Easytyger
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Posts posted by Easytyger
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3 hours ago, Luke1705 said:
Two qualifiers I’ll add about reapers vs Bloodlords:
1) the d3 battleshock ability is made more situational by the range; however the Bloodlords ability is situational in who it targets. Good when it applies but not worth writing home about.
2) Bloodlords get more stuff because they don’t need to set aside so much CP for extra activations, and they can also take the blood hungerer relic
Bears more testing but double pile ins are just so good it’s hard to give that up.
What would Bloodhunger relic do for Bloodlords? Won’t the Halo of Blood trigger all the BTs anyway?
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Does anyone know what the base size for an Exalted Bloodthirster is? Can’t seem to find it.
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17 minutes ago, Luke1705 said:
TLDR: Tyrants of blood is amazing. IMO better than Bloodlords.
*Reapers of Vengeance 😉
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32 minutes ago, AresX8 said:
The only answer to this is do the following:
- Forget about all of the tactics and interactions the previous book had. They are gone.
- Write lists to try things out and most importantly, PLAY. You can theoryhammer all you want but none of it matters without actual results that only playing can provide. Sitting on the sidelines asking what the "best things are" when the book is only 3 days old contributes nothing to the overall discussion as the rest of us are figuring things out.
I know this is blunt but it has to be said. It's starting to get pretty obvious for those that have played with the new book, and those who have not.Agreed. You need to play a lot of games to figure things out because there are so many changes. Saying it’s all going to be the same is unsubstantiated opinion.
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3 hours ago, AresX8 said:
You need to be wholly within 8" of both Hexgorger Skulls. Wholly within as defined by the Designer's Commentary
I’m not sure how the Designers commentary supports the reading that you have to be wholly within 8’’ of both Skulls. We need to see what the actual FAQ I think.
EDIT: ok saw your posts following and you make a good case why it’s only within 8’’ of only one of the skulls. I agree!
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4 hours ago, ChaosUndivided said:
I'm gonna quote myself every day till someone can help me answer this.
It should really be addressed in a FAQ but im thinking you only need to be within 8 of one skull and the Warshrine can't overlap (meaning half within 8 of one and half within 8 of the other). Thoughts?
Lol no one can help you because it needs to be FAQed. Per strict reading of the rules I would think you only need to be wholly within 8’’ of one of the skulls but this does need to be clarified.
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Your list as stated total 1920 points. The Slaughterpriests are 100 per.
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2 hours ago, Ravinsild said:
Do we have any actual hammers left? I was playing against Ironjawz and my Skullreapers in Skulltake in the Skullfiend Tribe straight up could not kill a Maw-Krusha. 2 units of Brutes and a Maw-Krusha killed my 10 Skullreapers and 5 Wrathmongers...
I feel like removing the rend from the Skullreapers took all their teeth from them.
After 2 turns I had my 10 Skullreapers, 1 out of 2 Khorgoraths, 5 Wrathmongers, 8 Blood Warriors and my Mighty Lord of Khorne dead.
I had 30 Bloodreavers, 2 Slaughterpriests, 1 Bloodstoker, 1 Aspiring Deathbringer, 1 Bloodsecrator and 2 Blood Warriors left.
I had killed 7 Brutes and a Maw-Krusha.
They had roughly 8ish Brutes left, 2 Warchanters and a Weirdknob left.
Ironjawz are basically a trash tier army at this point aren’t they? If I’m struggling this much (I could have done some things differently for sure, but I mean...) against a truly low tier army what hope can I have against anything remotely competant like Skaven, FEC, DoK, IDK....
1 hour ago, Ravinsild said:I did. I mentioned my 39 attacks. They start with 4 attacks base. I pumped them up with 3 attacks using the Bloodsecrator, Wrathmongers and Aspiring Deathbringer.
Oh I didn’t see you mentioning how many extra attacks you have them in the OP. So in your next post you mention 39 attacks. Did you mean that’s how many hits and wounds you had?
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You need to buff the skullreapers. you need to pump their attacks up to 6-7 to punch through armored targets.
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12 minutes ago, Warbossironteef said:
I totally get that and that is reasonable. I just wanted to point out that it's still a great army and I cant wait to play it.
Also, someone just said this but for 120 points Valkia seems awesome.
I totally agree with you.
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5 hours ago, Warbossironteef said:
I feel like that is very gloom and doom. Its funny because from an outside perspective, someone who is just starting Khorne I think the book is great.
I was disappointed at first but the more i have time really to figure stuff out I think there is going to more diversity in the meta for competitive Khorne lists, not less. For old Khorne players like my self many of the changes seem like nerfs in isolation. Taken as a whole though I think Khorne is in a better place.
