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Carnith

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Posts posted by Carnith

  1. so moving some things around.

    Allegiance: Slaanesh
    - Host: Invaders Host
    - Grand Strategy: None Chosen
    - Triumphs:
    Be'Lakor, the Dark Master (360)
    Bladebringer, Herald on Exalted Chariot (265)
    - General
    - Command Trait: Skin-taker
    - Artefact: Amulet of Destiny (Universal Artefact)
    - Universal Spell Lore: Flaming Weapon
    Lord of Pain (155)
    - Host Option: General
    11 x Blissbarb Archers (180)
    5 x Slickblade Seekers (230)
    5 x Myrmidesh Painbringers (160)
    10 x Symbaresh Twinsouls (370)
    - Reinforced x 1
    5 x Blissbarb Seekers (220)

    Total: 1940 / 2000
    Reinforced Units: 1 / 4
    Allies: 0 / 400
    Wounds: 110
    Drops: 8
     

    At least some units have better saves here, but I do feel i'm on the low end of heroes. Maybe I could remove belakor for a twin and another hero?

     

    Another idea could be 

    Allegiance: Slaanesh
    - Host: Invaders Host
    - Grand Strategy: None Chosen
    - Triumphs:
    Bladebringer, Herald on Exalted Chariot (265)
    - General
    - Command Trait: Skin-taker
    - Artefact: Amulet of Destiny (Universal Artefact)
    - Universal Spell Lore: Flaming Weapon
    Lord of Pain (155)
    - Host Option: General
    The Masque (135)
    11 x Blissbarb Archers (180)
    5 x Slickblade Seekers (230)
    5 x Myrmidesh Painbringers (160)
    10 x Symbaresh Twinsouls (370)
    - Reinforced x 1
    5 x Blissbarb Seekers (220)

    Total: 1715 / 2000
    Reinforced Units: 1 / 4
    Allies: 0 / 400
    Wounds: 101
    Drops: 8
     but I have 285 points left over. Either twin/exalted chariot/sigvald could fit in here or 2x5 myrmadesh. 

  2. So I’ve been playing just my friends beasts of chaos. I feel like I struggle super hard. This game did not go well. 
     

    I do not have the board coverage and not nearly enough damage. By turn 3 I only just had the points to summon. Maybe taking first turn was the problem but at the end I only had 2 slick blades, belakor, exalted chariot, and my shard speaker.

    I misplayed with synessa but I just couldn’t clear anything. 
     

    it’s been a super frustrating experience. I’m nearly thinking of just shelving the army. Perhaps I just don’t own the things needed to win, but I don’t want to go spend another 200-300 buying the correct models. 
     

    anything to give me hope? 

  3. List I'm going to try out tomorrow. 

    Allegiance: Slaanesh
    - Host: Invaders Host
    - Grand Strategy: None Chosen
    - Triumphs:
    Be'Lakor, the Dark Master (360)
    Bladebringer, Herald on Exalted Chariot (265)
    - General
    - Command Trait: Skin-taker
    - Artefact: Amulet of Destiny (Universal Artefact)
    - Universal Spell Lore: Flaming Weapon
    Synessa, The Voice of Slaanesh (260)
    - Host Option: General
    Shardspeaker of Slaanesh (150)
    - Artefact: The Rod of Misrule
    - Host Option: General
    - Lore of Pain and Pleasure: Battle Rapture
    11 x Blissbarb Archers (180)
    11 x Blissbarb Archers (180)
    5 x Hellstriders with Claw-spears (135)
    5 x Slickblade Seekers (230)
    5 x Slickblade Seekers (230)
    *Command Entourage - Magnificent
    **Battle Regiment

    Total: 1990 / 2000
    Reinforced Units: 0 / 4
    Allies: 0 / 400
    Wounds: 110
    Drops: 9
     

    • Like 2
  4. 9 hours ago, Enoby said:

    Sitting on 224 responses so far, and nice to see 2+ Tough liked the survey :) (Also, hello @Carnith:P )

    Screenshot_20210820-150840_Twitter.jpg.5f126cc11a15c70a2d7afb826f5abff8.jpg

    As a side note, while I can use it, Twitter feels absolutely alien to me - I think this may be the only thing I've ever posted! I think the survey has also been retweeted by Justplay Ian which was very kind of them

    /wave 

    Thanks for the follow back and a reminder for me to update my profile just a little. 

