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Grimrock

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Everything posted by Grimrock

  1. Well I'm glad I didn't buy anything before the faq came out but I am bummed that GW still seems to hate the thought of workable mixed arms factions. I like the balance updates, but honestly they're making me not want to bother buying anything that seems good. Like I could get skarbrand, but I'm pretty sure he'll be nerfed this summer. Which is just enough time for me to build, paint, and use him like twice. Is anyone else feeling the same way?
  2. I've used the new dark feast and think it's quite good, but I don't think it's something that you can really 'make work'. The reavers are so squishy that they'll usually die before they fight, and the slaughterpriest can get sniped. What I do like about it is it bunches all your screening units into a single drop, gives you an artifact and command point, and just maaaybe gives you a few extra attacks, all for a low low price. It combos well with a lot of other battalions if you do 4 reaver units for a total of 570 points.
  3. 100x this, I've been pulling my hair out waiting haha. I don't want to buy any new models until I see the actual rules, but it's taking forever. The only thing I can think of is they must be doing some balance testing to decide if something should be left in like skarbrand or the skull cannons.
  4. The big improvement to skarbrand is that those 8 mortal wounds go off on a 1+ if he didn't fight last turn which makes him much more reliable than the previous version. Also, don't forget he can make up to 3 attacks with the axe with wrathmongers and a bloodsecreator, meaning it's 24 guaranteed mortals with a chance of 48. With the right host he also has access to the command ability to attack a second time immediately after the first which would make it a guaranteed 48 mortals, with an expected 56. And he can be part of that tyrants of blood battalion you mentioned. He's not unstoppable, if you keep feeding him chaff and keep him fighting he'll lost the 1+, but definitely don't underestimate him. If you let your opponent set up a perfect situation then nothing will survive a round of combat with skarbrand.
  5. Wrathmongers affect all khorne units wholly within 8" so the warherd is fine, you might be thinking of the bloodstoker which only works on mortals now. If you take the khorne allegiance then Slaughterpriests can take a prayer called Killing Frenzy that gives a +1 to hit to a khorne unit wholly within 16" when the prayer is cast.
  6. Well I'll probably be taking at least one unit of wrathmongers in every list so I don't really need to factor them into the cost. I'd say including 2 in the backline is going to be worth it against the majority of armies even if they're just used to clear out screening units. Also, I don't have my book on me. Does anyone know if they can still be taken as multiple models in a single unit? The wording on their rule says if any attacks from the UNIT kill any models then the unit gets to shoot, so having two in one unit almost guarantees that those cannons will get to fire.
  7. It's not that it would be super op, but generally khorne isn't known for their shooting so giving that shooting a large buff feels very odd. It makes sense for skaven because they've always had a strong ranged component but khorne hasn't. Add the fact that the wording could very easily have been overlooked and missed by playtesters who assumed it worked the same as last edition, and it seems pretty likely to get removed. Don't get me wrong. I'll be really happy to finally have an excuse to pick up skull cannons if it stays as is, but it just feels like a mistake.
  8. Has anyone thought of trying Scyla? Hit him with blood sacrifice for a couple turns to buff his attacks, then turn 3 or so whip him and launch at the nearest enemy. Single model so it's easy to buff and he's the same price as a unit of blood warriors for better damage.
  9. I think there are a few, but nothing as good as skullreapers were unfortunately. Just some ideas: 1. Wrathmongers on the charge with +1 attack, +1 to hit and reroll wounds puts out about 20 rend 1 wounds. That's not mortals, but it's still pretty good. If you double tap with the battalion most things should die. If you take skarre and the 'mongers die then you get to attack once more before dishing out around 7 mortal wounds. Honestly wrathmongers are just bonkers. 2. 10 blood reavers with buffs under dark feast do about the same as a buffed wrathmonger unit, but just one round of combat. More models would do more damage, but it would make buffs trickier to apply. 3. 3 slaughterpriests, a wrath axe, and icon. On average you should be able to put out something like 10-15 mortal wounds, which should kill or cripple most monsters. Won't kill a big unit, but that's what the wrathmongers are for.
  10. Definitely think the wrathmonger battalion has chops, and it highlights what I think is really interesting about the book. In the last edition we usually wrote to try to get an alpha strike just like every other army. Buff bloodletters to the nines, run and charge, and wipe out everything they touch. However, since our speed is so limited now I think we might have to try something that's super weird for AOS: build a list that intentionally wants to receive an alpha strike and then punishes the opponent for it. It manages our limited ranges because everyone just bricks up and waits for the opponent to make a move, and deals with speed issues because the opponent has to come to us as long as we can control some objectives early. We have cheap but effective chaff to bubble wrap everything, and more than enough damage after that.
  11. As far as I can tell none of the hosts have any requirements for mortal or daemon. The abilities affect mortals or daemons depending on the rules, but generals can be whatever. Same with the the artifacts, you could give an insensate bloodthirster the +2 attack artifact from skullfiend if you wanted to.
