Jump to content

Killax

Members
  • Posts

    4,066
  • Joined

  • Last visited

  • Days Won

    55

Everything posted by Killax

  1. To be fair, I agree completely with you. For those who like Reavers, that's all fine, but I can't see them as anything more as a body wall, and not a terribly effective one at that either. With the Goretide you can at least park them in annoying spots, but that's about it. Especially the lack of Battleshock Resistance is what annoys me. Basically they are the one unit who really is hurt the most by the Bloodsecrator's loss of Battleshock Immunity bubble. At 70 points per 10, I feel Bloodreavers could have gained the ability to either become Battleshock Immume at 20+ or be Battleshock Immume when in range of the Totem. Either would have made more sence as to what they do now. So far the most competitive results I've seen still have been Tyrants of Blood Battallion and for Mortals one of the three Battalions that can include quite a lot of units. The hammer and anvil approach still seems to work the best there. While initially I wanted to add a Bloodthirster to such Mortal armies, I now see that usually it's better to invest more into either Skullreapers for the hammer or Skullcrushers for the anvil. It's neat. Adding Bloodreavers for me is only really done if a Battalion would require it.
  2. It's weird. Because Tzeentch and Nurgle did have it in their updates. Only shows that designers still not looking in the work of others? In any case, we'll see it later Considering the very likely improved synergy between Daemons and Mortals I can assure it feels like a very strange choice, both narratively and in terms of synergy. Because while there are units who are anti-Daemon, there are way more Daemon buffs within the army that randomly now don't apply to humans on daemons but do apply to daemons on daemons
  3. Might see a rebox. Why did they lose the Daemon Keyword though?
  4. Congrats to that and certainly, feel free to always share! Cheers,
  5. 105 would be weird. But 100 should do. Still nothing amazing but a way easier fit.
  6. It is. We don't really do Khorne things either, as our biggest plus actually comes from the not melee orientated Slaughterpriests, with the not endless spells Khorne Judgements. Again, there is nothing linking the lore to this army, just nothing. They didn't even bother to change the Wrathmonger lore to reflect their current design. Somehow they still drive opponents into a frenzy aswell, killing friend or foe... They don't do this, they used to... I don't think 10 Bloodreavers are actually a good deal at 70 at all. I agree with you that Wrathmongers are pretty good with Skullreapers. We have some decent units in a vacume, but we litterly cannot do anything against ranged offense currently. Those Adepticon lists for example are capable of eating any Khorne army alive. What we do have is Tyrants of Blood, which can be very scary if the opponent doesn't run any meaningfull ranged attack units. So that aspect of Khorne I'd say is still somewhat scary. Though as we know, Bloodthirsters go down quite quickly. Stuff like Bloodreavers or Wrathmongers funnily enough is lethal to Bloodthirsters for example, regardless if they actually strike first or not. There are many more things that again prove how little the designer was interested in doing this Khorne book. Valkia is described as a Daemon Princess, or half Mortal. But does not have both Keywords. Juggernauts are mentioned as Daemons, but neither the Khorne Lord who rides it or the Skullcrushers have both Mortal and Daemon Keywords. Khul cannot lead the Goretide and have bonus abilities, despite it being his army. Mighty Lord of Khorne and Khul both have a Fleshhound, treated as a mount this time, and still do not have both Mortal and Daemon Keywords. As before nothing really good has actually come forth of the the Khorne book updates lol. I guess the only thing that's sort of scary now is that we indeed can run 4 Bloodthirsters and if your opponent wasn't prepaired he's going to lose Key units. Maby. I can assure you the only things for Khorne I expect there is that Tyrants of Blood will cost 180 and Bloodreavers might go to 60 or a bigger discount at 40. The last 3 years the Skullcannon has been utter useless since AoS' inception. The sad thing remains is that Khorne has no ways to move up quickly. I was under the assumption that this was purposefully done because the Skullcannon became a viable unit for a week. Though after 3 years of Khorne updates appearantly someone decided one week of Skullcannons being okay was enough. Meanwhile 9 Warplock Jezzails in Skaven are cool and 3-4 Bolt Throwers in Stormcast are cool. Nice.
