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Praecautus

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Posts posted by Praecautus

  1. 2 hours ago, Euphanism said:

    @Praecautus How did you get that green skin tone? I was thinking of doing my Idoneth in a similar fashion since I don't really like the pale skin that GW does for most of them.

     

    Also, its clearly Zzaalbo, everyone.

    It is a base of ionrach then wash with  coelia greenshade. Then go over wth a light brushing of watered down ionrach  to you get the green you want. Then layer the highest parts with deepkin flesh.

    • Thanks 1
  2. 7 minutes ago, gabbi said:

    Yeah, I've learned this right in yesterday game: left the champion as the last man and he left (ingloriously) the game due to battleshock, so without triggering No Respite.

    We'be all been there ? When it works it's glorious but I've also rolled all 2s so he does nothing.

  3. I've always taking it to mean they get all bonuses ie they are attackingn although it was the combat phase. Its also important to note that model has to be able to pile in ie legally get in combat range as it it was the combat phase. So be careful who you pick to die.

    One thing to note, most of the time it's best to pick a standard warrior but sometimes you may want to pick the champion w glaive to go. Especially at the end of the game and if he has already attacked.

    • Like 1
  4. 1 hour ago, JetBlackSVW said:

    It's allowed to build a unit of 30 Bloodletters with 3 hornblowers, 2 icons and 1 banners?

    Want to run a unit of 30, but also be flexible to run units of 10.

    Yes, but the buffs of eg multiple banners or horns don't stack

    • Thanks 1
  5. 13 minutes ago, Gash Bauer said:

    Personally I find Khorgoraths to be great, mine has almost always made its points back.  I wish they were easier to get from GW themselves.

    Me too. I only had one game so far where it whiffed which was against ogres. Rest of the time it's great.

  6. 7 hours ago, JetBlackSVW said:

    Is anyone using Bronzed Flesh?

    I thought about using it in my next game, because I don't have the models for a turn 1 letterbomb and so my army is really slow and therefore really vulnerable to shooting.

    I want to use this prayer on my key units like Bloodsecrator, Skullreapers and Daemon Prince. Killing Frenzy does not really perform well for me when I struggle to get units into melee combat before they get decimated by missle weapons.

    I always have at least 1 priest w bronze flesh and I do like having it along w 2 killing frenzy. I had good effect last night putting on gore fist warriors to eke out a few extra mortal wounds. 

    I once used to have 4 bronze flesh, putting +2 save on two units is nice.

     

    • Thanks 1
  7. 8 minutes ago, Honcho said:

    Great podcast that gets better with each episode.   Two points:

    1. I cannot stop thinking about Sigmar dressing up people as his dead friends.

    2. I think there's some controversy with the Zelbo Elf that no one has yet brought up.  The blank page was after the Zombies entry, as mentioned, so is it "Zylbo Elf." Otherwise you'd have to slot it before Zombies in the binder. 

    I don't think the alphabetical order of zelbo elf is the most controversial aspect of that segment ?

    • Haha 1
  8. 37 minutes ago, JarekTheRed said:

    If you were going to make as competitive as possible list that was primarily mortal khorne what would that list look like? Also what can khorne to do combat eel spam from deepkin other then just mob objectives and bend over?

    I'm new to playing khorne in aos but i love the way bloodreavers look and thought the blood tithe abilities were really good.

    I saw the gore pilgrims battalion was used a lot but in ghb2018 the price seems like alot, 200 points is alot of bodies your missing out on, then again i don't know how badly the army wants extra range on the skull portal and more reliable prayers.

    I would say most lists would revolve around either gore pilgrims or brass stampede. Not to say other battalions are not worth it but they are certainly not as common.

    I play gore pilgrims and I have to say that I love it. It brings many bonuses - command point, artefact, buffed secrator aura and rerolls to prayers. All of which I like and are well worth the 200 points. The extra range on the aura has 3 effects - immunity to battleshock so our troops don't run when they die (reavers die in droves), force reroll on prayers across most of the board, extra attack for everyone in range. All great ? 

    For Idoneth - the attack eels are tough coupled with the mean deep strike. However they are a glass cannon and I think would struggle wit multiple small units - especially if you summon back more small units of blood letters to block them. His shock ability is once per battle. The deep strike rule revolves around the priest - units must be set up wholly in range of him and more than 9 inches from enemy units. So with some screening reavers you can push him back away so he has to set up further away from the valuable characters.

    • Thanks 1
  9. My map is really basic compared to everyone else's. I need to investigate a better map making program ?

