:

    The priest gets to cast a Blood Blessing and a Bloodfueled Prayer.

    Blood Blessings are only available when in a KHORNE Allegiance Army.

    Bloodfueled Prayers are always available.

    Awesome thats what i thought, had some argue the wording of it in the book and i wanted to have another opinion on the matter.

  13. So i have a question that I've got different feedback from and i wondering if someone could let me know the correct interpretation of the blessings from the Slaughter Priest.

    In the Blades of Khorne book it says the priest can use one of the prayers "in addition the other prayer".... is this to mean that its there as another option, or does he actually get another prayer per turn.

    Basically is the Priest getting 1 or potential 2 prayers per turn when he uses one from the list in the book?

  14. @Rock Lobster great write-up, i love the tactical insight! Its nice to know that there is hope against Nagash as that is (no pun intended) the boogeyman around my meta.

    If i might ask though, what is the purpose of the FCS in your list as opposed to a regular moonclan shaman? If he is not your general your only getting 1 turn of the reroll/2 spells. Are you finding that this is enough/better than the +2? Is it a resilience thing...bc i know he is a little harder to shift, but at 4 wounds they both tend to splat when looked at wrong. Just curious...

  15. 1 hour ago, IndigoGirls said:

    Thanks for the advice! I believe their bases are the same as mournfang, which are rather large and awkward. With that said, I should probably cap it at a squad of 6. As I thought 9 would be... adventurous.

    This is basically what I was hoping. I want these guys to bog down my opponent so that my big hitters can get around and smash. It is good to know that I shouldn't expect much damage out of them.

    I would LOVE it if BCR had access to anything else Ironjawz :( Sadly, we're limited to one battalion that lets you take 2 squads of pigs. A lame restriction in my opinion.

    id run 2 x 3 man squads if the formation allows it....they perform well in 3's

  16. 8 minutes ago, novakai said:

    So I bought a savage big boss to fill my Order slip for free shipping.

    since his toe is on the square base, how do people cut the base and put him on a round one?

    i too snips and trimmed around the rock and his toes... then i mixed that into my basing scheme. Just be careful with the snipping.

  17. Now that the new edition is out and running, id like to do a poll to see where our spells sit as far as ability and usefullness. Here are my thoughts but id love to see yours too....

    Squigly curse - before was decent bc compared to bolt...but now i believe this is a huge buff both bc bolt nerf and the look out sir rule for characters. Buff this bad boy with some range and here we go with some good ole fashioned character sniping.

    Hand of Gork - i may be biased bc this one has always been clutch for me, but i feel that this is one of the best spells in the game. 2x (or 3x on dbbl) movement has sooo many applications in alpha strike and/or objectives. Unlimited range means it can be very hard to stop if cast in a corner. Now we have things like cogs which can mean the fastest movement in the game cogs+icebone+HoG is 26 (39) inch move maniaks!!

    Brutal Beast Spirit - great all around buff -  of course for the kunnin ruk (whether this is point viable or not is to be seen) but also great for any unit we need to be more punchy. Also can double the procs on the warboss command ability.....i feel that this spell is unchanged but still solid in 2.0

    Kunnin Beast Spirit -  though this spell doesnt always make the cut for me, i feel it is still very usefull. With all the things that proc on 6+ out there having some protection for a key unit really helps us tarpitt when we need to.  Throwing this and mystic shield on a big block of savage boys and you got a unit that is as hard to shift as our book can muster. I rate this one ok.

    Bonecrusha - I feel the need to be close is perhaps more viable due to look out sir, but i still feel like this spell is meh. Now i know you could get in the mix....see if you cast it on doubles...then pick a choice target, but i feel that it puts our squishy casters at too much risk to be effective.

    Gorkamorka's War Cry -  Is this one of the best spells in the lore, or is it utter garbage. The 18" range made this tough, but there a multiple ways to boost this now. I dont need to go into why the movement debuff is the best part of this spell, but the fact that is move+run+charge debuffed is mega....just ask a nurgle player. The problem is that there are a lot of deamons out there, and withlegion + nightahunt we are seeing a lot more undead so our at best bravery is ****** in those matchups. Im not sure though.

    These are my thought....please let me know yours. I think this is a conversation worth having bc the GHB states clearly that artifact/command abilities/spells are picked with the roster. What do you all think?

    • Like 1
  18. Well ill say your a little over half way there, a 2nd Venom box and you should be set well over 1k. Arok Shamans are fantastic casters with the 2 spell cast and a big scary platform to pew pew from. Uniquely in our alliance they dont worry as much about being up front slinging spells at danger close range. It makes them a great candidate for some of the new Endless Spells if you wanted to try them out. If you can get the boss on giant spider rocking you have a quite deadly force on your hands there. Now if you wanted to start leaning into allies from there you cant really go wrong with some grot artillery. I always suggest getting them in pairs for the added benefit.

    Now specifically at 800 1 Arock shaman, a boss on giant spider and 2 x 10 riders isnt terrible, just protect that boss bc his command ability is clutch. Best of luck and let us know how it goes!

    • Like 1
    • Thanks 2
  19. I listened to an episode of "stormcast" recently and they talked about countering the summoning mechanic with small fast units to area deny for things like grave sights and gnarlmaws...and that might trend an increase in such small fast units. They then went on to say that smaller archer units could counter this counter....but i think that this meta shift is long ways away. I agree that small units of BS archers are a sub-obtimal choice. If its a model thing, id pop off them hands and give em some chompas for Moarboys fun!

  20. 20 minutes ago, fanatical-mushroom-addict said:

    That's a really cool list I'd definitely use it but I have no bonesplitterz models. Would you suggest them to someone who is a fan of destruction and likes big models surrounded by hordes or elite infantry? I have boarboys, orruks and a chariot and warboss as well as a ton of old ogors, spiderfang and grots, so would bonesplitterz be a good ally choice for these?

    Sorry to say that imho bonesplittas are not the best choice for allies. Yes they can but down horde style bodies with a boat load of wounds, but without thief allegiance saves and the spells and artifacts, they kinda fall short. Now if you make a bonesplitta force and ally in your other stuff that’s a different story all together. Allies can help shore some of the weakness of the splittas like lack of rend and durability.

    • Like 1
×
×
  • Create New...