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Salyx

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Everything posted by Salyx

  1. You are absolutely correct. Your Doombull could use a Thronebreaker's Torc in a Goretide as well as Hew the Foe. However, I prefer the Skullfiend Tribe or Bloodlords Artefact. If you choose a Slaughterhost, all models belonging to this Army gain the Slaughterhost Keyword. This does Not count for allies, though. They only have their Warscroll Keyword. So if you use the Brass Despoilers all units with the Khorne key word gain the Slaughterhost Keyword as well.
  2. I would suggest getting rid of the 10 man unit of Bloodwarriors. Unfortunately, they are pretty much ******, so you do not need more than necessary. For these 200 points, you can get yourself another unit of Chaos Knights, pump up your Crushers to 9, get another unit of Skullrapers or a Khorne Demonprince... many good options here. On top of that, you will have some more points left over, so you can get another judgement or an extra CP for your army.
  3. You could even push it further making it a real killer with the Gavespawn Command Ability and Grashrak`s spell. What I find pretty useful is their mobile Mortal Wounds. Can be really important to snipe that hero that needs to die, for example against Fyreslayers - or you just take 19 Cockatrice However, they cannot be implemented in any bataillon, which increases your drops. Determining who takes the first turn is really important for Beasts of Chaos. I hope, on the next update, we get a bataillon that includes Monsters apart from Cygor and Ghorgor. That`s the only real reason I do not take Chimeras.
  4. Already seen it, lucky second turn for Joel, otherwise, he would have been destroyed. If you are looking for a beautiful Chimera are not afraid of spending money, the Mierce Chimera is really nice: https://mierce-miniatures.com/index.php?act=pro&pre=mrm_dkl_ysn_kys_mbs_901_000
  5. The part about the allegiances can be found in the core rules, page 17. Just google it, it is freely accessible. There it says, that units that share the same keywords, can form an allegiance On page 68 in the Blades of Khorne Battletome, it states that the following rules apply to armies with a Khorne allegiance. So if you give a Mark of Khorne to a Marauder unit, it shares the Khorne keyword with the other units in the Battletome, so it becomes part of the Khorne allegiance. @Sharklone Thank you for the Battle report, always appreciated. That was a brutal, but hilarious game. And they say Bloodreavers areonly there to die How many or what units did you have let in the end? By the sounds of it, it should not be too much..
  6. On the Warscrolls of the Slaves to Darkness units, there is a Paragraph (Mark of Chaos) saying that you can give them the Mark of Khorne, Mark of Nurgle, Mark of Slaanesh or Mark of Tzeentch (and it`s for free). All the units with this paragraph can be taken as Blades of Khorne units and do not count as allies. So feel free to just give them the Mark of Khorne and play them as Blades of Khorne units. As long as they have the Khorne keyword, they are part of the army. On top of that, all the buffs in the Khorne army are related to the keywords Mortal and Khorne. For Beastmen (a generous friend, a nice old school army), you have to pick the Brass Despoilers bataillon, which gives all the units included the Keyword Khorne, making them non-allied units in a Khorne army. You can even use Gors as Battleline. They do not benefit that much from Khorne buffs like the Slaves to Darkness, because they lack the Mortal keyword. However, the most important buffs (Bloodsecrator, Wrathmongers, Slaughterpriest prayers) apply to them. So you can have Bullgors with 4 attacks hitting on 3s. The bataillon grants them reroll 1s to hit, if another bataillon unit is nearby and once per game re-roll wound rolls for the whole bataillon. So there is some compensation for the missing buffs.
