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Selpharia

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Everything posted by Selpharia

  1. As for recs, I had some success with dry fit -> plastic glue which you let dry partially, then wiggling them into place. Use super glue only if absolutely necessary, they’re small enough that I ended up with my fingers being like 80% covered in super glue before most of them finally adhered
  2. Yes, god, they’re awful. Funnily enough each one of my twins has missing fingers on opposite hands because the fingers fell into the great void of the floor and I couldn’t find them. I tried looking for many hours but then called it, deciding that they must each be in the middle of forming that hand into a Keeper-like claw
  3. They definitely are fiddly and have to be built exactly perfectly, but the style is amazing
  4. I don’t know if that tracks. They’ve given us an awful lot of new models. I wonder if we won’t see a significant overhaul, because it does seem like they don’t know what they want from the faction
  5. Daemonettes want to be in blocks of 20+ to act as an anvil unit. But doing that means doubling or trebling the premium on them. I’m pretty sure they’re the best option for 12 Depravity though.
  6. Does anyone know if hellstriddr spruces have numbered pieces? Trying to assemble seekers without part numbers drove me half-mad
  7. I’d imagine the chariot would do wonderfully against the line troopers, while you’ll really struggle to get he spell on the field
  8. On a meta level, maybe ask your opponent not to bring LRL for a few games? You said you’re in a small meta of three, so your fun counts for a lot. It’s perfectly reasonable to say: “My army really doesn’t have the tools to consistently give your LRL a challenging game. Would you mind bringing something else?” Hopefully he’ll be reasonable, but if he’s really just getting his jollies from stomping you into the ground and refuses, it’s perfectly fine to decline to play him. Which sucks because you won’t get games, but also saves you enduring three hours of destruction every week
  9. So I had a second game against Soulblight that went much better for me, and a few smaller games against Lumineth with a similar trajectory. The enemy list was a lot less rush down, but I also made some tactical changes that definitely helped. They’re not earth-shattering, but very well might help. 1) using Hellstriders to wall off your more valuable stuff. I imagine this is pretty standard, but I saw mike do it in one of the screenshots and it made a lot of sense. Hellstriders placed end to end can create a thin wall of flesh that buys you time because the opponent has spend phases moving up to, then through, the wall. 2) Redeploy: The biggest difference between this game and last game was that my Keeper didn’t get overwhelmed. This was because, once Vhordrai came roaring in, I had her step back a bit, He still got the charge, but none of his friends did, so when he whiffed, there was no insurance, so the Keeper took a chunk of wounds off him, healed in my turn, and cut him down. So much of our stuff can’t take hits, but can get where it wants to counter, which makes anything that lets a unit just not be there into something super valuable. Bullying: This was a big change for me, coming from the 2019 battletome, but you really don’t want a standup fight if you can avoid it. It’s really tempting to try to use the speed of the army for a decapitating strike, but the game and the army make that hard. I had the most success playing a very harlequin playstyle, avoiding confrontation, and whittling away, even when there were big monsters and other hammers bearing down (Thanks, Twinsouls!) taking attacks of opportunity and trying to create problems in many places, to force the opponent to either split forces or cede a side to me. Avoiding having most of the army killed in turns 1/2 paid geometric dividends once I could claw back territory with Daemonette hordes. It’s harder to do in some matchups of course, especially with gods, who are usually very hard to sidestep. Overall observation, about 5 games of 3.0 in, is that a lot of our best units are like lotto tickets, with a bunch of exploding sixes, buffs over time, or specific spike scenarios (e.g. chariot heralds charging multiple units). I tended to lose when I bet big on one or two tickets(the Keeper, the twins) But when I spread my bets around, played cagey and patient, and focused on getting small gains but doing more to make sure that I got another bite at the apple next turn, and could buy more tickets via summoning, I did much better. Again, this isn’t to say there are no problems, or it’s not hard and frustrating, or that it will be super easy now. I expect to lose a buuuuuunch, especially against really hard lists. But I think, for me, orienting around skirmishing and learning how to make that work is an interesting challenge to keep me playing through the current lean times.
  10. So I’m not a particularly good, or even a mediocre painter, but I finished my twins and I wanted to share, because they’re my favorite models to come out in a good long while. Looking forward to having them terrorize some battlefields once they have some mortal minions to accompany them!
