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Kevlar1972

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Posts posted by Kevlar1972

  1. On 10/25/2018 at 10:24 PM, Ravinsild said:

    Well you guys raise good points and originally I did in fact have a Juggerlord. 

    Theres pros and cons to all of it. It’s difficult to decide. 

    The problem is who I cut for the 3rd Priest. The Bloodstoker is so useful for getting the Skullreapers where they need to go and helping them survive rerolling wounds of 1. 

    On the other hand the Juggerlord adds in general +1 to wound rolls which is also super good for them. 

    However another Slaughterpriest is another buff and another source for mortal wounds. 

    Bloodreavers would drop my count, but the Khorgorath is just straight up good. In my experience. 

    Losing an Aspiring Deathbringer is another +1 attack my Blood Warriors or Skullreapers aren’t getting as well. 

    Its like all super good advice, but the Mighty Lord also buffs charging so he’s really useful and well Killy too. 

    I don’t know what to do :(

     

    I think an allied chaos sorcerer lord is better than the juggerlord and the stoker.  He can turn a solid unit of bloodwarriors or skull reapers into a powerhouse with daemonic power, and he gets to give another unit a free no cast mystic shield.  We are pretty hero starved in the gore pilgrims battalion though.  It's only drawback.  3rd priest is nice to have also.

  2. Seems like that dragon needs some better special rules.  As tough as it look what could it do vs Morathi?  Or hand of dust?  Even a lucky  mighty lord of khorne could remove it.

     It should have some mortal wound or instant death avoidance.

  3. 3 hours ago, Coyote said:

    Game today - Please help  me avoid opponents Sniping my characters -

    My last game My opponent sniped my characters- out of the game by turn 2 - primarily using spells.  

    My first question is how do you avoid having characters sniped out of the game?

    Second, because of the Sniping - I’m likely going to *bring 2 Bloodsecrators * - Is this an overreaction?

    Wrath of Khorne bloodthirster dispels at +2.  There are a number of artifacts that make you practically immune to spells.  You can spend blood tithe points to stop a spell.

    • Like 1
  4. 8 minutes ago, Overtyrant of Destruction said:

    By my way I got a question about Wrathmongers Bloodfury, say if 10 Ironguts have killed 5 Wrathmongers in that combat phase, is there possible that 5 Ironguts fight themselves or only 1 Irongut?

    Want to make sure if I've understood right before I'll play with them in the tournament soon!

    Fredrik

    It says "each time" a wrathmonger is slain, so as long as there is at least one enemy model within 2" that hasn't been affected by bloodfury then yes, he can pick a different model.  You can get creative with model removal to try to avert some damage.

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  5. 4 hours ago, Revan123 said:

    I don't reject that, but it is not going to be easy to get monger close enough to get fifth attack, not saying that they have short per model aura. not unit. Wrathmongers probably will be needed in another place at the same time. I know that even hit bloodwarriors are not that good with their returning of mortal wounds. But regardless, I think 20man blob of with 2+ save will be a problem for three turns for the opponent rather than one or two. And now they have a point to give them +1 to wound, because there are not so many command points to play this combo each turn

    this is why any good positioning of the troops can neutralize easy opportunity to do something good around it. Enemy is free to choose, when one of the core term of victory is making as much worse situation for enemy as possible. Here an enemy will have more opportunites for that in my opinion. Mongers are slow, Thirsters can fly and fly far away. I love this unit, but no as a monster hunter, my tactic is to force an enemy to make moves that will going to have bad conciquences for him.

    If you will be allowed to get to that heavy armor. And they can't do anything to Zombie Dragon with 3++ invulnarable

    The thing with khorne mortals is with buff stacking and priest range you are better off turtling over objectives vs assault armies.  Layer your troops reavers first then warriors for counter charge.  Put aspiring deathbringer between them for command ability. Backed up by wrathmongers for buffs then mix in your priests and blood secrator with another unit or two of reavers to guard the flanks and rear.

    Keep them together and summon daemons as needed. 

    Like said above a 2nd turn wrath of khorne thirster is a fairly easy summon if you take 3x blood sacrifice and burn down a single unit of 10 reavers.  Hell chaos warriors with shields may be a better target since they will last longer.  

    Then mix in hounds or letters as needed.

  6. You would be surprised how many people blood warriors will kill buffed to 5 attacks each.  That's 51 attacks on the charge plus additional 5 attacks for every model you lose in close combat.  

    Bloodthirster can be easily neutralized with wrathmongers.

    Skullreapers will do damage to heavy armor.  

    Daemons get summoned where or when you need them to play the objective game, guard heroes, or assist in close combats.  Just the fact you can keep bringing models back is a big deal especially vs the enemies that can't. 