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Ok how about Lord on Juggernaut with Berserker Lord and Bloodforged Armor.
3+ save, then 5+ to negate wounds or MWs. Another 5+ against MWs. And then another 5+ against wounds and MWs from spells. He won’t hit hard but he’ll be tough as nails!
😂
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Ok great Khorne Generals what are going to be some of the best combinations of artifacts and commmand traits for our heroes now? With so many changes my former go to combos are gone. For example when I wanted my WoK BT to be right killy in melee I gave him Immense Power and Deathdealer. Now those options are completely different. What have you seen as new combos? And this includes Realm artifacts.
PS This is not a complaining about the new tome post. Just want to figure out all the new toys we have.
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30 minutes ago, ledha said:
Plus gorefist only work in melee. It won't help you against shooting or mortal wounds. I don't think going from like 86% chance to hit to 66% just for your save roll having 16% chance of doing a MW is worth it.
86%? My rough math may be wrong but isn't it more like 71-72%. I don't think there is a 20% difference from rerolling 1s to hit. Or are you calculating if you are rerolling all misses?
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2 minutes ago, ChaosUndivided said:
That is a feature not bug.
Yes a very bad feature lol
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So the Hexgorger Skulls are very dependent on you going first in the round unfortunately. If you go second then at best, with a slaughtpriest nearby, you have a 1 in 3 chance of it having any effect on enemy spell casting.
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@Bululucould you clear something up about Judgments. At what time do you roll to see if they disappear. Is it end of the battleround? At the start or end of your next hero phase?
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9 minutes ago, ChaosUndivided said:
Ya the Stoker not able to whip monsters? Wtf?
The Bloodstoker changes are baffling. He is very hard to use now. Only usable on Mortals wholly in 8’’ is such a huge nerf to one of the few tools we had to fix our glaring slowness.
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30 minutes ago, Grimrock said:
Actually I guess I'll just put up my other thoughts from my practice game. Here's my list:
Skullgrinder (general)
- reroll attacks trait
- mark of the destroyer (just +2 attacks now)Bloodsecrator
Slaughterpriest
- killing frenzySlaughterpriest
- bronzed fleshskarre bloodwrath
bloodstoker
hexgorger skulls
wrath axe10 blood reavers x4
5 blood warriors
5 wrathmongers x3
6 skull crushers
bloodforged batallion
- wrathmongers, blood warriors, and skullgrinder
- after wrathmongers fight for the firs time that phase, if wholly within 8 of skullgrinder and within 3 of enemy, pile in and fight againI was fighting against a nurgle blight cyst with daemon support in scorched earth. My impressions:
- skullgrinder with +2-4 attacks and reroll to hit can really put the hurt out, and he doesn't have to worry about turning into a spawn anymore. I was thinking of trying +2 attack trait and gorecleiver next game for the extra rend and possibility of hitting for 6 damage
- being able to place a relatively large piece of terrain is really nice, I used it to block off easy access to one of my outer objectives
- judgements were ok but the range was a serious issue, even when playing on a tight deployment like scorched earth. if you want the most of them you need to put the altar right near the middle of the board
- layers of blood reavers were great as screens and generated a lot of tithe (hasn't changed), and wrathmongers behind them were terrifying. one turn the wrathmongers attacked over a screen twice with buffs and almost totally wrecked a unit of blight kings before they got to attack
- skull crushers never got to charge since I got pinned early on, but even without it they felt much better. that extra attack actually really made a big difference and combined with hordes of wrathmongers and a bloodsecrator they were pretty scary (10 attacks each can be nasty)Isn't Skullgrinder a named character? Or maybe not?
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Hate that Bloodstoker only works on Mortals but reroll all failed Wound rolls is nice.
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Insensate going off on unmodified 6s was expected but oh so sad. Bye bye Ghystrike 😥
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4 minutes ago, andysonic1 said:
Exalted Deathbringer command ability gives you a battleshock immunity bubble of wholly within 18 inches, meaning you truly do not need your Bloodsecrator to be everywhere on the battlefield at once. Now you can truly split up your forces without losing power. I love it.
Bloodsecrator doesn’t give battleshock immunity at all anymore ...
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3 minutes ago, HollowHills said:
The good news is all the new warscrolls are up on the GW New Zealand site.
The bad news is... well it's more bad than good for warscroll changes.
Which site? The store site? The PDFs look the same.
EDIT: Nevermind I see them
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2 minutes ago, ledha said:
that REALLY look like the skullreapers ability and not the wrathmongers
No I think it makes sense. Instead of picking a unit to attack they just have a chance if MWs on the way out.
AoS 2 - Blades of Khorne Discussion
in Chaos
Posted
Thank you! 160mm circle? So not oval right?