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Luke1705

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Posts posted by Luke1705

  1. 11 hours ago, Rhellion said:

    Went 5-0 again this weekend with my team to win a Circle City Clash. Beat 2 Slaanesh mirror matches (they copied my list, and I matched myself up against them).

    same list as before:

    Invaders

    keeper, thermal rider

    shalaxi

    ssyleske, general

    masque, general 

    epitome, general, glory hog, rod of misrule

    herald on exalted chariot, 12” +1 hit artifact

    3x5 hellstriders 

    cavalcade+sybarites battalions 

    Wait you mean people copying and pasting a list from the internet doesn’t work as well as the person who pioneers and practices a list?

    Ruh roh this spells trouble for my competitive strategy. Although I did shift from stealing your list to stealing @HobbyKiller’s list. So as long as I don’t run into him or Tinsdale I’m good right?

    In any case congrats on the win. Was that a singles event or an actual team event?

  2. 2 minutes ago, CB42 said:

    The unit as a whole must move closer... which means that you measure the closest part of the unit to the mirror. If that distance shrinks, it doesn’t matter what the rest of the unit did - the unit moved closer. If that distance expands because the closest model moved away slightly, it doesn’t matter if every other model in the unit shuffled closer - the distance between the mirror and the unit increased, so it moved away.

    That is what I meant to say but definitely not what I actually said thanks for clarifying

  3. 41 minutes ago, Sobakaa said:

    Could you please help me with clarifying when exactly Mesmerising Mirror triggers? The warscroll says "If a unit starts a move within 12" of this model", does that include charge move and pile-in move as well, potentially forcing a unit to suffer D3 mortal wounds 3 times in a turn - move, charge and pile-in (a very unlikely scenario)?

    Also, how does the second bit "unless it finishes the move closer to this model than it was before the move was made" interact with multi-model units? Is it enough to move one model in the direction of the Mirror or every model has to end its move closer to it?

    Yep every time they move it can trigger.

    For multi model units, to my understanding you just need to have one model move a tiny bit closer to the mirror. Everyone else can run completely in the opposite direction. A bit weird but I can’t really see any other way to read it

    • Like 1
  4. @CB42 covered it pretty thoroughly. For that list in particular points are a reason sure but you could just take 10 gors for 60 points instead of the ungor raiders for 80 and fit the third keeper if you really wanted to, but it seems that a number of people have practiced, tried it, and found that you lose more than you gain.

    The biggest counter point for me is that you almost always have 2 or more of the 3 keepers nearby another keeper because the tactic to kill a lone keeper is send 2 units that are dangerous towards it since it can only locus one by itself. So as has been said, shalaxi needs a friend sure but with 3 keepers you’re usually going to bunch all 3 together or have 2/3 in one spot so it’s largely moot having 3 excess of violences. Especially since you can summon one in but you can’t summon in a shalaxi. That’s even not considering shalaxi’s hero-killing awesomeness

  5. 11 hours ago, ArgyBargy said:

    What do you guys think of the 4 keeper list from Blackout? It seems weak imo but somehow still went undefeated. 

    List was something like 3 keepers + Shalaxi,

    3 units of 10 daemonettes and The Mirror/dreadful visage

    You should ask @HobbyKiller as I'm pretty sure that was his list. Obviously Keepers are strong as most people are running 1+Shalaxi (who is basically a keeper) or 2 + shalaxi.  The 4 keeper list is tough to play because it doesn't have a ton of bodies.  Although it technically has more bodies than the list James won the Warhammer GT finals with, the hellstriders are surprisingly effective vs chaff.  Decently durable and they will win most multi turn slap fights vs crappy units, plus they can tie up deathstars with the seeker cavalcade.  The extra heroes  in a 3 keeper (2 + shalaxi) list give you some more utility and safety so you can just throw the keepers forward with reckless abandon. I certainly am gravitating towards 3 keepers compared to 4 and it seems like multiple high level players agree with that assessment.

    And just as an aside, some events will require you to have a different keeper to summon and not allow you to bring back a dead keeper.  Do you *really* want to buy 5 keepers?

  6. 2 hours ago, Ragnar72 said:

    Hi there,

    interesting discussion!   @CB42 Can you explain why the ungors are that much important and where do you get the rerolls for the shalaxi?

    The seeker calvacade also seems expensive. Do they really do enough damage after piling in the extra 3 ?

    I haven’t run that list....yet 😈 but I’m pretty sure the ungor raiders are cheap backfield objective holders that are also surprisingly mobile with a sprinkling of shooting. Slaanesh is pretty body light until you summon so I believe the idea is to not let someone just come by with like 6 models and take your objectives.

    Re-rolls for shalaxi will occur if you’re fighting a hero, if you sacrifice to the fane or if you cast one of the acquiescence spells (or if you include Syll’Esske, but he’s not appearing in this list)

    Seeker cavalcade is almost exclusively less about *doing* damage and more about preventing it. When you pile from say 5” and end 2.99” away, you’re locking something in combat and probably only getting hit a couple times in return. And since you can pile from six, you can fall back, advance, and do the same old thing turn after turn until your seekers are dead. Additionally, if you *do* happen to fail a charge from less than 6 out then you can still pile in and swing so that’s helpful too.

