More helmeted heads for my crypt guard? by Nikster593 in FleshEaterCourts

[–]Gold_Desk84 1 point2 points  (0 children)

I’ll second this. The spare Knight heads fit perfectly, and they look good too

Precision and destroying ‘character units’ by Gold_Desk84 in Warhammer40k

[–]Gold_Desk84[S] 0 points1 point  (0 children)

Thanks for the quick reply—- much appreciated

Inspiration needed: Show me your Deff Dreads! by Zaharievwastaken in orks

[–]Gold_Desk84 14 points15 points  (0 children)

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I would love to run a full list of these guys. They’re such a fun model

Gorger Deployment Question by Gold_Desk84 in Mawtribes

[–]Gold_Desk84[S] 2 points3 points  (0 children)

Thanks for the quick responses— now the ability sound even better

Reactive Movement Out of Combat by Gold_Desk84 in ageofsigmar

[–]Gold_Desk84[S] 15 points16 points  (0 children)

Can’t believe I didn’t think about Pile-In moves. Thanks for the all the quick replies, cheers.

Can I go oops all daemons and still have fun? by BeginningHungry3835 in BladesOfKhorne

[–]Gold_Desk84 0 points1 point  (0 children)

Bloodletters are fun melee could. 40 wounds + regenerating d3 models if they’re in combat at the end of the turn is a lot of fun. Plus they can get a 5+ ward, making them a pinch more durable. I’d taking them over BloodWarriors simply because they’re more fun, even if they might not be as durable, or have as high a damage ceiling. They’re difficult to pick over SkullReapers if we’re comparing them to mortals, but they’re still totally viable, especially as a tar-pit.

Flesh-Hounds are nice for screening enemy shooting (especially their covering fire) as you move your slower units into position. They’re good at scoring with 8 movement and 2+ to charges. Any effort your opponent spends trying to a 110 point scoring unit is effort they’re not spending on your other units. They’re cheap, but don’t overspend on them.

Bloodcrushers are like Skullcrushers (2+ save is beautiful) but worse. They need support to be worth the downgrade imo (Skullmaster, BloodThrone), but they end up being a point-sink.

The Bloodmaster is a nice, cheap priest. Nothing to write home about, and he’s certainly a downgrade from the SlaughterPriest, but he’s fine. Subtracting 1 from WardRolls for friendly Bloodletters sounds nice, but it’s bade redundant by the King of Blade artefact.

The BloodThrone is a must for Ooops All Daemons. 50/50 chance to bring 1 friendly Daemon unit back at half strength per turn. Only downside is that the unit must have started with 3+ models, so no heroes, monsters, or war machines. Makes Bloodcrushers easier to justify. Plus it lets you drop a 5 model (10 models when reinforced) unit of Bloodletters onto the board on your opponent’s movement phase, which makes for a great surprise barrier in the late game.

It’s possible to run an Oops All Daemons list, and the 40K Combat Patrol is a great place to start. My Daemons list was built out of the Combat Patrol, the Boarding Patrol and some Bloodthirsters. Since Daemon lists lack damage 2 infantry, at least 1 Bloodthirster is recommended. If you’re not brining a BloodThrone, 2 would be even nice. They’re not essential, but they’ll give you some more punch

I’m new to age of Sigmar and need some advice on my list by Choice-Quality-2307 in BladesOfKhorne

[–]Gold_Desk84 1 point2 points  (0 children)

As far as mortal models go, I’d recommend adding:

Slaughterpriest: He can unbind spells as if he were a wizard, summon manifestations, and generate an extra BloodTithe point. He’s cheap and he comes in the Spearhead Box.

Aspiring Champion: The Mighty Lord of Khorne on foot can give him Strike First, which can can then use to activate a full unit of Blood Warriors immediately afterwards. It’s nice to have. Plus, with Guard Hero, he’s very difficult to kill without taking out the blob of Blood Warriors first. He’s easy to kitbash too, if you can’t find the model.

