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Salyx

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Posts posted by Salyx

  1. 4 hours ago, Svalack said:

    He's playing katakros, i don't know the faction name but he gives the whole army +1 save plus the mortek still reroll 1's with their ability and have the 6++ deathleaa. Im not even going to attempt to kill katakros.

    Unless I get lucky with 6's and he gets unlucky with saves I don't think a demon prince is doing 10w in a turn, if it's not a double turn he will just heal back to full again aswell.

     

    Ah, ok, so a recap of his list would be something like Katakros, Arkhan, Harvester and 3 units of Mortek Guard, which by itself is already almost 1500 points. In order to make this work, the Mortek need to be bigger, so the Rest of the Points will go into the Mortek Guard. Against Cities or Tzeentch or KO, they will melt, but against Std, this is strong.

    So, what are the Options? First, you could try to outfight him. This is pretty hard, but with a sufficient amount of Support, IT is doable (Marauders of Khorne buffed with +2 attacks via allied Secrator and Wrathmonger, Shrine blessing, Pile in twice from the Chaos Lord, pile in on death from the Darkoath Chieftain). They would be your best shot to get rid of buffed Mortek Guard with Harvester with Slaves. You might as well try to isolate and destroy Single units, which can be done with not so buffed up Marauders. The Harvester only has 3" range, he cannoz be everywhere. 

    The other way to deal with this Kind of army is to play the Objective game. Take the Objective as fast as possible and screen his army with units like Chaos Warhounds, so that he will not be able to get to the Objective in time to score. His units have such a large foot print and can Not fly and IT seems that He does Not have shooting, so two units of hounds can Block his army completely for 2 turns, especially, if you deploy them in layers. Ans After He has advanced, a unit of furies just flied on his back field Objective =). You might as well play Ravagers to summon chaff in his back so that He has to always keep a unit in the back or move forward and backward or lose important points. 

    And by the way, you might try to Block his army by stopping his Harvester with Belakor. Either He gives up one turn to keep his protection or He has to keep 

    If you want to try and defeat him, Cabalists and magic is a good way to go, especially if you include Kairos Fateweaver. Kairos innate spell, a Pendulum and another D3 damage spell should be sufficient to Kill or severly hamper the Harvester. And by the way:neither Katakros nor Arkhan have a Mortal wound protection other than the Deathless Minions save.

    The Mortek Guard can be melted with the Sorcerer Lord's Wind of Chaos and for a save reroll buff, just use Demonic Power. You can cast These spells with Kairos, because He knows all Warscroll spells from friendly wizard in 18". 

    With These strategies or a combination of All of them, you might be able to even the odds a little more. 

    Good luck. 

  2. 38 minutes ago, Svalack said:

    Any advice against OBR using slaves? I have a rematch coming up. First game was a disaster ran plague touched  battalion which I thought would give me significant mortals, 

    I feel like I can't do any damage, if anything goes through then the harvesters bring them back or 6 wounds are healed next turn. Daemon Prince flying over isn't killing a harvester even teaming up with belakor so I have to go head on with units and try to out damage it. No access to ranged plus magic is not happening against a +2 wizard.

    Ran a pretty standard despoilers list with belakor, dp, sorc on manticore, cl, marauders, chosen warriors & shrine.

    Sorc on manticore has been useless every game I guess that can go.

    I thought about deploying a sorc with 40 marauders outside unbind range and trying to catch opponent with teleport in to kill a harvester if they can even kill a 10w model with 3+ save 6++

    In the 6 objective games I think I have a small chance due to bodies but head to head I get crushed.

    I guess you do not know that OBR got FAQ-ed. They do not get their +1 to save from Petrifex anymore. Petrifex only gets them a reroll 1s to save. (see https://www.warhammer-community.com/faqs/) , which gives you some relief. 

    Marauders should be able to take on Mortek Guard, if they get buffed. Which mark do you play? Slaanesh and Khorne buff the damage proficiency very much, whereas Nurgle, Tzeentch and Unmarked buff the defense. If you play  Nurgle, the bataillon is really good, otherwise you do not need bataillons. 