     

    These are the Lands of Tagge. Part of the realm of Ashqy I will be running a short campaign over, plus some fluff (apologies for spelling/grammar it was drafted on my phone on a boring commute)

    Tagge is part of the team of Ashqy - the fire realm. However due in part to the realm gates that are found here it's climate and geography is quite varied from frozen iceholme, the freezing salt plains, humid brackens and the tropica sea of smoke around Farport. 

    The original domain of Tagge is situated  on the isthmus to the east of The fresh sea that separates that body of water from the sea of smoke. Having access to the fresh sea (in reality a giant Inland lake) provided drinking water and allowed the nomads to settle, farm and ultimately found Tagge. However it's water and location meant raiders came for water or to march north or south through Tagge. As such the Lord of Tagge became known as the protector of Tagge as their role involved repelling these invaders - this role had been held by tha Blackraven family for many generations and they have at least ensured the survival of Tagge if not its growth. Under the rule of the last Lord Blackraven this has changed and the borders of Tagge have expanded to cover the majority of the map the campaign will be fought over.

    Starting from the south
    Farport is a trading town, a stop for traders before they cross the sea of smoke. Sea raiders from the south and east have targeted it before and whispers tales talk of a more sinister half remembered nightmares. The sea of smoke is full of life, traders talk of huge fish, deadly eidolons and creatures bigger still seen in the seas. 

    Kaledro's end. A barren set of cliffs to west. Kaledro was a mighty hero from ages long gone. It is said he came from the south far beyond the sea of smoke and helped protect the original population from raiders and invaders. Why this barren set of cliffs bears his name is long forgotten now.

    Gateway. The entrance to the northlands. A great fortress on the west of the sea of smoke. Until retaken by Lord Blackraven it was home to Intarian raiders. Under the rule of Lord Blackraven it became defense against raiders from the western seas.

    The fresh sea. A huge inland lake, vital for life in this region. Forests to the north provide wood and the lake provides a source of food. Many battles have been fought against chaotic raiders here and it is said a huge force of tzaangors were destroyed in the woods to the north of the lake.

    The Blackgate. A realm gate as black as night is here. It's destination varies with the seasons and it has connected to all known realms at one time or another. The land around it is warped has characteristics of al the realms and visitors have a feeling of sadness. Farmers in this region often uncover rusted armour or weapons but non now live who knows why they are there. 

    Skifftown. Not part of Lord Blackravens domain. It is a hold of buccaneers and freebooters. A source of raids into northern Tagge. It is the main entrance to the notthern isles.

    Iceholme has realm gate to the realm of death shyish and cold winds blow from the gate constantly. As such this is a frozen part of the realm of fire and denotes the northern end of the Lands of Tagge as ruled by the Last Lord Blackraven.

    The winds that blow from Iceholme have froen the red Salt Plains. This is a dry arid and cold desert but precious metals are often found here and bigger dangers besides.

    Cove is a place of learning. Many mages have come from this humid town. The scholar Sceelian is said to have come from Cove. It is the eastern end of the Lands of Tagge.

    The Isle. A mysterious landlocked isles. Some say old religions were practicised here. The rocks are scrawled with runes and motifs than non can discern. Of its original inhabitants non now remain.

    The brackens are a series of rivers and hot marshes that lead into the north of the sea of smoke. Raiders have come from here.

    The pit. Once an aelven citadel - the spear of the sun - a place of high learning and culture. Destroyed by aelven infighting and orruk and chaos raids from the north and east. It is now abandoned by the selves and home to orruk bands who call it the pit.

     

    image002.png

    • Like 5
  10. 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.

  11. 31 minutes ago, Oreaper84 said:

    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. 

    I love my blood warriors - in my last game I got 10 plus the aspiring deathbringer in range on turn 4 with lots of command points, they pumped out 7-9 attacks a model if i recall

  12. 21 hours ago, Kevlar1972 said:

    I'm not so sure the letter bomb is the most effective way to go with the gore pilgrims battalion.  You really can't stack buffs around in that battalion since it mostly synergizes with mortals.  I'm thinking an MSU approach with lots of warriors and reavers with totem support and aspiring champion with blade and hammer will give better bonuses across the board.  Not only that but open up a lot more opportunities to summon or use blood tithe abilities.  

    You can then supplement your army with whatever you need as the blood tithe should be flowing quickly.  

    I have used this wth Gore pilgrims with 4 units of 10 reavers and aspiring death bringer. It has worked well for me and I feel it is viable at least semi competitively. At least it is a decent alternative to those with out sufficient blood letters.

    I had a lot to tithe floating around every turn in both games so could bring on a lot of daemons. I favour units of 5 blood letters due to being able to swamp the board and induce panic/speed bump.