    Mortals with lots of attack buffs and blood tithe summoning aren't push overs.

  7. 3 hours ago, Myrdin said:

    I downloaded the Warscrolll for DP from GW store. If thats supposed to be outdated, where can I find the new one ?

    All of the summoning spells were removed.  The god factions have summoning built into allegiance traits.  Nurgle khorne slaanesh and Tzeentch all have their own summoning mechanics.  

  8. 8 minutes ago, Revan123 said:

    Warshrine is not reliable with rolling dice for cast. And you need to be wholly without to make buffs work. And khorne need to charge badly.

    Second, you don't have enough power with blood warriors and skullreapers. They will stack, fighting stormcasts with their good save and decent damage output. As well as you don't have enough speed, not big enough blobs, your units will be wiped out one by one. Yes, you will get blood points, but it will be too late when you will be able to summon something decent, because your troops only are going to die, not your enemy. 

    He has priests doing 2d6 mortal wounds per turn, bloodwarriors and reavers getting 4+ attacks each.  And can summon units of 5 or 10 bloodletters every turn.  2 pts to summon 5 and when they die you get a point back.  Easy emough to summon a bloodmaster for the locus and they get double attacks from the secrator.  He will put wounds out even vs 3+ saves.

  9. 1 hour ago, Myrdin said:

    Wait... I thought only enemy Wizards trigger the Tzaan Icon ? Interesting.

    Which Chaos Sorceror are we talking about ? The Vanilla Slaves of Darkness one ? And what does mystic shield do ? Never seen one of these guys (though I suppose once SoD get a new battle tome some of the guys who run old Warriors of Chaos Armies might start playing again.)

    Slaves to Darkness chaos sorcerer lord.  The one on foot has a buff spell, daemonic power that allows re-rolls of 1 to hit, wound, and save.  He also has an ability to give a unit re-rolls of 1 to save that isn't a spell or a command ability, it just goes off.  There is another chaos sorcerer lord on a manticore, but he has an attack spell instead of a buff spell.

     

     

  10. 1 minute ago, ShaneHobbes said:

    Could also give them a free mystic shield and an additional wizard for their totem. Pretty savage unit there

    Well daemonic power includes a free mystic shield, so he could buff a different unit with oracular visions.  So a different unit could get the free no cast auto mystic shield.  And yes, he is another wizard to trigger the icon!

  11. 18 hours ago, Myrdin said:

    Ok so a little recalculation on my part that hit me after a moment.

    Bloodstroker/secrator are not compatible with Tzaangors....Shocking I know ! :D I must have had a brainfart not noticing that haha~

     And since Wargor BSB isnt legal, the infantry Tzaangors remain unbuffable via heroes (other than Tzaan shaman) and as such still way to overpriced for what they do (this is just my point of view, dont get angry).

    What about an allied chaos sorcerer lord?  Daemonic power is a pretty good buff.  Would work well on a big unit of tzaangor.  

  12. 3 minutes ago, will pollock said:

    it just says 'wizards in your army will know all the appropriate realm spells'

    I could be wrong but I thought allies can't take realm magic or artifacts. 

    Oh there is one way to get realm magic.  Archaon!   

  13. 52 minutes ago, will pollock said:

    Hey all, just a quick question

    so i run a bray shaman alongside three bloodletter bombs, if i cast inferno blades to double the bloodletters damage does it also double the mortal wounds?

    thanks

    will

    I don't think an allied shaman have any access to lore spells. So there is no way to get that spell into a khorne list,  and no way to get bloodletters into a beasts list.  Not going to work.

    • Like 1
  14. 20 hours ago, mastercrafted said:

    @JonnyTheKing your bloodletter blob will do some serious work for you, but if it was me i would swap the wrathmongers for more bodies to put on objectives. The wrathmongers buff bubble is so small and they're too slow to keep up with the bloodletters. 

    It's not just their buff bubble. They can run independently and kill things way above their points cost.  They are one of the best anti-monster units in the game.  And the 3" range means they can dish a ton of attacks from behind a decent sized screen.  I think they are a must include. So flexible and can take on many roles while making anything around them better.

  15. 57 minutes ago, SwampHeart said:

    You don't have a leg to stand on - I can spend 2 CPs to give a single Bestigor unit +2 attacks if in range of 1 spawn. That is RAW, it wasn't FAQ'd - that is how it works. There is no argument other than what you feel the intent is which is irrelevant because I feel the intent of the rules is for Bestigors to have 2 wounds. 

