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Carnith

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Posts posted by Carnith

  1. 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.

  2. 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 Weapon
    Contorted Epitome (190)**
    - Artefact: Sceptre of Domination
    - Lore of the Magnificent: Born of Damnation
    - Aspect of the Champion: Fuelled by Ghurish Rage
    Lord 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 1
    5 x Blissbarb Seekers (200)
    3 x Fiends (200)
    *Galletian Sharpshooters
    **Warlord
    Artefact

    Total: 1970 / 2000
    Reinforced Units: 1 / 4
    Allies: 0 / 400
    Wounds: 133
    Drops: 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. 

    • Like 2
    • Thanks 2
  3. 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. 

     

     

    • Like 1
  4. 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. 

     

  5. 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. 

    • Like 3
  6. 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. 

    • Like 3
  7. 1 hour ago, Enoby said:

    I'm in a similar mindset at the moment. Thankfully a new book doesn't seem far away, but currently it's a bit of a drag to play compared to other tomes. The difference between our book and the new Slaves to Darkness one is monumental. 

    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. 

    • Like 1
  8. 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+. 

  9. On 12/26/2022 at 8:06 AM, Enoby said:

    Some relatively large points changes given on discord (may not be true). 

    Hellstriders w/ claws: -15

    Hellstriders w/ Scourge: -5

    Bladebringers Herald: -35

    Epitome: -5

    Dexcessa: -40

    Enrapturess: -10

    Lord of Pain: -10

    Masque: -20

    Shardspeaker: -5

    Sigvald: +5

    Synessa: -20

    KoS: -30

    Shalaxi: -40

    Syll'Esske: -25

    Blissbard Seekers: -10

    Dread Paegent: -15

    Exalted Chariot: -15

    Fiends: -5

    Hellflayer: -10

    Painbringers: -10

    Seeker Chariot: -15

    Seekers: -10

    Slickblade Seekers: -20

    Again, not sure if true, but it would be nice if so.

    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. 

    • Like 2
  10. 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. 

    • Like 1
  11. 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.

    • Like 1
  12. On 8/24/2022 at 11:03 AM, Popisdead said:

     

    I noticed 40k Slaanesh got "daemonic save" back which AFAIK dates back to 8th ed also and well really was significant starting in 2nd ed.  It surprised me Daemons didn't get a "Ward" in AoS.  Perhaps over time we will see a revival of it.  Daemonettes also got a big move buff.

    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. 

    • Like 2
  13. 18 hours ago, ibel said:

    Very cool. So what will  be your list?

    Pls tell us how it works ;)

    PS: My game on Friday didnt happen, sadly. But i try the Krod List against a Nighthaunt, Bladereaver Armee at Evening. I will make a report. Thx 4 watching

    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. 

    • Like 1
  14. 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. 

    • Like 3
  15. 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. 

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