Hum, sorry for the quote problem, I don't know how to correct it... Flint Lockwood said: No; thematically it works but its a balancing nightmare. I think Khorne is already a balancing nightmare, actually all his balancing rely on dice... Do you thing it would be too easy for him to win with my rule, or too hard ? If you don't know (like me), I think the balancing is not that horrible Flint Lockwood said: If you're bored with Khorne, try to win with VP. It's totally do-able and satisfying, trust me. I have great difficulties to imagine how it is possible for Khorne to win with VP. Other gods will have won way before him, or Khorne will have won by threat dial because his way to avoid other gods winning is killing them... That's the problem I have with Khorne : he is the only god that simultaneously progresses towards victory and prevent others from progressing, making his play very simple, when the others willing to prevent others must sacrifice energy that could have been used on progression. But I admit that achieving winning with VP would be very satisfying. Baenre said: You need to play Khorne with the expansion Lia. I'm waiting for it, the expansion has not been traduced in french yet...
Hello everybody, I always found Khorne way less intersesting to play comparing to other gods : you only have to smash everything and never think of corruption and domination like the others, you don't care about victory points. It's a bit like if you are playing to another game, sometimes having more to rely on dice luck than tactics. So I thought about an alternative Threat Dial advancement rule for Khorne that would be more like the other gods, but which will keep his subtle philosophy of violence. I had this idea : Khorne collects one dial advancement counter each time he place one corruption token in a region where blood has flown in the battle phase. (at least one figure has been killed by anybody) Some reflections : - With his 4 cultists, Khorne can collect 4 advancement counters (like Tzeentch and his 8 cultists). - The number of regions where Khorne can fulfill his condition depends on the battles : Khorne will still be interested in smashing, but he can also send cultists where other gods fight themselves (violence always serve Khorne). - Other gods (Slaanesh first) can still drive Khorne mad by avoiding combat. - Cultist advancement card is still very interesting because it make them able to make a region bloody without the help of warriors. - To avoid his cultists being killed, Khorne early hits become very useful. - As Khorne will place more corruption tokens, he will score more points and be less ignoring victory by this way. What do you think ?