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Everything posted by Salyx

  1. This army is really light on bodies. However, you have a lot of monsters who can score extra points. However, they ca grant your opponent extra VPs as well. Perhaps you could swap the Chariots with another unit of Marauders for some extra threat. The Exalted Hero is in a somewhat weird spot as he is very unreliable at damage dealing and does nothing for the army. He should rather be replaced by a Darkoath hero who can at least buff the Marauders or, if you replace your chariots with Marauders, you can get yourself a Chaos Lord who makes the Marauders much more threatening.
  2. I guess it is even better if he knows about it, because it will influence their play a lot. Well...unless they know how crappy Bloodwarriors and Bloodreavers are -.-
  3. I think you found a good start with 2 units of Bloodreavers and the Bloodsecrator. However, for me, there is some beat Stick missing, like Skullreapers, Demon Prince, Lord on Karkadrak, Chosen, Marauders, Minotaurs, Ghorgon... Perhaps even a Fomoroid Crusher or Cockatrice for some shooting and extra scoring on objectives You have All the buffing Potential available, but few units to Profit from buffs. The Juggerlord is not that good as well, he has only got 3 attacks at - 1 Rend and I would only take him if I wanted to play a lot of Skullcrushers.
  4. You can still build Archaon with flaming weapons by equipping a hero with the book, so that He can cast Flaming Weapon. That uses up all your enhancements, but it is possible. About the Bloodthirsters: You can never have enough Insensate Rage Thirsters . For tactical reasons, the Unfettered Fury Thirster seems to be the most viable because of that 6" pile-in. However, the Wrath of Khorne Thirster has some nice abilities as well. In Reapers of Vengeance, he can unbind 2 spells with a +2 Bonus and his shooting attacks are a nice Bonus. His command Ability looks good on paper. Nevertheless, it is outclassed by the Unfettered Fury Thirster's Command Ability. Skarbrand is the worst choice for Bloodthirsters. He can be devastating in melee if He gets there. If. He cannot fly, so he can be screened. He has 0 extra protection compared to other Thirsters so the opponent will put much effort into shooting him off, which will, depending in the army, not be very much.
  5. I do Not think that Bloodthirsters are ging to be really good in AoS 3.0, because one of their main strengths, bringing - 2 Rend to the army is kinda negated by the Modifikation cap. Most units can still save a BoIR's attacks on a 4+ or 5+, where every save really hurts. Furthermore, the meta is still very shooty, with KO, Cities and Lumineth still dominant. I guess the better Route is to go with units with many attacks or Mortal Wounds or both. So for me the meta units in Khorne are units like Marauders, Chosen, Bloodletter, Skullreapers and Wrathmongers and perhaps even Bullgors or Ghorgons. These units receiving attack buffs can do some serious work. For me a unit of 10 mongers is an auto-include because of their attack buffs and their damage Potential with at least 41 attacks, dealing Mortal Wounds on death and piling in on death via Skarr Bloodwrath.
  6. I think they still have their place, as they count as two models and are hard to remove. You can take a unit of them for hold the line. Just put a unit of 9 on an Objective and they will score. Objective + hold the line. Coherency rules are annoying, however, you may still Charge them wide for impact Hits and pile in to re-establish coherency. Their 5 wounds 3+ save is pretty unique and hard to Bypass.
  7. As a pure buff piece, the warshrine would be too expensive. Howe er, it is pretty good in close Combat as well so a Warshrine could serve as a Combat unit as well. In 800-1000 the Warshrine might be worth a look. Remember, however, that you still need a hero and battlelines.
  8. Beastmen in 6th were great. Back then I started playing Hordes of Chaos and could rarely pull a win until I integrated Beastmen into my army, especially Beastlord (little worse than Chaos Lord for a lot less points), Gor/Ungor Herds, Minotaurs, Dragon Ogres, Chariots... so many units at such a good value. Nowadays, both armies suck, StD just a little less...
  9. I think Bravery bomb can definately be a Thing in Khorne. Let US Look at the Bravery Debuffs available: Skull Helm - 2 Bravery Khorgorath: - 1 Bravery Chaos Knights: - 1 Bravery Bleeding Icon: - 1 Bravery Mindstealer Sphiranx: - 2 Bravery So a total of - 7 Bravery Max, so even a Bravery 10 unit has to roll 2 or lower after one casualty. If they fail a Battleshock by X, X+ D3 or D6 will run away. If we play Reapers of Vengeance, another D3 will flee. So failing the Battleshock by one will results in at least 3 casualties up to 10. So we need elements that can spread out wounds across different units to make use of this. We have the Dark fire Demonrift (eww, Sorcery), the Wrath-Axe and the Bloodthirster of Insensate Rage for spread- out Mortal Wounds. That might be a viable Bravery bomb build
  10. The +1s to save still do something: Negating enemy's Rend. So if you put a Mystic Shield in a unit of Chaos Warriors, they will ignore - 1 Rend. If you combine this with a Mark of Tzeentch, you got a really strong anvil again. Reroll saves is great, but becomes much less useful against Rend.
