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Xasz

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Everything posted by Xasz

  1. As far as my understanding goes, this was added so you cannot stack those activations more than once on one unit and clarify what counts has having fought.
  2. If you mean the Gorethunder Cohort, yeah but it's not that interesting to begin with. The problem with Skull Cannons is the lack of attacks, they already hit and wound pretty decently. I'm mildly pissed about this, especially as they said it was intended before (yea yea, I know not a reliable source). In the end it's whatever, there is always someone buying on ebay and I can instead focus on the 3 Thirster they came with.
  3. They cannot be buffed by Wrathmongers anymore as they now specifically target melee weapons.
  4. Hahahahahahahahaha I bought 2 Cannons yesterday from another club member. (luckily there was more to the deal than the cannons, I'll just resell them) The GW back-paddle is real.
  5. I consider him to be the best version atm. He's rather dangerous for 80 points, doesn't need artifacts, is expendable, good Command Ability...
  6. I am not sure if the Gorethunder Cohort is worth it for the wizard tower setup either. My current idea: Adding the battalion would mean -1 priest, - Wrath-Axe, - Bloodreavers. It would add another artifact, another daemon hero and a CP (the latter seeming not as valuable as in other setups).
  7. How likely is it, that Skullcannons will become a meta and list defining unit for Khorne?
  8. It's about 2" to 2,5" depending from which points you measure.
  9. My approach: For a Reapers of Vengeance version, just scrap the Flesh Hounds (you really want those CP) and shift the artifacts/traits a bit.
  10. There is a chance that Khorne will end up as ****** Celestar list with one of the ugliest models out there as artillery. I actually played a light version of Celestar spam today with only 3, 20 Sequitors across 3 units, 10 Evocators and 5-6 Heroes. So a fairer variant than usual. I won the game but this should be taken with a metric ton of salt. We didn't play regular scenarios (terrain pretty much were objectives at the end of the game, no points over the course of the game) and while I made a couple dump mistake in deployment, my opponent played way to aggressive, left two heroes unprotected (more in a sec). My list: (General idea is, having the two Gorefist units in front, Wrathmongers and heroes behind that while Skullreapers are ready to support the flanks. The double axe unit is there to get sling-shooted if a good chance presents itself.) I deployed way too defensive, gave the SCE player first turn and he charged into my lines with 10 Evocators. His trumpet guy did like 10 mortal wounds across my heroes around the altar, because I apparently cannot measure distances... Evocators and Celestars killed one unit of Blood Warriors, the Wrathmongers and the better half of one Skullreaper unit. After battleshock only one Evocator was left thanks to the Aspiring Deathbringer. I then sling-shotted the Blood Warriors with dual axes and clipped two of the smaller heroes and 2 Celestars, blocking further damage from them (I managed to kill 2 of them over the course of the game, for 100p they pack a real punch and are surprisingly durable). In a rush of hot dice and cold ones on the other side of the table I killed both heroes and reached 7 Blood Tithe the turn after. This resulted in 20 Bloodletters which made their 9" charge into a small unit of Sequitors near the Celestars (we are still in turn 2 in which I got the double turn as well)... saving the flank while I ran over the 10 man Sequitors and a couple heroes on the other side. Overall it was a super bloody battle, I summoned 35 Bloodletters and made an extra move to deny some stuff. SCE were left with one Hero and a single Celestar. I still had half a unit of Blood Warriors, Bloodsecrator, a Priest, one Skullreaper, 3 Bloodletters and a couple Reavers. As I said, this was not really a super serious game (weird mission, softer list). If he had played defensively for one or two turns and/or blocked off his heroes, I would have been dumbstered super hard (no matter how hot my dice and cold his were), especially if he had a 4th Celestar. To his defense, he usually plays more aggressive factions and he wanted to capitalize on my deployment mistakes which resulted in 2 of my units dying turn 1 and several wounds on 5 of my heroes. Game was fun though. Slaughterborne was decent, in my opinion the go to battalion for mortals, failed to summon the axe for 5 turns... which is really unlucky. I still think it's the only reasonable judgement. Having only small heroes was a good choice, never felt crippling when I lost one. They did their job and then donated to my Blood Tithe pool.
  11. The setup of those abilities is just way easier and pretty much risk free. Feeding Frenzy is used after a unit was activated and the range is 12" wholly within a FEC hero or 18" for the general. You activate, pay your point and go again immediately. Heroes for another Age from the Anvils of the Heldenhammer Stormhost is activated in the hero phase, requires the unit to be wholly within 9" or 18" if the hero is the general. You pay your point, get an activation for either ranged or melee. Whatever suits the game state. Khorne got Apoplectic Frenzy, which required Blood Tithe and therefore cannot be relied upon. It's nice and got cheaper but it happens when it happens. You cannot really plan for that combo. Then we got Leave None Alive from Reapers of Vengeance, which is strict 8" and only works on daemons. Additionally, you use this ability at the start of combat and it only triggers when the unit gets an activation. There is the chance that you spend your command point and the activation/point is lost (units dying, movement shenanigans...). Concerning the buffs, it's just over all a lot more difficult due to the wholly within. The short range of many buffs does not help, especially in a melee focused army that has to move (more often than not out of range). I feel a lot of people posting their "combos" here are not considering the dynamic on the table. Something like, buffing Skarbrand with a unit of Wrathmongers is veeeeeeeeeeeerry unlikely to happen. It's not as bad as I made it sound (ignoring the loss of battleshock immunity here) but the ranges of our stuff is often mindbogglingly short compared to other stuff. About Wrathmongers, as this topic came up and I already thought about it. They are for once aptly priced in my opinion and might actually see play. That being said, they are not really spamable even if they are cheap. They just cannot carry a list and die rather fast but they are a reasonable support unit which can take a fight if necessary. Bloodforged and Skarr are a nice thought and I'd like to see someone play a dedicated list, but it's nothing to write home about, way too constrained for the competitive environment.