  7. Slow armies suffer from this, we can't really interact due to that wonderful FAQ. We basically can work against Magic, but need opponents to basically not shoot. Consider Slaughterborn with Goretide, hope to survive and not have opponents be able to teleport or quickly move said ranged units. 6 Skullcrushers could help too.
  8. Old advice: bring some ranged support with Wrathmongers and Skullcannons New advice: we don't have any good interaction. The best thing we can do is likely 2x 10 Blood Warriors to scoot up with Goretide Comman Ability and hope your key stuff sort of survives and your opponent can't screen these Blood Warriors.
  9. If thats actually the case I would say the designer in function shouldn't really create Warscrolls anymore. Let alone have a hand in creating Battletomes. AoS is a very simple game with very straight up core rules. As @Xasz has mentioned it is allready quite clear that the creator didn't gave two cents about it, but then to alter it makes it all the more strange. I don't think it's a good evolution of the game if only what some precieve to be cool models have actual decent Warscrolls. In addition if they where able to copy paste "Add 1 to the Attacks characteristic of melee weapons used by friendly KHORNE units " twice I think the designer might need a new keyboard to allow him to copy pase it another time... Long story short is that to me the creation of this book feels rubbish, because it's the third time they have done it and overall the army just got to be slower and worse in melee. The ranged support added another dimension to the army, that is gone now, for anything other as Slaughterpriests and Khorne Judgements. Cheers! Thanks for sharing! Will certainly give it a good watch.
  10. Because they wanted to sell at least some stock of the model and decided enough was enough I guess. I'm not dissapointed at the change, I am dissapointed that this is the third Khorne book, where minor changes are made and some hat at GW manages to make a Warscroll mistake. It is what it is, guess we just thake a Bloodthirster into every list now, shooting away a small chaff screen isn't an option anymore. It does make you wonder though, why did we lose this many speed buffs then?
  11. With his own 12" bubble it should be relatively easy to cover all 10, while I do agree that not all 10 might meet b2b contact with the opponent I would say a fair assumption remains that you will at least be able to find space for about 7 of them. At that time I'd say he's most certainly worth it. In addition to that the Asp Deathbringer has a 3" melee weapon aswell. While it lacks rend, you should be able to affect the unit and have him swinging at something aswell. For sure positioning is important and yes, as above, I do agree it will differ per unit. f the hero isn't going to be dedicated to a unit you could indeed run the Exalted Deathrbinger with Spear and I would say it generally shouldn't dissapoint as long as it isn't the general but then again, similar results in terms of MW would be gained when you place an Asp Deathbringer near the Skullreapers. Afterall, their chances to do MW are higher as those are for the Ex Deathbringer with Spear, as one is on hit and the other on wound. Long story short however is that both are excellent choices at 80 points. It's the armylist context that will make the difference. While I agree with you, there are many discussions revolving around these subjects. Much like I believe the Bloodsecrator was never really that overpowered, it did see 5 changes in total before it became what it is now Likewise being able to slingshot like the old Wrath of Khorne Bloodthirster did wasn't that overpowered either, yet we do see it's completely removed aswell. All I can really say about AoS (Khorne) is that certain errata's and faq's feel very subjective to how a particular part of the community feels about, regardless if it is actually problematic. As a result I don't hope to see many changes in the errata/faq either, but it would be nice if GW covered it to make that point clear.
