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TheAdequateWargamer

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Everything posted by TheAdequateWargamer

  1. I heard the last time he dropped some dice a necroquake happened
  2. Faqs for 2.0 https://www.warhammer-community.com/faqs/?orderby=title&order=asc#items-warhammer-age-of-sigmar Khorne Errata https://whc-cdn.games-workshop.com/wp-content/uploads/2018/06/age_of_sigmar_blades_of_khorne_errata_en-1.pdf Khorne Designers commentry https://whc-cdn.games-workshop.com/wp-content/uploads/2018/06/age_of_sigmar_blades_of_khorne_designers_commentary_en-1.pdf
  3. Sorry to be the bearer of bad news- crimson crown isnt a 6+. Its worded as a 6. So stacking +1 to hit doesnt make it a 4+. It would just roll of a 4 for the extra attack. There are a couple of other items in the BoK book like this too. They where previously faq'd as being a being synonymous with a 6+. Thats is no longer in the most recent faq for aos2. I suspect if it does reappear (given how things are worded in the newer battletomes) it will be a natural 6 before modifiers. Sad times. However, if it ever does become a 6+ again what about: Gorepilgrims, WoK BT (crimson crown) BIR (ghyrstrike +1 hit +1 wound). You could yolo the BIR with a run + charge from the WoKs command ability. Run the WoK to keep crimson crown in range. Assuming the bloodthirster is in range of your banner and all the 3 slaughter priests make a successful prayer your BIR would be: 5 attacks, hitting on 2s (rr 1s because you charged that turn) A 2+ to hit gives you an extra attack So max 10 hits maybe get 8/9 if the dice dont hate you. all wounding on 2s, but each magic 5+ you get does an explosion of 3 mortals to each unit in an 8" bubble. Outrageous carnage indeed!
  4. These days I can totally picture Sayl skulking in a the corner of a tavern crying into a pint while muttering about how he use to be a big deal in this realm.
  5. As mentioned- you defo cant stack the bloodsecrator ability for +1 attack. It shouldnt really be up for debate, but if youre running slaughter priests primarily for their prayers/buffs and not just to tick off a mandatory battallion requirement (eg dark feast) youre missing a trick. IMO Gorepilgrims turns slaughterpriests from a liability to a competitive advantage. Downside to two bloodsecrators is the lack of max effective range- gore pilgrims can get the rr to cast bubble into your opponents deployment zone. Also, two bloodsecrators, two models, two drops. GP's gets you 4 leaders and two battleline in one drop. No point having two banners if your opponent hits you with an alpha stike and causes some serious battleshock You can still daisy chain a unit backwards to the bloodsecrators buff area. You only need one model in the unit in range for the whole unit to get +1a. Slaughter priests in combat.. that +1 to pray only works if they made a kill (slew an enemy) in 'THE previous turn'. Not 'YOUR previous turn'. Youll need to get a double turn to benefit from this. Slightly harder to orchestrate in aos2 with the priority roll changes. Also why put them in combat when you can do blood boil at range? A kill is a kill.. Doesnt say they have to get it from combat. If you know your opponent is going to come gunning for your bloodsecrator use this to your advantage, get him to overreach to get in range, then bloodbind that unit further up the table and straight into your killbox.