  7. @KoganStyle First of all: Welcome to the one and only Chaos God. Blades of Khorne is, first of all, limited to the keyword Khorne. Almost every Slaves to Darkness units can take the Mark of Khorne and are Blades of Khorne units for army composition, even BEastmen have a Bataillon that makes them Khorne-and playable in Khorne. You can take Chaos Knights, Chaos Warriors, Marauders or Bestigor and Bullgor in a Khorne army. Regarding the Slaughterpriests: The best prayers are Bronzed Flesh and Killing Frenzy. Blood sacrifice is in fact pretty good, it is in my opinion #3 of the prayer. I would take a Chaos Spawn for Blood Sacrifice, it is only 50 points and after 2-3 Blood Sacrifices, it usually dies and gives you another Blood Tithe. However, consider the Khorne Judgements as well, they are brutal. Hexgorger Skulls is a must have if you encounter magic-heavy factions, and the Wrathaxe can deal tons of Damage. And don`t forget the two inherent prayers. The Blood Stoker is a really good support unit for all Mortal Khorne armies. Some say, it is a must have. He really accelerates your units a lot and all to wound buffs are valuable, since there are very few in this game. I generally do not recommend taking a bataillon at 1000 points, it is 14% of your army for a faster deployment and a relic, which is worth less than units for 140 points. Bloodreavers are no Damage Dealers, their role is to screen, die or get ten bodies on an objective. Which is pretty sweet with the Gore Tide command ability. Let them run their 6 ", charge on an objective (with as little enemy contact as possible) and score valuable points. Khorne is basically a Beta Strike army. You put up road blocks and when your enemy charges, you counter-charge. Youcannot play too aggressively or else you will be picked apart seperately and run out of range of your buffs. Let me give you an example. Let`s say we have a unit of 10 Bloodreavers. We move them forward, let a unit of Skullreapers run after them and let them stop 1" behind them. The enemy charges, deleting the Bloodreavers (yay-Blood Tithe!) Now the Skullreapers are within 3" of the enemy, pile in and hit them without them being able to strike back. If you have enough Blood Tithe points, you can even use them to strike again in the next Hero Phase. Did you know that you can use the Blood Tithe abilities in either Hero Phase? That caught many of my enemies by surprise, when I moved a unit or killed his unit that he just needed in his Hero Phase. In fact, I never used Blood Tithe for summoning, because the abilities are so powerful giving you a tactical advantage that is much more valuable than some summoned Bloodletters. Which Slaughterhost you should use depends on your army`s play style. Generally, Reapers of Vengeance is best for demons and Goretide is best for Mortals, because of the command ability, the artefact is pretty good as well on any 3+ save hero. Furthermore, the General`s trait works very well on a hero with multiple weapons like a Demon Prince or a Lord on Karkadrak. However, the Flayed Slaughterhost is worth a look as well. If a unit kills an enemy Hero or Monster, it permanently gets a flat +1 to save. The Command Ability just gives a unit +1 to hit on the charge. Really good, especially with Cavalry. If you want to expand, you should set a course first. You got a decent basis for a Demon army as well. 30 Bloodletter can get some work done as well, if you buff them correctly. They shine most with extra attacks. However, they have 32mm bases and 1" range, so you get not many models in. The Bloodthirster of Unfettered Fury helps a bit with his command ability (pile- in 6") and the Wrath of Khorne Bloodthirster can make them re-roll hit rolls in order to fish for that sweet 6s. Flesh Hounds are a good light cavalry unit, they are fast (for Khorne), have a built-in re-roll charges, can unbind and a good amount of attacks to kill lightly armored troops. On top of that, Karanak is a decent fighter and is able to summon a unit of Flesh Hounds for free. Considering that he costs 140 and a unit of Flesh Hounds 100, he is a bargain if he does not get shot early. Moreover, Skulltaker is a very good hero killer in small games. He can easily dispatch a 5-Wound hero and can put some hurt on more powerful heroes. Skarbrand, hwever is a realy beastthat should be sent on the enemy`s strongest unit to totally murder them. However, he is rather squishy and does not fly, so he is hard to gethim where you want to have him. But when you have, he alone can decide games. So you see, your demon collecton is nothing to sniff at. However, as far as I have understood it, you want to got full Mortal. To expand your collection, you should get some Wrathmongers as well as some Skullreapers, as they are your best Damage Dealers. About the number of Skullreapers per unit, you will find different approaches. Units