    My experiences with the Sorc Lord on Maticore are pretty good. Even if he does not get his spell off, it is still a Manticore with an average combat hero on top, who can buff other units with reroll saves. 

    However, your plan of teleporting Marauders from outside of 30 inches sounds good. Nevertheless, if you want to do this on turn 1, you should do that with a unit of 20, as they still get their full buffs and the unit will certainly get obliterated. Try to clear or weaken a flank with that teleport and as you are more mobile, you should be able to play the objective game against them. A Demon Prince should also be able to kill a Harvester now if he does not whiff completely. Nevertheless, there are better targets like Crawlers or heroes. 

     

    You have the mobility advantage. Use it to strike exactly where you need, avoid/screen what you cannot kill and concentrate on taking objectives instead of killing the enemy army. OBR used to be top tier, but they got nerfed really hard. 

  3. 1 hour ago, TheArborealWalrus said:

    I rather like gors as a screen, but then I had a khorne list I called "the gorapult" back when bloodstokers could buff our units. There are things that gors are better at. 1: living. better bravery and better saves. 2: screening. their base sizes are a service in this regard. 

    Unfortunately there are areas they're worse in. 1: damage. between base size and having the exact same weapon profile, they're harder to use then ungors. 2: pt cost. 10 points isn't much in the grand scheme of things but when you're looking for sacrifices the better survivability and bigger base make them worse for it.  When you want something to purely die, ungors are better.  Which considering usual brayherd strategy, means it's usually them. 3: $ cost. Gors are in a seperate box often ignored in stores, where the ungors come in the start collecting. This has most people having 20 ungor/bestigor vs having to go looking to find gors. These very same units are also the ones competing with gors for space. 4: battalion slots. Now I could be mistaken, (I don't feel like fishing out my book right now) but I believe ungors are often given their own slot in most battalions. Certainly in desolating beastherd at least. Usually its ungor raiders vs ungors, where the gors are competing with other main line units like bulls, bestigor, or dragon ogres. Those units are (pretty) good. The competition for our gors is stiff.

    I feel the unimpressive stats, easier acquisition of the ungors, and harder battalion space makes the reasonable gors get left behind. All of our stuff needs a rework , but gors are in need of more help. But enough negativity, end on a good note! They're nice looking models considering chaos marauders came out not too long before them. I dig most of their vibe.

    Hope that helps!

    For Morghur!

     

    You are making good points here. 

    Your First two downside points are absolutely correct, although you gain a lot for These 10 points. In Terrain they get a 3+ save and you can Not only use them for Screening, but also for charging and clipping only 1 Model into 1/2 inch to keep a unit in place or prevent pile-ins. Depending on the enemy, Gors can survive that for a bit longer than Ungor 

    The cost are no issue for Former Fantasy players, because they used to be so good in Fantasy that every Chaos Player had a bunch of them. However, for AoS only players, you are right. 

    Bataillon slots: They do not complete that much for Bataillon slots. 

    In Desolatigf Beastherd, they share an extra Spot of 1-3 with Chariots, in Brass Despoilers, they complete with Bestigor and Bullgor-however, there are 8 slots, so enough space. In Phantasmagoria of fate, they share a slot with Bestigor, Tzaangor and Ungor. That is a stiff competition. Nevertheless, it is still 9 slots. 

    In Pestilent Throng, the competition gets stiffer, because the compete with Ungor and Bestigor for seven slots, so After Ungor, I would only have 1-2 slots left for Bestigor ;)

    Depraved Drove... Ok, there is not really a space for them in six slots consisting of Centigor, Ungor and Chariots. 

    However, in These bataillons you could still switch 1* Ungor with 1* Gor. If you want it, they can gave their place in every army. 

  4. 5 hours ago, Frowny said:

    Why are people so down on gors? Even for a cheap screen/sacrificial target. The 4+ save makes them sturdier than ungors per point. They also hit slightly harder per model. At only 10 points that seems reasonable for some uses

    Thinking 10 man squads where you should be able to get all into melee if needed, so the base size doesn't matter.

