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Salyx

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Everything posted by Salyx

  1. I know of a guy who played Ravagers with 2x30 Splintered Fang in Ravagers, he even won the event. I do not know the exact list anymore, but I have found something alike, only with less Splintered Fangs and Belakor: https://www.belloflostsouls.net/2023/03/aos-list-of-the-week-shadow-kingdom.html In Ravagers this seems really good as you get 20 Guys back when you summon one of your 30 man units back. So that`s a total of 100 Splintered Fang for 600 points. Nice.
  2. Cockatrice or Chaos Giants seem to be a pretty good pick for Coalition units. Their Debuffs can really help.
  3. The models you have are good. However, there is a Bloodsecrator missing. Demons really need that extra attack. For this purpose, some additional Wrathmongers might be worth an idea. As Slaughterhost you should take the Reapers of Vengeance, because their Command Ability is just too strong to pass. Furthermore you have too many Bloodmasters. Any demon hero can give the Bloodletters reroll ones. If you want to have a hero on foot accompanying the Bloodletters, Skulltaker might be worth a look. About the Bloodletters.. I would play them as one unit of 30 so that they get a lot of attacks and their innate +1 to Hit. Of course they will draw more fire but a unit of 10 is just dead weight. 30 of them, especially if put into Headhunter Bataillon can get some work done. Moreover, you should think about a Bloodthirster of Unfettered Fury with a Crimson Crown. His Command Ability allows your demons to pile in and attack 6 inches. Sound meh at First, but with this pile in, your units do not need to Charge, they can just stand in 6 inches from the next enemy unit. Your opponent cannot pile in, but you can. This means, you always get to strike first. Another Bloodthirster worth considering is Skarbrand. Yes, he is expensive and is as easy to kill as any other Bloodthirster and cannot even fly. But He is still one of the most powerful models in the game when attacking, if not the most powerful. He is pretty much miss or Hit. Against a melee army He will wipe the floor, against a shooty army He can be happy to live in turn 2. The Fleshhounds are ok, you can take these. The Bloodcrushers, however are bad in units of 3, because you mostly play them for impact damage, after a Charge, they become pretty useless. Being able to only take 6 they will Lose Efficiency pretty fast. I do not think it is a good idea to take them at all. So much for my 10 Cents, I hop I could help.
  4. In my opinion - or what I would do- you could drop the Sphiranx ( not very reliable strike last, no Combat Power) and the Chaos Lord ( too slow to Support the right units) and you have 215 points for shenanigans. How about another Demon Prince? Or just giving your Sorcerer a Manticor? Or you just throw out the Sorcerer and include Belakor as planned. Though for that you would have to downgrade the Marauders to Cultists.
  5. I think StD have some of the best options for both bataillons. Marauders for Bounty Hunters and Chaos Warriors for Conquerors. 20 Warriors of Tzeentch can hold one point forever. Marauders can be teleported to assassinate another GV unit. Moreover, the GV rule makes Ravagers a very good faction since you can create Galletian Veterans every round, so no proving ground is save. I think the New bataillons just offer so many advantage that you should always take them. ImO it is worth more than 1-dropping. However, you do not need both. Having a one-drop with two Chaos Warrior Conquerors is as a three-drop is a good compromise.
  6. I would field Chaos Warriors at least in units of 20, because they lose their Bonus too quickly. Instead of 3 units of 10, I would go with one unit of 20 with Shield. Imo, there is one way to take units of 10 warriors. Equip them with Dual Handweapons and send them into lightly armored targets or use Curse scoring a lot of 6s because of the reroll. The Knights should be used with Lancers. Without Charge they suck, but when they Charge they are so much better than Ensorc Weapon Knights. The Chosen are great, one of the most underestimate units. I do not recommend taking Heal as a prayer. I see that you want to keep your heroes alive, but the Karkadrak is already able to heal and the Manticore can heal with the Heroic Action. By the way, don't you have too many Enhancement with two Artefacts and a generic prayer? Afaik, you can have one and get another one with Warlord. I hope I could give you some ideas. Good luck with your list.