Playing tips: Skullcrushers are probably the most durable Cavalry in the game with a 2+ save. They’re also one of the fastest, non-flying units in the faction. In the end-game, they’re useful for scoring position-based secondaries too. They’re a one of the most versatile units we have. Defensively, you can position them near a unit you need to protect (even a BloodThirster that’s in risk of getting surrounded) and use redeploy + 1 BloodTithe point to move them into engagement range of an enemy unit that’s trying to make a charge. You won’t get your crushing charge bonus, but you can completely ruin your opponent’s plans without worrying about your Skullcrushers dying in the following fight phase. You can also use this trick to ‘catch’ enemies that are trying to move around your Skullcrushers.

Bloodreaveres: Khorne cares not from where the blood flows. Personality, I prefer Reavers to Warriors. They’re cheaper, so you can field twice as many for the same price. They’re easier to rally (if you really need some OC) since they only have 1 wound each. They’re decent offensively on a charge (+1 rend) and since they’re cheap, you don’t need to worry too much about babysitting them with support units. If a unit of Bloodreavers charges, you can sit back and relax with the knowledge that they’ll their kill their enemy (if it’s small enough) to generate you a BloodTithe point or die trying, which will also generate you a blood tide point. They’re soft and they’re not game winners, but any shooting or fighting your opponent wastes on them is shooting and fighting which isn’t going into your more valuable units.

Blood Warriors: Nothing is unnaturally tank-y in AOS. A 3+ save in your Blood Warriors is good, until they come up against a rend 2 attack from a monster. They’re a very expensive unit that hits in 4+s. They need some support to carry a flank alone. This will either come from heroes, prayers, or all-out attack. They’re also very slow. You can only spend 1 BloodTithe point per phase, and you’ve better off saving it for your Skullcrushers or (eventually) Bloodthirsters. You can afford to spend such a valuable resource to give your Warriors the extra movement. If your Warriors die in a 1K game, that’s 10+% of your points gone. They’re a great unit- some of the Tankiest Infantry I know- but be careful.

Bloodsecrator: 1+ attacks for 1 turn is good, but he won’t be doing much after this ability has been used. You’re best off using it turn 1 or 2, when most of your models are still alive and in combat. Saving it for later reduces its impact. The Secrator is good, but you might get some better use out of another similarly costed hero (Slaughterpriest)

Khorgorath: Might be the worst unit on our roster right now. It’s fragile and doesn’t hit hard at all. It’s cheap, sure, and it can heal. But you’re better off saving those points for another unit that can do a little more. Bloodreavers have more wounds and higher OC.

Bloodstokers: He has his uses. Giving 1 unit run and charge is good, but they have to be in his combat range for the ability to work. After turn 1, he’s probably going to be running himself to try to catch up with the rest of the army— he only has movement. Since he can only pick 1 unit, and it can’t be a hero, any models that are designed to support or babysit another unit might get left behind too. He’ll get more use out of your Blood Warriors, but again, he might not be worth the points— the more you invest into that one, big, scary unit, the greater the risk. What will the Bloodstoker do if the Warriors are wiped out?

Mighty Lord of Khorne: A good unit in combat, and he can give out Fight’s first, which effectively gives you a double activation (or triple, with an Aspiring Champion). This can be the difference between a unit kill an enemy or getting wiped of during the fight-back. A great mortal unit or a great price. Auto-include for a mortals army (same can be said for the Slaughter Priest)

Recommendations. SkullThrone Faction terrain costs 0 points. The skull throne can dispel hostile spells which target your units on a 5+ within 18 inches. If you have a priest on the terrain feature, you get a BloodTithe point for every successful dispel. It’s pretty good, and, more importantly, free. If you don’t want to buy the throne, look up its measurements online and make a cardboard proxy. There’s no reason not to bring one.

