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kahadin

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62 Celestant-Prime

About kahadin

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  1. Skullcrushers are very tanky. I used to use them when they were 140 and a 4+ save. They block off a huge area of the board and hold strong well. I didn't charge with them either. Just sat them in the way of the opponent. I think they are probably worth it still. +20 points fora 3+ save is a good trade if you want tanking.
  2. You can summon from it i the rules, so I can't see how it would be a problem unless there was no legal space to summon.
  3. You don't autolose if you have no models on the board in AoS. (Unless something changed that I missed)
  4. You can't have a goreglaive in a 5 man warrior squad.
  5. I like the throne idea, that model feels like it would make a good priest. The Khorne aura would be nice too.
  6. Do you guys have any hopes for the Khorne stuff that's coming in Wrath of the Everchosen? I have a feeling the battalions might be remakes of the old everchosen battalions. I'm nor sure what they will do with the subfactions. I would like to see them make certain units khorne while in the subfaction. For Example maybe make some beasts of chaos units or monsters are always khorne if you take them in a certain subfaction.
  7. Thank You Death, I can see why that would be more amped than it looks at first glance. An empowered lifeswarm healing back pinks after getting a handful of blues could be pretty rough.
  8. I think this is the list everyone is cutting their wrists over. A bit OP 10 pink horrors and 2 units of three flamers: Allegiance: Tzeentch Change Coven: Eternal Conflagration LEADERS Lord of Change (380) - General - Rod of Sorcery - Trait: Coruscating Flames - Artefact: Shroud of Warpflame - Lore of Change: Tzeentch's Firestorm Fatemaster (120) Gaunt Summoner on Disc of Tzeentch (260) - Lore of Fate: Arcane Suggestion - Artefact: Aura of Mutability The Blue Scribes (120) - Lore of Change: Fold Reality Fatecaster, Herald of Tzeentch (110) -Staff of Tzeentch -Lore of Change: Bolt of Tzeentch Changeling (120) -Lore of Change: Treason of Tzeentch UNITS 10 x Pink Horrors of Tzeentch (200) 3 x Flamers of Tzeentch (120) 3 x Flamers of Tzeentch (120) 10 x Brimstone Horrors of Tzeentch (60) 10 x Brimstone Horrors of Tzeentch (60) BATTALIONS Changehost (180) ENDLESS SPELLS / COMMAND POINTS Emerald Lifeswarm (50) Aethervoid Pendulum (50) Darkfire Daemonrift (50) Total: 2000 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 82 The chief complainer was running petrifex nagash...
  9. My intuition tells me that since our blood tithe is so marginal we don't pay a points premium for it. I don't know if that's actually true, but I don't like what happened to Slaves to Darkness. There units got slight boost and their points went through the roof. I'd hate for something like that to happen to Khorne.
  10. I was not addressing you friend, just the amount of passion I see against DoT in general. Personally I think their only real problem is how much people hate fate dice, but you don't see people really saying that. I'm worried that all this passion will translate to DoT getting the hammer and little worthwhile being left. I can't tell you the best way to counter DoT in their current state, but I can guarantee someone will in a few weeks.
  11. I'm sad because I feel like the only thing worth a damn in the whole book are horrors and flamers. I don't think it will be much of an army to play if you make those units "balanced". I'd be sorry to see changehost unusable as well. I think the meta just needs to catch up to tzeentch and it will be ok. I don't really know of anything that was unclear and needs a Q&A. I imagine people will just hope for some hard erratas, so even though I'm not a DoT player I'm worried about what will happen.
  12. Skullreapers are the best in my experience. Their mortal wound output is high and they take buffs well, but don't require them. If they are facing a 5+ model unit or get reroll hits from a warshrine they are crazy.
  13. Hamerhalian Lancers seem pretty good. They seem to put out a lot of damage on the charge if the battalion is active, they are more like the type of heavy cavalry I've been wanting to see for a long time. If you can get the second attack command off they are pretty nasty, because it works at the end of the combat phase so they still have their charge buffs. I have been testing them with the reroll 1s to wound artifact. Has anyone else tried them out? What do you guys think of them? Edit: So the battalion is 1k points. That should leave room for units to shoot away enemy screens and have screening units for the knights.
  14. You get 20 Irondrakes for 30 handguns. If the irondrakes are stationary they get 40 shots to the handgunners 30. They also get the rocket. They seem pretty good to me.
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