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kahadin

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Everything posted by kahadin

  1. @LordRhulak Congrats! I'm glad you were able to stick with it and end up with something that worked. When I saw the list and the plan it seemed like the right answer, so I'm glad it worked out.
  2. A unit of chaos warhounds to screen(I always play them, but that's just me), 2 Slaughter priests and the terrain feature. Other than that you can ironically pick up daemons to summon, they will be something you will use every game. Right now we can still buff Khorne Mortals, so a Start Collecting Slaves to darkness would be good. Even better with a warshrine. Many metas are having a fun time with Lumineth Sentinels. @Roark pointed out that he needed to move away from baby buffer heroes because they were getting shot to pieces. I took his advice before hitting the table again and it helped. Who knows when this will change or how, but you might as well just buy a decent selection of models after the must haves. I've been leaning into slaves to darkness more and more, but I'm afraid that we will get an update that will cut them off from our command abilities, buffs and allegiance abilities like the other gods. So I'm kind of nervous about the long term.
  3. Splintered fang have the highest damage output. You can mark them khorne and ally in buffers from Blades of Khorne to pump them up. I have not actually played them in game yet though, I just ran the numbers. Unmade feel like they should be good due to the good weapon on the champion, but they statistically do not have the output of splintered fang. I want to try and make Unmade work due to their no retreat rule, but I have made no progress on figuring it out.
  4. Yeah, I just started playing with magic again and I hate it. 4+ with a reroll feels more reliable than even an arcane bolt (because you only need to pass one roll, not 2). I think I only ever managed to get off a few spells all game. My advice is still the same for @Souleater though other than knights in Khorne are probably the best of all the armies they can be in and maybe even better than their home army. If you love them keep them. On a side note I just realized that We are in kind of a unique position because our mortals geberally effect Khorne units or Knorne mortals. This means that marked slaves and beastmen get the full benefit of being in Blades of Khorne. Most of the gods only effect Arcanites, or Hedonites, or maggotkin. It sucks. I'm worried that we may lose this when we get a update.
  5. @Agent of Chaos I like knights in khorne, but when I start building them out I end up with a slaves to darkness army and start asking myself what the point is. I've never actually hit the table with knights since they got cheaper. However you make me want to actually play knights in blades. I think our warshrines are a bit better due to the extra prayer. The rerolls from the shrines undivided prayer is all they really need to shine anyway. I will miss mask of darkness though, thats a great spell.
  6. Knights are great, but they may be better in slaves with khorne marks and allied buffers from blades of khorne. Khorne allegiance gives you summoning and rerolls for prayers along with a few really nice prayers. If you don't specifically want those things you may want to play them in slaves. I think the real question is if you are a khorne mortals lover. If not, let them get a little dustyer they will probably be top tear again for a while. If you need the space it may be time to let go ;_;
  7. I have had AoS games where I was outmatched on the other side of the table, but I have always had some path to victory (I normally play khorne mortals BTW). The reason why is that AoS is all about your score at the end. It rarely matters that I'm outclassed because I always make sure my list has elements for screening and scoring. I doesn't always work, but I at least feel like I'm playing and still get wins when I only have a few blood warriors left on the table. At the current power level I think the game is less fun, but still a playable game. I think if it gets much higher it will not be much of a game anymore. (I have found the game is fun if both players models get to kill the opponents stuff and no body is playing with the old version of fate dice and auto casting and auto charging all game) That said there is a problem with "casual" balance in games I've watched. Simply for the same reason you see people noob stomping at friday night magic. Some people like to win and don't care about sportsmanship. I saw seraphon sweep a casual 1k points tournament because they knew they could build a summoning list that could bring in monsters and noob stomp all the other new players. It ruined the play experience of the opponents and messed up the community for a while. However once the Seraphon player graduated to playing with people who knew the game he just got thrashed and literally quit seraphon to play lumineth. I don't now if you can stop this sort of thing, because most armies probably have some thing that in casual games a guy that did his research can spring on players that they cannot deal with. I think @LuminethMage's data is good, if an army is capable of taking a top spot it should be capable of playing in your local scene somehow.
  8. That's a game changer, thanks @Graywater, I did not see that. Now that my precious cultists can receive buffs its time to see what they can do. On first glance Khorne powers up the damage of the cultists quite a bit. Just keeping them near the general gives reroll 1 and +1 to wound. His prayer gives reroll hits. This makes splintered fang and unmade dangerous on paper. Give them a bloodsecrator for +1 a or maybe take wrathmongers to save leader slots. I think knights probably still do more and the real strength is probably iron golems for holding points. Especially with the buffs they can get.