    Well, Ungor with Blades and Shield fight a bit better than Gor, because it is easier to get all of them into close combat. 

    However, I was wondering too, why People do not like them. They have a better save, better Leadership, which perhaps lets them keep a unit a turn longer into Position. On top of that, they have larger bases, which means that they can block more Board space. 

    For only 10 points, this is a good Deal. In Desolating Beastherd, you will always have the free slots for Gor. 

  5. Skullcrushers can be a really good hammer if you get the charge off. 

    Skullreapers are really good Anti-Infantry- units and mortal wounds dealers. Especially lightly armored units like Goblins or Clanrats just melt in front of them.

    Speaking of Mortal Wounds... Chosen can deal them almost as good as Skullreapers, but they have Rend. However, they only have 2 wounds and not 3 like Skullreapers and they do not deal Mortal Wounds when they die. 

    Properly buffed Chaos Knights can become really good hammers. If they have Lances, they are at -2 Rend 2 Damage on the charge.. They can go up to 2+/3+ re-rolling everything with at least 2 attacks- Bloodsecrator or Wrathmongers help with that.

    As you said, Marauders are really dangerous. Lots of models with 2 attacks from 2 ranks is terrifying. The Darkoath Chieftain command ability can make them pile in and fight when they die- just like Blood Warriors.

    The strongest character is the Lord on Manticore with Hew the Foe (Goretide) and Gorecleaver, which enables his lance do up to 7 damage on the charge.

     

    All in all, the best hammers in a Mortal Khorne army are the Slaves to Darkness Units, because they have such strong buffing potential. Chaos War Shrine for a 6+ shrug and re-roll to hit and wound, Chaos Lord for double-pile in, the Darkoath Chieftain turns Marauders into Blood Warriors with a punch. On top of that, you got the Khorne-buffs. +1 to hit or save, Bloodsecrator, Wrathmongers. It`s just bonkers how strong Slaves to Darkness can become in Khorne. Oh, and by the way, Chaos Warriors with +1 to save are one of the best- if not the best - anvil-unit in the game. 

     

     

    • Thanks 2
  6. 2 hours ago, Acid_Nine said:

    SO I decided to try another list, this time featuring my favorite (non Gor)  units: the bullgors!

    Allegiance: Beasts of Chaos
    - Mortal Realm: Ghyran - Greatfray: Gavespawn
    LEADERS
    Doombull (100)
    - General
    Tzaangor Shaman (150)
    UNITS
    9 x Bullgors (420)
    - Great Axes
    6 x Bullgors (280)
    - Great axes
    6 x Bullgors (280)
    - Shield
    3 x Chaos Spawn (150)
    BEHEMOTHS
    Cygor (140)
    Ghorgon (160)
    Ghorgon (160)

    BATTALIONS
    Hungering Warherd (150)

    This was just something I threw together for fun, so I know it probably stinks, but what the heck. Didn’t pick out relics or spells, but I don’t know any of them anyways.

     

    I am curious about the unit of 3 spawn. Do you have further use for them? If not, you might as well just play one for Gavespawn and put the other points into a Doombull. 

    Furthermore, you do not need a Tzaangor Shaman if you do not use Tzaangor units. You might as well use a Bray Shaman and for the Rest get 10 sacrificial Ungor. 

    However, your list has its weaknesses because you have no screens of roadblocks. 

    For artefacts:You have to have the Gavespawn Artefact and for the other one the Knowing Eye on the Shaman is good, those extra CPs always Come in Handy. 

  7. Thank you for your report. Interesting list and I enjoyed reading it. Your list was a bit like Beastmen, just in Khorne ;)

    Next time, you should use either 6 Crushers or 2*5 Reapers, that would make shooting your army more difficult because of threat diversity. And I would rather put the Thronebreaker's Torc on the Demon Prince. Too bad you Rolle so bad on the turn rolloffs.

    Keep up spilling blood for the Blood God. 