    I wonder if other profilic slaanesh players have seen or take the survey such as Vince V of Warhammer Weekly or the Facehammer guy. 

  5. 54 minutes ago, Enoby said:

    I think one thing that would really help is every Slaanesh wizard getting acquiescence - if they were feeling particularly brave, perhaps as an extra cast in addition to other spells.  

    I think that would be really good. Maybe let keepers get the d3 targets like the epitome or perhaps let full rerolls happen, but like... make it casting 7. 

    In general, improve the whole spell lore.

    • Like 1
  6. 2 hours ago, Enoby said:

    For those interested, please find the first draft of the AoS 3 survey :)

    https://forms.gle/hAb6QiqAJYvJCyYd8

    Additions can be made onto it - and please say if you see any mistakes.

    @Sorrow @AngryPanda @Carnith @CeleFAZE @LeonBox @Elazar The Glorified@azdimy @Nagashfan @Jaskier @MothmanDraws @TimeToWaste85  @Yoid @KrispyXIV @Selpharia @Lurynsar If you're interested - be warned, it's quite a bit longer now!

    I definitely want to give it a try; while I think generally we have a pretty poor spell lore, a spell that casts on a 7 with the potential to reroll (and we can stick two command traits on a keeper if we really want to) with a fantastic shutdown ability (as shutting down command abilities this edition is so much more important now) really sounds like it could be great. Of course, certain lists will shut it down and it is much better if the portal can go off, but even if everything goes wrong it's just a small part of what the KoS can do - it has decent (though swingy) damage and a fantastic command ability.

    Overall, it's worth a test if nothing else. 

    I cannot take the survey. Says no longer accepting answers.

     

  7. 1 hour ago, Enoby said:

    At least, in AoS 3, looking at some of the most successful lists they tend to consist of our mortals now :) Really the only non-Hedonite model that people use is Be'lekor (and neither of the 'top' lists used him), and then there's Archaon in S2D (who is technically a Hedonite) but he's kind of filling the same role in all Chaos God armies. 

    Slaves to Darkness (mostly Chaos Warriors) and Beasts were talked about a bit, but I've personally rarely seen them successful in my own lists or in other lists (not to say they can't, but I've not personally seen it) in AoS 3. They definitely seem more common in AoS 2 when they could be battleline. 

    Our own Hedonites do seem to be in a comparatively better place in AoS 3, and the two lists that did well were pure Hedonites. 

    I totally agree here. Even from a narrative perspective, it's nice to not be 'forced' to use daemons in a list that was meant to be mortals. My own army strongly dislike daemons so I don't like summoning them in narrative games (or even in casual matched play). I can see this being an additional rule in a Tome Celestial in the same way the Syll'Esske host tried to encourage more mortals in 2019 (despite it ending up being the best way to run 3 keepers and Syll'Esske for those double depravity). 

    And that is true about the first two points. Good points. 

    • Thanks 1
  8. If we were to get a points decrease, I'd rather summoning go up to compensate. I want more models to be on the board at the start. Having this does a few things for Slaanesh players.

    -Allows them to bring more of the new mortals to the table. They look so much better than most of our daemon units. 

    -Field HEDONITE models. Everyone who talked about bringing herd units and slaves units was a major feels bad, at least for me. I want our book units to be good and desirable.

    -Allows the Slaanesh player not to bring 2k of daemons to potentially summon with there being fewer opportunities to summon

    • Like 2
    • Thanks 1
  9. I think it's still an important part to let our opinions about the faction be known. We may be 2-3 years before our next book, but let them start thinking of it and when it gets time to make Hedonites 2.0, they can have some input from the community about what Slaanesh should be.

    Honestly, all of the summoning factions should have some other mechanic that deals with their summoning points as an alternative way of playing. 