  12. No not really, the model is very cool to use for all kinds of conversions though. In both cases I think there can be said something for either Exalted Deathbringer. I don't think the 2+ Magic save is all that important because a good opponent will focus on more essential support heroes anyway. Which also brings me to their use, I think Exalted Deathrbingers are fine choices, but now there are (in my opinion) slighty more reasons to consider a Aspiring Deathbringer instead. For sure the Aspiring Deathbringer lacks in combat what the Exalteds can do, but if you are going to dedicate a hero to a unit, I'd consider one who adds more attacks, much like the Bloodsecrator does. It does depend on the unit he's with offcourse, but when I'm thinking dedicated support I'm thinking Skullreapers or Skullcrushers. If I had to pick a favourite Exalted Deathbringer it would be the one with the Impaling Spear. It's only a few extra casualties but a couple of lucky wound rolls can make the difference and we do not have that many heroes who dish out MW on the attack anyway. Other than that I'm also looking forward to the FAQ/Errata, there are some things unclear to me about certain abilities resolving. Such as Reapers of Vengeance's Command Ability and Tyrants of Blood. I think they should work on top of each other, but I do not know if this is GW's intend. I do believe that the Wrathmongers actually are intended to make Skullcannons work well. Prime reason why I believe this is that GW has been very consistent with their wording throughout this book. So the exception likely means they have considered it. On top of that, removing the ranged support for Khorne would indeed add a handicap. For other than Bloodthirsters we have very few ways of passing 'chaff screens', even less so now because of much more restricted movement bonusses. By Fyreslayer comparison our Endless Prayers/Spells w.e. are also nice but not totally game breaking. The funny part of this is that the Hexgorger Skulls are actually the only piece that really has some impact on the meta as a whole, and even then, not all armies rely on Magic to begin with. This is also why Skullcannons simply said have become an important piece to me. I also think the Crimson Crown is intended to use on Command Abilities printed on the Warscroll. But the sad part is that we then can't combine it with Host Command Abilities and it basically only then does something for Bloodthirsters. In the end I'm also still missing the Daemon Keyword on Khorgos Khul's Fleshhound, Cav on Juggernauts and even Valkia this time...
  13. Cheers lads, good to see the lists flow! I personally don't think the Command Ability effect on it is all to usefull. For the simple reason that I believe most lists will run 5-6 Heroes anyway and due to the bubbles most of them will focus on one to two particular units, thus making quite sure they can be close enough if you want to. While the footprint is indeed the big advantage it has I still think that if you want to use a Bloodcrusher hammer a Skullmaster does more. For the simple added impact hits and the full re-rolls to hit he has once he charges. When is there, he's also in range for all the Command Abilities the units want from him Typically speaking I think that for Gorthunder you kind of have to include him because you do. I'm personally not that big on Skullseeker host, but then again I feel this way about more Khorne Daemon Battalions. They require inclusions that arn't that amazing by themselves. Personally I feel there are just two units in our book which I don't think are worth the effort, those being the Herald on Blood Throne and units of 20+ Bloodreavers. Neither Skullmaster or Throne is hard to remove, but having a rather easy to remove model be on such a large base isn't really my thing. Prime reason being that due to not being able to fly it isn't easy for it to pick it's own battles. Likewise when it does, it's impact is rather minimal. By comparison it's much easier to scoot a Bloodthirster, Skullmaster or even Skulltaker in there. Again though if you have a report where it outpreforms the others, feel free to share. As is to me it looks like a big chunky model without the damage output or manouvreability to get there. It theoretically supports slighty better as other heroes but the way our lists form is that we have plenty support heroes that can also preform that role. It looks really cool to me. Not thaking a Battalion usually allows us to include Bloodletters and a Bloodthirster. At the same time, one of the conclusions I've also come to is that at this point, thaking 2x 30 Bloodletters might actually be better. Prime reason being that there still are enough support heroes to preform a similar role the Bloodthirster has but you become much more resistant to ranged armies. Which will otherwise point out the Bloodthirster with ease as your unlikely to start the game, due to drops. Other than that I really like the list. Just consider what it can do with double Bloodletter bombs. At this moment Murderhost feels a little on the expensive side, but adding 2" to charge and run rolls is scary and it's easy to miss how immensely crazy it becomes when two Bloodletter bombs fight again. In the end a simple Bloodmaster can wear the Crown too afterall...