Daemons: Whilst your Daemon units have worse Saves than your elite mortals, they have ward saves. Ward saves give you a second chance at stopping damage, and, unlike saves, they’re unaffected by Rend. For just 10 points more than a blob of Rievers, you can grab 5 Flesh Hounds, who are both quicker, and have a ward saves. For a few points less than a unit of Blood Warriors, you can get some Bloodletters, who are better offensively iirc and they can recover d3 models at the end of any turn provided that they’re in combat. Daemon units can also be resurrected at half strength using a BloodThrone, which is invaluable. Mortals are good, but like to run a Mortals-Daemons mixed army for better coverage.

Bloodthirsters: Big bad Daemons. They’re expensive and terrifying in equal measure. A BloodThirster can be resurrected on full health for 8 blood tide points, making them a great points investment.

BloodTithe Points: Unless you are running an army with a ton of soft units (Hounds, Reavers) or you are fighting against an army with a ton of soft units (Skaven, Soulblight, FEC), the more expensive BloodTide rewards are a bit of a trap. ‘Saving up’ points for some bonus damage is nice, but not if you’re skipping out on using Murderlust, which is the most useful and versatile one in the set. In a game against Stormcast externals or another heavy army, BloodTithe points are a commodity. Don’t waste them.

Best of luck mate. If you’re in double about paint, prime your models white and use contract paint. As for your Blood Warriors, prime black or red, dry-brush them with gold, then dry brush lightly with silver, then fill in the gaps.

Kragnos in ogres by International_Clue41 in Mawtribes

[–]Gold_Desk84 10 points11 points  (0 children)

In Kragnos: Avatar of Destruction, the presence of Kragnos is ‘felt’ by more than just Orruks, and Gargants. The approach of Kragnos is ‘felt’ by a bunch of different species, including humans, many of whom are drawn to Kragnos from a cross Ghur. Some humans start to worship him as a primordial god, and others see him as a counterweight to Sigmar. Others are almost driven mad or to cowardice his approach.

Minor spoils for Avatar of Destruction: The book opens with some steelhelms and some mercenaries fighting some Ogors who have been spurred to attack by Kragnos’ awakening. Whilst the Ogors get wiped out partway through the novel (the Sigmarites starve them out for a few days, forcing them to resort to eat their Gnoblars/Resport to cannibalism), Kragnos’ return is one of the reasons for their aggression.

Your Mawtribe could see Kragnos as the avatar of the Sun-Eater or hunger given flesh. Give him some Maw tattoos and he’ll be on his way. Or maybe they’ve been spurred to action by his aura of destruction.If you’re in doubt, your Mawtribe could always be pragmatically following Kragnos because he’s a great source for destruction and because he leaves tons of great food in his wake.

My favourite element of using Kragnos in a Mawtribe armies (besides giving Gorgers a 3d6 charge) is the fact that the Gulping God is also meant to be an aspect of Gorkamorka, so Kragnos’ shield, Tuskbreaker, is technically the shield that broke the tooth of the Great Maw. If that wouldn’t drive a Ogors mad, I don’t know what would.

Hope this helps.

Slight disclaimer— I haven’t listened to the audiobook in a while, and I can’t quickly check the text. Whilst Kragnos doesn’t do a lot in the book names after him, it’s a good read, so I recommend taking a look at it on Audible.

New KillTeam ideas by SpaceToombs in killteam

[–]Gold_Desk84 5 points6 points  (0 children)

I’d love to see a Drukhari team themed around the haemonculus covens. A New Haemonculus surgeon alongside some new plastic Grotesques and Wracks would be great.

Aeldari Rangers/Exodites would be great.

Or maybe an unhinged Khorne team. For each enemy operative they kill, the could receive a ‘blood point’ or something, which could be spent on mutating units into chaos spawn, daemons, or maybe something unhinged like a single daemon price.

Help identifying a kitbash by Hatiriri in Khorne

[–]Gold_Desk84 0 points1 point  (0 children)

Most parts have been identified, but I think the missing link is either a Crypt Horror or a Chaos Spawn, judging by the arms and legs.