    Blood Tithe, for all of its flaws, does this well. You can give buffs or stop spells with it, Or summon. That's huge. I love it. 

    Or it could work like Waaaagh points instead for some sort of Slaanesh faction. 

    Imagine something like
    6 DP: Units gain a 6+ Ward.
    12 DP: Units can run and Charge or Retreat and Charge
    18 DP: Units can generate 2 hits on unmodified hit rolls of 5+, and ranged units now generated 2 hits on 6's. 
    24 DP: A keeper of secrets is spawned and your DP goes to 0. or it could be some sort of capstone ability that's hugely beneficial but still drains your DP as the hedonites finally have that release. Could even be battleshock immunity. 

    And as we had also talked before in previous pages, while if they really want to keep the lazy story of invaders, pretenders, and godseekers DESPITE Slaanesh's location is known by Archaon, and the Twins, and pretty much all of its forces... then at least give us certain factions. I want to see what Sigvald's boys are like. Glutos clearly has a warband, how do they fight differently from Sigvald? Shalaxi seems like a force of nature for Slaanesh and doesn't make sense she would have her own faction. Syll'Esske should have their own. 

    There is a lot of neat and interesting design space they can do with Slaanesh. We need to pressure them to actually do it. I know it's old to compare our book to the DoK book, but it's such a stark  difference. Temples that just make unit play style actually desirable. You want snakes? Here you go! You want witch elves? Which 3 temples do you want? 

     

    • Like 1
    • Thanks 1
  10. 16 hours ago, Enoby said:

    Also, @Sorrow @AngryPanda @Carnith @CeleFAZE @LeonBox @Elazar The Glorified@azdimy @Nagashfan @Jaskier @MothmanDraws @TimeToWaste85 

    (I know I've forgotten people - sorry! - I'm very bad with names, but I do remember your profile pics!)

    As you're all quite active on this thread/have an interest in the survey, I thought I'd run these questions past you. These would all be in addition to the old questions, but I'm wondering about edits and additions :)

     

     

    • A "how do you feel" question about each daemon (for points)

     

    • Do you feel that AoS 3 Slaanesh is in a better or worse place than AoS 2 Slaanesh in terms of power

      • Much better

      • A bit better

      • About the same

      • A bit worse

      • Much worse

      •  
    • What would you like to see most in a supplement book or tome celestial (tick all that apply)

      • An alternative use of depravity (so not for summoning)

      • More support within the allegiance abilities for mortal only armies

      • A rewrite to the Slaangor Warscroll

      • More hosts/host options to theme an army around

      • More ways to get depravity points 

      • Synessa getting an extra spell to cast

      • More synergies available

      • More ways to use Slaves to Darkness and Beasts of Chaos in a Hedonites army

      • Revised spell lores

      • More core battalions available to Slaanesh

      • More grand strategies available to Slaanesh

      • More battle tactics available to Slaanesh

    •  Do you like summoning being a large part of Slaanesh's playstyle (note, this does not mean 'a part at all', but rather referring to it being the arguably strongest part of the allegiance ability)

      • I strongly dislike summoning being a large part of the Slaanesh allegiance ability 

      • I somewhat dislike summoning being a large part of the Slaanesh allegiance ability

      • I have no strong opinion

      • I somewhat like summoning being a large part of the Slaanesh allegiance ability

      • I strongly like summoning being a large part of the Slaanesh allegiance ability

    • Out of the following warscrolls, please tick all you feel you would like to have a warscroll tweek or rewrite 

      • None of them

      • (List of all units, started with most requested first)

    • Compared to other factions, how do you view the quality of the Slaanesh rules (note, this does not mean strength, but rather choices available, how fun the army is to play, how fun the army is to build lists for, how interesting the warscrolls are etc.)

      • Much below the average battletome

      • A little bit below the average battletome

      • About the same as the average battletome

      • A little bit above the average battletome

      • Much above the average battletome

    I feel like all of these are great questions and I feel can generate discussion. I would hope grand strats, tactics, and battalions would stay away. I get it for giants since they are locked out from most of the battalions, and while the current battle tactics aren't great thematically for slaanesh, on principle I do not want them. 

