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Retro

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Everything posted by Retro

  1. I'm pretty sure in the battletome in the allegiance section that lists the 6 prayers it specifies that you can use them in addition to any prayers they already know. I had a guy pull me up on it at a league night once and had to find the exact wording for him.
  2. Personally I find bloodwarriors middling at best. I mostly use them because they are a requirement in a battalion and cover off battle line at the same time. That said, bloodletters are also battleline so you often don't need many bloodwarriors. If you have a bloodsecrator in the army to provide immunity to battleshock, and extra attacks, bloodreavers actually come out more cost effective for both offence and staying power so I normally plump out my lists with them instead.
  3. Ok fair enough, I was just making sure you played with terrain and objectives. When I first started out playing 40k (15 years or so ago) we only ever played till the last man standing and often without terrain. Made for very bad battles (I was Orks and almost always was turned into pink mist before ever reaching them). What I was thinking was just the bloodthirster, not bloodletters too (trying to keep in mind you using some of those new models). If you give him the ragged cloak, whip him, command ability and possibly the run 6" command ability too he should manage to hit the enemy lines turn 1. If you hit the crossbows they wont be buffed so their stand and shoot will only be 4+/4+ and rend on 6s and I imagine you'll kill a few. In his turn when he tries shooting with them you pop the cloak ability so he can't be targeted. If he's in combat with them they can't shoot at all. You could also try to keep the rest of your units just outside of their range until your next turn so they have to shoot the thirsters but can't because of the artifact. If you have bloodletters as well then you can use his command ability and whip and fling them across the table to engage someone else (turn one keep them out of range). If he moves the crossbows to get into range, makes your charge easier and he can't use the command ability to give them +1 hit and wound so they will be a bit more pillow fisted. Wrath of khorne - 320 Bloodstoker - 80 Jugger lord - 140 Blood warriors - 100 Skullreaper - 170 Skull crushers - 140 950 points Or Wrath of khorne - 320 Stoker - 80 Jugger - 140 Bloodletters -320 Skullcrushers - 140 1000 points - no extra command point but probably a better list overall. You could swap the skull crushers for reavers if you want the extra command point.
  4. Out of curiosity, how much terrain did you guys use and what was the battleplan? Terrain can make a big difference (cover/break line of site) and sometimes you can win on objectives even if your army gets creamed. Edit: I was just browsing the malign sorcery artifacts and found ragged cloak. Not a great artifact for a tournament but might be good on a bloodthirster against this shooting list. Once per game he can't be targetted by shooting
  5. Don't skullcrushers have a (slightly) lower cost per wound? 140 for 15 vs 100 for 10. If you drop the hugger lord for 10 reavers you'll have enough points left for 1 extra command point. Then you can run/charge the bloodletters and wrath of Horne at the same time. The whip adds 3" to both the run and the charge so whoever you whip will get an extra 6" if they can run and charge in the same turn. Another option could be dropping the bloodletters and just whipping the bloodthirster. With 10" move, command ability, and whip his minimum threat range will be 21" (if you roll all 1s for run and charge - very unlikely) and if you have an extra co left you can use it to guarantee a 6" run or reroll charge depending on which one you whiff. He went Ben able to shoot that turn but he'll hit their lines pretty damn hard - especially if you give him death dealer and immense power (or some other combo to make him more killy) you could replace the bloodletters with mortals as you see fit and they would be forced to dump everything into the bloodthirster in that first turn or he will make them hurt. Might give you enough time to plod up the field with the rest of your mortals.
  6. Yeah there is definitely risk and reward, Ive been in situations where I didn't want to charge my lord of khorne because he only had access to enemy heroes and probably wouldn't kill him in 1 turn. Personally I think bloodreavers are a good screen against shooty enemies, they cost less points per wound and rend barely effects them. Skullcrushers might fair better simply because they move faster. That said, the best I thing is just getting there quicker, which is normally: Wrath or khorne CA on 30 bloodletters, then Bloodstoker whip on the same 30 bloodletters Maxed murderhost, which I doubt you'd fit into a 1000pt match anyway
  7. Yeah, that errata kicked up a bit of a dust storm. I feel like the daemon artifacts are a bit tamer than the mortal ones because of the potential to put them on bloodthirsters. Mark of the destroyer would be a bit OP on a bloodthirster.
  8. In that case I guess we will just have to agree to disagree
  9. By this logic the cursed weapons of the grave guard would get double damage for each wound roll of 6+ "If the wound roll for an attack made with a Wight blade or great Wight blade is 6+, double the damage characteristic of that attack"
  10. As awesome as that would be, mark of the destroyer is limited to khorne bloodbound heroes.
  11. In the main rules (available on the app for free) it states natural 1 is always fail and natural 6 always succeeds
  12. I feel like changing slaughterpriests to 3+ to pray and changing gore pilgrims to reroll 1s on prayers would work fix a lot of issues
  13. I always interpreted that as being only the specific attack that hit 6 or higher got +1 to wound. For example, hitting on 4+ and wounding on 4+, you get 3 hits, a 4, 5 and a 6. Then when you make wound rolls, 2 of them will wound on 4+ and 1 of them on 3+. I would love to be wrong about this, it would make flowstone way better than I thought
  14. More maths! Without rend, 100 points of blood warriors will take 20 wounds to move, 120 points of bloodletters only take 15 wounds. Personally I've never had much success with blood warriors on the offensive, they just get bogged down. They don't scale well with our usual buffs, +1 hit is a 25% buff and +1 attack is a 50% buff. Bloodletters on the other hand get 100% more mortal wounds from +1 hit or +1 attack. Where they have come in handy for me has been when I sit them on an objective or fling them at an enemy elite to hold them up for a couple of turns. Plus they are battle line and are a prerequisite in a lot of battalions. I normally take them in a unit of 10 but sometimes 5 if I'm tight on points.
  15. Can't imagine standard skeletons aging much either, not much you can do with bones + weapons haha.
  16. That said I'm pretty sure I read in an FAQ somewhere (can't remember specifics) that if you do run in the hero phase with an ability it disqualifies you from shooting/charging. Unless you have a rule allowing you to run and shoot/charge
  17. You can't ally any god army units into a Beasts of chaos army (unless it's marked slaves to darkness) So no you can't. What the FAQ allows is a khorne army to take a brass despoilers battalion without using ally points or breaking allegiance (or god army of your choice)
  18. Good news, we can officially include a brass despoilers battalion in a khorne army. I'll be brewing up some beast khorne lists myself, how about you guys?
  19. Actually he does have the daemon keyword. Probably the best thing about the model
  20. If you're handy with green stuff you can use legs from other models and make yourself 5 skull reapers from your left over bits! I always run them in 5s, I find that going up against horde units 5 of them are normally more than enough to burn through them, plus it's harder for you to get stuck in a tarpit if you split the units up. I've never tried 10 but I could see it working. Reduces your drop count if that is an important factor in your list
  21. Non stackable Crimson crown is statistically just a bubble of reroll 1s to hit, except it can stack with other reroll 1s abilities
  22. Neither Marauders or DP marked as khorne count as allies
  23. If cheap allies are an option, 10 ungor raiders is 80 points, 18" ranged attack, run and shoot (obviously if models allow)
  24. Sorry, I might not have been clear. I'm more agreeing with you. What I meant was to use the threat of ambush to force your opponent to deploy in sub optimal ways but don't build your list around it
  25. I feel like some of them could become a lot more useful by allowing you to fill them up with extra fodder from your army. For example, garreks reavers could be joined by an extra 20 bloodreavers for their normal point cost or something along those lines.
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