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Post by nsc on Jul 27, 2015 8:10:28 GMT -5
I was hoping some servants of Chaos would chime in detailing any success they had using this guy, I love the sculpt, love huge hulking monster dudes, but he's fallen pretty flat each time I've used him.
Now, I know one of the times I used him I just ran him into a hellpit, and he lasted a little bit lol but he was definitely a sacrifice that game, another time I ran him into some skeletons and while he made back his wounds he didn't really dent them because the bonepiles kept standing back up lol!
Still I'm pretty sure it's correct to just run him into infantry because his taker of heads rule, where he heals a wound whenever he inflicts a casualty in a combat phase (so he heals during your opponents turn too!)
Though be sure to support him if he runs into something durable like skeletons!
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Post by tyrnakandfenrir on Jul 27, 2015 9:06:17 GMT -5
I'm no servant of chaos but my brother uses it every game we play (mostly cause he only has 80 odd wounds), and it's pretty clear he's a lesser monster. He's worked best when going into my glade guard, taking out a couple models a turn and staying at full health almost. Also with his ability to reduce bravery of units around him, anything with average bravery (i.e. not skeletons) he can make a few run away a turn as well.
One thing I could see people doing with him is buffing him with the bloodstoker so he can charge 15", and tying up a fast unit of horses or whatever, limiting their mobility. My brother did that once with my glade riders and we were in combat for 3 full battle rounds so I couldn't run around his back raining arrows on him.
Maybe if you could get a second one, it's still one monster warscroll, that would be much more effective.
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Post by nsc on Jul 27, 2015 9:11:59 GMT -5
Maybe, but losing a whole Khorgorath to a bravery test sounds really bad lol!
I haven't played with a bloodstoker yet so maybe I'll try that next, I usually deploy my Khorne Bloodbound last after I'm satisfied with the beastmen and skaven that I've fielded.
Someone walked by and excitedly asked "IS THAT A BEASTLORD? I'VE NEVER SEEN ONE ON A TABLE BEFORE"
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Post by tyrnakandfenrir on Jul 27, 2015 9:26:37 GMT -5
That's true, didn't think of that. They have bravery 6, so you only lose the second on a 6 with no modifiers. Might still be a lot to risk.
My brother doesn't use the bloodstoker either, too many heroes, not enough wounds. He uses the mighty lord instead but I wonder why he doesn't use the bloodstoker to buff his bloodthirster.
Haha, that doesn't surprise me too much honestly, never played fantasy but it didn't seem like beastmen were the most popular army.
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Post by nsc on Jul 27, 2015 10:03:35 GMT -5
Yeah Khorgis (a lot like corgis really) are definitely small-time monsters, makes sense that you can take them in units, even with tourney comps you could have a bunch of them only taking up one monster slot! They're not nearly as impressive as a hellpit though, since the attack #s for Khorgoraths are 13 per battle round (3 shooting attacks, 5 melee attacks, 5 melee attacks) compared to hellpits like 24+2d6!
As for beastment they're weak, they still have a lot of weakness now (like gors are arguably some of the worst infantry, but they're still pretty good, it's hard to evaluate units objectively) but they're closer to equal than they've been previously.
Also bestigors are WRECKING BALLS, two attacks each, hitting on fours, wounding on threes and -1 rend, yes please! I've been very happy to throw these guys into knights and other tougher units and just watch even ten of them level entire units. Heck they don't fare so bad charging into even hellpits (as long as they swing first).
Ten of these guys could easily drop a khorgorath and not even break a sweat!
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Post by Jack Shrapnel on Jul 27, 2015 10:47:01 GMT -5
One thing I could see people doing with him is buffing him with the bloodstoker so he can charge 15", and tying up a fast unit of horses or whatever, limiting their mobility. My brother did that once with my glade riders and we were in combat for 3 full battle rounds so I couldn't run around his back raining arrows on him. ...don't forget you aren't actually tied up in combat now. There is no penalty for retreating on your movement phase and charging in a different unit or just trying to get out of range if you're quick enough... so long as you end your movement more than 3" away you're out of combat.
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Post by nsc on Jul 27, 2015 11:15:37 GMT -5
You can't shoot or charge in a turn that you retreated. This means that unless you have a unit to "pin" what you're retreating from you may be charged, unless you're cavalry with a huge move+run, although you won't get away from bestigors and gors who move+run+charge Khazrak the One-Eye, however, has a command ability which allows all brayherd units that are within 16" of him to retreat and charge.
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Post by Jack Shrapnel on Jul 27, 2015 11:47:07 GMT -5
some wood elf units can do that as well... glade riders come to mind.
I would think in terms of retreating with one unit to charge the unit with another that's better able to handle it, thus saving the retreating units.
ie: retreat squishy unit... insert big monster to fight instead!
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Post by nsc on Jul 27, 2015 12:30:02 GMT -5
Yeah, I might get a Khazrak actually, since Gors can run and charge they're very VERY good at getting into things like knights and chariots, so they're very useful at holding things in place for another unit to saunter on over and then slap it down.
I could see hopping a large unit of gors around, mostly now I just gum up something while bloodreavers and bestigors tear through other targets. I think it might be best for gors to grab an infantry block so old corgi can walk over, get a shoot attack off before eating some heads.
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Post by tyrnakandfenrir on Jul 27, 2015 12:37:46 GMT -5
Haven't used the retreating option very much if at all yet, still not playing tournament sized games since my brother doesn't have that my so my tactics right now are basically take out his bloodthirster, and his herald so no second bloodthirster and make sure glade guard are away from skull cannon. It gets a little stale only playing against one army. Once he finally builds the reavers from the starter set and his daemonettes he bought months ago the games will be bigger and I might try out some retreating tactics.
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Post by Jack Shrapnel on Jul 27, 2015 12:46:28 GMT -5
...or you could just make a trip down to get in some games with us
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Post by tyrnakandfenrir on Jul 27, 2015 13:01:26 GMT -5
Thursday nights are not possible and I work often on Saturdays. Not working this Saturday, I'll see if I can.
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Post by Tommy on Jul 27, 2015 14:12:54 GMT -5
Remember too if your opponent gets initiative and your second for the turn, you can get a double turn if your lucky. So if you have a unit that is going to get slaughtered in the ensuing combat you can retreat, move away and if your lucky and get initiative in the ensuing turn you can move and shoot again.
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Post by nsc on Jul 27, 2015 15:04:14 GMT -5
Yeah if you need to gamble that retreat the turn's flip-flopping is always a bet you can make.
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Post by WiltedAnimal on Dec 24, 2017 21:02:03 GMT -5
How would I use the ability 'taker of heads' for khorgoraths? Also all the other stuff you've written here is useful, thanks!
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