    • Like 1
    • Thanks 1
  11. 6 hours ago, Enoby said:

    I think Shalaxi is probably one of our most disappointing units because they have so much potential thematically but just don't do their job well (worse than a normal KoS in fact). It'd be like if Gotrek's unkillable gimmick was a 5+ ward and reducing damage by 1. 

    I know that the new book is more seen as a Slaanesh 1.0 from the designers (according to a playtester). The old book was more like a 0.5 Beta test, which is why little changed with the rules (both allegiance abilities and daemons) besides fixing the most egregious problems like DP and locus. 

    In the next book, I hope it's a true 2.0 and they look at the book holistically and make some QoL improvements to lesser used units, and of course give us some new things to play with rules-wise. 

    It would be nice for Shalaxi to be reworked to be the very best hero killer in the game (costed appropriately). Something like this:

    Screenshot_20210810-110024_Chrome.jpg.221748c28c7fa6f1a7e39dd3d30f3ab7.jpg

    Most abilities would focus around the Quarry - and while they seem incredibly strong against that Quarry, they're not very strong at all against everything else - so it would be a game of cat and mouse. The opponent can keep them easily tied up with chaff (Soulpiercer sucks against small models), but if they leave their god model open then Shalaxi will at least leave a big dent. 

    Definitely not a perfect Warscroll, but one I hope gets the "Perfect Hunter" part of their lore (really the only part of their lore) across. I'd like them to be as good at hunting as Teclis is at casting, or Skarbrand is at getting angry.

    A wording change on your soulpiercer rule would be something about rounding in the game of like a 3 wound model. What if Shalaxi fought brutes, a 3 wound model, or a megaboss which has 7. 

    I would make soul piecer maybe have a minimum of 3 attacks, maybe damage 3. It getting chaffed to death it not going go be a good time. 

    • Like 1
  12. I would hope for some additional unit of orruks for the Kruleboyz. If not, I guess Kruleboyz deal is more elite than bonesplittaz, but less than ironjawz, and have the mortal wound capabilities. It's also what I'd assume be the monster spam faction. I would think the Grots on Sloggoth is a monster, but honestly, could be the cav?

  13. I'm honestly surprised Seekers don't do some sort of mortal wounds considering blissbarb seekers use the seeker's spit as the venom they use. I get not wanting to profilerate the amount of mortal wounds they do, but it does seem odd. 

    I'd hope for the cost increase on daemonettes, they'd get some sort of mw as well. like a mw on a 6 to wound and thats it. Basically taking epicurean revellers and just rolling it into the warscroll. Even still at a 4+/4+, you would at least consider them. 

    • Like 1
  14. Played a 2v2 yesterday with 1500 a player. I took my orruks, other players were giants, trees, and goats. Teams was destruction vs goats and trees. Mission was shifting objectives (I forget new name)  I went with big Waaagh, and Ironclad/Amulet on mawkrusha, so no brutish cunning for mighty destroyers. It was around turn 2/3 that I finally got to 20 points so my orruks are slapping nearly everything on either a 2+/2+ or 3+/2+. Trees made their way to my backline (the summoning hero, I don't remember the name) and charged my warchanter and Shaman, and proceeded to beat some tree butt while the rest of the army partied under the enemy herdstone, knocking out the summoning of the goats and forcing the player to retreat as his 30 goats only managed to kill a single brute. Mawkrusha went after Drycha and kind of got stuck in the cornor while the giants took right flank and got grinded down for a bit.  However, we basically took and held the three objectives for 3 turns. Giants in the taker tribe just held 2 of them while I pummeled the left flank. 

    Teams probably should've been shifted around, but it was a learning game for the giants and the trees and just took what looked fun. 

    I might start leaving the mawkrusha at home. It's insanely powerful, but I do worry about it just being an I-WIN button that my friends might not have the tools to compete with. 

     

    -----------------------------------------

     

    In other news, I'm hoping our book is announced today. What are some wishes we hope for Ironjawz? 