of ten are a real threat to anything on the board. However, the enemy knows that as well and will focus them as much as he can. If you split them up into units of five, you have the advantage of more Blood Tithe and one extra Mutation attack. On top of that, only 5 Skullreapers can die at once, no matter how much damage is inflicted. Nevertheless, 5 Skullreapers quickly lose offensive power when some of them die and 5 or less Skullreapers are not that dangerous anymore. Perhaps you should just play a mix or use both variations. What else could you add? Some more Skullcrushers might be a good idea as well, as 3 do not do very much. If you play 6, you get the much more effective impact hits, if you play 9, you got a brick that cannot be removed. Skarr Bloodwrath is a nice tactical tool, as he is the only unit in a Khorne army that can teleport. You can revive him anywhere on the battlefield outside of 9" of the enemy. And every time he dies, you get a Blood Tithe point, so he is a good target for Blood sacrifice as well. For that, he is dirt cheap. For additional units, a look into Slaves to Darkness can be worthwhile. Chaos Knight with Lances are devastationg when they get their charge in, add some support and they will massacre thei enemies. If you want a real tanky anvil unit, Chaos Warriors with a 3+ re-rollable save might be what you are looking for. Demon Prince and Lord on Karkadrak were already mentioned, on top of that, the Lord on Manticore is worth a look too. With Hew the Foe and Gorecleaver, he can do 8 damage with one hit. The MVP unit of Slaves to Darkness, the Chaos Marauders are even better in a Khorne army, because they get extra attacks. The Skullreapers of the Slaves to Darkness, the Chosen are a decent addition as well. One wound less, no built- in re-rolls, but they have Rend and only cost 140 for 5. And if you field Slaves to Darkness units, you should get a Warshrine as well. Especially the undivided prayer is good, giving a unit re-rolls to hit and wound in addition to a 6+ Shrug (an extra save that can be applied after a failed save or for Mortal Wounds). However, it only works on Slaves to Darkness, so you should only include it if you have some units that can benefit from it. Oh, and not to forget, the big boss Archaon. There are lists around that focus on buffing Archaon into Oblivion and sent him piling in twice into the midst of the fray. For that build Resanguination can come into handy. I hope you were not smashed by all this information, I hope that I couls help a little. If you have further questions, just ask
  8. You are completely right. For every Hit roll of 6, you immediately inflict a Mortal wound. For every Hit roll(including) 6s, you roll to wound, your enemy has a save roll against the Normal wounds and a fell no pain save. However, there are extra saves against Mortal Wounds only (like Chaos Warrior Shields) and saves against Mortal Wounds and normal wounds (like the Warshrine save). Nevertheless, you Only apply one of them.
  9. I don't know if it is off meta and I didn't have the possibilities to try, but I Plan to do a Flayed Cav list consisting of Lance Knights. General would be a Lord on Demonic Mount with the Crimson Crown, Gore Pilgrims is, especially with such a mobile list, a must have. This way I would have three ways to Upgrade the Hit roll for the Knights: Chaos Lord Command Ability, Flayed Command Ability, Khorne Prayer and, not to forget, a Warshrine. With one CP(or zero if you get the Prayer), you can make your Knights Hit on a 2+. And there is enough space in the Hero slots for a Chaos Lord on foot and a Bloodstoker or Khorne Demon Prince. Sounds strong, but I have to See Joe it works out. One Thing is for sure: against Seraphon Coalesced it will suck.
  10. No. Just no. GW always screwed Chaos Warriors up, they never matched their fluff, they were always underwhelming expensive units as far as I recall and that was WHFB 6th Edition. Infantry was not viable at all at that time, the rules made it cavalryhammer. In the eight Edition, Infantry became more of a Thing, but not Chaos Warriors. Hordes of Marauders were the Thing to go to, just like today. Chaos Warriors were more than twice as expensive compare to Marauders and had +1 armor, strength, Toughness and attack. However, they were slow and were always charges, models in contact that were killed, could not Hit back. So either, you equipped Chaos Warriors with Sword and Board, having only Strength 4, which is underwhelming or equip them with Halberds, which was quite ok, when the order of attacking Was deternined by Initiative. However, they were still far inferior to Elf Infantry. Regarding your point with Rend:Yes, that is the only Thing they are missing, that would make them pretty good. Then, they would be very resilient and would be able to Hit back, with the Nurgle Bataillon even with Mortal Wounds.