    Right. That's how games workshop operates.  They will leave an obvious open loophole in the rules even though everything else like that has been faq'ed. People will rush out and buy a ton of bestigors and spawn. 6 months later that loophole will be closed in an updated faq and people will cry the blues and have to jump on the next new bandwagon.

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  16. 40 minutes ago, Malakithe said:

    Kinda confused why giving them marks at all is even an option if they cant really use much of anything. Khorne is probably the easiest to merge and has the best benefits. 

    Well you can still run them under the beasts of chaos allegiance.  Giving them the mark of nurgle would make them immune to a lot of nurgle attacks and give them bonuses or free healing when fighting vs a maggotkin army! 

  17. 3 hours ago, AverageBoss said:

    Funnily enough, under these rules you could take a BoC character, and make them your general, but you would not be able to give them a command trait. Realm artifacts are at least on the table.

    BoC units should have had the Mortal keyword imo.

    Well you are going to be taking blood secrator and probably some other khorne characters for buffs so the general thing isn't a big deal.  There are no casters in the khorne battalion so that's a non-issue. 

    It's perfectly fieldable with realm artifacts if a beast player wants to branch out.  I just don't see it adding too much to a khorne army.  The cygors could be nice against certain opponents but the battalion tax is probably too heavy to make it workable.  I don't think the mark of khorne will buff their shooting but if it can I guess you could make a half assed gunline with cygors and skull cannons.  But you could already do that with soul grinders without the battalion tax.  

  18. Slaves is a pretty disjointed faction.  The heroes aren't that great and command abilities are few and far between.  A lot of the units mix well into the god specific factions once you mark them and some are very useful.  Knights, marauders,  warriors with shields, warshrine, daemon prince are all great units and don't come from allies pool.  But they don't fit into the good battalions so they aren't the most competitive choices.  Just things you can take to fill out some extra points.

    Starting from scratch I'd shy away from them and go for a more god centric faction for the awesome allegiance abilities and summoning.  You can always add in your favorite units later. 

    Khorne and Tzeentch can't really ally.  You can get tzaangors through the beast of chaos faction keyword as allies which does give you access to shaman, enlightened, skyfires, but you are limited to just 400 pts in a 2000 point list.  But that only works for khorne.  Tzeentch has no way to ally in khorne.  Khorne - nurgle are buddies and Tzeentch - slaanesh.  You have to run grand alliance chaos if you really want to mix and match.  

  19. 1 minute ago, Future said:

    Can someone explain this to me? I read this as the answer is just confirming the question but starts with no. What is the difference here?

     

    Q: Does the note in the Pitched Battle profile for Tzaangors in the Beasts of Chaos battletome mean that they can only ever be Battleline if they are included in a Beasts of Chaos army with a Tzaangor Shaman as their general? A: No. Tzaangors are only not Battleline units when they are taken as part of a Beasts of Chaos army that does not have a Tzaangor Shaman as its general.

    Means they are always battle line in GA chaos or Disciples of Tzeentch,  or where ever else you can field them.  But only battle line in beasts of chaos with the shaman general.  I think.

  20. 10 minutes ago, Retro said:

    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?

    I'm more psyched about being able to ally in a shaggoth personally.  I like gore pilgrims too much and don't think that beast battalion would work too great under the khorne umbrella.  No spells, no artifacts, not much synergy.   Beasts don't have mortal daemon or bloodbound keywords.  I think it would be tough to make work.  Its a pretty big tax to pay to just bring in some heavy hitters when we already have plenty.  

  21. On 10/6/2018 at 9:45 PM, kenshin620 said:

    Well I also meant in terms of models. Galrauch is starting to look dated, and tiny (can't believe back in the day he was on a pretty small base). And they stopped making that FW Chaos Dragon (not the warpfire, the normal 2 headed chaos dragon). Plus the khorne dragon is still TBD. So right now the only way to make chaos dragons is to fit on an extra head on the current dragons.

    I actually completely forgot about the FW chaos dragon existing. Man that thing was massive. When did that go OOP?
     

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    Well Dorgar seems to have morphed into a chaos dragon.  That compendium dragon looks terrible.  340 points for a 10 wound monster with a degrading profile?  I'd stick to the warpfire dragon!

  22. 20 minutes ago, mastercrafted said:

    I had devastating blow and crimson crown. I considered mark of the slayer, but the bloodletter locus already does the reroll 1s to hit anyway. There were a couple of occasions where an extra save from the armour of scorn would have been really useful as well.

    Devastating blow didnt do as much as i would of liked, as i came up against a few mortal wound saves in my games. 

    Yeah mortals are nice but won't help you tear through chaff units like immense power will.  I guess if you built him for hero hunting or were playing vs stormcast but then I think the rend sword or sword of judgement plus immense power would still be better.

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