  12. FEC and SCE double activation is a lot easier to pull off. You got it backwards with the buffs, we have to go for self-sufficient units because Khorne buffs got weaker and/or buffing range is pretty unforgiving now.
  13. I wonder if we will see undivided chaos (Darkoath/StD/Everchosen) this year or the rumour about getting a release mid/late summer was actually Warcry.
  14. It's the internet, there is only "good" (top tier) and "bad" (not top tier), middle ground has never been found. I think you are reading too much into comments and other peoples views. As a reminder, I am not attacking you or anyone personally. In the end, everyone is entitled to his own opinion.
  15. No, but if you play against other competitive players and/or strong lists you get an understanding for what an army has to bring to the table to compete (in that exact setting). A concept that is often forgotten in tabletops and the primary motivation in card games when building a list/deck is having a win condition. Murderhost won through getting into combat and killing stuff, Tyrants of blood will do something similar but more combo'ish. Other armies win through killing all enemy key pieces, having more or bigger units to score, having recursive units/creatures and/or win through a war of attrition, high density of mortal wounds... if your army does not have any (realistic) win cons, you are gonna have a bad time (against strong lists/players). Another thing, when there is talk about tournaments and being "in the meta", it is a lot about consistency, i.e. how likely will you achieve your win con and therefore win a tournament or a game. Many lists are capable of winning a tournament, especially thanks to swiss, but how often or how likely is it to occur in consideration of other armies and time? That's why I always have to smile when I see the list from CanCon reposted, with the statement that Khorne can win major tournaments... not ****** Sherlock, that was to be expected at some point but it didn't happen a long time before that and hasn't happened after that (not to mention that the player seemingly played exclusively Khorne and damn do I applaud is showing and commitment!). Concerning your list, thought about something similar when the book came out. Bloodforged puts too much focus on a single 5 wound model for my tastes, therefore it is very likely to be inconsistent in what it wants to do. I think Bloodforged is a trap and the concept might be better off with another battalion or none. Furthermore, I'm not convinced that Wrathmongers can really work in carrying a list, they die rather fast and are susceptible against shooting especially. Although, you present a good amount of (slow) threats... it's a potent list but that can be said for many. That being said, no one should be discouraged by the ramblings of some random internet people. Play what you like or what you have, it rarely matters as long as you having fun. Tournament/competitive play is something rather specific, not for everyone and certainly not the holy grail.
  16. Concerning daemons, their battalions besides Tyrants are rather boring. Haven't really thought about the cannon battalion, for me it is ugliest model in Khorne and probably Chaos as a whole (and I don't buy models I find repulsive, no matter the rules) For mortals, in a competitive setting we are pretty much left with Bloodmad Warband and Slaugtherborn. Maybe it's time for something out of the box thinking. How about 2x30 Blood Warriors in Slaughterborn? Considering the speed bonus of Goretide, you might be able to just park them on top of objectives and chill. You would end up with just 3 heroes (prolly Exalted DB, Secrator and Stoker) or you could play one block and go for a nice hero package. A compromise between both with 3x15 BWs and hero package/axe prayer might be interesting too. BWs are notoriously annoying to remove, especially for other melee armies. Maybe it's worth exploring?!
  17. I think that's what most of the last 50 (?) pages boil down to, the book is really great with all the clean-ups and new stuff for casual and probably even semi-competitive players, while being downright depressing for the competitive crowd. I'm probably blind, where does it say that all heroes get this?
  18. They are still Artifacts due to the headline and yeah you can give them to whatever you like. The only restriction within Slaughterhosts are the host ability and Command Abilities, as they target only specific units. This is consistent over all four Slaugtherhosts. That being said, there is a chance that they lock the artifacts to daemons/mortals through the FAQ but currently they are not. Which I suspect is working as intended, as I don't think that GW wanted to separate daemons and mortals more than they already did.
  19. No he doesn't, which is a bit awkward and you will end up with another general than Khul just to get the goodies...
  20. And that's exactly the point, as it stands, it works the way @Impa stated. You are just getting hung up on the part that ensures the rule cannot be abused for multiple activations. Sadly, you are one of those guys on this board that really enjoys arguing ad infinitum (I think you got warned for that multiple times by now), so I'll check out right here and wait for the FAQ. That being said, I wouldn't be surprised if GW pulls an 180 on the rule through it.
  21. May I draw your attention to page 73 and that one big ass headline which classifies the next five boxes... it's even within them and the same headline can be found within the Slaughterhost boxes. I know it's shocking, but they did in fact not make the same mistake twice. That's not how it works, at least not under the current wording. That being said, there is a good chance that they kill even the last interesting battalion in the book.
  22. Mortals are just as awkward as they were before the book, just a bit different here and there. They now neither do damage nor can sustain a lot of damage (ok, the latter is nothing new). For an army that is allegedly made out of skilled warriors and crazed cannibals their over all damage is surprisingly low. The saving grace are priests but while they are excellent supporters they cannot carry a whole army. Battleshock immunity no longer being easily available hurts them as well. Then there is Schrödinger's Buffing. Many abilities give us an incentive to go for bigger units, while at the same time you'll effectively never be in your wholly within auras when pumping them up. The one thing I really like about the book, is that each BT now has a purpose. Although, this seemingly came at the price of giving Bloodletter two in the back of their heads and all battalions being rather bland (there are a few exception though).
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