  11. Fast screens are always welcome. However, in my opinion, Khorne is a reactive army, not an offensive army. So the Speed of the screens does Not matter too much. Speedy small units can, however, District the enemy very well. In fact, it is just a matter of flavor and you can swap around Knights and Crushers as you wish, as they cost the same amount of points. You should find your own style about the exact composition. I prefer MSU, perhaps you think Knights are better in big units. If you do not want to spend too much money at the beginning, just make a 1000 points force and get some of each unit. This way you can find out what you prefer, both have their advantages and drawbacks.
  12. Yes, I would definately get Gore Pilgrims over Brass Stampede as it will offer more benefit to your army. I just tried to click something together in Scrollbuilder, with which I am quite satisfied: Allegiance: Khorne - Slaughterhost: Flayed (Host of Chaos) 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 Units: 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) ENDLESS SPELLS / TERRAIN / COMMAND POINTS Hexgorger Skulls (40) TOTAL: 2000/2000 WOUNDS: 143 LEADERS: 6/6 BATTLELINES: 3 (3+) BEHEMOTHS: 0/4 ARTILLERY: 0/4 ARTEFACTS: 2/2 ENDLESS SPELLS: 0/3 ALLIES: 0/400 Lots of heavy hitting power on the charge, some bodies for screening and objective holding and if buffed properly, they can totally devastate an enemy army in one swipe. And this is why Gore Pilgrims is better: Your Cavalry will run far ahead and they benefit a lot from the extra attacks, as the Lances are deadly and the mounts benefit as well. Gore Pilgrims help a lot to keep them in buff range, whereas Brass Stampede only helps the Skullcrushers.
  13. I would not use two bataillons, as that is just too many points. What I would Look at is a list consist Ing of Knights and Skullcrushers led by a Lord on Demonic Mount with the Crimson Crown so that He can use his command Ability for free. As Slaughterhost I would highly suggest The Flayed, not because of The Command Trait or the Command Trait or the allegiance Ability, but because of the command Ability. With one CP, the Lord can give one unit +2 to Hit, which is especially awesome for Knights with Lance. And yes, he has the Demon Keyword, so he can use the Crown. Skullcrushers should not be played below 6. If you have 6 or 9 and the enemy knows what they can do when they Charge, they will massively invest into getting them below 6, more room to play for your Real hard hitters As additional Support heroes, I would suggest a Bloodstoker and a Khorne Demon Prince to get all the charges in. I have played a pure Skullcrusher list for some time and IT is really fun. However, the damage output is rather lacking. They are great at not dying, but they have a low damage output after they charged. And the Bataillon is not Worth it as IT is really expensive for what IT does. I ran the Crushers in teams. One unit of three in Front of a unit of 6. The small units screened so that the six man units get the Charge. Had a total of 21 Crushers on the Board. However, that was right after the book dropped. In the meantime, the meta evolved Further, so that I do Not know how viable it is now. I would use a minimum Gore Pilgrims, DEMON prince, Bloodstoker, Lord on Demonic Mount, 1-2 6* Skullcrushers and fill the Rest with Lance Knights. That is how I would Design a Khorne Cavalry army, perhaps you got some hints for your lists.
  14. If you want to go Despoilers that may be a way to go. However, I do Not think that is a good idea. You got very few models that get easily shot. And I am Not talking about your general, the Chaos Knights are few in numbers, Belakor--from my experience-dies to a stiff breeze and you can Not play the Objective game if you have so few Minis. I think, KO would even outnumber you. If you want to try this list, I would still miss the Karkadrak or Demonic Mount General command trait. What I would suggest is Ravagers, because they can summon units on the Board, which can be a Real pain for the KO as they have a hard time covering the Board. On smaller game sized, summon are generally more powerful. So just use Ravagers, 2-3 small heroes, screen the Board with bodies, teleport around and summon in some more.