  7. I love my Warherd in units of three with great weapons. They work as pairs right behind each other, so that the opponent can hardly delete all of them and always gets punched back. They are very dangerous- except for Nighthaunt when the opponent knows how to roll 5+ 😬
  8. I would love some innate Khorne buffs, perhaps associated with the shrine. A flat reroll 1s to hit is a good idea as well as a flat -1 to cast from the Altar, which could be increased to -2 in round 3 like the herdstone. Another rule I would like is a +1 attack bonus on the charge, which is easy to do and fits the army`s character. Furthermore, Monstrous Actions for Bloodthirsters that address their weakness would be great, like a -1 to hit in CC or extra attacks or damage or strike first. A Bloodthirster as the epitome of Murder should be a little scarier. Against shooting: How about changing the Blood Rain from the Blood Tithe table to a flat -1 to hit for all missile weapons? And of course, not having to spend all Bloodtithe at once. Other rules that would be cool, but really powerful (too powerful?) Instead of hit reroll, 6s to hit do Mortal Wounds. An army-wide rule that makes the rest of the unit frenzied after models in CC have died this turn. So if a unit has lost models in this CC phase, the units rerolls to Hit rolls or gets a +1 to hit. Oh, and Blood Warriors only need slight changes to become a good pick: Wound on 3s, Rend -1. Boom, very good unit.
  9. @The Red King I prefer the Dragon Ogor units, because Gor are really only chaff to screen and die quickly whereas Dragon Ogors can hold themselves a bit in combat and do a lot more damage. On top of that, they can screen a much larger area because they are not affected by coherency and got a huge base. So for me-Dragon Ogors. @Nezgor I played an all Bullgor list and was really tempted to play Darkwalkers, but I decided against it. It is just because Gavespawn is sooo much better. The Artifact is great and the extra attacks - especially in a Bullgor army - are soo good. On top of that, you get a free unbind and a lot of Chaos Spawn, which is also huge, because heroes can easily block an enemy unit without any counter by just turning into a Spawn. Yes, ambushing with the big boiz is really cool, but Gavespawn is just too good to pass.
  10. In my opinion, you gorgot Dragon Ogres. Their Hand Weapons were pretty Ok, but lacked Rend. Now a unit of 3 can dish out 18 attacks at Rend 1 without any support. And they are still our most survivable unit. Draconic Crushers finally got their Rend as well, so I think, Dragon Ogres are one of the winners of this update. Oh, and don`t forget Centigor who are even more cost-efficient.
  11. I guess two heroes at 600 points is a bit much, so in my opinion you made the right choice. Might be debatable if you could use the Aspirin Deathbringer or the Bloodsecrator as General instead of the Exalted Deathbringer. But I guess, this is your PtG Protagonist, so not possible.
  12. Concerning DPS... Maybe the Soul Grinder is a hidden gem in our book. With a Tzeentch Mark, it can be pretty tanky for a Monster, however, if you add a Khorne Mark and ally in a Bloodsecrator or Wrathmonger, this guy can be damn strong, having up to 2 Extra attacks and hitting on 3s (Titanic Duel or All out attack) rerolling ones. And it adds some shooting. In a Despoilers list, these guys can even heal. Maybe that is something to consider.
  13. To be fair, Slaves still have the best horde killing spells in the game (Winds of Chaos & Infernal Flames). However, the Meta strongly advises against taking big infantry units or big units in general. The big weakness of StD is focused Mortal Wounds on one target. However, a Curse prayer can help wonders if you are going to send in Marauders or Halberd or Dual Weapon Warriors.
  14. My good old 4 A S 6 Khorne Minotaurs.... 😄 With the latest point drops and extra rules, MSU Minotaur/Bullgor seem quite viable to me. In a 2000 points list, you could squeeze up to 14 units into an army. Too bad they cannot get the Khorne Mark and ally in some attacks 😃 I would team them up into 2 units of 3 back to back so that you can always get some attacks in without having to worry about the opponent going first. If the opponent goes first, the front unit will take damage, but the back unit will be able to pile in. If the front unit goes first, it can get their hits in, take damage and the second unit will still be able to pile in. On the charge, they should both make contact for extra Mortal Wounds. I played something similar with Skullcrushers and it worked quite well, so I guess, it is not a bad idea. Another spam list I am thniking about: What about the Cockatrice spam? Can you still take as many as you like and do they benefit from Monster rules? That would be really massive, being able to do D6 (shooting)+D3 (Monstrous Rampage) Mortals per Cockatrice. You would still lose some points due to Monsters slain, but you can get some back by completing your objectives with Monsters. If a Cockatrice spam still works, I would put it above Bullgor spam in power level.
  15. Absolutely. The Despoilers subfacrion is focused on Demon Princes and is quite strong at that. Khorne Demon Princes have one of the best command abilities in the game. However, the other Demon Prince's command abilities are rather meh. Tzeentch Demon Prince is also worth mentioning since He has a 3+ save rerolling ones. On top of that, Belakor can really mess up your opponent's Plan. So yes, Demon Princes are Not only worthwhile, they are really good.
