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Carnith

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Everything posted by Carnith

  1. Right I get that point is the current contention. I wish GW answers this question. I feel that any reroll should disallow primal dice. It's not like the enrapturess will suddenly become taken, shes only a 5 wound 5+ hero who would get blasted immediately.
  2. I don't see this particular faq? What I want to know (and if i'm misunderstanding something here, please point it out) is if we cause a unit to reroll due to enrapturess, can that unit add primal dice? The one FAQ about ability triggers is about certain dice (doubles or a number is a 6) and not about forced rerolls. Thats the thing I want to clarify on.
  3. When Sigvald charge, he gains Fights First. When the keeper places Excess of Violence of him, he gains fights last. Because the rules say, then this happens, it cancels out and he fights normal. All pretty straight forward to me
  4. Faced off against khorne tonight. Allegiance: Slaanesh- Host: Pretenders- Grand Strategy: None Chosen- Triumphs:Keeper of Secrets (400)**- General- Shining Aegis- Command Trait: Strength of Goodhood- Artefact: The Crown of Dark Secrets- Universal Spell Lore: Flaming WeaponContorted Epitome (190)**- Artefact: Sceptre of Domination- Lore of the Magnificent: Born of Damnation- Aspect of the Champion: Fuelled by Ghurish RageLord of Pain (130)**11 x Blissbarb Archers (150)*11 x Blissbarb Archers (150)*11 x Blissbarb Archers (150)*10 x Slickblade Seekers (400)- Reinforced x 15 x Blissbarb Seekers (200)3 x Fiends (200)*Galletian Sharpshooters**WarlordArtefactTotal: 1970 / 2000Reinforced Units: 1 / 4Allies: 0 / 400Wounds: 133Drops: 9 was my list. Went full drops and took fiends to try them out. His list... a bunch of priests, blood throne, skarbrand, some bloodthirster. 20 bloodletters, 3 bloodcrushers, 2 units of dogs. Mission was Realmstone Cache with some awkward terrain placement from TTS. He gives me first turn, and I move up with archers, throw LOP on objective. I killed both units of dogs and dealt 8 damage to a blood thirster. He heals some of the wounds back and gets some buffs up. He summoned dogs in and sends them in to eat unleash. Problem for him is I unleashed with archers furtherest from his bloodthirster and they killed the dogs. Bloodthirster charges in, but rolls low and ends up in range of 2 units now free to unleash hell. They kill the bloodthirster on the charge. Bloodletters roll poorly on their charge, fight fiends and archers but don't do a whole lot. I end up winning priority which puts Bloodletters in a bad spot and Skarbrand is wide open. He conceded. We talked about what could've been done. What are some good units into the army and where the list would fall apart.
  5. I'm really liking a lot of what we got here. I'm very happy for the book. I'm curious to try double keeper in invaders to try to give them both a lot of attacks. I'm curious about unique heroes as well, as Shalaxi would be such a killer here with this heroic action. 3 attacks on soul piercer (or 4 with icon) is just going to drive some heroes into the grave.
  6. So I think Temptation Dice are kinda fun. It seemed like it was 6 total from rumors. But 6 per battleround is spicy. that is on average 12 mws if they always deny it. Or its 21 depravity if you roll average if they always take the dice. That can be a good bit of damage, also if you use EK for around 10-20 dp if your hammer just murders a unit. You could be at a ward pretty quickly.
  7. So interestingly, in AoS coach's timestamps, there is no spell lore section. In all of his other videos, this section has its own spot. It also seems our traits and artifacts are still tied to subfaction... which I'm not particularly a fan of.
  8. I love this new ability. We need more things that just occur instead of playing minigames within minigames that get us a small prize. Take Dark Delusions. 2d6 cast, casting value 4. Enemy doesn't unbind. Then target selection. Resolve effect. This is what most spells get to do. But DD adds... Roll bravery on 2d6. Against something like ungor? Sure. I think I'll get to beat bravery 5. But like... do we really want +1 to hit against ungor? Nah, I want it against larger targets. But those braveries tend to be higher. So now my spell that resolved gets an extra attempt to just fizzle anyways. You look at BoC spells. It;s +1 dmg, take d3 for no commands. I think they have a no pile in spell. These are spells very much worth casting and add a lot to the army. I want some more consistent effects or if they are going to force us to have any "random" result that we have ways to influence this dice.
