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Made in no
Been Around the Block




Hello
I want to use the Astral Grimoire with the butcherhorde, i plan on taking a CAD with a Sorch and AStral Grimoire 2 cultists, and a Heldrake and a sicaren tank. How do i use the Astral Grimoire to full effeckt? Should i have one big unit, lead by Kharn, getting the 12" move, or should i keep the units smal, and have more threats?
   
Made in us
Longtime Dakkanaut




I think if you are mixing in the grimore and Kharn a big unit may be the best bet.
It's tricky tho, as if you deploy first, your opponent will deploy away from your blob...
I'm not being much help here.

DFTT 
   
Made in no
Been Around the Block




Well, a 20 man unit have quite the footprint. So i can place them in the middle, and then have a large threat range. I can also squize a Lord with Talisman of burning blood in there, to get even more movement. Then i have 2d6 +3 12"+3 and a charge 2d6+3 range on the first turn. If i plan it right, i can get them in CC in such a way that they dont win the combat outright, the big blob is then immune to shooting for a turn.
   
Made in ph
Lurking Gaunt




Singapore

Can you charge in Turn 1? I think you cant charge in top turn 1.

1750 
   
Made in ca
Automated Rubric Marine of Tzeentch





heavybtakingowa wrote:
Hello
I want to use the Astral Grimoire with the butcherhorde, i plan on taking a CAD with a Sorch and AStral Grimoire 2 cultists, and a Heldrake and a sicaren tank. How do i use the Astral Grimoire to full effeckt? Should i have one big unit, lead by Kharn, getting the 12" move, or should i keep the units smal, and have more threats?


You would probably be best off using two units which would allow to get two units into CC by turn two guaranteed. Any more then that would probably be inefficient.

 
   
Made in us
Longtime Dakkanaut




Northridge, CA

 tryke wrote:
Can you charge in Turn 1? I think you cant charge in top turn 1.
On the turn you Scout or Infiltrate you cannot assault, just like entering from Reserves or Deep Strike. If you so none of those things, nothing prevents turn one charges. This is one of the great things about the Butcherhorde: fast units have a very high chance of getting a turn one charge on the enemy.


Automatically Appended Next Post:
 andysonic1 wrote:
 tryke wrote:
Can you charge in Turn 1? I think you cant charge in top turn 1.
On the turn you Scout or Infiltrate you cannot assault, just like entering from Reserves or Deep Strike. If you do none of those things, nothing prevents turn one charges. This is one of the great things about the Butcherhorde: fast units have a very high chance of getting a turn one charge on the enemy.

This message was edited 1 time. Last update was at 2016/12/29 17:21:21


 
   
Made in au
Unrelenting Rubric Terminator of Tzeentch





You most certainly can charge on turn 1 unless you scouted or infiltrated. The WE pre game move allows them to still charge afterwards as it's neither scouting nor infiltrating. That move plus the change to jump infantry from the grimoure and the additional movement from the talisman would give you a good opportunity to charge almost anything turn 1.

As for how to do it, I think you'd be best served by haing 1 bigger unit as your main threat deployed centrally with smaller threats off to the sides that can also be grimoured if needed to tie something down to allow the other squads to get into place, with the grimoure meaning that even squads on the other side of the field can quickly change position if required.

 Peregrine wrote:
What, you don't like rolling dice to see how many dice you roll? Why are you such an anti-dice bigot?
 
   
 
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