     

    • Like 1
  8. That's true, Demon Princes do not fit into any Bataillon, that's the drawback of playing multiple Demon Prince. 

    So either play no Bataillon and have some more points left or play a Bataillon that suits the Rest of your army. I would suggest that you either go heavy cavalry and ruinbringer warband or take out one Demon Prince and get some Mortals to get the Bataillon up and going. 

    What strikes me with your list as well is the missing hammer units. Yes, you have the Demon Princes, but they will not be sufficient to Deal with string units like Witch Elves, Hearthguard Beserkers, Phoenix Guard and the lies. The best Hammer unit Slaves to Darkness has are Marauders, followed up by Chosen and properly buffed Knights. 

    I would recommend to go with Ruinbringer Warband so that all your units can keep up with the Demon Princes. At least you can grind your enemy down with Mortal Wounds. 

    • Thanks 1
  9. Has anyone made Experiences with a Depraved Drove Slaanesh army?  

    All These Slaanesh buffs Sound so good(re-rolling 1s to Hit, exploding 6s, double pile-in). This points me to a Bullgor-heavy army with few Drops. Depraved Drove with 2-3 Bullgors units, 1-2 Doombulls, Contorted Epitome, Keeper and the Rest is filled with Ungor Chaff. 

     

    Is this a stronger way to play Beasts of Chaos? Am I forgetting something? 

    What is a must include, what do I have to pay attention to? 

    Tell me about your games- if you already had them. Thank you very much 😊

  10. Congratulations for your Khorne army! 

    You can surely make some viable army out of your collection, though not the strongest Khorne can field. 

    A Bloodstoker is always a good idea to have, 2-3 Slaughterpriests are almost an auto-include as well as the Bloodsecrator. You might as well build the Gore Pilgrims Bataillon as you have Lots of Bloodreavers and Bloodwarriors.

    Your collection is missing the powerful close Combat units like Skullreapers, Wrathmongers or Bloodthirster. However, 30 Bloodletter can Pack a good punch, but they need a Khorne demon hero for re-rolls. Fortunately, Karanak is a quite good demon hero. 6 Blood Crushers can Pack quite a punch on the Charge, if they do not drop below 6. 3 Single Khorgorath can become really annoying for your enemy as they are quite tough, can heal, can do some good damage and are free Blood Tithe. 

    Skarr Bloodwrath gives a Khorne army a unique ability, as you can Set him up in a completely different Spot After he died, there are No other Khorne units that can "teleport". 

    Khorgos Khul can always surprise your enemy with his 8" pile in. 

    Bloodreavers are good for Blood Tithe, Screening and Objective grabbing. 

    Blood Warriors are, Unfortunately, pretty meh. They are a rather spiky semi-tank, but their wounding on 4s really hurt. Their special weapon pushes their damage, but it still does Not make them shiny. 

    Aspiring deathbringer is good for one unit of Skullreapers, as He has a small bubble and only pushes Mortals. 

    3 Mighty Skullcrushers is not enough, you want to field them in a unit of at least six. However, you can still use the Champion as a Lord of Khorne on Juggernaut. 

    Valkia is too fragile to really count on her. 

    If you want more detailed advice, just write a list in the Scrollbuilder and Post it here. 

    • Like 1
  11. Perhaps I would even drop the Karkadrak if you drop the Bataillon. Without Gorecleaver, he is not that much worth his points.

    That will give you 360 more points to play with, either for another unit of six Crushers or to push the 3-man-units to units of six. 

  12. 21 minutes ago, Slave2Chaos said:

    Here’s my current list I want to try out once Covid has subsided and I can get to collecting some more skulls for the skull throne.

