Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
Welcome Guest!

Join us now to get access to all our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, and so, so much more. It's also quick and totally free, so what are you waiting for?

carnith

Members
  • Content count

    31
  • Joined

  • Last visited

Community Reputation

24 Lord Celestant

About carnith

  • Rank
    Judicator

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. carnith

    Let's chat : Slaanesh

    I just realized how stupid Seekers Host + Cogs will be. +4 move and charge on all of our cav. Hellstriders move 20" have a 5" charge base. Seekers will move 16 + 2d6+1 for a hero nearby, then on top of that have probably a +4 to charge. Keeper and exalted keeper will move 18 and with a +4 to charge can literally not fail a charge as if you go straight forward, you will be 6" away meaning even a 2 will not fail. Give the keeper their best friend bodyguards and with the -1 to hit, you are up in their lines turn 1 causing combat. If tournies will allow us realm artefacts, then we can take the gryph trinket for a further -1 to all shooting and attacks, It's just so... silly. I wonder how viable it will be to have a 2k army combat army in your face turn 1 😁
  2. carnith

    Ironjawz AOS2 2018 Help Me Be Positive

    I painted up 10 initially for the classic IJ list of megaboss, warchanta, 4 units, ironfist. I had half hearted painted them, and when adepticon came around for the first one since GHB, I had a 20 brute list for team tourny. I've since gained 10 more ard boyz... and have no want to paint them. I have a hard time painting gore gruntas.
  3. carnith

    Let's chat : Slaanesh

    Shooting is for the weak! Though I play Ironjawz and Slaanesh so two armies that really don't have shooting. I bring jabber slythes which have some shooting but really not. Sometimes the goal is to flood the enemy with so much high value targets that they don't know what to shoot. For 60 daemonettes, thats so scary that no matter what squad you hit, the other is there. Also people underestimate what the keeper can really do as slaanesh has flown under the radar so much. With spells, if tournies run realm spells, the keeper has something to do to help with some casting. I typically run the +1 to hit and cast/unbind and the -1 to hit trait. I'm hoping we can take slaanesh traits but realm artefacts, because running something like the + damage or mortal wounds on hit rolls will make the Keeper even more stronger. Though I'm thinking taking Ghur for the gryph trinket for a -1 to hit from all attacks.
  4. carnith

    The Rumour Thread

    Somewhat nice as my store has its birthday in july.
  5. carnith

    Let's chat : Slaanesh

    I haven't used Archaon in my games either. Also I've been searching for jabberslythes and can't find them. I have 2 of them converted up. In my list I posted, I might end up taking out the Gaunt summoner and Put in the keeper's best friend, the chaos sorcerer. Having two spellcasters in my list should be good. I might branch the gaunt summoner off into a small 1k tzeentch list of arcanites since I love tzaangors.
  6. carnith

    Let's chat : Slaanesh

    i forgot about them! They are also decent choices.
  7. carnith

    Let's chat : Slaanesh

    So I've posted my thoughts on Daemons. Mortals have some neat tricks, but they are tied to Slaves to Darkness which didn't see any buffs that would make Slaanesh decent. Chosen and knights are still rather expensive and even at the best rolls, do not perform as best as they could.
  8. carnith