  14. Well they are good ranged support. Can't say they are the best thing ever, but they are good, with Wrathmongers. If you somehow manage to get them in range of Locus of Fury, then they become REALLY GOOD But I don't know why some are still down on the new book? Wrathmongers are brilliant support units with a bite, I can't say there is anything wrong with that. On the FB some guys don't believe Skullreapers are good, but the simple fact is that they are. Khorne is a great army when you factor in the ranged support or go mass Bloodthirsters. Anything in between is good as long as it has some ranged support. Be it from Judgements of Khorne or Slaughterpriests or Skullcannons. Basically the only thing that is harder to use (but still very good) is Bloodletters. They are worth the 300 for 30, but there are few ways to increase their speed. Thus maing that double combat work out for them can be hard. However if you skip on a Battalion altogether you will suddenly find the room for them and then they are amazing with a dedicated Bloodsecrator. If people want to see lists or something, I'm open to anything to show some perspectives.
  15. Huh I can't really agree with that at all, but I would love to know how you came to that conclusion really. The way I see it, the double activation is easily there for Daemons, just go for the right host. Likewise I do not agree that buffing got weaker or the range being weaker. If anything we have acces to more buffs thanks to the hosts, the only thing that needs to be taken into consideration is the bubbles. Which isn't hard to do as you can pre-meassure all you want. I guess some need to get it into their system, but as someone who played Warmachine aswell it's an easy step to checking 16" from most of your characters. Skipping on the buffs is a bad plan in general, as there is a massive reward to playing 2 Slaughterpriests and I wouldn't ever leave without thaking a Bloodsecrator unless I'm playing 3-4 Bloodthirsters who buff themselves. It's still there though. We indeed got slower and we gained good ranged support. In short this is the only difference. Don't be mad at including Slaughterpriests, Judgements of Khorne or Skullcannons, if you don't want to, you can include 3-4 Bloodthirsters instead.
  16. @medivouk looks like a fun list to me, do wish you could get some more bodies in there, but it is what it is for this particular Battalion. If your club isn't hyper competitive I think your generally ready to go. I don't think you really need/want that third Skullcannon. A lot of this list also hinges on that Bloodletter bomb. Everytime I start a Daemon heavy list I turn to Tyrants of Blood or skip the Battalion so I can include two units of Bloodletters. So feel free to let us know how it went down.
  17. I largely agree with you, much of the above is indeed a similar vision On the Fleshhounds however I do agree that losing focus is a bit of a downside, at the same time however I think they are still very good and Battleline, which wasn't the case before either. The Bloodstoker and Wrath of Khorne Command Ability indeed are losses to this army, but it's because of this that ranged support feels so important. I do not really feel Slaughterpriests are stuck to the altar. To me it just means that early game there is no risk to them and lategame there might be, but it's worth the effort. They last a lot longer now, also when they randomly roll a 1. Let us know what your experience with the Blood Throne is, I'm interested in that. To me it seems the Skullmaster is just better, even though he has a lower wound count. To me the impact of him seems more usefull allround. I don't think the Blood Throne is worth the cost, I wish they would have given it a Blood Blessing.