  11. In my opinion it is not. It does less damage and disappears as soon as it has dealt damage. And the - 1 to Hit is miasing. So it became worse and more expensive. I love my Wrath Axe so much because of the - 1 to Hit and the D6 Mortals, which have both been taken off it
  12. That point hike for Skullreapers really hurts. On the other Hand, Chosen are a very viable Option to me now. 5 of them cost 60 points less, their damage output is comparable, they only lack 1 wound. Mortal Wounds will be the way to go in this Edition, so Skullreapers, Chosen, Skullcrushers and Bloodthirsters of Insensate Rage will See more play. Monster Hero abilities combined are really good now, as they can get a free +1 Hit, wound and save. Not only Thirster, but a Lord on Manticor is worth another look as well.
  13. For me, Chaos Warriors are best on a 3+ rerollable save. There are two ways to achieve that: Either, play the in a Khorne army and give them the +1 save prayer or play them as Nurgle warriors. The Warshrine can buff their save by one with the Nurgle prayer. The best way to field them is as Nurgle Warriors with the Shrine buff and included i a Plaguetouched Warband, so that they bounce Mortal Wounds on the enemy while being too sturdy to die.
  14. That is true, but Belakor does not need the Doombringer Blade for rerolls, another hero may take it and declare an enemy hero or monster and the whole army can reroll hit and wound rolls against it. So Belakor can benefit from it without taking an artefact.
  15. That list looks pretty funny. How about replacing the Chaos Warriors with a Warshrine to buff Archaon? Then he may have a 2+ rerollable save. Or reroll everything. On top, the Marauders get a 6+ shrug- not the best in the world, but hey, better than nothing.
  16. This looks like a good starting point. I would drop one unit of Bloodwarriors and replace them, as Bloodwarriors are... not good, so only take the minimum. Instead, add a unit of Bloodreavers, they are good screens and Objective grabbers. Next up, your Chaos Warriors do not fit into a cavalry army. They can be a nice anvil, especially with the +1 save prayer. However, they are too slow to keep up with the Knights. With the main infantry unit gone, you do not need Wrathmongers anymore. So we have saved 500 points, which is enough for 2 units of knights and a Warshrine. Do not underestimate the Warshrine. It is a pretty decent fight er and it's re-roll hit and wounds prayer is soo good. On top of that, it can learn a Khorne prayer as well and provides a nice to have 6+ shrug bubble. One more thing: You have to take a mandatory Artefact for a Slaughterhost. For Goretide, it is the Thronebreaker's Torc which is really good on the Demon Prince, so the Karkadrak can take the Gorecleaver on his axe. If you want to include Mr. Whippy you may free up points by downgrading the Karkadrak to a Lord on Demonic Mount with a Crimson Crown ( they have the same command Ability). You might also want to take a Look at the Flayed slaughterhost, which can Upgrade your armor and gives you another command ability for a +1 to Hit.
  17. Welcome and nice to See another worshipper of Our favorite Chaos god. You can very well include Slaves to Darkness into a Khorne army. However, you can only include one StD Bataillon in a Khorne army, which is the Bloodmarked Warband. The other god specific bataillons can be included in their respective mono god armies. The other bataillons, like Ruinbringer Warband, are only for Slaves to Darkness armies. So you can play a Khorne army with Gore Pilgrims and Bloodmarked Warband, but not Ruinbringer Warband.
  18. It does not really matter as you do not want them in close Combat with their T-shirt save and their important role. However, I prefer great weapon because damage 2 is tempting me. Nevertheless, I avoid getting them close up to their enemy.
  19. The Wok Thirster can unbind 2 spells, as per Errata. As far as I read the rules, the Wok Thirster gains +2 to unbinding rolls, which would mean all unbinding rolls. So he gets two unbind, the First one is always the one to blow up, and both gain +2.