  15. They are allies in a Slaves to Darkness army. If you play Nurgle, you could still use the Bataillon and the Nurgle Heroes. But in StD no cherry picking. Not that all the other armies can do that. 😉
  16. There is no Limit of taking Nurgle units if they are Slaves to Darkness as well or Nurgle in a Nurgle army. It's just that only 8 Nurgle units in total fit into this Bataillon. Other units are separate Drops. The list as IT is is a one-drop, which is really good, because you can decide who takes the First turn.
  17. Those are 7 units and a hero. Heroes: -Chaos Lord - Sorcerer Lord - 6* Varanguard - 3* Varanguard Units: - Chaos Warriors - Knights - Knights -Warshrine A total of 8 units and at least 1 hero. Consider that heroes are units as well.
  18. Salyx

    Chaos problem

    Ah, another competetive Chaos Army came to my mind: The Legion of Chaos Ascendant. It consists of all units with the Demon Keyword, so all demon infantry, all greater demons (including Verminlord, which gives you access to the Warplightning Vortex). It is about summoning, Magic and a bit of close Combat.
  19. Salyx

    Chaos problem

    To be honest, Slaves to Darkness are definately not up to tier S armies. If you want to win against a Tier S army, there has to be a lot of luck and a good strategy involved. However, if you want to try, as far as I know, some players had good success with a Knights of the Empty Throne army consisting of Varanguard. However, you might as well play Khorne with Slaves to Darkness units. Marauders with extra attacks, pile in twice and pile in when they die are a really painful brick to get through. If you want to play a Chaos army that can keep up with the S Tier armies, you have to play S TIer Chaos armies, which are Tzeentch and Skaven. Tzeentch is just all about shooting and magic paired with ever splitting Horrors that just tie up everything so that the Flamers can just burn everything. The Lord of Change or Kairos Fatewaever are able to dominate magic phases against most armies with their ability to turn the lower spell dice into the higher. Skaven have a very strong magic phase and the best endless spell in the game, the Warplightning Vortex, strong shooting with Jezzails, Ratling Guns and Warplightning cannons, can put a lot of cheap bodies on the table and have some strong melee fighters, for example Stormfiends. And it`s a funny army, because if you play a bit risky, you can just smash the enemy or just have everything explode. For example you can double you shots on shooting units with the risk of a unit just exploding. I cannot estimate if a Nurgle army with Blight Cyst and 30+ Putrid Kings can beat an S Tier army. With run and charge and a Great Unclean one with a bell, they cross the board really fast and are just a hell of bodies to take down, especially with the LOrd of Blights command ability. So these are the ones you should look into. If you are purely going for strong armies, take Tzeentch or Skaven. However, it is best to take an army that suits your playing style and flavor.
  20. I would consider using another Slaughterhost, the Skullfiend tribe. You get a great Command Ability for your Khorgoraths and the Slaughterhost Artefact suits your Bloodthirster perfectly. +2 attacks keeps him from getting toned down too much through bracketing. I wish you best of luck with your list, although I do not like Bataillons that depend on one Model. But maybe it will work out perfectly for you. For Skullreapers, I prefer Slaughterborn, because it is just a flat out Bonus. In combination with the Flayed Ability, they can get really tanky, having a save of up to 2+ ignoring one point of Rend. However, I Look forward to hearing how it works out. Good luck with that 6s ;)
  21. In my opinion you cannot compare WHFB to AoS, because WHFB had no Mission System, it was just "kill anything that moves". In AoS you can be tabled and still win. This relativises the strength of several armies. The strong armies, however, combine both killing Power and bodies on the table to capture Objectives (Fyreslayers, Tzeentch, Skaven, Cities, Seraphon, by the way: All of them,except the naked Dwarves can shoot really well). Regarding this, Slaves should not be a weak army. Marauders are a strong unit with many bodies. The shooty meta, however, is an exact counter to them. If the meta shifts again, Slaves can become more powerful again. In fact, you are forces to play Nurgle atm for the - 1 to Hit.
