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63 Celestant-Prime

About Silchas_Ruin

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  1. I will give my opponent a double turn at times. Far from as offen as I take the turn myself, but if my opponent is not in a great position to take advantage of the double turn I will do it. If I can survive the double turn I know it will not happen next turn, instead it could be my turn. A example could be if my opponent missed charges or or only killed my first rank his turn. I offen do layers, Bloodreavers in front of Bloodwarriors in front of Skullreapers. If my opponent can only hit Bloodreavers, sure give him the turn. If they are already dead or someone can double pile in, it might be worth it to lose both Bloodreavers and Bloodwarriors to get it over with, even more so as Bloodwarriors can give mortals back on 6 save and can fight if they die. In a situation like this they are also likely to have been the units I buff. This is a maybe, depending on how the rest of the table looks, but if a double turn only takes out my less important units I could be in a really good position in my turn with a possible double my way. If my opponent is likely to get into my good stuff, which depends a lot on what army you are up against and how much you can screen, no chance of giving away the turn.
  2. 1 thing I would like to see is more interactions between battleplans and double turn. They tried with Relocation Orb, and while not my favorite battleplan I like that they tried. I have lost that due to taking the double turn to kill my opponent, it got me ahead on kill points, but ended up losing with 1 point. I would love to see more battleplans trying to make players pick between killing and victory points.
  3. The best thing about the double turn is that you don't know how the game will go.. Its 1 of the main reasons I play more AoS than 40k. In 40k you (almost) always know basicly how the game will go sometime before the end of turn 1. Can happen that you get it wrong, but mostly thing will go as predicted unless the dice don't roll average at all. I been playing a ton of games with 15+ drops so opponent can give me turn 1 and try for double turn. Was fun and that double turn they get at some point rarely decided games. But then I play Khorne, so I can both have several screen units and hard hitting counters. Depending on what army you play it might not have the tools. And a couple of the top armies hit so hard you need luck with your good planning to survive a double turn.
  4. 9'th Age tournaments are bigger than AoS here, there are also people playing oldhammer. If someone asks on FB or a forum about starting Warhammer all 3 groups try to recruit. I was pretty sure AoS would slowly win out, with active support and stuff its easier to get the new people. And I guess I still think we will be ok, but this is making me worried.
  5. Its great that so many people here have a gaming community so big they are not worried about it splitting at all. But for the rest of us, this is actually a problem. If my local play group loses 1/3 of the players, it will be harder to actually get a game and if you start having trouble getting a game more will stop.
  6. I want to set up a Warcry campaign. It will be people who have shown interest in the game, but not people who have played a lot. The campaigns in the book seem fun, but pretty basic, you can pretty much play it on your own as long you have a opponent who is willing, which is great. But if you have a group doing campaign together is.... Do people just stick to people running their campaigns from the books or build on some home rules?
  7. This is not the same as 30k and 40k. Fantasy vs AoS is already toxic starting out. Still lots of people complaining about ending Fantasy and talking about AoS being a mistake and a failure. Its been slowing down and now GW is keeping it going. STUPID.
  8. Blades of Khorne is great. Almost everything in the book can be made usefull and you give most people a good fight. Can at least compete with most top armies and playing against weaker armies they almost always still feel like they had a good game.
  9. I enjoy the turn roll. Sometimes it ****** you over and there is nothing you can do, but its a dice game, games can turn on other rolls. I use several screen units and I'm in my current games trying to play for giving away the turn early and coming back later. It can be hard agains high dmg lists. The main reason I like the double turn is the feeling that the game can always turn. I had to many 40k games where a look at the army list and seeing who gets to go first can tell you most of the game, and if not from the start then after turn 1 you see where its going. The turn roll makes me feel like there is always the option of a comeback, unless you lost almost everything. Would much rather sit around watching my opponent play 2 turns in a row than play the second half of a game just deciding the size of a victory.
  10. Looks like the Firestorm expansion is the base for this, I like how they work so could be good and its a way to use a lot of the old small fractions. But if small human / aelves fractions don't get a place here I'm wondering if they are going away.
  11. I done good damage with Skullgrinder, but yes, I end up depeding on my opponent coming to fight. Never actually done 3 Slaughterpriest, normaly play 2 that do good work. But might be true that I don't get much extra out of the last one, opponent might just keep important stuff away from the Altar. Already have Bloodsecrator and the extra CP is from battalion. A real hammer instead of the Skullgrinder might be a good idea, Think I will drop a few things and go Insensate Rate or Skarbrand
  12. Finished painting him a few weeks ago and played some games. With Bloodsecrator and giving him a Wrathmonger bodyguard the mortals wounds from Carnage is at least 24 turn 2. Which is great. but he is slow and dies as easy as other Bloodthirsters, so find him either doing great or nothing. I been considering doing either Skarbrand or Bloodthirster of Insensate Rage as a hammer in the list I posted above instead of pure mortal.
  13. I'm building my second set of Skullreapers at the moment and been looking at the Slaughterborn Battalion. Reducing rend by 1 on Blood Warriors and Skullreapers sounds pretty nice. This is the list I come up with so far. I'm mostly split on the Slaughterhost right now, maybe I should be going Goretide for better movement. But going +2 attacks on both Skullgrinder and Exalted Deathbringer will bring a surpricing amount of punch many might not see coming (7 x 3+, 2+ -1, 3 / 9 x 4+, 3+, -1, 2). While 3 Slaughterpriest will hopefully make a deathzone around the Skull Altar. Allegiance: Khorne- Slaughterhost: The Skullfiend TribeLeadersSkullgrinder (80)- General- Trait: Master Decapitator - Artefact: Crowncleaver Bloodsecrator (140)Slaughterpriest (100)- Blood Blessing: Bronzed FleshSlaughterpriest (100)- Blood Blessing: Killing FrenzySlaughterpriest (100)- Blood Blessing: ResanguinationExalted Deathbringer (80)- Ruinous Axe & Skullgouger- Artefact: Mark of the Destroyer Battleline10 x Blood Warriors (200)- Goreaxe & Gorefist- 1x Goreglaives5 x Blood Warriors (100)- Goreaxe & Gorefist5 x Blood Warriors (100)- Goreaxe & Gorefist10 x Bloodreavers (70)- Reaver BladesUnits5 x Skullreapers (180)- Goreslick Blades5 x Skullreapers (180)- Goreslick Blades5 x Wrathmongers (140)5 x Wrathmongers (140)BattalionsSlaughterborn (180)Endless SpellsHexgorger Skulls (40)Wrath-Axe (60)Total: 1990 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 143
  14. Visited my local GW today and saw several Looncurse boxes. Seems strange after all the talk about there not being enough. Wondering if its a outlier or if the number of Looncurse boxes not as low as it seemed at first.
  15. If its a list of units or small battalions that are mercenaries and can be hired I'm fine with it. If its more i start having issues. Greyfyrd Lodge so you can pick anything Fyreslayer would be a no. But if its 10 of a named unit with a attached hero, that I can work with and it would be easier to balance if needed.
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