    Also the msu are cheap objective grabbers for quick points. Though they soon need backing up. Which an aspiring deathbringer and 10 or 20 blood warriors can do - save up the command points and then bazooka those attacks ?

  13. Hey a shout out for me and my question about how you came out to your wives -  one off the ambitions list 

    For the fantasy author list then don't forget Michael Moorcock (cue beavis and butthead laughing) and play spot the warhammer inspirations.

    I'll be that guy to say Tom Bombadil has an important role in the story, his chapters are the change from a happy hobbit walking story to the darker feel of the rest of the story.

  14. 2 hours ago, Ravinsild said:

    You know I’ve been wondering how viable it is to go as deep into anti-magic as possible, and if it’s worth the sacrifices. 

    I was one of the people who had some success with Brass Stampede and Gore Pilgrims and I also had success with Brass Stampede and Skulltake, and I may or may not have played Gore Pilgrims and Skulltake, but I can’t remember. 

    Only one game per list though, more research required.

    Anyway, if we really want to we can absolutely turn up the heat on Wizards. Mighty Lord of Khorne gets a dispel, Slaughterpriests get a base of one and have a 50/50 chance to get a second should they choose that blessing. There’s also Flesh Hounds, plus The Brass Rune or Collar of Khorne for basically spell mortal wound save and burn it for an instant nope or just more dispelling chances. Karanak, Riptooth and the Bloodsecrators forced re-rolls. Then finally 2 blood tithe points for a hard nope on any spell anywhere on the board. 

    It seems entirely possible we could build an absolutely filthy counter magic list as far as being ridiculously difficult to get any spells off - however for everything gained something must be lost. 

    For instance, I’ve heard (but I can’t find where it says this anywhere and I’ve read the FAQ and errata and Warscrolls) you must take Magore’s Fiends if you want to take Riptooth, and they’re not exactly amazing if I’m not mistaken. 

    Similarly, if taking Karanak, there’s another hero you aren’t taking, and if you’re taking Bloodsecrator and SP x3 that’s 1 of two hero slots used up assuming you’re taking 6 heroes to begin with, and the competition is fierce. 

    Then if you’re automatically denying spells you’re either not summoning or not doing 7 other things you possibly could do, and/or you’re losing your mortal wounds vs spells save. 

    Then if you’re taking double dispels for our SP’s you’re not taking +1 save, hit, blood tithe points or heals, or passing battleshock automatically (of all the blessings I think  this one might be the closest to having no value because Inspiring Presence, Bloodsecrator, Exalted Deathbringer and other things...) 

    And if you’re not taking Flesh Hounds in your list then you’re summoning them and if you’re summoning them then you’re not doing 8 other things or summoning letters... 

    So I don’t know how worth it or viable such a list would be, but no one can deny the options are definitely there. 

    It may be worth running an experimental list versus Tzeentch or Nagash or Kroak just to see. 

     

     

    Anti magic is very viable, earlier in this thread is a discussion that brought up a great list tooled to take on Tzeentch. It's basically built to make magic hard to get off so as many unbinds as possible and then many units have MW negating abilities e.g. Chaos knights.

    It is an AoS 1 list though so points may have changed plus the 30 inch unbind range may allow this to be tweaked a bit further.

     

  15. I am entering a small local tournament. Any thoughts on my list before I submit?

    Sigmar store tournament

    Blades of Khorne

    Realm Ulgu

     

    Wrath of khorne bloodthirster - 320

    -general

    -immense power

    -doppelgänger cloak

     

    Aspiring Deathbringer w goreaxe and skull hammer - 100

     

    Slaughterpriest w wrathblade and slaughter hammer - 100

    -bronzed flesh

    -brazen rune

     

    Slaughterpriest - 100

    -bronzed flesh

     

    Slaughterpriest - 100

    -bronzed flesh

     

    Blood secrator - 140

     

    Bloodreavers (10) - 70

    • reaver blades
    • horn
    • Banner

     

    Bloodreavers (10) -70

    • reaver blades

     

    Bloodreavers (10)-70

    • reaver blades

     

    Blood reavers (10)-70

    • meat ripper axes
    • Horn
    • Banner 

     

    Blood warriors (10) - 200

    • gorefists
    • Banner

     

    Blood warriors (10)-200

    • double axes
    • Banner 

     

    Skull reapers (5) -170

    • Daemon weapons
    • Soul tearer 
    • Banner 

     

    Khorgorath -90

     

    Gorepilgrims -200

    • 1 command point 

     

    comes to 2000 if I added up right

     

     

     

     

     

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