  18. I largely agree with you that the book is still fresh for most of us. At the same time however, a lot of the Battalions lead to something similar as it used to do. Examples being that if you have had succes with Council of Blood, chances are you will have even more succes with Tyrants of Blood. If anything this is because Tyrants of Blood brings the same army concept but is simply said MUCH BETTER. Having said that Tyrants of Blood still focusses on Bloodthirsters and their massive weakness to ranged attacks hasn't been removed whatsoever. The same applies to the always good, Gore Pilgrims. With Slaughterpriests gaining tools they never had, running a similar army again has become much better. To me the only Battalions that really left are those who are now 'completely within buffs' relying on 1 or 2 Heroes. The bubble vs aura difference is too massive to really make much of it. It's because of this I sadly don't like Murderhost anymore. Killing the sole Bloodletter Hero basically resolves that whole Battalion being an issue. Even minor ranged support can do that. So it's a massive uphill battle versus pretty much every Order army that aims for a competitive list aswell. What I fully agree with is that many arn't talking about several other Battalions that also are very interesting. Bloodforged included. There is however a true catch to this aswell, at least in my opinion. Because it's certainly great to have Wrathmongers but at the same time I feel they are so great because they are support units+. Meaning they can both support and melee combat rather well. Focussing on the for melee only however makes them inferior to Skullreapers to me. They still only have a 5+ save, so there will be many chaff units who can chew through them. IF you want to focus on them however, I wouldn't ever skip on Skarr here, because that whole 'they die easy' has an upside if they just swing (again). Having said that all, I like your list, but I don't like the complete absence of ranged support here. Be it in the form of Skullcannons or Khorne Judgements. We arn't nearly as fast as we used to be, so we need units who force our opponents to come to us. I think out of those Blood Hunt is probably the best choice. The thing with both Stampedes to me is that the auto vs a 2+ role is such a marginal boost it isn't really worth the effort. While Skullcrushers are still certainly good, I also see them as more of an anvil unit as anything else. While I really liked Bloodcrushers for a little while with Wrath and Rapture, they changed and now I really like Skullcannons over them as a shock unit. The big difference between the two is simple, Skullcannons can do it from further away and can be easily boosted by Wrathmongers. But from those three I'd say Blood Hunt is the most solid choice. The big advantage here: Karanak is not a leader. As others have mentioned it's extremely hard for Wrathmongers to actually keep up with Bloodthirsters. In addition the biggest advantage of Skullreapers to me really is that they don't need that much dedicated support, maby a single 80 point support here and you're good to go. Another big advantage they bring is having a decent armour save that can be buffed up. Pretty much the only support I do really like for Bloodthirsters is; more Bloodthirsters and Fleshhounds for screening. Great write up man! Just some reflections and thoughts from me as feedback, hope you like it! - Slaughterpriests are really just there for support and yeah I will say there is a tactical use to the Altar of Skulls that can easily be missed. First of all I see absolutely no reason to ever put one on top of it. There is no additional gain for that. On top of that, I think it's very important to place if very close to the center of the table as this is where Khorne armies will have their most units focused anyway (due to speed etc). I also fully agree with you that Slaughterpriests without re-rolls arn't good, but what it's ever more important is to keep track of the bubbles. It's how Khorne works now and the biggest difference in how we used to work. It doesn't apply to Slaughterpriests alone, it applies to everything, so continue to meassure and continue to move around with the Slaughterpriest. - Key for all Khorne armies to focus upon with this edition is to have units who force your opponent to come to you, or be stuck. As explained in the previous post, Khorne now very much revolves around, Hammes, Anvils and Support. Most of that support should translate to 'ranged support'. Be it in Khorne Judgment form (cheap but not extrmely reliable) or Skullcannon form (costs stack up quickly). While some might dislike it, the Skullcannon is a serious tool to be used now. I got my 3rd one for a reason, and it isn't because I'm such a fan of the model, it's because we need to draw out opponents. We lost speed. - Agree completely on Bloodreavers. Have discussed this with others too. They arn't worth the cost, 70 for 10 is doable because it's 70 points. There isn't a single reason to ever run more. What they lack (in my opinion) is a simple rule that would make them immume to Battleshock once they number 20+. - As long as Juggernauts can charge they have one hammer turn. Assuming opponents know what they do, they remain great Anvils . - Agree completely on Blood Warriors. To me Gorefists are the way to go because despite