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Hedonites of Slaanesh Discussion


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43 minutes ago, Sonnenspeer said:

"...you can issue the same command up to 3 times in the same phase"

so no need to do it at the same time, just in the same phase.

Other requirements are still valid (charge ended in 6" and no other enemy in 3"...)

This is insane. I assumed that the command(s) would have to be issued simultaneously, but this makes it even more powerful than I initially thought. I can imagine this getting FAQ'd for sure. 

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20 minutes ago, LeonBox said:

This is insane. I assumed that the command(s) would have to be issued simultaneously, but this makes it even more powerful than I initially thought. I can imagine this getting FAQ'd for sure. 

I believe this IS the FAQ'd version, taking into account how they adjusted the original version of this ability that appeared on the Megaboss on Mawkrusha at the start of 3e. 

It's worded the way it is to avoid the issues that arose from having it be multiple commands at once...

Edited by KrispyXIV
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1 minute ago, KrispyXIV said:

I believe this IS the FAQ'd version, taking into account how they adjusted the original version of this ability that appeared on the Megaboss on Mawkrusha at the start of 3e. 

It's worded the way it is to avoid the issues that arose from having it be multiple commands at once...

Yeah I really didn't understand why everyone was raving about triple unleash hell given how I interpreted the rule -- I thought you'd have to simultaneously unleash hell on all three units of Blissbarbs, making it next to impossible to get all 3 units within 6" of the target. It's far more powerful than I thought, especially if you have a LoP to negate the unleash hell penalty. 

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8 hours ago, LeonBox said:

This is insane. I assumed that the command(s) would have to be issued simultaneously, but this makes it even more powerful than I initially thought. I can imagine this getting FAQ'd for sure. 

I'm pretty sure the problem with commands being simultaneous is timing related. Generally there are almost never circumstances where commands can be triggered at the same time. Unleash Hell and Redeploy might work, but others like Forward to Victory or All out Attack don't. They trigger immediately on a very specific action which can't be done simultaneously across multiple units. For example with All Out Attack you issue the command when you pick a unit to attack, but you do that one unit at a time not all at once. If you couldn't break the commands up then it would be nearly useless without a ton of additional wording in the rule. I don't think there's a good way to modify the current behaviour without making the rule overly complex.

Edited by Grimrock
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I just had a game against Gotrek Fyreslayers and sorta surprised myself by not only winning, but tabling her. Her list roughly: 

Gotrek 

2 Runefathers, one with a nasty damage 4 melee attack 

10 hearthguard w/ the damage 2 axes

10 hearthguard w/ poleaxes (the 2 mortals on 6s) 

10 Vulkite dudes with paired weapons 

Flamekeeper guy 

2 Doomseekers 

Some guy who gave a 6++ within 12"

Some other guy with an invocation and the ability to re-roll chants and also double the range of invocations 

A big fire monster invocation with an acquired taste for Blissbarbs 

I had Godseekers: 

Keeper w/ Paths, Flaming weapon, Sinistrous Hand, Girdle, Thrill-seeker? (the one where you do an ogor charge) 

Epitome w/ Progeny of Damnation, Slothful Stupor

Lord of Pain 

The Masque 

2x11 Blissbarbs 

5 Twinsouls 

5 Painbringers 

5 Slickblades 

3 Slaangors 

5 Seekers 

Highlights: 

- Her dice rolls were shocking. Gotrek didn't manage to kill a unit of 5 Twinsouls and died to Blissbarb fire in battle round 2. 

- The Masque held up Vulkites in the backfield for a turn and killed like 3 before dying. She did her job of making sure they didn't see meaningful combat the whole game. 

- Twinsouls were honestly amazing. They tanked Gotrek for 4 activations and, between the -1 to hit from Revel and their native -1 attack and 5++, they really put some work in here. 

- Her invocation wrecked one of my flanks, killing 8 Blissbarbs and 4 Painbringers and opening up a charge onto my Epitome, who promptly died at the top of 2. 

- Slickblades were fantastic as always, generating the lion's share of DPs and benefiting from a Keeper double activation to wipe out her unit of Poleaxe Hearthguard. 

- Keeper was pretty good, nuking the unit of Vulkites with her mortals on the charge and then not fluffing her attacks for once! She then failed to kill the priest with stomp + all her attacks though, so I take it back. 

- Lord of Pain's buff put in work, keeping the Blissbarbs on 2+ the whole game. 

- The battle plan was Realmstone Cache. On paper, terrible for me and great for Fyreslayers (just one objective for the first two turns) but his inability to chew through the Twinsouls and my screening him out with Seekers made it so that he couldn't break the box once the objectives relocated in round 3. 

- Slaangors were super disappointing, even with a double activation and LoP buff. They killed 3 Hearthguard. They had a 4++ as they always do, but still. 

