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Xasz last won the day on June 16 2018

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534 Celestant-Prime


About Xasz

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    Lord Castellant

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  1. Azyr is often inaccurate. As far as I am aware, you can legally do what I outlined.
  2. The "best" (and arguably only) way to run it, is to use Grand Alliance Chaos. If you read through this thread, you should already be aware that you cannot mix Khorne allegiance and Bloodmarked (in short, battalions and all units that are encompassed by them count as allies unless the battalion itself has the faction keyword). You could technically run Everchosen allegiance, but there is just no merit in doing so (except if you really want those Varanguard battlelines). With GA:Chaos, you will have a lot more freedom regarding your battleline and units. You pretty much build your Bloodmarked Warbrand and then staple Archaon onto it.
  3. The former, he's ready to go turn 2. The purpose of the 'second round' part is most likely just to discourage players from arguing that he had no combat at turn 0, an undefined state or before he was taken out of storage and therefore is incandescent turn 1...
  4. Have less drops than him. Alpha-strike him as best as possible Control where his units can come down. Don't lose priority. Roll well.
  5. It's part of the basic model if I remember correctly.
  6. I applaud your optimism but except the weapons and a pair of hooves there is not much left after building Skarbrand. You'd have to improvise the whole torso (Skarbrand uses the generic one as base), wings and a good portion of the leg area. (I've build him recently and have the remaining sprue sitting in front of me...)
  7. Hardly. Skarbrand has the weapon sprue from vanilla Bloodthristers alongside his very own. So you end up with a couple extra weapons and some meh bitz when you build Skarbrand normally. The premise was not, "what you like" but where someone should start if he wants to start with Khorne. Ergo, getting enough models to field 1000+ and being able to expand the collection however one sees fit while already providing the basis for later lists.
  8. I have to point out, that the Start Collecting! Khorne Daemons is bad advice. There is technically a buck to be saved in contrast to buying each box individually but Bloodcrushers and the cannon/throne are worthless and will stay this way for a long time (maybe 2 years, probably more as their issue is due to having a poor warscroll). You really need a good reason to buy the SC in this case, like building your collection around a specific battalion or army setup (or reeeaaaaaallly liking those models) . Otherwise, Wrath and Rapture has way better return value on a single buy as well as multiples.
  9. Start Collecting! Khorne Bloodbound Goreblade Warband Wrath and Rapture (sell/trade Slaanesh) Skull Altar (maybe with a priest or proxy for now) Play some games. Then, priests, Judgements of Khorne, Bloodthirsters or whatever you find interesting and suites your playstyle/tastes. Trying to get some 2nd hand Khorne stuff from the retired Start Collecting boxes (they had a priest, 10 Blood Warriors, 3 Skullcrushers) or the old starter kit (Khorne vs SCE, which is now the Goreblad Warband but the starter had more Blood Reavers) might be reasonable for a good price. For what it's worth, competitive Khorne lists all follow the same core build. Mortals for battleline (e.g. chaff) and support (Bloodsecrator, priests...), while daemons are the actual "working parts" of the list (mostly Bloodthirster, sometimes a unit of 30 Bloodletters as well). The models in Wrath and Rapture will provide you initially (combined with the Goreblade Warband) with enough models to get about 1k points and later they will often suffice for your summoning needs. Furthermore, with both boxes you get a wide range of models, to practice painting and see how they function on the tabletop.
  10. It is not only about getting the double turn yourself but your opponent potentially having it. The latter sometimes cannot be prevented or played around. With my melee focused army (Khorne), I am pretty much forced to play a setup with as few drops as possible. I cannot let my opponent decide who goes first but even bringing such a setup is no guarantee. If worse comes to worst I have to decide to play overly defensive "around" a double turn and lose slowly or go for it and take my chances in not getting double turned on 2 or 3 (a bit of an over exaggeration but the point still stands). There is regularly nothing that can be done against the double turn except "thoughts and prayers". The problem is, that the double turn in a vacuum doesn't seem that bad in its current state and some armies are even somewhat resistant to it, but you have to factor in so much more (e.g. scenarios, types of armies, drop counts...). Either way, it can be really polarizing. From winning hard to losing hard or from winning to outright smashing your opponent, neither of which feels satisfying to me (from the tournament I recently attended, 2/3 of my games were decided by getting or not getting the double turn and drop count). That being said, some interaction besides rolling a die could go a long way.
  11. This could come straight from https://www.reddit.com/r/thanksimcured/ There are armies, board states and what not where you cannot and could not play around it and it will be the game deciding factor not matter what (at least if you are actually trying to win). Personally, I am not entirely sure what to do with the double turn mechanic. I am convinced that it should remain and it is not the worst but it will need some "massaging" in coming editions. One thing I can see and thought about a while ago (dunno if it was mentioned already) is extending the Command Point system and intertwine it somehow with the alternating turns. Like, you can spend CP to "steal" priority from your opponent. Possibly only if he cannot match your "bid". There is a lot that can be done to keep double turns in AoS and make it feel less swingy/random. Either way, each system obviously has a downside and it will be interesting to see how AoS will progress in the next 5 years.
  12. Subjective opinion but I'd argue that MoN is currently the worst god-specific chaos faction. Slaanesh >> Khorne >= Tzeentch > Nurgle, with only HoS being able to consistently contest the top tables since their release (and kinda being the faction to beat as it turns out). I think MoN is a lower tier 2 or good tier 3 army. Maybe. That being said, the models are awesome (Glottkin and Blightknight especially). The biggest chunk of my collection is khorne-related but I couldn't resist buying some Nurgle stuff.
  13. @Chris Tomlin are the lists available somewhere? EDIT: nvm, missed the sentence about you releasing them a week after/when you got time. Just really interested in what the top 3 Khorne players brought and what to expect from the new faction to beat (HoS).
  14. At least strongly concerned. I remember the summoning disaster from my 40k days all too well (was it 6th or 7th edition? or one of the .5s? everything between 5th and 8th is kind of a mush tbh), partly the reason why I lost interest in 40k. All things considered, I think GW did an ok job with the summoning rework in AoS. There were some extreme spikes (e.g. FEC) but they got "fixed" or people learned to play around them (e.g. LoN). Slaanesh currently stands out by a huge margin. As others already pointed out, you get rewarded for nothing i.e. you get rewarded for doing what you would do anyway (arguably the same for Khorne or Tzeentch, but generation is limited) or play overly reckless without "a risk" (having an army designed about taking risks is fine, although not my favorite, but there should be an actual chance of failure involved) I was expecting a similar rule for Slaanesh that was (for some reason) implemented into, and only, Khorne summoning. Ergo, you can only summon a single unit per turn but neither the Battletome nor the FAQ brought such a change for HoS. Which is still weird to me, why have one of four factions that share a design concept work fundamentally different? I think capping HoS at 5 summons a game would be significantly easier to balance and might lead to less frustrating game play, while still retaining the summoning theme (you would still get big units or a KoS, just not all at once) By the grace of lord Archaon, I don't even want to imagine what their non-allegiance prices could be...
  15. You can pretty much staple Skarbrand or a generic Bloodthirster onto any mortal list and it would instantly get significantly better. As it stands, the current BoK book is even more polarizing than the previous iteration. Daemons provide the main damage dealers and mortals bring chaff, supporters and "cheap" battalions (at least in terms of competitive lists). You could swap out the 30 Bloodletters for 10 Skullreapers in the list I posted earlier. Then it would consist of pure mortals except Skarbrand and one BToUF, should be a rather competitive setup.
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