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jackmcmahon

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Posts posted by jackmcmahon

  1. 2 minutes ago, Rock Lobster said:

    I would agree with you if the rule was written differently, it is structured unfortunately as it is for a different affect. I would agree with you if it just said 'Each time a model from this unit finishes a charge move, roll a dice for each enemy unit that is within 1" of the model.' That would be your interpretation written in rule form.

    The reality is though that they explicitly state that you Result = 'roll a dice for each enemy unit that is within 1" of a model from this unit' (surely no disagreement on this one) Trigger = 'after the model from this unit finishes a charge move'. And as we know from the next sentence you move each charger separately and total up the mortal wounds.

    This comment is separate from the rest of conversation: 

    Narratively, your way would be funny because it's like a 5car pile up on highway. First car crashes in then second car hits first car which further pushes into wreckage etc etc.  Just thought it was a funny visual I had that I'd share.

    • Like 1
  2. 3 minutes ago, Rock Lobster said:

    Could you elaborate on your point of disagreement, I'll be honest I'm not trying to be nitpicky, I just cant see where the disconnect is.

    I disagree that RAW give enough information to make a judgement because "a" and "the" are not clarified enough.  I read it as "units within 1" of the charging model after each model has charged" and you read it as "units with 1" of the unit after each model has charged" and the actual wording is somewhere in between.  In these situations, I usually explain to opponent and we come to an agreement on how to play until FAQ comes.

  3. Just now, Rock Lobster said:

    The method stated above is correct rules as written. There is no getting around the fact that you move each chariot individually and each time a chariot moves you add up the mortal wounds and they affect every unit within 1” of a model from this unit. Playing it any other way would be not playing the rules as written.

    Disagree

  4. 6 minutes ago, SwampHeart said:

    Yeah it heavily depends on the match up. The issue is against a unit like Plague Monks most HoS armies don't have a ton of tools to deal with them. Bestigors absolutely blend them but they're a bad match up for say a Keeper and so if you lose the Bestigors before you deal with the Monks you're left holding the bag. I've been able to get around this via summoning and using it to keep the monks from coming lose. 

    Good point. In most of my armies I've had one block of 30 something's to kill hoard.  So you are right, bad trade vs monks.  If ever found in this position any ideas on dealing with it? Best I can think of is have lash and hysterical spells in range to try to thin the herd.

  5. 16 minutes ago, SwampHeart said:

    What I mean to say is trading Bestigors for Clanrats is a bad trade. The points trade out in my favor but that's not necessarily the best way to evaluate if the trade was effective.  Because what happens afterwards is I get charged by the Plague Monks behind the Clan Rats who are more offensive than Bestigors so effectively I'm trading one of my hammers for a screen. I've tended towards using the Contorted Epitome near the Bestigors to get a double chance at causing fight last to let them at least swing before the Monks go. 

    I think this brings up an interesting point that I do find to be an overall weakness of Hedonites of Slaanesh. We aren't often able to set up favorable trades on the table. Not say we're not an incredibly offensively potent army but savvy opponents can really dictate the pace and units that are traded. I think this is probably an intentional element of design because of the potency of HoS summoning. 

    Agree with the trading screen for hammer thing.  There are times when even losing bestigors after to (some hammer) can be a good trade for you, though.  Had game last night where I took 10 seekers (240 points pretend 20 bestigors) and charged them into their death.  They essentially only killed a screen, but if you are able to tie up multiple units for a turn you can set up a counter charge for your next turn.  (I was playing vs ko, so they had next to no shooting on the following turn besides killing seekers). 24in deployment maps where you can't get your guys in where you want them are good for this.

  6. Contorted epitome, infernal enrapturess, malevolent maelstrom means there are 5 ways their spell does not go off.  Fiends give -to cast, bloab ally gives -to cast, -to hit, and work well with chariots as his spell works similar to the goblet.

    Everyone is looking for ways to gain depravity, so I've been trying to find ones that arent focused on that.  You don't need to summon as much if their team is either dead or shut off from magic.

    Might be a waste of points, but kairos can add a 6 to a mirror trigger.  Probably not worth it, as most of the time it would add 1, 3 or 5 mortals.

    Aqshy realm spells are awesome for the army, but that's true for most armies.

    Giving contorted epitome ethereal and rerollable saves with cogs could be fun since it already stops most mortals.  Probably makes their spell the heal. (Specifically for scenarios like 3places of arcane power if your army is lacking in a plan for those ones)

     

     

  7. 9 hours ago, CeleFAZE said:

    Are there any interesting combos we've been finding have potential? I haven't had the opportunity to test them yet, but I feel like a lot of the realm weapons that have an effect on a 6 to hit would synergize well with Euphoric Killers. I was eyeing an alpha strike with the Carving Blade and Into the Fray on a Godseekers Lord of Chaos for 4d6 auto-hitting auto-wounding damage with the reaper blade.