  6. Fair play- note to self.. always reread the manual before posting.
  7. Shackles indeed Gorepilgrims w/ bronzed flesh + mystic shield. get yourself on a 2+ save rr1s. Gorepilgrims w/ killing frenzy + skullgrinder. If you ever got a skullgrinders anvil ability to go off in range things would just get crazy
  8. Summoning is at the end of the movement phase- so no. Unless your doing the 8bt point one in the hero phase- in which case yes they can move in your movement phase
  9. Hi! Welcome to the combat thrills and blood spills of khorne! Two mammoths will wreck someones day! depends what/how you are playing- if its using the battle plans for matched play (eg going to a tournament) you may struggle with scoring objectives in the ones geared towards having multiple heros in your army- youre only 7 wounds away from not being able to score in the entire game. If the selection is from all 18 matched play scenarios its a bit less of a concern Also one hero, you can only use one of the two artifacts you have access to. Ghyrstrike + disciple of khorne would give you 4 attacks 2s to hit 2s to wound (& 4+ on charge does 3 wounds instead of d3 if youve popped his command ability). The remainder of the battleplans are most models in a given range. Juggers have big bases, so you could be out done by a big block of infantry. On the flip side, juggers turned sideways are a pretty good stand in for a chaff screen if you need to wall off stuff or protect from an alpha strike. They are also pretty hard to shift once they are there. Its a 3 drop list- odd are very much in your favour of getting choice over first turn. Worth being wary that someone could casts cogs and literally box a mammoth in and stop it from being able to move all game. If i had the models I would totally give it a go!
  10. Ive been considering using one with its primary role being objective holder. Rather than have a unit sit and deal no damage all game its like paying 50-80 (depends what its superseding) to get 5 pot shots. Currently cant find those points in the list to spare. Plus a lot of the new battleplans you just have to claim the objective then you can move off it but still retain ownership. So no real need to squat unless your opponent has some movement/drop from the sky/appear at the board edge ability. Also thinking about doing a conversion with one of the 40k forgefiend/forgefiend/maulerfiend variants. big gun protruding where is head should be- like that baddie from transformers 3. Not sure about summoning- 5 bloodtithe seems just as overcosted as 150 points for what it can do normally does.
  11. This! And that every model is subtly different, the amount of times you paint all the brown then realise someone has an extra strap around their arm that you missed and now have to stop and go back to.. Or a hidden skull dangling from the back of their belt.. Its infuriating!
  12. Perhaps just a massive combo of a lot of smaller things rather than one big reason as to why wrathmongers could be the sleeper unit for aos2: Rules change- can no longer wuss out and choose not to attack units you are in combat with More big monsters (perhaps because among other things you can do fun stuff with the MS realm artifacts)- and in some cases incentivisation for them to be camping on an objective Fewer massive horde units - msu as a natural defence against all the horrific anti horde magic spells (looking at your gaunt summoner). Less of a focus on shooting- points changes, -1 to hit heros, idoneth, one of the realms takes you down to 6" range.. Magic; unbind at a greater range. Arcane bolt took a nerf. More of a focus on buffing spells rather than pew pew spells. Objectives as close as 9" away in the new battle plans. Vs 12" in the old ones. Inches make a big difference in getting a slow unit like wrathmongers in range of a charge or to run onto the objective T1.
  13. toying with this idea- not 100% sold Quite like the +2 damage combo from immense power + death dealer. you just have to pick your charge and make sure you do the hitting first. You can defo engineer doppleganger cloak so you wont get attacked in combat, but doesnt help vs magic or shooting and your damage output isnt as high. Good for camping an objective perhaps. Theres another item in MS that has ignore all rend modifiers that might be worth a look. Keeps you on a 4+. Maybe get you 3 rounds vs Nagash.
  14. If you dont want to wait until next year there is a firestorm fours event there later in oct which looks like fun. Team event, but you dont need to signup with other people. Didnt see the stardrake. Stand in for a Khorne dragon perhaps?
  15. So far base colours and a round of wash/shade. Gone back over the beaks and claws. And done one pass off green on their collars. Not looking forward to doing the neck feathers. Tried greenstuffing the collar spikes, but it was a nightmare to get the shape right. Ended up using spikes clipped from spare gorefist arms from the bloodwarriors kit.