their double axe option their quality remains their number for cost and anvil properties. MW on an anvil is what we like, and they don't even have to charge for it. 10 for 200 with Gorefists and Goreglaive and Champ is a perfect deal. - I personally don't think the Mighty Lord of Khorne is all too interesting these days, but you can offcourse include him. To me the big question always remained, what purpose does he serve now? We're paying enough here, why arn't we using a Slaughterpriest instead etc. Especially with the hosts and their great Command Abilities there is just less use for heroes who don't support too much. Funny enough I'd even say that a lot of the 80 point heroes support better as the Mighty Lord of Khorne or Khorne Lord on Juggernaut does... - Yeah I love Skullreapers. Where with Blood Warriors I love the number 10 on them, I love that exact same number on Skullreapers. They are easy to boost, easy to make amazing and being armoured Bloodletters is just really good with every host. Only Reapers of Vengeance has no real reason to thake them and that's it - We have quite some Battalions who are good. Only thing I would say here is that none of them are 'broken' but they are just good additions. As we have no option to 1 drop anyway (or make a great 2 drop) I'm also going to try out many and then some lists without. - Sad to see the Soulgrinder not doing anything. Thing is still (same with Skullcannons) that I would play him up rather aggressively. I think the biggest mistake Khorne players make is keep some units back. While we really don't need to, unless it's for objective reasons. + Consider Skullcannon(s). + Certainly get some Daemons, even 10 Bloodletters, 5 Fleshhounds and a Bloodthirster are a great start. + Tyrants of Blood certainly can be amazing, if your opponent runs minimal shooting, your almost bound to win that game aswell. + Double fighting with Bloodletters is incredible, the thing with Daemon Battalions is that I have created a lot of lists who aim to include them and you usually find that there is no room for them AND a Battalion... + Big fan of Fleshhounds, not that huge on Bloodcrushers (see Skullcannon) and indeed certainly get some additional Daemons! In reality the summonning isn't always the best choice anymore (due to not being able to spend BT for summonning like we used to). All in all try to include a Anvil, Hammer and ranged Support for Khorne and you should be good. As mentioned I don't think Khorne Judgements are always needed. The Hexgorger Skulls are always an easy inclusion however this too depends on your meta and basically how much Magic you expect. It usually is there, it's easy to cast meaning you can usually miss the 40 points. Cheers,
  19. Fantastic start there! Looking forward to more. Blood for the Bloodgod! Skulls for the throne of Skulls! It's time to bring this world to piles of skulls and ashes again.
  20. Cheers! Well there are many routes to go this time, much more as before in my opinion. Usually the routes I´d say are the most effective are either focused on Bloodthirsters (hammer), Bloodletters (hammer), Slaughterpriests + Khorne Judgements (support), Blood Warriors (anvil), Skullreapers (hammer), Skullcrusher (anvil) and things with Wrathmongers (support), including the Wrathmonger and Skullcannon combo. Most of the time an army will include two of the above mentioned strong units or more, depending how deep you want to go. Personally I'd say there is much more interplay as before, as certain hosts certainly focus on buffing Mortals or Daemons but the Heroes who gain the Command Abilities don't need to be Mortal or Daemon ******. So the best advice I have for focussing on a host is to focus on one of the above mentioned units and create a synergy army for them to make it all work out. I am still looking at mixed lists very much, the only downside I see in Daemon heavy armies is that their Battalions arn't that great by Mortal Battalion comparison. The massive big fat exception there is Tyrants of Blood which is amazing. As a rule of tumb I'd say try to follow these steps and you will be good: HOST - Focus on what units you like. To me there are basically 2 fantastic routes to go. Double time with Daemons or Fast Blood Warriors LEADERS - Include 2+ Slaughterpriests, you can always consider Khorne Judgements but I wouldn't say they are mandatory, unless your army is heavier Anvil focused - Include Bloodsecrator and support hero of your choice - Consider Skarr or Valkia if you suddenly find room for it OR - Include 3+ Bloodthirsters and go wild with Tyrants of Blood BATTLELINE - Include 2x 10 Blood Warriors with Gorefists if you want to go a Mortal route - Include 1x 30 Bloodletters and likely a unit or 2x 5 Fleshhounds if you want to go a Daemon route - Bloodreavers can be a mandatory Battalion requirement, I'd focus as less as possible point on them - Consider Marauders if you want a cheap Battleline filler OTHER - So much options here that you can really see the above list to know what to focus upon. Generally speaking I'd say Khorne Judgements are better with Anvil focused armies. Bound to get stuck into things and bound to see more profits from things like the Wrathaxe - Consider a Soulgrinder if you want to have fun with Wrathmongers Hope this helps, again many ways to go, much more as the old, Gore Pilgrims OR Murderhost.