  22. Generally, the StD units are so much better in God armies. The strengths of StD are the hero auras (However, they are very short-ranged, so at best, you can cover two- threee units with one hero, which makes the army quite inflexible. The other strengths are Belakor, Shrine and magic, especially the teleport spell. However, you can have all of this (except the auras and the spells) in other allegiances on top of othr great buffs. In a Khorne army, you can get +1 attack, +1 to hit, reroll wounds and +1 save on top of the StD buffs. In Nurgle, you can make your units run and charge, Blades of Putrefaction and the Command Abilities from the Lord of Blights or the Harbinger make them even more resilient than in StD. In Slaanesh, you can deepstrike units with Lurid Haze, get the Slaanesh buff all the time and Marauders really kick ass with +2 attacks on a 6 to hit. With Tzeentch, it is a different story. Tzeentch is much better in supporting StD than the other way round. Kairos or the Blue Scribes are valuable allies, not only for Cabalists. Nevertheless, the best faction for StD units is Khorne. They get so many buffs on StD. Chaos Warriors really start to shine with +1 attack. I`ve tried 20 of them with Halberds, A big brick with a 3+ rerollable save (In Flayed it can go up to 2+) that throws out lots of wounds- without Rend, but numbers count as well. And what`s better than Marauders with a lot of attacks? Marauders with more attacks. Archaon really gets mad in a Reapers of Vengeance army. He may pile in up to 4 times (normal pile-in, Reapers, Chaos Lord, by my will). Chaos Knights are better off with StD allegiance and Khorne supporters making them 4 attacks, 2+ reroll 1s and 2+ to wound. So there are some cases in which StD is better, but they are too few to justify the army as a whole.
  23. There are several possible units that can be used as screen for Skullcrushers. First one are Fleshhounds at 100 points. 2 wounds each, many attacks without Rend and a free unbind. Moreover, they have a Bravery of 10, so no model is going to run away. However, they also have a movement of 8 like Skullcrushers, so they are unable to push far ahead. Next possibilty are Marauder Horsemen (Mark of Khorne) They have two wounds each, have access to some shooting, can retreat and charge/shoot and with a 12" move they are faster than Skullcrushers. However, they are pretty expensive (110 for 5, only Sigmar knows why GW pushed their point cost by 30 and have a meagre Bravery of 5. Next up are Furies. 12" move and fly make These mini-devils really Fast and their ability to retreat from Combat makes them recycle-able Screens or mean Objective grabbers or both at the same time. They have 2 wounds each, no armor save and a Bravery of 10. 6 of them cost 100 points, which is pretty decent for such a versatile unit. Downside is: Do you really want to waste them as screen? Other possibilties come with allies. Centigor are really good in that role. 80 points for 5, 2 wounds, 4+ save in melee and they can Hit pretty hard on the Charge for an 80 points unit. On top of that, they are super fast. 14" movement, run and charge and +1 to run and charge. An allied Bray Shaman pushes their speed by another 3". They have a measly Bravery of 5 as well, but cost less than Marauder Horsemen. They are a really good chaff unit. However, their models are dated and pretty expensive. The last possible screen that comes to. My mind are Chaos Warhounds. 1 wound, 6+ save, 80 points for 10 models with a devastating Bravery of 4. They Die fast and they run fast. Not only off the Board, but also on the Board as they have the ability to auto-run 6". They can be used as screen, however, they are easy to shoot. Their Real purpose is Objective grabbing. Their movement 10 and auto-run 6 enables you to put 10 models on an Objective, that is 16" away. So here are the units you can use as Screens for cavalry armies. Their all have their role and purpose that go beyond the role as meatshields. We do not have cheap birds, but an Arsenal of other cheap and fast units. I hope I could give you some orientation.
  24. In that list it is not needed. Rather take some Skullreapers
  25. I would see two options: Either Wrathmongers + Hexgorger Skulls or drop one unit of Bestigor for another 6 Bullgors. In Brass Despoilers, Bullgors are the main damage dealers, so I would prefer having a secnd unit. However, in that case, you do not have enough points left for the Skulls. Moreover, I would reconsider using Gnashrak. Sure, the +1 to hit is a good spell. However, in the worst case, youhave to cast the spells with -1 and rerolling successes. And your enemy has not even unbound, which many armies are really good at.
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