    I personally want Brutes up +1 Damage across the board or some other way to give them damage. I want them to feel most distinct than ard boyz. I'd change the warchanter to something else instead of a +dmg bonus. Leave the mawkrusha as it is, maybe some minor changes. 

     

  15. Since the start of 3rd, I've played around 4 games. Two as Ironjawz and two as Slaanesh. First ironjawz was vs night haunt at 1k each. Second ironajwz game was vs BOC. 

    I find Ironjawz a lot of fun. It's pure fighting. 

    Mawkrusha stacked with saves and heals felt invincible. The Amulet of Destiny is way too good, and I wish faction artifacts were better than the universals, we will see with the books coming up how this fairs. my 1k list doesn't have a mawkrusha and has 20 brutes, megaboss, and two support heroes (at least one warchanter)

    The other two games I played as slaanesh vs Beasts of chaos. One game was close. Second game I got stomped on, though I mispositioned and had some of the worst dice rolls anyone could have. 

    Slaanesh struggles to make a great feeling list. The army would be in a better position with its third edition points. 

  16. Something to try next time! I had the bad cast dice, only casting 1/4 of my spells over two turns. 

    Mission was the Vice. Opponent was Beasts of Chaos. 

    Opponents list was

    Double warlord

    Shaggoth general, +1 sv characteristic, Amulet of Destiny, forgot spell (I think better rend by 1)

    2 shaman

    beastlord (volcanic axe +1d and 6 to wound is mw in addition)

    Doom bull (wizard book, flaming weapon)

    Tzan Shaman

    50 gors (10-10-30)

    2x3 enlightened

    6 skyfyre

    cygor

    ghorgon

     

    I deployed in a way to force him to deploy his ambush on the table sides so I didn't have to worry about something popping up in the back. Ardboyz stayed on the objectives following them up. I gave him first turn. 30 gors, shaman and beast lord popped up on my left flank which had goregruntas but shaman, chanter, brutes and mawkrusha were nearby. He fails charge to tie up goregruntas and uses skyfyres and they kill a singular brute. 

    Bottom of 1, I move up engage gors with goregruntas powered by warchanter and mystic shield. They did a bit of damage, killing only 11 gors, but through the beastlord being nearby to attack and some counter attacks, I lose 2 pigs. 

    I take the double turn. 

    Right flank which didn't have any pressure from any goats sees brutes, other grunts, and warchanter move up and ready to strike with the pigs. Warchanter on that end buffs up the pigs, other warchanter hits the mawkrusha. 10 man brute squad takes midfield ready for turn 3 to be a second wave. 

    Mawkrusha moves up take out the skyfyres, and boc redeploys some gors to cut off the charge. Mawkrusha makes a badly positioned charge to still hit the skyfyres and blocking gor, but I'm in herdstone range. Some bad dice see both units survive, and takes some damage in return. 4 man brutes charge what remains of the 30 gor to keep them in place and the singular goregrunta holds on from the beastlords attack survivng with 2 wounds. Fresh Goregruntas with warchanter buff charge the cygor and almost kill it. 

    Bottom of 2, goregrunta is killed off with magic, and opponent prepares to kill off the mawkurhsa, who is down 5 wounds at this point. I give him Finest Hour to survive. He gets charged by finest hour doombull with flaming weapons, ghorgon. I smash the herdstone to stop the additional -1 to save. Ghorgon goes first and does no damage. Mawkrusha KOs both the ghorgon and the Doombull, which causes the goregruntas to finish off the ghorgon, which allows the brutes to fight more gor. One of my warchanters was caught out by the shaggoth and his now freed beastlord... but both flub their attacks and the warchanter survives. 

    Roll off for third turn and I keep the stolen tempo and opponent concedes. Mawkrusha would've healed next turn for 3 damage from recovery. The game ends with 1 brute dead, and 3 goregruntas dead. the 10 brutes were in position to charge and kill the shaggoth and the beastlord freeing the warchanter, mawkrusha was in the middle of his army feeling quite healthy, about to smash his way out of the current combat to be free for movement. 

     

    I enjoyed the list really well, and would definitely run it again for 2k.