  21. It certainly seems like that. Then again, maby try Goretide with Slaughterborn. Scoot up the Warriors and see how long you can last before crashing in there. It certainly seems like it's more equiped to handle ranged armies as the 3-4 Bloodthirsters are. As they are still very much a glass cannon and thus very vunerable to a ranged heavy army. I think even Khorne with a brickload of Skullcannons could give it a bad day for example. At the same time blobs of Skullreapers still do amazing work. The list you're facing seems very one dimensional as is. It just sometimes happens. Cheers man! As others have mentioned, it's well worth the 140 points because you can continue to activate with your 3-4 Bloodthirsters. We could act like it's 3-8 but since most play 2K and not 4K I'd say doing it with 3 Bloodthirsters is the most common What I also really like with the trio of Bloodthirsters is that you can pick one of each and it nicely adds up to 900. A lot of points but well worth the killer missle it is. As above though, watch heavy ranged lists! Well I'd say it looks interesting as a 2-drop. But other than that, I don't know if it's worth the 180 point investment. Starting is great but there isn't a ton of stuff to follow this up with (such as Wrathmonger and Skullcannon combinations or Khorne Judgements). Basically I don't know how well Khorne preforms with just 1 Slaughterpriest and 0 Bloodsecrators. The Bloodthirsters are the scary part and it feels like such a small step away from just playing Tyrants of Blood. This will certainly up your drop count but chaining Bloodthirsters is just scarier I believe.
  22. I'd say a Tyrants of Blood with one of each flying thirster would suit this kind of match. Which would basically be decided in the early turns too hahaha. Blend it with a buffed unit of 6 Skullcrushers for the tarpit and I think you can get something silly
  23. Edit: I'd say post it to the FAQ team. Nothing really states that the abilities are added to the Warscroll. The Keywords are gained... Cheers! It's a very nasty list, largely due to the ranged focus. Having said that you could aim for a Tyrants of Blood build and do nasty things aswell. What do you want to field and what do you have? A big difference for Bloodthirsters now is that Tyrants of Blood can cascade into a all in, 'kill that target superdead'...