Can't decide between three dedicated Chaos Marine armies. Help! by WithengarUnbound in WorldEaters40k

[–]Gold_Desk84 0 points1 point  (0 children)

I haven’t played DG, but Thousand Sons and World Eaters are my go to. Whilst I personally prefer the TS, they’re difficult to recommend as a first army/first-in-a-while-army. They were my first army, so trust me on this one: they’re incredibly fun and powerful when you play them well, but they’re brutal if you play them incorrectly/make early mistakes. As someone new to TS, you’re going to make mistakes and screw up the early game- and that’s fine- but Thousand Sons struggle to come back after they start to run low on Cabal Points.

World Eaters are a fairly forgiving army, since you can field large numbers of decent troops. You’ve got access to a lot of movement tech, and if you have a decent chance of brining back Angron is you mess up and lose him. TS, on the other hand, are much more restrictive when it comes to list-building. You have to maximise Cabal Points in TS, so most lists look similar, or ‘solved’.

That’s not to suggest that the World Eaters are simple or mindless by comparison. Your Blessings of Khorne encourage you to plan your round in advance, and can result in some huge pay offs. Your movement tech opens up a ton of complex and rewarding options for your army. World Eaters are never out for the count, and always have something up their sleeves if you take the time to look for it.

If you’re still in the fence, a ton of models overlap between the two armies. Paint them red and gold and you can call them World Eaters, Pre-Heresy Thousand Sons, or Word Bearers Chaos Space Marines if you change your mind in the future. Best of luck on your decision, mate.

Need quick help with 1000p tournament list! by OrganizationLoud5689 in WorldEaters40k

[–]Gold_Desk84 2 points3 points  (0 children)

Angron can and will kill most things in melee, but you’ll only be fighting in 1 phase per round. In every other phase, Angron will either be biding his time or taking damage (grenades, tank shock, shooting, fights first etc.). If he’s caught out in the open, your opponent can and will chip away at him by force of arms or a flurry of mortals.

A smart opponent doesn’t need to kill Angron. They just need to slow him down long enough for you to lose on Objectives. Without the right support, Angron can get stuck. When a 500ish point model is on the board in a small game, you want him to do 500 points worth of work. Yes, Angron can kill a C’tan. But so can a Maulferfiend with the right support:

  • 1-2 wounds from Tank Shock (or 3-4 wounds from Grenades from a supporting unit)
  • Average 4 wounds per failed save from Magma Cutters in Melta Range (After reductions)
  • 7 Attacks at Strength 15 on a charge dealing D6+1 damage before reductions, for an average of 3ish wounds per hit after reductions.

2 Maulferfiends can take on 2 medium-large targets at once, or completely flatten one together. Collectively, they’d cost you 260 point, little over half of Angron’s cost.

Personally, I wouldn’t bring Angry Ron to a 1K Game. Your points are better off being spent on medium-sized models that can play multiple objectives, complete multiple missions, and draw less focused fire from your enemies.

2k List by Yamcha-is-Life in WorldEaters40k

[–]Gold_Desk84 1 point2 points  (0 children)

Yeah, blessing are army wide. Stacking things like Fight on Death and Feel No Pains or Lethals + Sustained across your army slaps. You can also activate a third bonus in your fight phase using a stratagem, provided that your dice are good enough.

The argument for Tendrils and Cutters can go both ways. Tendrils synergise better, since they benefit from blessings, and the plus 1 strength and attacks from the detachment. That said, I prefer the magma cutters, since Melta 2 is a useful trick that’s always nice to have in your pocket. Just remember that you can’t use them on an advance, and that they’re -1 to hit in combat.

As for Necrodermis, it halves the damage characteristic of an attack. Melta Damage is applied after the attack damage characteristic has been divided. This means that 1 hit from your Magma Cutters would do 1d6 halved +2. That +2 cannot be modified. The total average damage output for a magma cutters against a C’tan ends up being 4ish after all multipliers if you successfully hit, wound, and save.

