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It looks great, I like a lot the threatening repose, it gives the model a savage and bestial look which it certainly deserves. Also the sharp teeth are a brilliant idea, I'll save them on my conversion idea repertoire for the future :P.

Blood for the Blood God! 

I did some work on the Khorne Lord on Juggernaut with the axe of Kor'Lath. He's made from one of the Blood Warriors from the Age of Sigmar starter set, and a Skullcrusher's Jugger and legs. I'm not quite sure about him yet - the idea of the reins integrating into the bloodfist or whatever it's called doesn't sit quite well with me. I'm considering exchanging the entire left arm with a Power Fist, also because that'd give the lord a bit more pow in combat until he dies. What do you think?
 

http://i35.photobucket.com/albums/d185/mkruijff/World%20Eaters/temporary_zps70ckaowh.jpg

 

http://i35.photobucket.com/albums/d185/mkruijff/World%20Eaters/temporary_zpsi0m82ctl.jpg

 

http://i35.photobucket.com/albums/d185/mkruijff/World%20Eaters/temporary_zpslvukticy.jpg

 

Thanks for your feedback and for looking :D

 

Replies!

 

@ The Traitor: Haha thanks! And go right ahead - I'm more than pleased if my work inspires others in any way. :tu:

 

@ Venomlust: Cheers buddy, much appreciated!

The AoS kitbashes are awesome - I hadn't given any thought to adding any more infantry to my KDK until seeing yours. I like the Maulerfiend conversion too, it does improve the menace of the model.

 

I also appreciated your comments on the CAD vs. the unique formations and had some of the same thoughts about the possessed and will have to give that some thought before my next game. I've found the possessed to be a great tar pit but a pricey one.

 

The WIP lord with the Axe of Ruin looks good too. As far as the powerfist, I assume the purpose of including this unit is to make a strong HQ unit more durable, in which case the powerfist would address issues with high toughness or AV units which he has otherwise. Even with the powerfist he's still right in the neighborhood of the other hard hitting HQs and effectively has 8 wounds for the purposes of Slay the Warlord.

I missed a lot of great updates. Must say I like it all especially the battle.

 

The remodeled fiend is awesome and looks a hundred times better. I also dig the jugger lord. Seeing those warp twisted bodies really makes me sad CSM hasn't had a plastic range reboot.

Great conversion as usual, I like a lot the screaming torso from the blood warrior! I wouldn't change the reins hand at all though, he looks fine as he is, and game wise I wouldn't stick too many things on him if his purpose is to die, but you can always say that the blood fist is a count-as power fist.

Thanks guys, for the comments. The Traitor made a remark about teh Axe of Kor'Lath that I'd like to comment and elaborate on:

 

[snip] I wouldn't change the reins hand at all though, he looks fine as he is, and game wise I wouldn't stick too many things on him if his purpose is to die, [snip]

I've seen a lot of batreps on YouTube, from many different casters, that stick the axe of Korlath on a cheap lord on a bike - to get a 'cheap' Bloodthirster. I don't like that tactic. The Axe of Kor'lath is basically an Axe of Khorne with an extra 30 point special rule. If the purpose of the lord is to 'die', you're basically paying a Lord (75), plus the Axe (60) plus the bike (20)=155 points for a Bloodthirster that will die sooner than a normal one - remember he loses D3 wounds/turn.

I prefer a different style of play with him: I don't believe the best purpose of the Lord with the Axe of Ko´Lath is ´to die, and to deliver the cheap BT´. My purpose with the whole ensemble of the Lord on Juggernaut with Axe of Kor´Lath is to do as much damage as possible and to influence the tactical decisions your opponent makes. That´s why I give the lord a Power Fist (specialist weapon) too. the Axe of Kor'Lath is an Axe of Khorne (30 pts base) with an extra 30 pts for the BT rule. The Axe is a specialist weapon too, giving me +1 attack - making the 30 pts for the Axe of Khorne actually do something. I'll also give the Lord on Juggernaut a Sigil of Corruption, making it avery fast, very hard hitter.

I then stick it in a unit of Fleshhounds, which have scout. If I get first turn, I scout them (and if I don't, I don't) along with the Lord, giving me complete board control in terms of a very hard hitting unit in the centre of the board. Sure, they can´t charge first turn - but they sure as hell threaten a lot of the opponents in the second. It basically gets shot in the opponent's first turn - but 20 wounds, all with 5++ is very hard to kill and destroying the Fleshhounds will either soak up all of the opponent's firepower - allowing my Rhinos and Maulerfiends to survive, or those  get hit and the unit survives. Either way, the Lord is very, very likely to survive and destroy something in turn two - and because of his survivability most probably in turn three as well. He will most likely die in the 3d or 4th turn - and probably by shooting of the opponent - which gives me a free summoned Bloodhirster in the opponent's turn, which allows me to immediately charge him in mine, as it wasn´t summoned in my turn! Having the bearer of the Axe of Kor'Lath killed in early game turns is sub-optimal, because the BT loses D3 wounds per turn. Which means the lord carrying it needs to die in the later game. So I might as well have the Lord account for something in those first three turns by himself! :thumbsup:

 

@ Midnight Runner: Thank you, buddy! I'm scooting over to your threat too to see where you're going with the hobby :smile.:

 

@ Sgt. Blank: Well, I'm glad I made you spend your money :tongue.::wink: About the CAD - yeah the Slaughtercult really is only viable in large points, and then only as part of the Bloodstorm formation. I'm working on an optimalized 1850 list, which I'll share here once it's more or less done. Re: the lord effectively having 8 wounds, you mean because of 4 wounds x2 due to the Sigil, right? :smile.:

 

@ Sagentus: Me too! The painting juices aren't really flowing ATM, though, back injury and work related stuff. Hopefully soon. :smile.:

 

@ hushrong: You should swing by more often! :smile.: CSM need a reboot, but I'm confident with the new TS, that more is on it's way. 

 

@ Race Bannon: Hnnggggh, hnnggggg..... BLOOOOOOOOD! BLOOD FOR THE BLOOD GOD!  SKULLS FOR KHORNE! UNLESS YOU START A CHAOS FORCE YOUR COWARDICE AND HERESY SHALL BE PURGED FROM THIS GALAXY!!! :tongue.:

Edited by Augustus b'Raass
Well okay I didn't know what was your intention for him, suicide bike is the thing I've seen the most but your idea seems pretty solid. I don't play KDK a lot as MoK is the one I like the less, but the times I do I've never played Kor'Lath, maybe I'll give it a try after reading this!

Since the axe provides ap2, have you thought of doing a claw+melta bomb vs a power fist to save points (with a slight reduction in high av killing power)?

You made me consider it, but only very briefly... the claw only has AP3 (which isn't a slight, but a (to quote a certain annoying orange) 'HUUUUGE' reduction in av killing power, the Axe itself only has Strength, and a bomb only strikes once. I'd gladly pay an extra 5 points to overcome those massive drawbacks. (Claw + Meltabomb = 20pts VS Power Fist = 25pts). :laugh.:

 

 

Well okay I didn't know what was your intention for him, suicide bike is the thing I've seen the most but your idea seems pretty solid. I don't play KDK a lot as MoK is the one I like the less, but the times I do I've never played Kor'Lath, maybe I'll give it a try after reading this!

Haha yeah... for me it's a simple choice:

 

Either:

pay 155 points for a Bloodthirster that will only last half the game and does nothing in turns one and two

Or:

pay 220 points for a rock hard Lord that gives me board control the entire game and which will yield a Bloodthirster that will last the rest of the game

 

Simple math tells me that I pay 65 points for a rock hard Lord on a Juggernaut that gives me board control and killy power in the first three turns. To me, that's not a choice at all. ;) I'm not saying this is the best and only way to play the Axe of Kor'Lath, I'm just saying that this fits my style of play with this army. :D :tu: 

 

 

Edited by Augustus b'Raass

tbh, when you say it like that i think your right in going for a lord that has more points ... whats the exact layout you are going using? have you got a full list ? I run your 1250pnt army through BattleClinic and it looked good to me, plenty of bodies (which i i like personally) and what looked like enough firepower for most situations. you might want a Hell drake at some point for pesky fliers haha 

tbh, when you say it like that i think your right in going for a lord that has more points ... whats the exact layout you are going using? have you got a full list ? I run your 1250pnt army through BattleClinic and it looked good to me, plenty of bodies (which i i like personally) and what looked like enough firepower for most situations. you might want a Hell drake at some point for pesky fliers haha 

Cheers, buddy!

 

The 1250 list I run is as follows:

Hidden Content

CAD

Lord on Jugger with PF and Sigil

10 Khorne Marines + 2x Meltagun in a Dozer Rhino

10 Khorne Marines + 2x Meltagun in a Dozer Rhino

10 Khorne Marines + 2x Flamer and a Combi Flamer in a Dozer Rhino

10 Flesh Hounds

Maulerfiend

Maulerfiend

To me, a balanced army should dedicate 1/3 to anti-infantry, 1/3 to anti-armour, and 1/3 to anti-flier. However, you can ditch one of those to go 50-50 on the other two. Besides, the heldrake and soul grinder are the only anti-air options in the KDK list, and neither is very good at it. My KDK lists usually just ignore flyers and dedicate everything towards anti-armour and anti-infantry. Except for the flamer unit which is only anti infantry - but I can always swap those three flamers for two meltaguns. 