  20. @Peturbato: I don`t like that approach. Brass Stampede is not a good bataillon, since it is very overcosted. Gore Pilgrims is a better bataillon, because the extended range really benefits a cavalry army, because they do not leave the Bloodsecrator aura that quickly. Furthermore, you have no screens and no Bloodstoker. Skullcrushers are really slow for cavalry and rely heavily on their charge. Without screens or Bloodstoker you will have a hard time getting the charges in, even with the Demon Prince CA. I already played such a kind of list and I realized that the most important is a screening unit. I used to play 3 units of 6 and two units of 3, the 3 man units were right in front of the 6 man units screening for them. However, I am a bit off this approach, because it is too predictable. I prefer a Chaos Knight and Demonic Mount Lord combination, because they synergise really well with the Flayed. The Demonic Mount Lord command ability grants them +1 to hit- for free if equipped with the Crimson Crown, the Khorne prayer grants +1 to hit and the Flayed command ability gets them another +1 to hit. Furthermore, I included a Bloodstoker for surprise charges and reroll wounds. I do not like the Lord on Juggernaut because of his few attack- he just whiffs too much. So I rather use a lord who is a better supporter. So my list I am quite satisfied with looks like this: Allegiance: Khorne - Slaughterhost: Flayed (Host of Chaos) LEADERS Bloodsecrator (120) Bloodstoker (80) Slaughterpriest (100) - Blood Blessing: Killing Frenzy Slaughterpriest (100) - Blood Blessing: Bronzed Flesh Slaves to Darkness Daemon Prince (210) - General - Command Trait: Vessel of Butchery - Sword - Artefact: The Slaughterhelm Chaos Lord on Daemonic Mount (170) - Artefact: The Crimson Crown 5 x Chaos Knights (160) - Cursed Lance 5 x Chaos Knights (160) - Cursed Lance 5 x Chaos Knights (160) - Cursed Lance 10 x Bloodreavers (70) - Meatripper Axes 10 x Bloodreavers (70) - Meatripper Axes 5 x Blood Warriors (100) - Goreaxe & Gorefist 6 x Mighty Skullcrushers (320) - Bloodglaives BATTALIONS Gore Pilgrims (140) Hexgorger Skulls (40) TOTAL: 2000/2000 WOUNDS: 143 If you want to play this list with Juggernauts, you might just replace two units of knights with one 6 man unit of Juggernauts. Then you might as well play the Juggerlord, because in that case you will not need the Demonic Mount Lord`s support skills anymore.
  21. This looks very much like a Centigor, the realm seems to be Ghur, maybe we will finally get some Update. "A God awakens" Could this be Morghur?
  22. The Karkadrak Lord should have ETERNAL Vendetta as He is your strongest Combat Hero. The Artefact is rather meh, but He already has a 5+ against Mortals, he might get the Mark of the High Favored, as his place is in the middle of the battle. The other Traits should be Bolstered by Hate and Master of Deception, which should be put on the Manticor and the Chaos Lord. Your Sorcerer Lord on foot should get the Mask of Darkness so that you can teleport Marauders around, whereas the Manticor Sorcerer should get the Binding Damnation and the Blasphemous Cuirass as Artefact. Regarding your Bataillon: I would rather put the Marauders into the Bataillon, because they are more likely to End up in close Combat, where the Bataillon Ability works. I do Not think that you need two Warshrines. Ok, you can give a unit +1 save and re-roll everything and they are quite decent by themselves. However, perhaps it is only my flavor, I would replace one Shrine with 20 more Marauders, either add them or get another unit. Moreover, I do Not like Marauder Horsemen, because they are too expensive for what they do. Perhaps you can get something different for the Points. I just tried to calculate something: Axing Horsemen and Shrine would get you 300 points which is enough for one unit of Marauders and a small Chosen unit. Or perhaps just include Belakor. That would be my play style, it does Not need to be Yours. I like to have many small threats to divert fire.
  23. I do Not know if this is viable for you, but you can make a pretty decent cavalry list with Khorne. You can include all the Slaves to Darkness buffs, but add the Khorne buffs as well. If you play the Flayed Slaughterhost, your Knights can get +1 save when they kill a Hero or Monster, on top of that you gain a Command Ability that grants charging units +1 to Hit. Here is what can be included if you play a Kav army with Khorne: +1 attack from Bloodsecrator +1 Attack from Wrathmongers +1 attack from Aspiring Deathbringer +3 to run and charge + re-roll wounds from Bloodstoker +1 to Hit from Slaughterpriest prayer +1 to Hit from Flayed Command ability So there is loads of additional buffs on top of the buffs you already have access to. And you have access to Skullcrushers or Blood crushers.
  24. My Suggestion would be to include a Slaughterpriest and a unit of Skullreapers, which would be 1000 points on the nose. Alternative, you could push the Bloodwarriors to a 10 men squad and include Skullreapers. However, the Slaughterpriest variant is stronger.
  25. If you want to play Cabalists, in my opinion the best way to Do this is to play a lot of 20 man Marauders that you can throw around with Mask of Darkness and Charge. As Endless Spells I would use the Demonrift and Spell Portal so that you have a greater range and an Endless spell already nearby. The Pendulum is never a bad choice. What might be a good Pick as well is an allied Kairos Fateweaver who can pull off nasty magic on his own. He can re-roll one roll and auto-dispel an endless spell to cast it again. That will put some Real pressure on your enemie's unbinding choices. I agree that having undivided will not save your Sorcerers, you should rather go Nurgle for that - 1 to Hit, which is - 2 near a friendly unit. For Cabalists, it is better to not to invest much more into Sorcerers than you would usually do. 900 points of Magic is an investment that must pay for itself on the Board. That is already an Archaon, who should be your benchmark for points effectiveness if you want to See how good your magic does. The Chaos Lord in Manticor is quite ok. However, he is better in any other God specific army than in Slaves to Darkness. Your Layout sounds quite good and could be your go to if you want to play him. Nevertheless, he is still better in other armies.
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