    Also the cavalcade makes you a 2 or 3 drop and gives you an extra command point and another artifact

    • Like 2
  7. Remember that if Shalaxi’s power goes off (on a 4) then she not only gets full re-rolls to hit, making her much more reliable, but she also gets to re-roll her saves (not just failed saves) when heroes hit her. So she is actually crazy durable with a re-rollable 3+ with a 6+ FNP vs heroes. Even against rend 2 that’s more than half of the damage saved. Rend 0 you’re failing like 10% of the wounds inflicted and rend 1 about 20%

  8. 2 hours ago, Sobakaa said:

    What i don't get (probably because i'm new) is why people take those 130 points in spells over more sturdy heroes. I've seen it multiple times now.

    Slaanesh doesn’t really do sturdy. For sybarites it’s really about quantity more so than quality. Personally my iteration of this list would include the masque and drop one of the spells and an exalted champ to make that inclusion, but I also don’t own the slaanesh specific spells.

    The palisade is great for hiding your heroes/backfield objective capping unit or for a frontline debuff if they have no ranged output you care about. The wheels consistently do a good amount of mortal wounds and the mirror can do a lot of mortals if they move and charge away from it, so you can shape where your opponent is willing to go. It also does a number on heroes of course.

    But if you’re dead set on dropping the spells and including more or better heroes that’s not awful in any way. As long as you’re playing with realm spells you’ll probably still be able to make good use of your casts.

    • Like 2
  9. Can you include Gotrek and a Mercenary company in the same army?

    Two potential issues I see - gotrek says you can’t have any other allies, but are mercenary companies actually allies? It sort of seems like they might not be. They do of course use allies points but I don’t think they *are* allies.

    Second issue - gotrek is allowed to exceed the allies points limit so IF Mercs are not allies, then it would seem like he could be included in an army that has Mercs because even though his inclusion takes the army over the allies/merc limit, his rule allows that.

    HOWEVER, one could argue that if gotrek is included then no points are available to spend on Mercs. Who joins the army first? Or does it not matter and you can have both gotrek and Mercs? Or does it not matter and you can’t have Mercs and gotrek?

    Relevant rules pages attached. Would love some rules support one way or the other but I don’t see any FAQ about this

    F3C98ECB-9C1F-4CEC-A736-52542A202C99.png

    3360B61B-13E1-4CAC-ADE5-C7EE36520FF7.jpeg

  10. 10 hours ago, HobbyKiller said:

    Godseekers with triple keeper (one was Shalaxi), triple hellstriders, sybarites, cavalcade, mirror, wheels, palisade 

    nothing special - pretty much the same list I came second at Blackout with 

    Interesting that you play god seekers with the hellstriders that don’t really want to charge stuff since they can pile from 6. You don’t find that the enhanced CP generation from Invaders is necessary?

  11. Oh and you paid 50 to buy a CP? Tbh I would be *really* tempted to trade the daemonettes for 15 hellstriders. Drop the cogs and the CP and get the seeker cavalcade. So you keep that extra CP and become 2 drop but you’d have to switch to invaders (which IMO is better any way with the glory hog command trait and the rod of misrule, plus the ability to get 2-3 extra CP over the course of the game as your dudes die. You’re just swimming in command points)

  12. On 9/21/2019 at 11:59 AM, spenson said:

    What are the match ups you love/hate most?

    This is a really great question that I’d love to hear people’s thoughts on. Probably worth a short preface on the type of list you play too.  Ex: I play godseekers depraved drove and I have a really hard time against X because Y

    Personally I’ve been building up @Rhellion’s list (invaders keeper/shalaxi/epitome/bladebringer/masque/Syll’Esske sybarites + seeker cavalcade hellstriders) and I think it will do super well against fyreslayers on most missions due to the 6” pile in specifically coming from the hellstriders in the seeker battalion. If that doesn’t make 30 HGB sad I don’t know what does.

  13. 23 hours ago, CB42 said:

    Yeah, fair. I was running the math assuming you can get 20 in (which kills him about 45% of the time), but you can probably only get 12-15  in. At which point you’re more likely putting 4-6 wounds on him than 8. But that does get him into kill range for a Bladebringer on Exalted to finish him off.

    The right move is absolutely to just avoid him, but on many maps thats not viable - not just duality, but also you often don’t want him burning your objectives in scorched or valor, you don’t want him near where the objectives drop in starstrike, you don’t want him sitting on the crucial middle objective in focal unless you can take all their backline objectives, stuff like that. I think it gives Slaanesh armies a reason to take more chaff. You need those bodies to serve as speed bumps.

    Honestly I really don’t see him smashing the competitive scene so not really worth worrying. If we can deal with HGB (and we can) then this is completely doable too

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