  17. I would actually kill for a tome celestial to bring down the cost of everything and yeet summoning. The whole "bring a worse 2k than everyone else and hope you summon 1000 more points" is really defeating. if I could only ever summon a single keeper or 10-20 daemonettes, that'd be great. Plus there are things I'd rather summon but can't, such as 6 fiends. Let me summon an actual anvil unit. 

  18. For a Slaanesh based Tome Celestial, I'd rather they rebalance Syll'esske's host to not just be summoning all the time, but rather do what we started thinking of in prior pages. Make dedicated hosts that offer some synergy for units and make it interesting. 

    Sigvald with painbringers and lords of pain

    Syll'esske should be a focus on twinsouls with having that mortal/daemon mix

    Glutos could be archers or could be seeker units. 

    The twins should have a faction for both of them, having separate hosts wouldn't work in my opinion lore wise.

    At least some faction should have a buff for our ranged units. Blissbarb archers are too fragile to spam, but some faction that gives me some buff would be nice.  

    • Like 1
  19. Trying this list out today. Thinking I might just drop the battle regiment for more hunters of the heartland. I'd rather not deal with getting roar'd at for debuffs. 

    Struggling if I want shaman cloak or Magic Artifact for my shaman. I know the teleport is great, but it's on a high cost spell. I kind of want the shaman to deal some good amount of mortal wounds (I'm playing against beasts of chaos) and be able to cast mystic shield on a unit of boys. 

     

    Allegiance: Ironjawz
    - Warclan: Ironjawz
    - Grand Strategy: Hold the Line
    - Triumphs:
    Megaboss on Maw-Krusha (495) in Warlord
    - General
    - Boss Gore-hacka and Choppa
    - Command Trait: Ironclad
    - Artefact: Amulet of Destiny (Universal Artefact)
    - Mount Trait: Mean 'Un
    Orruk Warchanter (120) in Warlord
    - Warbeat: Get 'Em Beat
    Orruk Warchanter (120) in Warlord
    - Warbeat: Fixin' Beat
    Orruk Weirdnob Shaman (120) in Battle Regiment
    - Artefact: Arcane Tome (Universal Artefact)
    - Lore of the Weird: Brain-busta
    10 x Orruk Brutes (300) in Hunters of the Heartlands
    - Jagged Gore-hackas
    - Reinforced x 1
    5 x Orruk Brutes (150) in Hunters of the Heartlands
    - Pair of Brute Choppas
    5 x Orruk Brutes (150) in Hunters of the Heartlands
    - Pair of Brute Choppas
    3 x Orruk Gore-gruntas (170) in Battle Regiment
    - Pig-iron Choppas
    3 x Orruk Gore-gruntas (170) in Battle Regiment
    - Pig-iron Choppas
    5 x Orruk Ardboys (95) in Battle Regiment
    - 1x Gorkamorka Banner Bearers
    5 x Orruk Ardboys (95) in Warlord
    - 1x Gorkamorka Banner Bearers
    Hunters of the Heartlands
    Warlord
    Battle Regiment
    Artefact

    Total: 1985 / 2000
    Reinforced Units: 1 / 4
    Allies: 0 / 400
    Wounds: 143

  20. 52 minutes ago, LeonBox said:

    I feel ya, failing multiple short-range charges is the worst. 

    I don't think my opponent failed a charge, except for the bestigors coming from ambush. Only later did I get one spiked dice roll where my slick blades rolled 9 wounds, and 6 of them generated mortal wounds. 

    The store owner asked how the game was going, and self admitted I failed the player code because my dice had turned me into a Morton Salt Factory, because that salt was flowing. 

    38 minutes ago, Nagashfan said:

    Damn, what else to try?

    In slaanesh... I could try 10 Symbaresh, and I do want the twins at some point. 

    I will probably go forward for the near while and get orcs done. 

  21. I went with a Dexcessa list... and I lost hard. I had very awful no good rolls (double 1's to charge with dexcessa into rolling double 1's again for a 3" charge).

    I know it's a dice game... but it was rough. Took the wind out of my sails a bit to enjoy slaanesh. Will have to retry them later on but I want to try other armies for the moment. 

    • Sad 2
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