  24. So to continue : - So far Ive seen great results with Khorne Judgements, Bloodthirsters with Tyrants of Blood and generally speaking people love Wrathmongers. It also isn't that hard to see how this forms, Skull Altar is absolutely amazing, because it makes Slaughterpriests great and Hexgorger Skulls and Wrathaxe are arguably our main meta 'threats'. Bloodthirsters with Tyrants of Blood usually is there for the hardcore Bloodthirster fan, but it should work very well. Lastly Wrathmongers can turn pretty much anything in a scarier weapon as it used to. At least for now, as long as they work with Skullcannons. - Lastly the true workhorses in my opinion are (not that different from before) found in three ways: Hammers: Skarbrand, Bloodthirsters, Bloodletters and Skullreapers Anvils: Blood Warriors and Skullcrushers, what is very important to note here is how well these work with the Wrathaxe to harass the unit they are 'tarpitting' Support (ranged): Slaughterpriests, Bloodsecrators, Aspiring Deathbringer, Wrathmongers and Skullcannons The other units we have serve different purposes and are generally speaking good, but for now, as long as Skullcannons can be buffed by Wrathmongers (or Soulgrinders for that matter) I'd say the above are our real workhorses. For sure other named characters and Exalted Deathbringers can add to the offense for a specific battle. Likewise Bloodreavers still serve a purpose as chaff and objective holders. It's just that due to costs involved running Marauders seems better again. In terms of going full or heavy Daemon You can certainly attempt/do it, but not running the Skull Altar or the Slaughterpriests does mean your handing over our strongest assets. The Tower is free, the Slaughterpriests are super cheap and as above, at least to me, essential support. While technically Bloodbind has become worse it's still functional, while we can't stack prayers we also don't have to worry about mortal wounds. The key reason to include them however is that most stuff works on a 4+ with a re-roll and can't be dispelled. This matters a ton. On top of that the Skull Altar serves 4 key roles: - Make Slaughterpriests great - Meddle with Wizards - Free Terrain - Act as a beacon for Summonning Cheers man! I really think Skullcrushers are a fantastic unit, however I just don't believe investing more as 360 points into them is worth the effort. Because to me those 180 additional points are better spend in a hammer unit. Skullcrushers who get something stuck (which is what they usually will do) thanks to 2+ saves are great as is, especially with the Wrathaxe that then can scoot through oppossing units AND make them an ever tricker tarpit to tackle to due to the debuff. Thing is however that Mortal Wound output units still excists, usually when a player plays these they will be screened. To me it's unlikely Skullcrushers will suddenly be able to break through that screen and then be save for the aftermath. It's because of this that I think 6 are sufficient. It isn't too common they will find another unit that really comes out of them in terms of costs. With 540 units I just feel uncomfortable with their seize, obvious key unit role and due to their bases I also find it very hard to functionally see the 7th to 9th Skullcrusher preform a meaningfull role. If you want to return wounds, we can heal in other ways... No I havn't I can see why you would consider it however. At the same time I also think that as mentioned above 360 points of 6 Skullcrushers with Bronzed Flesh archieve something scarier, especially with the Bloodstoker and their size. If you want a Blood Warriors focus I would indeed look into Goretide. Both are great anvils. The big advantage of Skullcrushers is that 2+ armour save. With Goretide the Blood Warriors have that amazing run, with other hosts Skullcrushers will always be faster. Cheers,
  25. Offcourse the army is brand new, so giving exact responces at this time is very much with trial and error. However I do think there are some easy general concepts you can thake into account. Things that will help you get this new Blades of Khorne and really if you start this Khorne with fresh eyes it's easy to avoid the 'this is worthless', use this exact army list and 'that one time at x-con etc.'. Basic pitfalls to avoid: - Khorne isn't solely a melee focused army anymore at a competitive level - Using 9 Skullcrushers means you're investing 540 points into something that isn't guaranteed to work - Using 3 Bloodthirsters with Tyrants of Blood can be fantastic, but I'd strongly suggest getting the basic grip of this new Blades of Khorne first Simple key concepts: - Choose a host based on your favourite unit/unit focus, with this I basically mean, do you like Daemons or Mortals and which of those specific units do you like the most, you can mix like never before, so the focus must come from yourself - Use 2+ Slaughterpriests, basically always consider Hexgorger Skulls and Wrathaxe, unless you are absolutely certain you wont see magic in your local meta - Use a Bloodsecrator, consider a Bloodstoker and certainly don't shy away from the Aspiring-, Exalted Deathbringer and Skarr or Valkia, even Khul can be really good - Units that are generally really good are the above mentioned heroes and 30 Bloodletters, 10 Blood Warriors, 5 Wrathmongers, 5+ Skullreapers and Skullcrushers, Blood Warriors and Skullcrushers are more tarpits however, Wrathmongers are our true support unit and Bloodletters and Skullreapers, next to Bloodthirsters act as hammers - The simple AoS basic abc remains to screen, focus on key units and keep objectives More to come later
×
×
  • Create New...