  9. You can't mark them. So they can't have their saves prayed up and they cannot actually be plague touched ;_; They are trainee Chaos and have not been tenured to the level of marauders yet. Graywater pointed this out: Page 116 – Idolators Battle Traits, Panoply of Ruin, rules Change to: ‘Idolators Cultists units have the Battleline battlefield role. If you upgrade a Chaos Chariots or Gorebeasts Chariots unit to be an Idolator Lord, all Idolators Cultists units you include in your army gain the Mark of Chaos keyword that was picked for that Idolator Lord. In addition, when you make a charge roll for an Idolators Cultists unit, change the lowest dice to a 6. If the roll is a double, change one of the dice to a 6.’
  10. I'm going to try and see what I can do to make use of them. I don't really know if they have more potential, but I'm going to try messing around with them . I have to say though, I think its weird how heavily armored the spire tyrants are for a 5+ save. Scions' flameburst pots do close to the same damage as warriors with hand weapons and shields, but that's nothing special. I wish these guys earned a chaos undivided mark, that would make them pop
  11. Hey everybody, How are you guys using cultists? I had written them off for a long time, but I was looking for a cheap unit to leave on an objective and saw that iron golems were a cheap 10 W 4+ re-rollable save unit. They are comparable to chaos warriors without shields and a little cheaper. They also statistically out damage Blightkings if you take them at equal points (kinda embarrassing for BKs). I've seen untamed beasts used as screens also. The unmade have a no retreat ability, but I don't know how it could be used. Maybe mask them to a backline and try to hold up a wizard or shooting unit? I don't know. I'm just not sure if there is untapped potential here of if in practice they really are just cheap bodies.
  12. @LordRhulak You will slowly become the Expert at battling warclans. If the screens are getting chewed up too bad it might be time to bring in some friendly blight kings or a friendly Great Unclean one. However, you can buff warriors and you get reroll saves on a 15 man unit. 4+reroll is statistically slightly better than a 3+ and if you get off bronzed flesh it should be a tough nut to crack. They cover more space than a GUO and I think the extra cost per wound of BKs is made up for with the buffs. I also think that you aren't wasting points supporting them because your warshrine can power up pretty much anything else in the list. I think you have the list that could work, please let us know how your game goes.
  13. I'm getting the impression, I've been getting the wrong impression about LRL. Either way! I'm still excited to see the new wave.
  14. I have felt a lot of pain from LRL spells, but some of the best options never seem to go off for them in the games I've played (Nobody is playing Teclis yet). I get the feeling the army would pop with his autocasts, but I have not taken their magic super seriously because a lot of casts are s high I never really see the spells on the table.
  15. Hey guys, I've been seeing eye rolls and complaints everywhere about this new lumineth wave, but I'm pretty happy about it. To me and my playgroup the LRL initial release seemed like it was lacking and did not really present a coherent army. I'm not saying LRL are bad, but the options that they provided and the unit selection available just did not really seem to fit. It felt like an incomplete army on release, like there were key elements to their play style missing. Whenever I played LRL I tend to feel like I can probably outscore them if I can just sit on my objectives and kill their archers. That has pretty much been the case for me. My only really danger is the Spirit of the mountain rolling well, me suiciding a unit into a shining company that they cannot handle, or the archers shooting me off the table. I'm not worried about an assault force coming to me to harass me in the games I've played. With the wind stuff coming out I'm hoping LRL will actually be able to move and threaten the board more. They are also getting a mounted hero who will hopefully be able to make use of some of the combat artifacts in the book. For people that actually play a lot of LRL do you perceive a gap in the army? If you do what is it and do you think the new wave will help?
  16. I wanted to post this last night but I was tired. This was my first game with hedonites since they received a book of any kind (I did not play the old book) So I saw people talking bravery and it does feel like a big problem, I got Bravery bombed! ;_; My opponent got off voice of the mountain (-2 bravery 1 turn and -1 until their next hero phase) and turn 1 made my blissbarbs all run away. On my turn I had to burn all my CP to inspiring presence my slickblades so they didn't run... However they ran next round. I thought their wounds would make up for the low saves, but they didn't feel like it. I did not end up taking sylesske or glutos, but they would have helped heaps. My slaves to darkness units were solid as could be and performed well, but all my hedonites either did too much damage or died to fast (denying a lot of DP in the game) I was only able to summon 1 unit of fiends. I had the contorted epitome who saved the game for me by pure luck. Her mirror worked 2 of the three times I used it letting me bully the special character spirit of the mountain. The fiends killed the mountain plus some cavalry that had been scoring a lot during the game. I learned quite a lot in the game, but I feel like I really needed to be invaders and have a battalion just for the CP to stop BS. Or have glutos -1 hit bubble and sylesske's battleshock bubble. The army feels kind of awkward to me. I almost feel like I want to make a summoning focused build of all ranged to spread out as much chip dammage on as many units possible. A big demon summon each round feels like the way to go. Maybe if points are open chaos warriors or blightkings to make sure I'm not tabled till summons arrive.