- Fyreslayers' ability to strike first with a unit when you charge them is grim for us. Luckily my opponent fluffed her rolls, but my heart was in my mouth when I first charged the Slicks in. 

- I stopped counting depravity towards the end. It was a crazy amount, needless to say, as my opponent stopped accepting mortals after I hit 36 and just let me have all the depravity. 

- By the end of round 4, my opponent had left one axe hearthguard. I had left the Keeper, 1 Slaangor, Lord of Pain and 3 Slicks. I was also up 19-16 and had my grand strat, whereas my opponent had lost hers (have an invocation on the field; she rolled doubles and it exploded).

Our new book continues to demonstrate just how strong it is. I made a few misplays (putting the Epitome too much in harm's way was the biggest one) but our buffs straight kill a lot of army's chances of putting decent damage onto us (and make us tanky as hell later on). Also, Godseekers is great just for the spells alone. 

 

D99E69FA-EF90-412D-8975-DF563F890E16.jpeg

Deployment. This was before I placed the Masque in her backfield. 

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FS deployment (again, before the Masque teleported) 

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Not pictured: the Masque, who was now dead. 

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I guess I took a lot of deployment pics to make up for all the ones I'd forget later?  

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Bottom of 1. She had no way to remove the Mirror so it stayed put the whole game.

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The Epitome prepares to get killed by a Doomseeker after some lucky rolls nuke my Painbringers. In the centre, the Twinsouls tank a Runefather AND Gotrek like legends. 

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Seekers tank Hearthguard on the right flank. 

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A whole bunch of time passes. The Keeper is now in her backfield, killing Vulkites. The Realmstone cache relocates -- on the left in the middle, and on the right to my flank. Both are bad for my opponent, who lacks the speed to reach them. 

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Slaangors chill out, waiting for the chance to whiff harder than Gotrek. 

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In this skewiff pic, Seekers redeploy to protect archers and slow my opponent down some more. 

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The mighty keeper fails to kill a 5-wound priest with all of her attacks. Never change, Keeper. 

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The bottom of 4, where we called it. The Keeper killed 2 heros on the right-hand objective, and my LoP killed his Runefather with reflected wounds. She has a single Hearthguard left and I have 3 Slicks, a Slaangor, the Keeper, and the LoP (plus enough in the bank to summon). It was 22-16 to me and we ran out of time, and so called it. 

Edited by LeonBox
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16 minutes ago, LeonBox said:

- I stopped counting depravity towards the end. It was a crazy amount, needless to say, as my opponent stopped accepting mortals after I hit 36 and just let me have all the depravity. 

Taking Temptation Dice and giving up DPs just because the Slaanesh player hits 36 (edited for clarity) feels like a mistake that people need/are going to stop making.  Just because you hit 36, doesn't mean more doesn't matter - being able to summon a unit that is fully buffed is massively better than summoning one that costs the rest of your army buffs.  If my last opponent had stopped taking mortals, my advantage would have spiraled rapidly.  

Edited by KrispyXIV
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1 minute ago, KrispyXIV said:

This feels like a mistake that people need/are going to stop making.  Just because you hit 36, doesn't mean more doesn't matter - being able to summon a unit that is fully buffed is massively better than summoning one that costs the rest of your army buffs.  If my last opponent had stopped taking mortals, my advantage would have spiraled rapidly.  

It wasn't a mistake in this case -- we had like 45 minutes left before the store closed and I didn't have time to take fresh models out of my case and set them up because we were in such a rush. Had I had unlimited time, I'd have tallied those DPs and taken the time to put a summoned unit on the table. As it was, it was a case of win-harder to start pulling summons out. 

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Just now, LeonBox said:

It wasn't a mistake in this case -- we had like 45 minutes left before the store closed and I didn't have time to take fresh models out of my case and set them up because we were in such a rush. Had I had unlimited time, I'd have tallied those DPs and taken the time to put a summoned unit on the table. As it was, it was a case of win-harder to start pulling summons out. 

 I realized I may have been tragically unclear - I wasn't intending to referring to stopping counting DPs, I was referring to opponents starting to accept Temptation Dice and giving up DPs.  

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Just now, KrispyXIV said:

 I realized I may have been tragically unclear - I wasn't intending to referring to stopping counting DPs, I was referring to opponents starting to accept Temptation Dice and giving up DPs.  

Ah gotcha. Yes I think you're right, and it's not the first time this has happened (an opponent just stops caring). Had we gone to turn 5, I may well have had enough to summon another Keeper and keep all buffs up. 

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Ye tbh I think letting depravity spiral is way worse of an option, it sucks for them a hero dying randomly but having full strength units showing up from summon (that are buffed on max deprav) is way more of a risk. Late game slaanesh is anime villain tier of letting opponent think they have a shot by keeping 1 hero alive having it kill a unit only to summon a full powered keeper in their face just after.

