Author |
Message |
 |
|
 |
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2016/04/05 18:16:06
Subject: Gorepack vs murderhost - which is better?
|
 |
Potent Possessed Daemonvessel
Why Aye Ya Canny Dakkanaughts!
|
For those who are unfamiliar here are the bonuses for each formation:
Gorepack
-move through cover
-preferred enemy psykers
-fleshhounds get hammer of wrath
-bikers get shred on hammer of wrath
Murderhost
-entire formation gets +1 attack
-formation benefits from loci within 12"
Now the gorepack is obviously good at running straight at the enemy and (literally) hammering them. Benefiting from BFTBG is also quite good.
On the other hand...
The murderhost has an insane number of attacks (minimum models being 41): 164 on the charge. With the heralds loci you can also give the formation hatred AND the herald may take one of the new relics which gives all units of Khorne within 12" +1 attack. It is also very easy to make this formation into a daemonic incursion detachment by simply adding Karranack, who will also give his unit rage!
The murderhost clearly has more potential but it does require the investment of 8 units of fleshhounds. What is Dakkas opinion?
|
Ghorros wrote:The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
Marmatag wrote:All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/04/05 18:57:28
Subject: Gorepack vs murderhost - which is better?
|
 |
Fixture of Dakka
|
Depends what you want, If you want Bikes and not forced to take 8 units then Gorepack is just as good.
If you are doing a Horde Army MSU with multi Loci then Murderhost is better
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/04/05 20:13:46
Subject: Gorepack vs murderhost - which is better?
|
 |
Decrepit Dakkanaut
|
Gorepack doesn't actually require much investment, but is great to invest in at the same time.
|
CaptainStabby wrote:If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote:BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote:Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote:ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/04/06 07:17:58
Subject: Gorepack vs murderhost - which is better?
|
 |
Trustworthy Shas'vre
|
mrhappyface wrote:For those who are unfamiliar here are the bonuses for each formation:
Gorepack
-move through cover
-preferred enemy psykers
-fleshhounds get hammer of wrath
-bikers get shred on hammer of wrath
Murderhost
-entire formation gets +1 attack
-formation benefits from loci within 12"
Now the gorepack is obviously good at running straight at the enemy and (literally) hammering them. Benefiting from BFTBG is also quite good.
On the other hand...
The murderhost has an insane number of attacks (minimum models being 41): 164 on the charge. With the heralds loci you can also give the formation hatred AND the herald may take one of the new relics which gives all units of Khorne within 12" +1 attack. It is also very easy to make this formation into a daemonic incursion detachment by simply adding Karranack, who will also give his unit rage!
The murderhost clearly has more potential but it does require the investment of 8 units of fleshhounds. What is Dakkas opinion?
The BIG bonus that Gorepack actually gets is Fearless. The difference in staying power is ridiculous.
Small hound packs don't actually do that much damage. A squad of 5 hounds without bonuses does ~2 casualties to a tactical squad and they do 1 back. After that you trade wounds 1-for-1 on average. If a tac marine gets in wound vs your none in one round, losing another whole model to instability is pretty likely.
Hammer of wrath is pretty comparable to +1 attack on the charge. You trade 1 S4 auto-hit for 1 WS5 S5 attack. (HOW works out ever so slightly better vs tac marines). It also can't be taken away from you - whereas the +1A from Murderhorde can be denied if your opponent takes out the dudes in the middle.
Overall I think it depends a lot on the rest of your army though. A KDK army wants to be 100% daemonkin. It gains shooting power and some resiliency over Daemons ( FNP). A Daemons army has a lot more flexibility in other areas - screamers, heralds, daemon princes and psychic powers.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/04/06 07:27:00
Subject: Gorepack vs murderhost - which is better?
|
 |
Spawn of Chaos
|
Trasvi wrote:
The BIG bonus that Gorepack actually gets is Fearless. The difference in staying power is ridiculous.
Small hound packs don't actually do that much damage. A squad of 5 hounds without bonuses does ~2 casualties to a tactical squad and they do 1 back. After that you trade wounds 1-for-1 on average. If a tac marine gets in wound vs your none in one round, losing another whole model to instability is pretty likely.
Hammer of wrath is pretty comparable to +1 attack on the charge. You trade 1 S4 auto-hit for 1 WS5 S5 attack. (HOW works out ever so slightly better vs tac marines). It also can't be taken away from you - whereas the +1A from Murderhorde can be denied if your opponent takes out the dudes in the middle.
Overall I think it depends a lot on the rest of your army though. A KDK army wants to be 100% daemonkin. It gains shooting power and some resiliency over Daemons ( FNP). A Daemons army has a lot more flexibility in other areas - screamers, heralds, daemon princes and psychic powers.
Chiming in to say that KDK don't have daemonic instability.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/04/06 12:55:06
Subject: Gorepack vs murderhost - which is better?
|
 |
Dark Angels Librarian with Book of Secrets
|
Trasvi wrote:
The BIG bonus that Gorepack actually gets is Fearless. The difference in staying power is ridiculous.
Small hound packs don't actually do that much damage. A squad of 5 hounds without bonuses does ~2 casualties to a tactical squad and they do 1 back. After that you trade wounds 1-for-1 on average. If a tac marine gets in wound vs your none in one round, losing another whole model to instability is pretty likely.
The fearless is really good on the dogs, as you can use them as tarpit units. When I'm playing a Tetrad list, a squad of 20 dogs will tie up 1-2 princes for most of the game.
If the Murderhost is part of a Daemonic Incursion, and it should be -- then all unit's get to rereroll daemonic instability tests. This greatly lowers the negative effects of the daemonic instability - which means those losses of combat by 1 are not so bad. However, a daemon prince ID'ing 3 dogs a turn will still rip through a murderhorde.
|
This message was edited 1 time. Last update was at 2016/04/06 12:55:20
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/04/06 18:47:45
Subject: Gorepack vs murderhost - which is better?
|
 |
Pyromaniac Hellhound Pilot
|
Gorepack gets blood tithe so can summon some replacement hounds in late in the game doesn't it? That seems like a clear win to me!
|
This message was edited 2 times. Last update was at 2016/04/06 18:49:37
Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights |
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/04/06 19:06:23
Subject: Gorepack vs murderhost - which is better?
|
 |
Powerful Phoenix Lord
|
DoomMouse wrote:Gorepack gets blood tithe so can summon some replacement hounds in late in the game doesn't it? That seems like a clear win to me!
Kinda. Blood Tithe only works if you have lots of units with BFTBG. If you are just adding a GorePack to a CSM or Daemon list, you probably won't be generating many blood tithe points, unless you field the max number of Hound units, at which point you may as well just go with the MurderHorde. My suggestion is to build your models to use as both. Bunch of Hounds + a new box of 10 Chaos Knights for AoS (new oval bases) With minimal conversion (i.e. magnetizing melta guns) you can use those Chaos Knights as Bikes for the GorePack, or Blood Crushers/Herald on Juggernaut in the Murderhorde.
|
This message was edited 1 time. Last update was at 2016/04/06 19:08:38
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/04/06 19:48:39
Subject: Gorepack vs murderhost - which is better?
|
 |
Pyromaniac Hellhound Pilot
|
I thought it'd usually be best to field max hound numbers? Adds to MSU for one, plus they're the best thing about the gorepack (those bikes are a little pricey). Should be able to summon in somethingif the enemy kills them all and they kill NOTHING which is a little unlikely? That chaos knight suggestion sounds awesome though
|
This message was edited 2 times. Last update was at 2016/04/06 19:50:20
Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights |
|
 |
 |
|