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Praecautus

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Posts posted by Praecautus

  1. I had not realised gorecleaver was on the 6 for the MW as opposed to 6 or more.  That really messes up the jugger lord and cleaver combo now😕

    I love my jugger lord, what are people running him with now?

  2. So I had my second ever game with my fledgling deepkin last night. They are my second army after Khorne and I picked them for a different play style. I am glad I did.

    Anyway, wow what a blast of a game. Played beastclaw, 1000 pts a side on a random scenario. Total bloodbath but great fun. Highlights include a stone horn whiffing his attacks so 6 thralls held him up a turn from my home objective, the priest deep striking  king and eels to capture a back objective and then they make a turn 2, 33 inch move (move+run+charge buff) to the centre objective and 1 shot a unit of mournfangs and wolves. Sadly couldn't take down the stonehorn so lost on objective points with 3 models left on the board at the end.

    Now to plan my next purchases - definitely a unit of eels and the wreck, but then not sure ?

    • LOVE IT! 1
  3. I agree, I have one unit of reapers which is disliked intently by some local gamers. Buff then ip and smash them into something and they will more often than not tear it apart. I had a unit of 5 chew through a corpse cart, 40 zombies and the necromancer in 2 turns. I was lucky with rolls but not that lucky.

    I have a plan to mix gore pilgrims with the skull reaper khorgorath battalion and see how it goes for fun

    • Like 1
  4. Personally I like 3 priests but I can see the merit in just 2. One option is also the shrine which can take a blessing plus has a prayer. It won't get the rerolls and there is some offensive power lost for the unit it is replacing but it's a good option. I have had some good games where it supports a jugger lord.

  5. 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
  6. 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.

  7. 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
  8. 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
  9. 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.

  10. 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
  11. 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
  12. 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
  13. 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.

     

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    • Like 5
  14. 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.

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