     

    appreciate any ideas/input

     

    thanks
     

     

    Allegiance: Khorne
    - Slaughterhost: Reapers of Vengeance
    Wrath of Khorne Bloodthirster (300)
    - General
    - Command Trait: Mage Eater  
    - Artefact: Skullshard Mantle  
    Chaos Lord on Karkadrak (230)
    - Artefact: Gorecleaver  
    Bloodsecrator (120)
    Slaughterpriest (100)
    Slaughterpriest (100)
    Bloodstoker (80)
    5 x Blood Warriors (100)
    - Goreaxes
    10 x Bloodreavers (70)
    - Reaver Blades
    10 x Bloodreavers (70)
    - Reaver Blades
    5 x Flesh Hounds (100)
    5 x Chaos Knights (160)
    - Ensorcelled Weapons
    5 x Chaos Knights (160)
    - Ensorcelled Weapons
    5 x Chaos Knights (160)
    - Ensorcelled Weapons
    Gore Pilgrims (140)
    Hexgorger Skulls (40)
    Wrath-Axe (60)

    Total: 1990 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 130

    I am just wondering: Why do you have Reapers of Vengeance Slaughterhost? The only units who can use the RoV command ability, are the Thirster and the Flesh Hounds, that is not enough to choose  this Slaughterhost. You will be better off taking the Goretide allegiance, because it fits your army better. You will be able to shoot your Warriors and Bloodreavers across the Board, so that they are able to keep up with the Knights and get some handy re-rolls.

    If you are playing Goretide, you should replace the Thirster with a Demon Prince with the Goretide General Trait and Artefact. The Prince will gain a 3+ unrendable save and +1 damage to all his weapons. Moreover, you get access to his really good Command Ability. On top of that, you  have 100 points left over, so you can get another unit of Flesh Hounds or Reavers or pump up your Warriors to ten, so that they have access to their special weapon. 

  13. I don't think Bretonnia can reappear. The End Times were their Requiem. They fulfilled their purpose, the Lady of the Lake proved to be a lie. So physically and spiritually, everything Bretonnia stood for is gone. Their quest ended and they failed. However, GW left itself a loophole by the mention of Bretonnians fleeing to Haven. So perhaps one Day, the Portals from Haven burst open and an army of Living Saints on fantastic formerly unknown mounts floods the realms to drive back Chaos. Or maybe not. 

     

    Perhaps there is going tobe an army like the Inquisition from WH 40K in AoS. Paladin-esque Knights like the Bretonians Knights could offer the playing field of a Bretonnian-like army. I guess that might be a more probable possibility. 

     

    However,if you want to keep playing Bretonnia, you either use the Legend rules or play 9th age as far as I would guess 

    • Like 1
  14. 1 hour ago, whispersofblood said:

    At this point why are you taking knights as the hammer at all? Or why not just play Blades of Khorne?

    As they currently are knights need one more attack on their profile for both weapons to be used in a shock unit. It's better to just consider them as faster chaos warriors and select a better unit for the heavy combat unit.

     

    You may as well Mix and Match them to your liking. In Slaves to Darkness, you can make them 2+ rr1 to Hit, 2+ to wound and can just ally in Bloodstoker and Bloodsecrator for rr wounds and +1 attack. The only surplus a Khorne army offers them is +1 save prayer, but then you would Lose rr1 to Hit and +1 to wound. 

  15. 21 minutes ago, Skarband said:

    Hi i start to build 1250k tournament  list but i have big problem :/ i whant to use mightyskullcrushers 

    Screenshot_2020-08-02-16-50-16-369_com.android.chrome.jpg

     

    Here is what I would do: Downgrade the Demon Prince to a Lord on Juggernaut, who also likes the Trait and Artefact, drop the Blood Warriors, so that you have 450 points left. This would be sufficient for a second unit of 6 Skullcrushers, who became battleline because of the Juggerlord General. 130 points left, which you could spend on a unit of Bloodreavers  and a Judgement or- if you have them- 10 allied Ungors for screening and Objective grabbing. 

    Another rather cheesy method would be to drop the Bloodwarriors, push the Crushers to a unit of 9 and then you have 240 points left to full the battleline or get something else. Perhaps 2 units of Bloodreavers and a Khorgorath. 