    I have used lord of chaos with into the Fray in 3 or 4 games now.  I have tried thermal rider, girdle and no artifact on him.  Playing vs ignore rend opponent made it a little less exciting: I have done three damage with daemonized reaperblade so far.  That being said, there's gonna be some games where their general is not 3+/4+ unrendable.  Even without the damage, he's been good.  Might consider having one in list without into the Fray.  His turn to spawn ability can tie a unit up for an extra round, which can be invaluable for keeping your higher priority targets away from shooting for one round.  (Bastiladons chew through daemons, but this guy tied one up all game). The change in base size when he transforms can also pull in nearby units to prevent a charge they were planning on another unit.  (Ok evocators, blast my spawn instead of capturing that objective.). If you are taking seeker cavalcade you can probably achieve a similar effect for 100 pts instead of 140 by piling in to 2.9inches.  

    Another one is goblet of draining on bladebringer on exalted seeker chariot.  When it damages a hero roll a d6. 5+ is d3 mortals.  It can hit multiple heroes in hero phase, charge phase, start of combat, actual combat, and with symphoniac command trait, again in start of combat, then 3 of those 5 again in their turn.  So 8 procs per battle round, possibly on multiple heroes.  Let's say you average being near 1.5 heroes: 60 procs per game.  That will never really happen as the heroes will die if you maximize its value, but it's just too fun to think about and not try.

  8. Just got a 1500 in vs seraphon. It was total commitment in aqshy. Here was my list:

    2 Infernal enrapturess

    Contorted Epitome w binding of Slaanesh

    Bladebringer on exalted w goblet of draining

    Lord of chaos general w into the Fray

    30 dnette

    10 dnette

    5 hellstriders w claw

    Malevolent maelstrom

    Lord of chaos power attack got saved but he held down a bastiladons the whole game.  Transforming into spawn has been really good and netted me at least 2 rounds of objectives in 2/3 games. The fact that the base size can change can make for some interesting wrenches in enemy plans.

    Bladebringers are amazing.  I'm going to keep running them over kos for a while.  

    Bastiladons can kill a unit of 30 dnettes like nothing.

    Dnettes and bladebringers are awesome targets for buffs.  If you are playing in realms, the spells could easily be your best choice of spell.  

    A lot of objectives captured from charge after summoning.  Another reason I like the bladebringers over kos.  They don't need to use command point to reach full potential.

    Keeping at least one hero alive at all costs has been Paramount. 

    Ended up being a victory with me controlling my own two and the objective on far right.

     

     

     

  9. 3 hours ago, Lhurgoyf said:

    Hey I noticed the exploding 6s allegiance ability doesn't effect all attacks profiles equally. An attack that hits on 3s&4s and an attack that hits on 4s&3s normally both do .333 dmg per swing. However with the slaanesh buff the 3s&4s deals .416, and the 4s&3s attack deals .444. It isnt a huge difference, but it adds up over time.

     

    Unfortunately most of the slaanesh book is on 4s to wound. Are there any good units out there with 3s to wound that can be a part of a Slaanesh army? I found Chaos Warriors with greatblades, and Chaos Knights with spears, but if anyone has other ideas I'd love help brainstorming. Alternately, any wizards with a +1 to wound buff would find their spell amplified by an allegiance to She who Thirsts. Are there any buffs like that in StD or BoC?

    Chaos chosen are 3/3/-1/1.  If they kill a model, they give StD units nearby reroll wounds.  With all the attack last abilities around it might be safer than usual to have one 5man chosen to attack first followed up by the bigger unit rerolling wounds. Chosen also have the 6+ to wound is a mortal like daemonettes in revellers battalion.  (Was looking for that effect specifically today because of exploding hits. Have not checked what BoC can go in battallion but I think they have exploding wounds somewhere)

  10. Just a clarification here: the model that is set up by an endless spell summon is also considered an endless spell itself, and was cast by a Slaanesh hero so if someone wanted to say they count until FAQ i wouldn't mind allowing it because that's what it says.  I am personally playing that they don't in expectation of an FAQ.  Future-proofing.

    Screenshot_20190509-120222.png

  11. 1 hour ago, Grimrock said:

    Built my keeper model last night, it's a really fantastic kit from a technical perspective. So many neat little joints and ways the pieces stick together. Same with the epitome, absolutely incredible model. 

    I'm not saying that the endless spell is a hero, but that it is cast by one. I looked at the depravity rules and they specifically say that mortal wounds caused to an enemy model by a SPELL cast by a slaanesh hero will generate depravity. Since an endless spell is a spell cast by the slaanesh hero it should generate depravity for all damage it causes to enemy models. I can understand the confusion because an endless spell both is and isn't a spell, so I agree that hopefully GW will FAQ it one way or another. 

    Ya, according to language, they are spells.  What kind of spell? An endless spell. Unfortunately, rules aren't fully clarifying intent all the time, but are getting better since I restarted a few years ago.  I think they treat spells and endless spells wording like wounds and mortal wounds.  Something that says it stops wounds on a 4+ should stop mortals if you read it as written, but it doesn't so they put wounds or mortal wounds in the wording.  Instead of "endless" being an adjective for "spells" think of it as "endless spells" being a one word noun that does not contain the word "spell". Oh, unless you are unbinding...or counting tzeentch spell ability...or other things.  Ok ok some work to be done still.