  12. From the list I'd say wrathmongers, they're a killer unit and having a pair would definitely help if you're facing a lot of ranged or magic.
  13. I guess it depends on the plan for them. My first thought was using the Feast as a screen for my army. 4 units of reavers up front that take the first charge and probably die, but if any are left they can just tear a huge chunk out of the attackers. On the other hand if the opponent ignores the screen and tries to get around it then they're in for a world of hurt. The battalion isn't too expensive and it makes the screen one drop instead of 6, so I think there's some potential for sure.
  14. Actually I think the most interesting thing for me with Dark Feast is how it allows you to leverage buffs effectively in a small unit. With a unit of ten you can pretty easily get to 5 attacks each (feast, bloodsecrator, totem, wrathmongers). That's 51 attacks that can be easily applied (getting all 10 into combat) and buffed by a bloodsecrator and slaughter priest due to the tiny footprint. The base stats still aren't great, but considering how difficult it is to apply our buffs there is some value in spamming 10 man units and using them in waves. With a killing frenzy and whip that unit of then puts out something like 25 rend 1 wounds. That's pretty bonkers.
  15. You can just deploy the stoker in the middle of the unit at the beginning of the game. You only get to whip the unit once but it works if you're slingshotting them across the board first turn.
  16. Keep in mind that a few extra axe hits really won't do much either. Let's say you have 18 attacks (everyone except the unit leader fighting). You'll usually roll 3 1s, so rerolling 1s nets you 2 extra hits, 1 extra wound, and 0.5 extra damage against a 4+ save. Essentially next to 0 improvement for a round of combat. Not saying gorefists are much better, but don't expect the axes to make a difference either.
  17. I think it depends on your list. I never really needed it with the old book, but I guess it might be more important now that the brazen rune can't just guarantee a critical unbind every game. WoK shooting is solid too, but like I said the command ability on the unfettered is pretty awesome... Yeah still kind of a tough call for me. I guess either way it'll be fun. Better than before where the WoK was always just purely better.
  18. Pretty sure 3 will be fine. You can still do at least 4 rounds of bloodthirster smackdown before your opponent can activate anything, and the extra points free up room for screening and support. 4 might work but like you said, it doesn't leave room for much else. The main thing I'm wondering is if the unfettered is better than the wrath now. Cheaper for the same melee output, and the unfettered's command ability is pretty awesome since you don't need to make a charge anymore, just run 6 inches away and you're guaranteed to be able to fight.
  19. I was thinking a big unit of 30 blood warriors with the run+charge host, reduce rend battalion, +1 to save prayer, and whip would make one heck of a turn 1 tarpit. You'd have to deploy the unit with the bloodstoker right in the middle to make it work, but you could potentially get a turn one charge and pin the enemy in their deployment zone for days. Bonus points if the talisman of burning blood still works the same. Fair enough. I think when they came out with the basing guide they were pretty good about sticking to what came in the box (after the initial fail), but yeah there were a couple issues.
  20. Skarbrand is on a different base because that's the base they ship him with, I'd be pretty surprised if they changed it. Originally I think the regular bloodthirsters are on ovals because of the way that they're elevated on the little bit of fire under their feet. Ovals give them better balance, but skarbrand doesn't have that issue so he's on a round.
  21. Unfortunately it works pretty much the same as the current version. Spend your points for one reward, lose all unspent points. Activate at the beginning of either hero phase for all of the rewards except the spelleater one. Bell of Lost Souls posted a picture of the new table in one of their previews. Don't know what we're allowed to link here, but if you go a few pages back on their site it was posted March 17th with the title 'AoS: Blood Tithes For The Blood God – New And Old'.
  22. I think wrathmongers still do the trick, but it takes a bit more work than before. If you include skarre and use his command ability on a unit they'll get a full round of attacks before dying and then chip another 5-6 mortal wounds on the way out. No guarantees, but 1-2 units will usually do the job. And if you get a round where you attack over a screen then you should be able to kill most monsters.
  23. I agree, removing the skull crushers will be the first thing I change. I'm not a fan of the Skullreapers right now, too expensive for what they do outside of a focused list, but I might try 3 khorgoraths and use the skullfiend tribe. Smaller footprint for buffs, up to 7 attacks each, 3+/3+/-1/2, and rerolling everything would be pretty crazy. A bloodthirster might work but I feel like they get the most out of the daemon focused batallions, so maybe take an Insensate (or Wrath of Khorne if they don't change the wrathmonger's ability), a unit of 30 bloodletters by dropping a few other units, and go with the Bloodlords or Reapers. I'd love to know this too, and throw in the same question about judgements. If they can only cast one of the above it's going to make life a whole lot more difficult.
  24. 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 frenzy Slaughterpriest - bronzed flesh skarre bloodwrath bloodstoker hexgorger skulls wrath axe 10 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 again I 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)
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