  16. Went to Blackout last weekend. 94 people (give or take) 5 games, 2000pts (tm) matched play with realm spells, command abilities and effects in play (the later seemed to be cherry picked to be the notsocontroversial ones). When aos 2 was announced I decided to change to khorne daemons instead of mortals and for the last two months I have been clipping scraping glueing spraying and painting almost non stop List: Bloodthirster of unfettered fury (BUF) (immense power & deathdealer) Bloodsecrator Murderhost: Bloodthrone (armour of scorn) (converted to be being pulled by a jugger with the massive gnashing maw bit as the juggers head and gave herald one of the bloodthirster heads crown. Intending this to be crimson crown, but then thought to go with something a bit more survivable) 2 x 30 bloodletters 6 x 5 fleshhounds (converted gryph hounds- scraped off all icons of sigmar, added two khorne tassle'y things, one to each side of their harness and 5 spikes to their collars). Took 30 extra bloodletters and a herald to summon from. Chose not to take brazen rune! Reason being id only have the bloodsecrator who could take it. The new battleplans have missions that need a hero with an artifact on them to claim and didnt want to be risking not having a banner planted to move him up the board onto an objective. G1 shifting objectives Vs DoK Morathi, slaughter queen on cauldron, medusa, 2 hag queens, 2x30 witch aelves, 10 sisters of slaughter, 2x5 heartrenders First time playing with a murderhost- all been theoryhammer up until this point. Deployed first. Took first turn. Horrified at how quick you can motor up the board with a murderhost. 2d6, 2d6, move, charge and then pile in. Hit the wall of witch aelves, bounced off after causing minimal damage letters/hounds got murderised in return but I lay claim to the objectives. Dok spent a command point on a double pile-in during their turn. Which made a massive dent in my remaining troops. T2 Primary objective changed to be in the middle where he now had the majority of his force + morathi. Then his Heart renders dropped in. The end was nigh. Result- loss G2 places of arcane power Vs moonclan Cave shaman, 3 shamans, 60 grots, 40 grots, 15 cave squigs, squig gobba, mangler squig, colossal squig, 3 fanatics, some herders Took first turn, sent flesh hounds forward to make a screen just infront of his battleline but didnt charge. Bloodthirster and blood throne took two objectives. Sent a blob of bloodletters to threaten the third. Managed to get to the end of t3 still holding objectives. At which point Id wont on points. We played out for kill points, it was fun and bloody. Afterwards opponent said probably played too cautiously, waiting for a gap to open up to send the collosal squig through. It didnt happen in time. Result- victory G3 scorched earth Vs tzeentch Changling, blue scribes, LoC, shaman on disc, 3x10 pinks, 10 tzaangor, 2x10 blues, Most exciting game of scorched earth ive ever played! Looked over opponents list then completely forgot about accounting for the changling when I deployed. Changling appeared by my left objective after setup. I mentally kick myself as bloodsecrator wasnt going to move, bloodthrone needed to keep up with the advance and the bloodthirster was on the far right flank. T1 wasted a move sending the bloodthirster back into the middle of the board. Murderhosted up the board and engaged his lines in the middle and on the right. Killed some blue's, a couple of tzaangor and some pinks. Not enough to take an objective. In return he zapped stuff with his tzeentchy spells. revealed the changling and summoned some brimstones + used destiny dice to charge into the fleshhounds on my left objective. [Hindsight- after checking the tzeentch errata i literally have no idea how he got 10 fatepoints to summon. I count max of 8, not including the things I dispelled with the fleshhounds. hey ho] He couldnt burn it R1 but he went straight for burning it it R2 and promptly rolled 1pt. The fleshhounds killed the changeling and the brimstones over the next few rounds of combat, so made up some killpoints but the objective was gone. T2 i claimed his objective on the right. He cast the chains spell to stop me advancing to his middle objective. Which i wasnt too bothered about, I was only intending on sitting on his objective and then burning it as late in the game as i could. T3/4 He had to run/charge his tzaangor onto his right objective to reclaim from my bloodletters & doggos. He made a cautious move towards my middle objective with the LoC, scribes and shaman. Armour of scorn on the bloodthrone paid off in dividents as I made some good clutch saves to keep it alive. It sped around his advance, summoned 5 bloodletters who sneakily claimed his middle objective. Burnt it for 1pt. His shaman charged my middle objective. Bloodsecrator died at some point to a combo of shooting/magic/combat. My Bloodthirster charged the tzaangor on his right objective. Some good rolling wiped them out. Objective back to being mine. My T5 Bloodthirster ran as far as possible back towards my right objective, I summoned a herald, who summoned some blood letters. 