  9. I think cygor at 210 is a little expensive for us as an ally. But Chaos Gargant has a 3" -1 save aura. It can be a nice little companion monster to join twinsouls and stop AoD but also give twinsouls some rend.
  10. on AoS Coach's discord, knights have not been performing for people in large amounts. They work well in 5's because you can go slam them into something for damage, but not to really load up on them. Varanguard are definitely better knights for what you need. Running the 6 that I do, its definitely going to slam into whatever I need to and will still grind well.
  11. It really is. I've been playing new slaves to darkness and it's a lot of fun. I just enjoy being able to just go kill things. No longer do I feel bad that a unit didn't die. It's honestly refreshing. New GV allowing us to take myrmadesh again without worry is great and 110 is a good price for them... just comes to little too late.
  12. Two lists I'm toying with Host of the everchosen Sorc lord (Master of magic/Tome/Speed) Slaanesh Sorc Lord (Levitate) - might be the candidate for bonus enhancement like teleport or triple CA. Slaanesh 10 Slaanesh Chosen w/ Banner 10 Nurgle Chosen w/ Banner 6 Khorne Varanguard w/ fellspear 1 unit of Cabal 1 unit of Unmade Other list Chaos lord Nurgle w/ Idolator Lord (heal) and triple CA. Sorc lord (tome/speed) Sorc lord (Levitate) 10 Slaanesh Chosen w/ Banner 10 Nurgle Chosen w/ Banner 6 Khorne Varanguard w/ fellspear 1 unit of Unmade Both lists fall under Battle Regiment. First list is 1940 so likely to get triumph. Second list is 1975, but I get access to get rid of Invocations, another potential unbind and a sturdier general who can pass wounds off to nurgle chosen and rally them back with a 5+.
  13. So I think there is some neat play here, but ultimately... we just need a new tome. I'm burnt out trying to make this mess of a book work and be fun.
  14. Warshrine may need to work its way into our lists. Giving Sigvald 3d6 charge can help him eliminate targets better. I like Theridons as while clearly them being marked is tied into their costs, slaanesh wasn't giving them as much so they would be doing just as well in a hedonite army.
  15. There are 9 books remaining from the rest of the armies. slaves is probably an early January release with the rest of the updated kits probably shown around Christmas/New Years. most armies on that list don’t need new units, they just need new books, but we know they love adding new heroes. We also saw 10 books this year, so it’s possible.
  16. So I got bored and tried my hand at rewriting the spell lore. One thing I wanted to get rid of was healing. I don't think Slaanesh should be healing through spells at least. I would see maybe an allegiance ability of healing based on models perhaps fleeing as heroes feel invigorated by enemies breaking. I took inspiration from some Codex: Demon spells as I think they hit the mark on what could be done to improve our lore. I wanted a mix of buff/debuff spells. While I know there are not much buffs for our ranged units, I think that could be better addressed in allegiance abilities/subfactions. Acquiessence: All Heralds know this spell. Pick an enemy unit within 18", they take a mortal wound and are reroll 1's to be hit and -1 to movement. Overwhelming Acquiessence: 24" range, same as acquiessence, pick 2 units for acquiessence, or same unit twice for 2 mw, full rerolls to be hit and -2 movement. Cacophonic Choir: keep it 6" but it follows soulslice shards in that it's 6+6d to each unit. Could do something with the keeper's profile in that this spell has a higher flat number and drops with wounds. Like 8/6/4/2. Give it a high casting cost since it could potentially do a lot of mws. Lore of Slaanesh Phantasmagoria: Borrowing the spell from Chaos Daemons, same effect, but each 5+ is a mortal wound in addition. Soulslice shards: Works the same, but is a 6+d6 instead of 2d6. Hysterical Frenzy: I borrowed from old Chaos Demons codex, pick a unit wholly within 12" hero phase fight Pavane of Slaanesh: I would get rid of hero requirement. Add that units affected by this spell cannot retreat in their next movement phase. Lash of Slaanesh: Pick a spot within 8", then pick another spot within 12" of the first. Draw 1mm line between both points. All units that have a model crossed over take d3 mws. Symphony of Pain: Select a unit within 18" that unit is -1 hit and wound. Again taken from Codex: Demons Keeper of Secret Spells Slothful Stupor: Units within 6" cannot issue or recieve commands. Quicksilver Speed: Target unit fights first. Dark Deliverance: Pick a weapon the bearer has, +2A Mortal Spells I'm bad with names Spell 1: Run and Charge on target unit or bonus to charge. Spell 2: cv: 8, +1 Attack, and 6's to hit are 3 hits in melee. Dark Delusions: Get rid of the bravery game. Unit is +1 to be hit.