    Let's chat : Slaanesh

    Do you want to go mortals or daemons? If you want to go Daemons, I'll list out what I think are the pros and cons as I see them. Traits Pretenders - units of 10 or more get reroll 1's to hit, general gets 2 traits. Seekers - if move is less than 10, add 1 to move and charge, if 10 or more, add 2 instead. Must charge if within 12" Invaders - one general, but all three dudes get to use command abilities. Don't know how this works just yet in 2nd Edition, but it's suspected that it's one command point to use all 3. We'll see. Keeper of Secrets Pros - It's killy as all hell, with 6 2D attacks, and 2 D3 attacks all with rend. The sword of the keeper is one of the few instances of rend 2 in the army, also the only daemon with a command ability to help Slaanesh. Even in 2E with allowing other models to be your general, the keeper still is your best bed. Depending on how tournaments will go with Realm Rules, you may be stuck with Slaanesh artefacts, but thats not a bad thing as Slaanesh has one of the best artefacts, Breathtaker which forces an enemy unit within 3" to pile in and attack last. Meaning you could go up on a big nasty monster, and force it to be the last thing to retaliate, giving you a chance to do as much damage as possible. Reroll 1's to wound, and can cast. Slaanesh traits also work great because you can give stuff like +1 to hit if enough slaanesh daemons are near, or a further -1 to hit against it. Go pretenders and take both. Watch as you cleave through everything. Cons - The model is old and sucks, imo. Also, it has 10 wounds, and costs as much as a blood thirster who has 14 and flies. There is only one variant, currently, of the keeper of secrets, and it kind of brings the same thing to the table as the rest of your army, a bunch of lowish damage attacks and is fast. It can cast, but it's unique spell is unlikely to do much. Hope again for realm spells being a thing tournaments use so that the keeper has more worthwhile spells to cast. Conclusion: Regardless of the cons, you need it in your list. Some people take 2 because they are so killy. Exalted Keeper Literally better in every way, swords do 3 damage and she has 4 attacks base with them. Also command ability has a farther distance. She can only be taken once in your army, but she isn't unique. She can be given relics and command traits. Do so and make her a monster that she already is. Con: 500 points as of now. thats a 1/4 of your army Heralds Putting them all here. The heralds on foot/Seeker are okay. They hit on 3's and can reroll saves. They are just okay, but cheap at 60 pts to activate demon abilities. Heralds on Chariots Faster and have more attacks, but on the charge they can do mortal wounds. In the new edition, you get points for having them die, so what better way than expensive roadblocks. Enemy heroes have a -1 to hit them. Exalted variant gives enemies that they charged a +1 to battleshock. Daemonettes: Battleline. Blenders. Crab Girls. 4/4/-1/1 stateline with 2 attacks, 3 on leader. Each 6 to hit is another attack and in 20+ models, each 5/6 is an additional hit. These girls want a source of +1 to hit. I take them in squads of 30 to weather the storm of losing models, but when these girls hit, they hit hard. The nice thing is that all the other daemons have moved to 32mm bases, but daemonettes, as tiny as they are, are still on 25's. This means you can effectively rank them up to get 2 rows deep. These girls also run and charge, and with a 6" move, they do quite well for themselves. Keep a Daemon hero near them to make the enemy reroll successful hit roll's of 6's. Cons - None. Unless you really love Diaz Daemonettes, then still no con. Maybe no consistent way to give the girls a +1 to hit for more attack shenanigans. Any negative to hit modifers ruin these girls days. Hellstriders: Battleline if slaanesh. Slaanesh Marauder Calv with the best support banner in the game. Take the Enrapturing Banner to give a model to model aura of -1 to hit. They are okay in combat, though I never use them for it. They make great body guards for the keeper of secrets or daemonettes to make a really frustrating combination of making opponents reroll 6's, then apply a -1 to hit. I run these guys in min squads for this reason. Banners do not stack, but thats fine, you want the flexibility to placing more of these guys around the table. I take 2 squads in my lists, but I wouldn't mind maybe adding a third in at some point. Cons: I find mine do poorly in combat. I suggest do not falling for the trap of large squads. While they have a chance to do better the more they are in combat, you have better tools for this job. Hellstriders need around 2 to 3 successful combats to gain enough +attack to be scary, and sigmar games do not last that long. Non-battleline Seekers of Slaanesh Calv girls who are daemonettes on seekers. Seekers move 12" but can run 2d6 and run. A good enough run can see these girls in the back field early on. No bonuses for large squads. Keep a hero near them to give them +1 to run and charge. Seeker mounts have the same profile as the daemonettes but no rend, and no generating attacks Cons: They will outpace heroes. Fiends Pros: Fast, have a -1 to hit them in combat. Can have rend 2 on their attacks but only conditionally Cons: Old models. They are just... okay. Skip Seeker Chariot Non herald version. does mortal wounds for every model within 1" after it charges. Auto run's 6. Battleline if you take an exalted herald on chariot. Con: It's not exalted. Exalted Chariot Non herald. It can't auto run 6" but instead a mortal wound, does d3 mortal wounds. Much better. also 17 attacks. Make it a herald for 20. They still kinda do okay in combat. Hellflayers Like seeker chariots, but if they do wounds in the charge phase, you get rerolls of some sort. I tend to skip these. My list as of now, pending some point charges. Keeper 2x herald on exalted chariot Chaos Sorcerer Lord on Manticore (On foot one probably better for unique spell) Gaunt Summoner (ally) 2x30 daemonettes 2x5 hellstriders 2x Jabberslythes And I took a balewind. This list is currently illegal in current points. The Gaunt Summoner went up 60 points, bringing my total allies to 420 and just illegal. He might come out, but with him beign such a good caster, I might lost a jabberslythe. I'll still play around with the list.
  9. carnith