6 models protecting my last objective. His turn 5, i was up 3 points. He moved his shaman on disc 16", summoned another unit of brimstones and used destiny dice to guarantee a charge onto the objective. Ultimately I couldnt kill enough to stop him claiming the objective. He burnt it, rolled a 5, scored 3. Draw on points. He took it on kill points. Result - minor loss Bought some of the 32mm cloud style cluster movement trays from the firestorm shop. Enough for 60 models. Joked that if I went past a 24hr tesco on the way to the hotel id buy some glue and rubber bands. As it happens I did, so I did. 100% would recommend these if you have lots of models to push about. So much so, that I bought another 60 on sunday. G4 total commitment Vs grand host Vampire lord, arkhan, vlozd, 2 necromancers, 30 grave guard, 2x5 direwolves, Mortis engine Took first turn. Hurtled forwards with two blocks of bloodletters one towards each corner objective. Left side stayed out of range of the zombie dragon, and outnumbered the direwolves. Fleshhounds followed up to support. Two key moments decided the game - 1 bad movement with bloodletters on the right. Should have gone really wide around to the right and hit dire wolves from flank to avoid grave guard butchering me. I didnt, and to compound it I rolled a 4 to charge. Should have rerolled it, but didnt. Couldnt veer enough to wrap around the dire wolves. Would have probably been better just not charging in and being out of position for his T1 rather than squaring up to the graveguard. After combat, he had killed 27 bloodletters. - 2 BUF vs vlozd. Fluffed first combat round with BUF. 7 dice, 4 hits, 3 wound, he saved them all. To be fair he didnt roll particularly well striking back either- I think I 'only' took 8 wounds in total. Next turn I kicked out 10 damage, but he finished me off. At the end of my turn 3 it was 15-3 on points and i had a handful of depleted fleshhound units left. Vlozd took my left objective. Grave guard mowed down the middle of the board. arkhan took my right objective by magicing off a summoned unit of bloodletters. By the end of his turn 3 it was 15-10 and I had nothing left to challenge him with. 15-17, 15-24.. Result- loss G5 border war Vs KO Admiril, 2xkhemist, 3x10 arkanauts 2x9 endrinriggers, ironclad Not the zilfin list- something pirate-y with rrs to hit and a couple of use one per game abilities. T1 had a full unit of bloodletters shot off + a couple of fleshhound units. In return I moved up, claimed objectives. Bloodthirster charged the ironclad, had to use a command point to reroll the charge. Took a torpedo hit (forgot about that bit) but still rolled like a champ and did 18 wounds. That was the only kill I would get. Bloodletters on the left failed their charge and werent in range to use a command point for a reroll. T2 KO endrinriggers charged in and finished the job taking only minor casualties in return. Tabled. Result- loss Probably need to do some homework here. Figure out what the optimum distance to maintain is. Being able to move + have a good chance of a successful charge vs being in range of various weapons to be shot at. Self assessment: this weekend I wasnt even adequate In hindsight- Caught out by not having a bloodsecrator. So use to to having +3 to run/charge on a key unit each turn. Sorely missed. Also range of banner only 18. Need to recalibrate ive become a bit complacent with the gorepilgrims bonus range. Forgot about BuFs stampy ground ability completely. His lash only caused 1 damage all weekend and didnt manage to drag anything into combat. BuF nowhere near as versatile as WoK. Missed the run + charge & rr hits vs Heros/monsters. Guaranteed mortals from breath attack, better range on the other shooting attack +2 to dispel, ill take that too! Occurred to me that if you go first as an alpha strike the