  17. @JackStreicher Soulslice Shards, you roll 2d6 and deal the difference in bravery as mortal wounds. Its a demon spell. I had that game though and it did pretty much nothing, even buffed. Even at -4 bravery I only dealt like 4 mortal wounds with it... and that -4 was hard to come by. I think its just not impactful enough to build around unless you get really crazy and pull off ore than a -4 or are fighting something with super low bravery
  18. This soulslice thing is getting me interested. I'm going to try and run it on sylesske. I'm going to try and find a tanky hero to get the artifact that reduces bravery and horrorgeist. I'll also take hungry stare in case syleske can shut off a CA and BS matters. I'm playing LRL so the cathalar may still shut down BS, but I will try to shoot her full of holes first.
  19. Due to shipping delays I only just got me hedonites book. I was hoping that summoning would be an option, but it sounds like its a requirement right now. I was also hoping to mix in nurlge units, like cheap blightkings, but I'm not sure they have a purpose. I feel like hedonites need to fill out battleline with something useful more than they need extra wounds on the table. Warriors or marauders would probably be better. Do you guys have any ideas about nurgle units that might have helped in games you've played? Slickblades look good. They have skullreaper damage output, but are way faster and only an extra 20 points. Everyone seems to agree that they are great. Time to just start playing and see whats what.
  20. @LordRhulak usually use mine on units of 5+ for the rerolls. I've started steering away from a lot of support heroes, but a blood stoker helps them. He let's them reroll wounds and gives +3" charge. That said you tend to rely on mortal wound output on them, or the poor saves of your target. If the target unit is under 5 models and has a good save they may be bad target for skullreapers no matter how much you buff them. Your krakadrak or knights should be able to handle anything that skullreapers cant.
  21. No. I wouldn't even ask about it at the store, it will just open the door to some jokester trying to strip abilities and magic items off units unless someone can find something in the rules that says you can have abilities that aren't obviously modeled onto the unit. Maybe ask the guy running the tourney in private with nobody watching.
  22. My poor skullreapers have done ok, but they were getting chewed up on the approach to the LRL. I'll just have to try to make sure I can outmanuver them in the future. I wonder what all the new wind guys are going to do for them ._. Probably make them faster
  23. What are you guys doing for Lumineth? The Shining companies are pretty painful. I've played a few games where the bows and mountain rock throws have been doing a lot of damage too. I've generally been able to keep spells closed down with the skulls and all my dispel attempts, but the game I played I did not have anything to stop BS so I got torn up by the Cathalar's ability. I guess I mainly find it is hard to walk up and beat on their shinning companies. The -1 to hit makes it hard to kill their bowmen with cavalry and flesh hounds, so I feel like I need to walk something good towards them. The spears can be bad too. I have been able to outscore them (do to lucky priority rolls), but I feel like there has got to be a better way.
  24. The mighty skullcrushers come with several extra armor parts that are khorne specific and she has a bloodreaver helmet.
  25. I finally decided to post my Khorne Army. There are a few WIP models I am including. First the Gore Chosen The Exhalted Deathbringer is one of my all tie favorite minis, so I spent extra time painting him. Neeve is normally a Blood Stoker, but she sometimes acts as other Characters I happen to need. Any red minis you see are my old Warriors of Chaos guys. I have a third Slaughter priest I'm working on, but he was not in my gaming case. I spent time on Garraks reavers, but I wanted to have them ready for an in store event. I was happy with how they turned out and while painting them I came up with the lore and overall template I wanted to follow for the army. However I had not painted these guys until after doing my normal reavers, Gorechosen and Skullreapers so I could not follow their example. The champions paint themselves white and the distinguished warriors are allowed to paint their heads white like a skull. These blood warriors were painted for me by a friend many years ago in exchange for some vintage nurgle demons. The banner is freehand, something I never do. I wrestled with my blood warrior color scheme for a long time. For some reason I hated the way the default looked on them so I brightened them up. I still don't like how it turned out, but I needed blood warriors sop I just have to live with them. I have many more to paint, but these were all I needed at the time. The blue guys are the Coldwater Gang and the red guys are the Horned Ghosts. They are named after the monsters from "The Glory Road" The bulkiest GW females I could fins were escher gangers. I would probably use Sisters repentia or something similar if I made more. This guy looks way better IRL, I swear! His is a 10 year lod WIP. Maybe younger, but he was my lord Choice for 7th ed. He could hit himself with his deamon weapon and laugh it off because his save was -2 These are the last guys I was working on before thew "New" book came out and I stopped using them. They were going to be White Knights, but I didn't get very far with the color scheme. Last is everything all together:
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