  11. Ooof. No shame to you, Teclis is a beast. Hopefully you can find other people a bit more willing to play on even footing with a less killer list
  12. If you’re going so heavy on Twinsouls, a Shardspeaker or Lord of Pain might be value
  13. I used both the Bladebringer and Dex and they work well together. Dexxie is a bully, she wants to find the squishiest thing in the opposing back line and stomp it. The Bladebringer is a missile that wants to hit the center of all the opponent’s screens to deal 2d3 to most of them and limit their mobility. I run Godseekers and love retreat/charge on the herald just to threaten a repeat performance
  14. I do like the idea of lists with no center, the way Mike’s is. Aside from the Lord of Pain, there’s not a whole lot that’s asking for combos. Big B has two potential ways of stopping opponent movement, letting you have more time to do skirmishing and disrupting key buffs, and the Masque can drop a key locus or tank above her weight, and there are some units to speedbump aggressive chargers. I note that he doesn’t have any endless spells, and given how much anti-magic is present nowadays that makes sense
  15. I’ve been considering running Be’lakor to get reliable high value damage and disruption, good spells, and the ability to freeze a linchpin hero on a 3+
  16. What would you take instead? All of our stuff is pretty pricy and pillowfisted, and 12” + adv + charge plus monster benefits + free cp isn’t awful mobility
  17. I feel like the Keeper kinda went from good enough at everything to be a powerful threat to kind of too anemic on every front
  18. Tried my list again battling some vampires, here are some thoughts: Keeper: I really want them to work, but they’re a very delicate balancing act, needing to be close enough to the action to buff a key player without getting eliminated by a flying death beast of the Vhordrai/Morathi weight class. Still very swingy, and an expensive lottery ticket betting on 6s. Much as I hate the idea, Be’lakor has the kind of great support abilities I wish the Keeper had. Dex/Syn: No complaints, both did what I expected them to do, were only really hurt by having a hard time dealing with threat saturation. Syn was really nice for a cheeky Pavane zapping Neferata for 8 wounds in T1, even though the 3+ save on everything made their staff useless. Syn, in my experience, rarely does everything she can, but also tends not to come up empty. Would keep in another list. Infernal Enrapturess: An absolute workhorse. She didn’t quite manage to intercede on Neferata giving Big V a 3++, which was unfortunate, but she did stop quite a few other spells that would have sucked had they gone off, and plunked a few wounds/camped the Fane like a boss. Solid, solid unit. Twinsouls: Champions. Giving then mystic shield and all-out defense let them tank a Vengorian Lord and a block of knights hopped up on +2 Damage pretty well. Their output, however, was very swingy and they lost a fair bit to debuffs. I think they’ve definitely earned a spot. Blissbarb Archers: Somehow every time I try these, they roll terribly and do almost no damage. Some nice depravity generation from a few plinks, but underwhelming for 180 points. If these were 150, I’d cheerfully take them. They’re still in for now, but that’s mostly because our battleline are in a hard place. Hellstriders: Immensely hamstrung by the mission (Power Struggle) requiring holding objectives for two turns to score. Also had a rough time with everything having a 3+, so got relegated to point-holding. Nothing significant to report. Mesmerizing Mirror: This is another one I want to love, because in theory it’s so good. But again, it’s just too swingy. Failed to cast it T1 when it would maybe have taken the most flesh off of units, and then on T2, it went off, rammed into range of two heroes, and did 1 MW in total. I would like to replace it, but need to find the points, and a suitable alternative. Battalions: I’m fairly sure the Cameo wasn’t worth losing priority. But Hunters of the Heartland came in big to help the Twinsouls tanking. Overall still underwhelmed by summoning and wish I had the option to ditch it. But otherwise the thing I’m finding difficult is that, while we want to drag out battles into marathons of depravity, the smaller board size and the ensuing ppopularity of 500+ point bosses who can rock up with a boosted save T1 are tough customers to delay with our fragile units. I still want to make it work, but I’m definitely feeling some strain. I feel a bit like I did playing Harlequins: my play has to be near-perfect, because I don’t have the durability to absorb mistakes. That and most of our good output seems very swingy and vulnerable to disruption. On the other hand, I’m still very much learning both the game and the army, and I think mobility armies like ours really require you to read the opponent’s battleplan, which is tricky after so long away for me, and with a new edition. I found myself wishing for just one more unit to run interference with, but I’m hopeful I might eventually get that when our points drop
  19. They have two shots apiece and can double-tap on each turn because Morathi is there for Worship Through Bloodshed. So 10 stalkers shoot 20 shots in the hero phase of the bottom of T2, 20 shots in bottom T2 shooting phase, then 20 shots in the top of T3 hero phase, and 20 more in the shooting phase of T3.
  20. I did! But the Fane wasn’t in an amazing spot, so the summoned unit would have twiddled its thumbs then been threshed
  21. I tried out my Keeper + Twins list against Daughters. Ended up taking the L, but more because Morathi + Blood Stalkers is an amazing combo, even paying more points for it, than that my list performed particularly poorly. I think I just need to throw everything I have at the snakes as early as I can, because they can pretty easily wipe or cripple a unit or two every turn. Unfortunately I went first, so I kinda had to take my swing before I’d have liked to. That said, the Keeper did remarkably well, killing a Caldron and taking a Shrine down to 3 wounds even through the Hagg Narr ward. I’m not sure she’s worth 420 points though. The mirror, sadly, never got to suck people in I wish I’d gotten to see more of what the Twinsouls could do, Morathi raised a spear-based objection to their existence, and 15 damage through both save and ward later, they obliged her by crumbling in on themselves. A very timely Round 3 double turn really put the last nail in the coffin, nothing quite like 80 unanswerable Blood Stalker shots. Still, DoK are a tough matchup, and I think the list has more play than I expected. On the depravity front, with the low number of units on the field, and the general lethality, I didn’t get to generate enough to have a great effect before my summoners were all summarily removed. I don’t think I’ll change anything quiteyet, because I think I lost that one more because it was a new army/edition for me than anything else.
  22. I think the value of the Enrapturess is as both a cheap Sub-commander (even though she’s obviously a dom) and forcing the opponent to reroll successful casts in a wide bubble. I tend to agree on the KoS, but I’m hoping to try one with the FnP artifact today, will report back. Also going to try Synessa as a harassment tool, which is where I hope they shine
  23. Glad to hear there’s some play! Do you think it’s worth trying in a unit of 10 for command efficiency?
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