You want to beat slaanesh fast and early while they are monologing 

I still think atm slaanesh will be a getekeeper faction in tournaments, strong enough to win alot on either really good match ups or opponent misplays, its probably going to struggle at highest level vs players who know how it works and learnt to say no to drugs.

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1 hour ago, 5kaven5lave said:

Anyone been running a Cockatrice? Gonna test one out tonight. Also: Slaangor: yea or nay? Wanna test a brick of 6 at some point. 

A brick of 6 might be worth it. I've found them utterly underwhelming as a unit of 3 (4s to hit really tanks their output, even with a LoP buff taking it to 3s). 

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On 4/11/2023 at 11:26 AM, LeonBox said:

Great writeup. I haven't had the heart to take Shalaxi again myself since she fluffed both spear attacks into a Megagargant, but she sounds like she can really put some work in against the right opponent. 

For sure, but her use case is so niche she's basically a vanity pick if the rest of your list is already solid. Definitely dropping the keeper tho, she just doesn't do enough without being a godseeker or pretender general (and in the latter case I think the LoP, epitome and exalted bladebringer are better picks)

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My opponent didn't take the bait in his inaugural game, so he didn't get to do very much beyond generate a couple of Invaders command points, but I did finish painting my Lord of Hubris, so I'm taking that as a win regardless.

 

FtTQDnjXwAw3wlX.jpg.bd5f2981e6de9357f51bf8fd749882b7.jpg

 

Edited by Lucentia
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1 hour ago, Thor said:

Question about pretenders x3 commands, i was my understading that a unit can only recieve the same command once per phase, so a blissbarb unit wouldent be able to unleash hell x3 

Correct, but 3 different units would all be able unleash hell in the same phase, even in response to the same charge if they are all in range.

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So now we have had book for a bit and still chance of a warcry warband, what role do we think we need, personally I think a light chaff spear based unit is still the best option, something to have a little more insurance vs enemy agro

If I could Wishlist something I would love them to re add the lord on boobsnake to old world and give him aos rules, a "lord of speed" maybe with an ability to at start of every turn let him +1 unit within 6 move at the start of turn to have a more fluid movement themed force. 

On 4/16/2023 at 6:33 PM, Lucentia said:

My opponent didn't take the bait in his inaugural game, so he didn't get to do very much beyond generate a couple of Invaders command points, but I did finish painting my Lord of Hubris, so I'm taking that as a win regardless.

 

 

Lovely paintjob, tbh the actual true win is looking better than opponents army, id rather style win 5-0 in a tournament than 5-0 in battle wins

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Morning all, couple of quick questions if anyone has a sec. 

First one: Units of 10 Slickblades - it sounds amazing in theory but how is it done on tabletop? Are people just running 2 ranks of 5 or are they doing coherency magic to get all 10 in pointyways?

Secondly: my gut was that low drops would be good for us so we can do alphas if needed, but looks like I’m way wrong (😅) as loads of people are taking additional battalions. Any advice on the good ones? Sharpshooters? Do we need more spell choices or artifacts?

Thanks!!

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On 4/21/2023 at 11:24 AM, 5kaven5lave said:

Morning all, couple of quick questions if anyone has a sec. 

First one: Units of 10 Slickblades - it sounds amazing in theory but how is it done on tabletop? Are people just running 2 ranks of 5 or are they doing coherency magic to get all 10 in pointyways?

Secondly: my gut was that low drops would be good for us so we can do alphas if needed, but looks like I’m way wrong (😅) as loads of people are taking additional battalions. Any advice on the good ones? Sharpshooters? Do we need more spell choices or artifacts?

Thanks!!

I would avoid units of 10 Slickblades, simply because of their low bravery. If they lose a model or two and somehow can't CP battleshock (e.g. they've been charged by a Sons of Behemats model) then you easily lose a big chunk of the unit to battleshock. 2x5 is better in my opinion. 

As for going for low drops: I find the Masque mitigates a lot of that by forcing a choice on your opponent to give you first or not. If you've got a fairly punchy and tanky character sitting in their backline, potentially near an important character, do they want to give you first? Probably not. 

With the nerf of Arcane Tome, I find that the extra artefact is not super useful. There's generally one in each subfaction that you really want to take, but the others are meh and the universal ones aren't amazing either. Sometimes taking an extra spell is better. 

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I'm afraid not, and you'll likely struggle to find one separate, as it only comes with the Masque and is an integral part of her kit. 

I was recently treated to this set of cards for Slaanesh, complete with a Slaanesh-specific cheat sheet, if anyone else is going to find this useful: 

https://drive.google.com/file/d/1s6u2wqu1olIn4Xi_ATEfpMW__hsc7GMd/view

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