  16. I did play a Brass Stampede on a Tournament and went 2-1 with it ( won against Stormcast and Skaven and lost against FEC). I played the Juggerlord with Gorecleaver, 3 units of 6 and 2 units of 3 Crushers, 2 Slaughterpriests, a Bloodsecrator and some Flesh Hounds. At that time, Crushers were at 180, so you might be able to fit more in. 

    In game, I used the small Crusher units and Flesh Hounds as road Blocks for my big charges. The small Crusher units were pretty good at blocking, since they were able to survive a double turn. 

     

    However, the Bataillon is not really worth it, those 2+ rolls are pretty save anyway. The Crushers are really resilient and keep the enemies away from the Objective. I won the game against Skaven, because a unit of 6 Crushers held an Objective against a Verminlord and a unit of Clanrats, while the other unit teared through their soft belly, Clanrats and the Chars. There are armies, that have a hard time at dealing with this Kind of army. These are armies who Do not have a sufficient damage output. However, armies who have the ability to Do many wounds will wreck you. So Tzeentch is no fun to play against. 

    What you might as well consider is the Blood Crushers in a Murderhost. The built-in +2 to charges helps a lot in getting charges off. 

    You might as well try to get a caster ( how un-Khorny) like the Tzaangor shaman to get Chronomatic Cogs off, which helps a lot, either. 

    • Like 1
  17. 3 minutes ago, Skarband said:

    Hi i need advice with 1250 point list for local tournament this is my beta list 

    Screenshot_2020-07-28-14-33-19-720_com.android.chrome.jpg

    I would rather not take a Bataillon at the Points Level. 140 points is more than 10% of your army. And you do not even have a second Artefact. 

    You could just take 2 units of Bloodreavers as battleline and use your points for more killing Power. If you use my advice, that's 350 points to play with. 

  18. You can find a lot of Beastmen goodness on Youtube. Especially Joel Mc Grath has a lot of content about Beasts of Chaos. The Youtube-channel where he publishes his battle reports is Measured Gaming and you will find an Interview with him as Brayherd Player and another Player as Warherd Player on the Beasts of Chaos Faction Focus in the AoS Coach channel. 

    Basically, Joel's approach is to have a few fighty units and the Rest consists of a lot of minimum sized units for Objective grabbing and Screening. 

    • Like 1
    • Thanks 1
  19. 33 minutes ago, Lucank said:

    Quick question:

     

    Archaon only knows Arcane Bolt and Mystic Shield when in an Khorne army right ?

    He can`t take a spell from the S2D book or anything like that ?!

    He can only take Slaves to Darkness spells in Slaves to Darkness Allegiance. 

    However, he may use endless spells from Slaves to Darkness. 

    • Like 2
  20. You can very well play a list with Archaon, supported by Slaughterpriests and Warshrines. 

    A monster-heavy list would consist of 3-5 Bloodthirster( one of them can be Skarbrand) and some chaff and Support. 

    In the Post before your Post you will find 2 examples for Such lists. 

  21. A great addition for this force would be a Chaos Sorcerer Lord, who has a Teleport spell, can give a unit re-roll saves and has an unbind, which your army misses. However, he is at 110 points, so I do not know if you can squeeze him in.  If not, then perhaps some more Warriors? Some Furies? Or some Iron Golems for holding Objectives? These are all quite viable as well, however, I think, a Sorcerer is the best choice, if you ask me. 

    • Thanks 1
  22. 2 hours ago, Utforskarn said:

     

    Two very conflicting answers. Anyone else care to weigh in? :) 

    Regarding Archaon: He has all the Mark Keywords, so he will Profit fron all buffs that are limited to one Mark. This means, he could benefit from the buffs of Bloodsecrator, Slaughterpriests, Glottkin and all warshrine prayers will have both effects on Archaon. 

    However, in a Slaves to Darkness army, he only emits one Mark for other units, which you have to choose before. So you could push his attack with an allied Bloodsecrator, let him re-rolls to Hit with an allied fatemaster and at the same time give all Nurgle units exploding 6s to wound and - 1 to Hit from shooting, but nothing more. Other units with another Mark will not benefit from his aura. 

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