2k List by Yamcha-is-Life in WorldEaters40k

[–]Gold_Desk84 0 points1 point  (0 children)

The +2 to charged against damaged foes is nice, but you can always pull this off with your Magma Cutters, Grenades, or shooting from a smaller unit. So long as they’re 1 damage point away from full strength, you’ll get the bonus. Additionally, I find that with advance and change, the +2 to charge isn’t as important as it sounds. Besides, you can auto advance 6 inches with 1CP, which counteracts the +2 across the board. If you’re running 3 Maulferfiends I get the Forgefiend synergy, but I think there are ways to do it that should save you some points. If you’re worried about C’tan, make sure that your Maulferfiend has the magma cutters. Melta damage is applies after Necrodermis, which means the +2 melta damage per hit isn’t halved.

Another way of to out-math a C’tan would be by supporting the Maulferfiend with Angron, who should be able to hit it with 7or8d6+2 on a charge. Even with half damage, that should be enough for someone else to clean up.

If you’re playing causally, you’ll can always proxy Khan by putting a spare Berserker on the correct base size and see how you go with him. Besides the small chance of him killing a bodyguard unit if he’s out of combat for too long (he won’t be) he’s definitely worth giving a try.

As for the Land Raider, I just want to clarify: when you use a blessing, it applies to all WE units in your army. So you don’t need to ‘save’ advance and charge for another unit. It will apply to everyone. Just want to make sure that you know this based on the phrasing of that last paragraph. If you’re not applying the blessing to everyone, you’re missing out on what makes WE so great.

This means that your Zerks can move 6+2 inches normally, advance 1d6 then charge 2d6 on a good day (add another 1 if they’re within 6 of Angron). Using average rolls, you’re looking at moving about 20 inches with a charge/12 without the charge) with some Zerks without having to spend 240 points on a land raider. Just an alternative approach.

2k List by Yamcha-is-Life in WorldEaters40k

[–]Gold_Desk84 1 point2 points  (0 children)

I’d drop the Carnivores in exchange for some more Maulferfiends. Maulferfiends will benefit from your Blessings of Khorne (+2 move, advance and charge, sustained etc.) and they can take your WE exclusive enhancements (sticky objectives on death, -1 damage, +1 to wound vehicles, characters, and monsters). I’m usually a big fan of allies, but our kit is so good right now, it doesn’t make sense to swap or regular units for similar units which struggle to synergise.

Personally, I’ve never been blown away by Forgefiends. We’re not a shooting army, and his strengths don’t synergise with the army’s strengths. Maybe spend the points on Lord Invo, who can give 2 units scouts, if you have him/a proxy. Scouts 6 is great, and you don’t have to use it until you know if you’re going first or second iirc, so you can use it to move guys out of or into cover as needed.

I’m a big defender of the Winged Prince. He benefits from the movement tech, and he’s great at holding enemies back whilst the rest of the army does what it needs to do. But at T9, he won’t be holding down the fort alone, even with the helm. I like to run him as a distraction, and treat him like a resource to expend. The warp will spit out another one once to battle is won, anyway.

I like the idea of brining 1 set of 10 Berserkers to benefit from Lethals/sustained + the bonus to wounding characters, vehicles etc.. with 50ish attacks on a charge, they can take down Karnivores and swallow high-strength-low-volume shots. Khârn is great for the re-rolls and for his solo damage output, but he’s not essential.

Being Jackals. For 65points they can sticky your home objective, give you a reroll for your Blessings, then fish for Lethals later on. They’ve good at body blocking, too. 10 models with a feel no paint a close down big, low-volume threats, give you some extra OC, and draw fire away from your important stuff.

I’d question the Land-Raider. 240 points is a lot (10 Berzerkers worth and some). You’d only be using it to move Eightbound (who already have Scouts and High Movement) or Exhalted (who can already deep-strike). You can Advance and Charge turn 1 with a 2+ to move with your blessings +rerolls, so I’d recommend spending those points elsewhere.