 

A 1850 KDK list I was thinking about goes as follows:

Hidden Content
Blood Host Formation Detachment:

Slaughtercult Formation

Lord on Jugger with PF, Sigil, and Axe of Kor'Lath

10 Khorne Marines + 2x Meltagun in a Dozer Rhino

10 Khorne Marines + 2x Meltagun in a Dozer Rhino

10 Khorne Marines + 2x Flamer + Combi Flamer in a Dozer Rhino

5 possessed in a Dozer Rhino 

Gore Pack Formation

3 bikers + 2 meltaguns 

3 bikers + 2 meltaguns 

10 Flesh Hounds

10 Flesh Hounds
War Engine Formation

Maulerfiend 

War Engine Formation

Maulerfiend

The problem with this ^^ list is the loss of ObSec, of course, and the weak biker units. So I could also drop the possessed and take more bikers - which gives me more bikers (yay) and ObSec, but I lose the extra Blood Tithe Point and extra Boon of Khorne Special Rules:

Hidden Content

CAD

Lord on Jugger with PF, Sigil, and Axe of Kor'Lath

10 Khorne Marines + 2x Meltagun in a Dozer Rhino

10 Khorne Marines + 2x Meltagun in a Dozer Rhino

10 Khorne Marines + 2x Flamer + Combi Flamer in a Dozer Rhino

Maulerfiend

Maulerfiend

Gore Pack Formation

7 bikers + 2 meltaguns 

7 bikers + 2 meltaguns 

10 Flesh Hounds

10 Flesh Hounds

Or: instead of increasing the numbers in the biker units, go for that Heldrake in the CAD, and give meltabombs to two of the Marine champions. 

 

Thoughts?

 

EDIT:

Black_out ninja'd me. :ph34r.:

Less tactics, more paint!! Juggernauts are some of my favorite models in the setting for reasons I cannot even begin to guess at.

Yeah, yeah. :wink: I'm struggling a little. I am getting back to work atm after a loooong time away with my slipped spinal disc injury, and the few hours I do work drains all of my energy. I have never been this tired in my life. :ohmy.:

Edited by Augustus b'Raass

I'm surprised by the size of the units, on paper it has always seemed to me that kdk would benefit from msu.

I know right?! :smile.: The problem is that MSU is not really possible with KDK. Both Khorne Marines and Berzerkers come in squads with a minimum size of 8. I figured I'd be better off adding two to make ten-man squads, so as to allow them a second special weapon and maximum use of the rhino's points cost.

 

In the 1850 list, I agree it would be far better to split up the second Flesh Hound unit into two of five each (the first squad should remain 10 strong, because it acts as a delivery for the Lord). 

 

EDIT: syntax 

Edited by Augustus b'Raass
Of the two 1850 points list I like the second more, I don't thinks blood host brings too much to the table as I don't see this list depending at all of the blood tithe table and possessed have no real purpose in there neither, while those extra bikers certainly are a good thing to help the unit survive and deliver its melta guns where needed. That said, I think you don't need so many of them in each unit, you could run two units of five with two melta guns and one of three with a single melta which would give you an extra unit which can pick objectives and an extra gun while just loosing a single bike which, for me at least, is a win. Everything else seems right, good luck playing it!

Of the two 1850 points list I like the second more, I don't thinks blood host brings too much to the table as I don't see this list depending at all of the blood tithe table and possessed have no real purpose in there neither, while those extra bikers certainly are a good thing to help the unit survive and deliver its melta guns where needed. That said, I think you don't need so many of them in each unit, you could run two units of five with two melta guns and one of three with a single melta which would give you an extra unit which can pick objectives and an extra gun while just loosing a single bike which, for me at least, is a win. Everything else seems right, good luck playing it!

That's a brilliant insight. Summoning daemons won't be needed, I think, and the BT is already present through the Axe of Kor'Lath. The only things I need from the Blood Tithe table is level 3 - which gives Feel No Pain, and level 4 - which gives +1 attack. I can safely say I'll get that many BTPs in every turn.

 

I'll put two flamers in the three-man biker unit. Combined with Teetengee's comment on MSU, This will be my list:

 

CAD

Lord on Jugger with PF, Sigil, and Axe of Kor'Lath

10 Khorne Marines + 2x Meltagun in a Dozer Rhino

10 Khorne Marines + 2x Meltagun in a Dozer Rhino

10 Khorne Marines + 2x Flamer + Combi Flamer in a Dozer Rhino

Maulerfiend

Maulerfiend

Gore Pack Formation

5 bikers + 2 meltaguns 

5 bikers + 2 meltaguns 

3 bikers + 2 flamers

10 Flesh Hounds

5 Flesh Hounds
5 Flesh Hounds
Edited by Augustus b'Raass

@ hushrong: You should swing by more often! :) CSM need a reboot, but I'm confident with the new TS, that more is on it's way. 

Yeah, you shouldn't have to tell me twice to stop on by. Every update is a treat.

 

As for chaos I agree. There are some goodies out there and with KDK, recent Thousand Sons love, and traitor legions I am hopeful. Plus, their minis just keep getting better which is very weird because that's Forge Worlds job.

 

 

CAD

Lord on Jugger with PF, Sigil, and Axe of Kor'Lath

10 Khorne Marines + 2x Meltagun in a Dozer Rhino

10 Khorne Marines + 2x Meltagun in a Dozer Rhino

10 Khorne Marines + 2x Flamer + Combi Flamer in a Dozer Rhino

Maulerfiend

Maulerfiend

Gore Pack Formation

5 bikers + 2 meltaguns 

5 bikers + 2 meltaguns 

3 bikers + 2 flamers

10 Flesh Hounds

5 Flesh Hounds
5 Flesh Hounds

 

 

 

I love the idea of this list along with the Rhinos, mainly for the Rhinos as they look ace. Truly inspired.

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