  17. they are bringing back unmodifiable saves since 40k designers decided that we needed things to remove invulnerable saves and demons suffered hard for it. Daemon saves are just invulnerable saves that cannot be negated. The movement buff seems to be +3" which is a low average run roll. Seems the army may have lost run and charge, a shame really and the movement is just making up for the loss. So now more daemonettes running 14" up the board for me. Also point leaks for them was daemonettes went from 7 points a model to 12, but doubled in attacks and have a 4+ save at ranged.
  18. Right now thoughts are lurid haze. sigvald. Epitome with command trait and artifact shardspeaker 3x11 archers 3x5 myrmadesh 10 twinsouls 5 slickblades Purple sun geminids twins, slicks, and a unit of myrms in bh the rest is one drop I could go for max drops and take warlord and expert conqueror. Archers will die anyways but I’ve had them survive long enough to keep holding and deny battle tactics such as desocrate.
  19. I decided to take some time and join a local 1 day event and take Slaanesh. Going to be just working on completing models.
  20. Allegiance: Slaanesh - Host: Godseekers Host - Grand Strategy: Defend What's Ours - Triumphs: Glutos Orscollion, Lord of Gluttony (470) Sigvald, Prince of Slaanesh (205) The Contorted Epitome (245) - General - Command Trait: Master of Magic - Artefact: Arcane Tome (Universal Artefact) - Universal Spell Lore: Flaming Weapon 11 x Blissbarb Archers (140) 11 x Blissbarb Archers (140) 11 x Blissbarb Archers (140) 5 x Myrmidesh Painbringers (120) 5 x Myrmidesh Painbringers (120) 5 x Myrmidesh Painbringers (120) 5 x Slickblade Seekers (230) Ravenak's Gnashing Jaws (60) Total: 1990 / 2000 Reinforced Units: 0 / 4 Allies: 0 / 400 Wounds: 114 Drops: 4 The slicks and 2 of the myrms were in bounty hunters, the rest in battle regiment. Went against a sylvaneth list and was able to pull a win, but that was due to opponent needing to go because it was late. I was definitely in a strong position without losing any units yet, but a myrm squad down to 1, but denied battle tactics by rallying my slicks back up to 3 models. Durthu with a lot of attacks came in, got debuffed by glutos and failed to kill sigvald which left him trapped. Sylvaneth player also lost some kurnoth and sword bug riders. I held a flank and center pretty strongly. Wish I got to playu the rest of it.
  21. In a mirror match, glutos caused a keeper who was at movement 8 due to bracketing go down to 4, then get hit by a movement 12” gnashing jaws. I played it against tzeentch but never went off.
  22. Agreed, lord of pain can be taken, but I wouldn't make him your general. Myrms are to stay in 5's and syms in 10s. I personally like taking the 30 archers now for battleline. Archers will just die anyways, so bounty hunters doesn't bother us but no reason to put myrms and syms at risk.
  23. In my OBR game, I had 13 points at turn 4. Do I bring in 30 daemonettes to go after Arkhan, or a keeper for Sigvald. The keeper's double pile in on nearly any of our units was more beneficial. my favorite summons are still the keeper, Enrapturess vs summoning armies, and daemonettes if I need a major reinforcement. I wish fiends were better summoning. even if it's just 6. A good mobile pseudo anvil/hammer would be nice.
  24. It was really nice in my game today vs OBR. Turn 3, i only had 7 points, but I was able to rally my symbaresh unit from 2 models back to 8 over 2 rallies. And it allowed me to help get into position and then bring a keeper to allow sigvald to become kenshiro and kill katakros.
  25. Also for the list, summoning will be fine. Sigvald and Shardspeaker can summon and you can summon from the fane.
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