  16. The thing is-the Blades of Khorne book has some many poorly written warscrolls and it has become so outdated. Khorne only has 41% win rate, whereas StD have a 51% win rate (Source: The Honest Wargamer), just because the StD warscrolls are so much better than the Khorne Warscrolls. If you want to play Khorne competetively, the Slaves to Darkness units are the way to go. Marauders are Glass cannons, but sooo god at it, the Demon Prince has one of the best CAs in the game, the Karkadrak or the Manticore lord are finally beatstick heroes to put a Gorecleaver on, the Warshrine is the best priest option for Khorne. About the mix and match point of view: This one has always been an issue under debate. We´ve been there and had that. Strangely, the people complaining about that were always the ones not playing Chaos and still complained after they won. Chaos has always been a mix-and match faction in WHFB. The Chaos Gods welcome anyone following their dogma and grant their gifts and attention to anyone devoted to their cause, beast, demon or mortal. Before AoS, a specific Khorne army did not even exist. I played Beastlords as general, Gor Herd as core units, Chaos Chariots, Chaos Knights, Minotaurs or Dragon Ogres as beaststicks. The ability to combine a multitude of individuals to fight for one god has always been the strength and unique characteristic of Chaos armies. However, GW always managed to ****** Chaos up, so that you could cherrypick, but it was never really good. Only Tzeentch-focused armies could become good meta armies. So there we are back again. Cities of Sigmar still have all-inclusive coalition rules, which really pushes them, whereas the chaos armies take a big nerf- again. After having lost all 5-Wound-heroes to the shooting meta and priests to the new edition( not mentioning the loss of effectiveness on all 32mm base units- which are most of our units), we are now losing effectiveness on our most effective units. I see the point that it looks weird to have a Slaves to Darkness army under a Khorne banner. In a friendly local meta, Blades of Khorne in itself is perfectly fine. In a tournament meta, Khorne armies cannot compete without Slaves to Darkness units. It is not the player`s fault that GW simply does not intend Khorne units to be strong. The points changes did not even make up for the points increase from the last GHB. I have no player group nearby to play regularly, I only get the occasion to play on tournaments and I do not want to go home having lost all games, my goal is to win at least one game, which I always managed to do somehow. I am not super competetive, I am just satisfied annoying some top table army . Oh, and about the point of patching old armies with new units from other books: Stormcast are very good at this with the onl exception of their patching units being from the same book. The power level increase of new units is so enormous, it is not even funny. I still have my first AoS starter box Stormcasts unassembled. I do not think I will, because these units are utter garbage nowadays. Nobody would take Judicators or Prosecutors in a tournament list anymore, because the newer releases are so much better. Only the Liberators as a cheap batteline would be useful. This is the same that happened to Blades of Khorne. Their update has not been that long ago so I think the hope for a new BT is in vain. On their last update, GW changed very little, the unit stats remained largely unchanged. Blades of Khorne is still a book on the AoS 1.5 power level. I mean, look at the Blood Warriors. I never understood why they get their special weapon for every ten models, not for every five like Liberators who were clearly designed to be their counterpart. Chaos Warriors are cheaper and better, because they fulfill the tank role so much better. It is not the end of the world that we lost the allegiance abilities on coalition units. They are still very strong, Beastmen got a price drop and the StD units have enough internal balance and abilities to not depend on allegiance ablities. So I may still be able to win games at a reasonable rate. It just bugs me massively that Chaos armies get nerfed so much. Order factions get nerfed much less, although they have advantages due to their better shooting and smaller base size. Most Chaos armies tend to fight an uphill battle each game. I just wanted to disagree on the viewpoint that Blades of Khorne is a self-sufficient book and Chaos armies should not be mixed. They always were. I see no game-breaking imbalances by combining units from different battle tomes in this case. The top tier Chaos armies are Tzeentch (Which is a strong battle tome in itself due to Flamers, Horrors and Kairos/Lord of Change in combination with Eternal Conflagration - so a bad internal balance, only a few super-strong units carry the whole battle tome in a specific sub-faction) and the Legion of the First Prince- which is a mixed faction. However, its biggest strength is its summoning ability. Khorne is far below these two armies, even with a complete mix of battletomes. Archaon in RoV is a very strong combination. However, it is a do or die strategy that is more likely to fail the more experienced the opponent is. This combo was not sufficient to establish Blades of Khorne on a higher power level, pure StD still performs way better.
  17. It is one the allegiance abilitiea that have been removed. In my case (Khorne) that changes nothing for coalition beasts, since all the buffs are limited to Khorne units and still work. I do Not know, however, how These rules impact other god-apecific armies.
  18. 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.
  19. 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 -.-
  20. 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.
  21. 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.
  22. 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.
  23. 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.
  24. 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.
  25. 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...
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