    Let's chat : Slaanesh

    don't forget using some realm relics depending on how we can mix and match with them. Using the +1 to hit and some realm weapons that either do mortal wounds or additional damage could make the exalted keeper absolute bonkers.
  10. carnith

    Let's chat : Slaanesh

    You make a great point about exalted herald chariots. I run 2 in my list, and all they do is go roadblock the enemy for me. if the enemy is super congested in the middle, I put my chariots outside to flank behind to hit their lines, but I might be sending them up front first into the fray. Get those 16 depravity points just for dying. I also tend to play against a decent amount of stormcast, so i should be getting depravity off of the mortal wounds. I run two jabberslythes in my list, which they still might be there because of how good monster hunting they do (aka bleeding to death on them) but I STILL haven't heard points for monsters of chaos. They don't seem popular on the tourney scene so I dunno if GW really worked them much. I'm wondering if I keep my gaunt summoner of tzeentch in the list. He's more expensive now at 180 but weirdly enough he's still overall 220 for him and a balewind. Maybe with the reduced cost of a regular keeper of secrets, I can bring spell mirror instead to just ruin squads, but +1 spell is also realllly good. Also with new realm spells, the keeper can actually cast something worth while! He was typically shielding himself, but since Cacophonic Choir is a trash spell in most cases, I'll have some other spells worth casting.
  11. carnith

    Let's chat : Slaanesh

    Im kinda happy about it. I'd honestly want the KOS to be 240 or 220 while it's still at 10 wounds. But my list is mostly unchanged.
  12. carnith

    Ironjawz AOS2 2018 Help Me Be Positive

    Good point. Was the sword of judgement from light just that if you hit a single 6+ you only did d6 MW and that was it? Cause they mention it being put on an assassin cause of the multiple hits it utilized. If that was something that could be used by a mawkrusha, would make it interesting on bosschoppa/riptooth varient to super buff him up, put a riptooth on there and watch as on a 4+ it does d6 MW.
  13. carnith

    Let's chat : the slaves to darkness /dark oath

    I wanted to add Slaves to my Slaanesh army with some chosen, but it seems like it'll mostly be a hobby project and for narrative games
  14. carnith

    Let's chat : Slaanesh

    I hope it's to become cheaper. a 10 wound greater daemon is pitiful compared to the 14-15 wounds of other great daemons in the same price range. But I'm extremely glad it's the only change. I may not have to change my list up too much.
  15. carnith

    Ironjawz AOS2 2018 Help Me Be Positive

    Thanks for copying my information I posted to /tg/ but I was wrong. Gordrakk only 40 point reduction. Overall my lists haven't changed much. I can fit in maybe in some points where I couldn't before. I'm still around the same area for wounds and unit counts, so not much changed there. Though, maybe with endless spells, I'll actually want to bring a weirdnob, and to be fair, realm spells may be extremely good that bringing a balewind isn't awful for the +1 spell, but as others point out, you could just bring a moon clan shaman instead for +2 cast and not dying to doubles.
×