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![[Post New]](/s/i/i.gif) 2015/03/05 16:24:26
Subject: Bloodthirster do's and dont's
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Lone Wolf Sentinel Pilot
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So as happens from time to time I get excited for the release of new units. I have always been a fan of Khorne Daemons- just never enough to warrant the building of at least an allied force. That has changed with the release of the (my opinion) beautiful Bloodthirster model on Saturday, and while I am mostly getting it simply to paint, I am going to have a small force of Daemons to ally to my Chaos marines so I can use it.
I've never played with Daemons, but do have the Codex. My question is two pronged:
1) What are the general tactics when using Khorne and Bloodthirsters? (I've been playing for 15 years so don't be afraid to get too into theory crafting)
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2) Are there any rewards loadouts that are somewhat competitive that don't revolve around the Blade of Blood/The Eternal Blade? I rather like the Greater Rewards table and have considered doing 2 Greater, 1 Lesser Reward- exchanging one of the Greaters for the Blade of Blood if I don't roll what I want (+1W/IWND more specifically).
I know Khorne is the least competitive of the lot of Daemons but I enjoy taking units considered to be weak and trying to be competitive with them (I play Khorne Chaos Marines heavy on Berzerkers with no Land Raiders). So I'm no stranger to weak builds.
Thanks everyone.
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![[Post New]](/s/i/i.gif) 2015/03/06 14:55:31
Subject: Re:Bloodthirster do's and dont's
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Waaagh! Warbiker
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I personaly run a bloodthirster with 2 greater rewards (never seen the point to lesser rewards) or 1 greater and 1 exalted reward (exalted stuff has some sweet things in it for khorne).
Normaly I dont fly my Thirster I tend to take a distraction unit (15 hounds) and jump the thirster from cover to cover whilst the hounds try to take some of the fire power away from the thirster.
I have only had...maybe 10-15 games with a bloodthirster so Iam proberbly not the best stuited to answer this.
The new bloodthirster model is really nice ( i think) but its like massive so harder to get coversaves ect.
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Sankhkare (the dynisty of the dead)
Overlord: Soriskh (above all else)
GW= Scissors are fine, Paper is broken, Signed Rock |
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![[Post New]](/s/i/i.gif) 2015/03/06 15:13:36
Subject: Bloodthirster do's and dont's
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Crazed Spirit of the Defiler
Ireland
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Yeah, I run it the same as jackblg. Two Greater Rewards for survivability, trading in anything not that useful (3+ Armour save...) for the Blade of Blood.
Bring enough things to run forward in a single turn that they can't focus on him and just use him as Jump Infantry.
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By the 37 keys of Tzeentch,We open the way for our brothers,
By the 1000 whispers of Slaanesh we call to them,
By the 12 plagues of Nurgle we fell their enemies,
And by the mighty axe of Khorne we cut open the world for them!
- Ritual of Summoning, Recited by Amphion and Zethus Dark Sorcerers of the Deimos Peninsula,Kronos
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![[Post New]](/s/i/i.gif) 2015/03/06 15:17:02
Subject: Bloodthirster do's and dont's
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Resolute Ultramarine Honor Guard
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I ran mine with 2 Greaters and a Lesser. The two greaters were there for survivability, and the lesser was just in case I rolled two good Greaters (Reroll Invulns, 4+ FNP, +1 Wound and IWND...), which would pretty much guaranteed that I would get the second weapon for an extra attack (Aetherblade being specialist as well...).
However, in 7th, the best way to run a Bloodthirster is by having one of your heralds/pink horrors turn into it. Tzeentch and Nurgle Daemon Princes being unlocked is much better.
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warboss wrote:Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be. |
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![[Post New]](/s/i/i.gif) 2015/03/06 18:19:50
Subject: Bloodthirster do's and dont's
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Krazed Killa Kan
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You shouldn't really care about jumping from cover to cover as it has a built in 4+ jink. The distraction unit is key. 2 greaters is where I find the most value. I don't worry about lessers or changing his weapon as the axe is alright in my books. It's important for survivability getting an extra wound and reroll invuls, etc. The greaters are all decent (aside from the 3+ armour).
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