  12. 1 minute ago, Enoby said:

    Ah yeah, good point. Gives a very interesting niche for Hellstriders - being a tie up unit for hordes.  

    Right. Fits well with an army that really doesn't want their heroes fighting big units, even if they can kill them.  (Except maybe chaos lord on manticore with daggerfist and smouldering helm)

  13. 3 hours ago, Enoby said:

    Anyone tried the Seeker Cavalcade battalion? Seems like it could be interesting as it's super easy to make (with battleline included and seekers not being all that great). As we know from Devotee of Torment, a 6" pile in can be incredible (it would let seekers strike first out turn without a hero, and would let them retreat and pile in), and seekers are much better now. I'd like to give building it a go; would probably include a sybarite battalion too as it's very easy to make and often worth it.  

    Have not tried it, but another thing you can do with PIF6 is only pile in to 2.99" (because you didn't need to get within 1/2" from charge).  This keeps them from getting more than 1-3 models attacking and forces them to either retreat or spend turn killing your 100 point unit with their unit.  

  14. 10 hours ago, carnith said:

    Would the goblet give us depravity?

    I'll have to re-read it when I go home, buy I believe it would not.  The only way it would (sometimes) is if it says "that attack does an additional d3" then you would get it during combat and spells but still not abilities.  I think it's just general wording of they suffer d3 mortals from the goblet, in which case no depravity ever from it, though.  Still worth in my opinion though.  Average of 2/3 mortals per proc.  Can hit multiple heroes during multiple phases.

  15. I did the into the Fray thermal rider lord of chaos last week.  Anecdotal, but: both wounds went through.  1 was saved. Rolled a 3 for my 2d6.  He morphed into chaos spawn soon after.  Don't care. I love it. I am keeping him as general, but might use my realm artifact for goblet of draining on bladebringer.  Can proc it in hero, charge, start of combat, attacks.  Lots of attempts at that extra d3.

  16. 2 hours ago, quina2525 said:

    Hi guys

    I can't seem to get a clear answer here. 

    If I run a tamurkhan list. Can I actually take a maggotkin unique character. 

     

    It says they can't get the TAMURKHANS HORDE key word, but the way it says "all units with the keyword benefit from the command traits" etc. Implying that they can be there without the keyword. Any also in the designers notes that ANY maggotkin unit can be taken in the army. 

     

    Thoughts? 

     

    Apologies if this has already been discussed, I'm only on page 12 of 59 and wanted to ask! 

     

    Cheers ?

     

    Screenshot_20181024-231129.jpg

    This has always confused me, too. RAW you can take unique characters, (without the run bonus and any TH buffs) but everyone on here and I think on the wiki says you absolutely can't take them.  I took their word for it and put my list in the trash.  Re-read it about a week ago and was like...ya, this doesn't prevent uniques, it specifically says any unit.

  17. 2 hours ago, Ollie Grimwood said:

    Turns out I’ve got a few Boarboyz knocking around so I’m going to add a bit of cavalry to my Waaagh. Do the shields, stikkas and Hit and Run make the Savage boarboy an  option or is it Maniaks all the way who do seem the better and more fun option on paper? 

    I have never played bonesplitterz, but I would guess it depends what your army is lacking.  If you want them killing things the extra 40 points for maniak looks like it adds more killing power than the cost.  My personal plan was to use the run retreat to hold stuff up until stabbas can arrive, though.  

    Something along the lines of:

    Boarboys: 10,10,5,5

    Stabbas: 6,6,4, teef ruk

    Wardok:2

    Wurgogg:1

    Fungoid:2

    Team fighting exactly where you want them, stabbas getting first hit with all the mobility and 3" reach.

    • Thanks 1
  18. You could even base him on a "Rocky...Rocky...rooooad?" And despite the complaints happening in the pet peeves thread right now, $580 model is permission in my book to yell hey yoooou guuuys whenever he lands on the field.  

    Are there any spells in chaos that remove all other spell effects to ensure he doesn't get debuffed into ground? (Like archmage on dragon for order)

    • Like 1
  19. Here is my mixed destruction list based on area control and debuffs.  I have wanted troll hag since I found out about fw.  Ol naked granny bringing the pain.

    Group 1

    Troggoth hag

    Gitmob shaman

    60 gitmob grots (with possible two rend)

     

    Group 2

    20 m.c. grots

    M.c. shaman

    Huskard on thunder

     

    Group 3

    20m.c. grots

    M.c. shaman

    Bonegrinder gargant

     

    Endless spells

    Palisade

    Geminids

    Shackles

    Plan:

    Spam -to hits at the choke points you make with endless spells. Hag and husk healing back up while you drop units with gitmob grots and spells from afar.  

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