risk of being double turned back has gone down from 50:50 to 40:60 (give or take c2%). Overall I felt a lot out of practice and would have liked to have spent more time looking at battleplans than painting and wished id had at least one practice game with the list instead of going in cold. Thinking about how to go about doublestacking two units of bloodletters so you can counter pile in with a second wave Or with fleshhounds on the edges to pin a unit in place for their turn 1/2. Summoning: need to take a spare bloodthirster Revising list to: Wok bloodthirster (immense power + deathdealer) Bloodsecrator Murderhost Bloodmaster/herald (ulgu: betrayers crown) 2 x 30 bloodletters 6 x 5 fleshhounds 2000pts exactly
  17. @Ravinsild said stuff I feel for you! When i started playing aos it was impossible to get a 2000pt game. The club i went to wanted to run 1000pts games to let new people play without a big barrier to entry and then ran a couple of big 4-8 player games with 750 pts each (4 teams of 2x750pts). First 2k game I played was at a tournament. Eye opener! If youre playing people who are gold tier, make sure you debrief with them afterwards! Ask what you should have done differently. If youre not learning from a loss, youve probably wasted a game. Always ask your opponent what their effective range is. Whats the max distance they can move + shoot. Or move + charge. Its not a crime to castle up or deploy on your back board edge. Imo playing khorne at 1k / 1.5k and 2k or more than 2k are completely different experiences. Very much reliant on buffing characters to supercharge units. Characters are a big investment in a small game, and battallions should probably be out of the question. You can only really choose one or two types of buff giving you a very one dimensional army. Allegience ability relies on killing units. Smaller games, fewer units, less potential tithe points. However, big games above 2k crazy good for bloodtithe points. Rather than trying out every list/battalion to see what is the best, figure out which units you enjoy the most and have a playstyle you like and stick with them until you know them inside out. Agreed with @mastercrafted Reavers are just ablative fodder. Their blood isnt fit for drinking, merely spilling. The biggest decisions with them should revolve around: A) Do i place a unit behind them to counter pile-in when they get charged and die or do I place my unit more than 3" away? (For example if you know someone can double pilein, or if you are going to be charged by two killer units or if you think shooting/magic will remove the reavers before combat. B) If the unit behind the reavers piles in after they die, will it still be in range of any buffing characters come the start of my next hero phase? C) If they get charged, will the opponents unit be within 16" of a slaughterpriest? Just because the reavers rolled a 6 to run doesnt mean you should pelt them forward the full distance. you could totally setup reavers as range finders for bloodboil.
  18. I read is as being able to do both. Along the same lines of the faq on the bloodstoker to being able to give both +3 run and' +3 charge in the same turn even though the wording is 'or'
  19. Khorgies dont have 'mortal' keyword so asp db, warshrine and LoKoJ cant buff them
  20. You may find that even at 140pts and being pretty immobile the bloodsecrator is just value for money. Extra attack and battle shock immunity in an 18 inch bubble that works on mortals and daemons alike. Whats a Super khorgorath?
  21. Khorne from realm of ghur. Brazen rune on bloodsecrator Slaughterborn and gryph feather charm on the skullmaster (feather is -1 to hit and possibly +1 to move cant quite remember).
  22. Also the demise of the murderhost may be greatly exaggerated. If the internets are correct @Dan.Ford finished second at Bobo with it. Skullmaster, bloodsecrator, skarr 3 x 30 bloodletters 5 x 5 fleshhounds
  23. Wrathmongers serve a completely different battlefield role. They are a waste against basic infantry. Very good deterent against big smashy characters (maw crusha, guo, nagash). Youre probably not goint to find another unit for 180 points that unbuffed can take one of those off in a turn.
  24. Bloodwarrior heads have a ball bit at the bottom, bloodreaver ones dont. You could use some greenstuff for the neck, but the BR heads are nowhere near as big as BW heads. So may find that they look abnormally small a BW torso.
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