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Elazar The Glorified

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  1. With the rumour engine do we know if we're expecting a Slaaneshi Warcry warband? The Shardspeaker and Blissbarb Homonculus have similar smokey bits but otherwise wouldn't be expecting anything for Slaanesh so soon after their book
  2. This. But it's a perfect example of why we need FAQs because already as a player base we've tried to break it 😂
  3. So they still count as Battleline but they won't count against your minimum requirements if that makes sense. Important in this season of the GHB as if they're Battleline infantry they will count as Galletian Veterans for example. They get just the Slaanesh keyword but they won't gain Euphoric Killers or the Host keyword or rules. So essentially you're looking for units that can operate well solo of the Hedonites rules and their own allegiance abilities if taken in Slaves to Darkness. Thankfully, I think there are a few units that will very much fit the bill and there's even some fun bonus synergy with the Warshrine's Slaanesh prayer to explore. Chosen, Varanguard and the Ogroids look like they could fill a role for us and then Warshrine and Sorcerer Lords stand out as maybe having some value to support them depending on how deep you want to go. My gut is the Warshrine whilst potentially funny isn't going to cut it but the Sorcerer buffing a block of Chosen look very good for tackling things our Twinsouls would rather avoid. The Ogroids could offer a bit of a glass cannon that can put out some decent damage into armoured units too. To confuse it you also have some units that might have some play as Allies (because they can't get the Slaanesh word to join us as coalition units) such as some of the Cultists for screening and chaff etc. I'm excited to try out some new stuff with their new book and our old one!
  4. My priority was always the Grand Strategy and the Battle Tactics as that's a big part of how games are won and lost. I'm not 100% sure on where I am with the Grand Strategy. It's an interesting one certainly but it's going to be so dependent on the lists you're up against to score it so I don't think it does enough to make me want to move away from the 1-drop Battle Regiment at army building stage. The Battle Tactics are a bit more interesting with two that lean into how we might be playing our lists and one that feels a bit of a Hail Mary to me. Death by a Thousand Cuts if you're going for shooting list in particular should be doable as you can still spread around the wounds for Depravity but just split a few shots from each unit to pip those wounds to score it. Alternatively, there's usually at least one bad that needs to be dropped early in most enemy lists so this feels like it's a nice way to score for focussing down an enemy without having to guarantee the kill for things like Bring it Down, Broken Ranks etc so you can save those for more definite kills. Enrapturing Blur is more situational but it may as well be called 'Sigvald Gonna Sigvald' as it's what we want to do with him half of the time anyway so could have some merit although in the early rounds I'm more likely to be looking at scoring the movement and objective based battle tactics before the middle gets too clogged up so is probably going to be more for if Sigvald hangs on for long enough to go for something squishier later but I can definitely picture there are times I'd pick this. The Grand Feast is certainly thematic. But unless you're going for some harming your own units shenanigans I don't see how you ever justify going for this over any of the other Battle Tactics as it requires quite a turn to pull off. If they'd given us some extra way even as a one-off to generate Depravity - such as a Command Ability then this might have some (limited) value but as is...
  5. Turns out the rumours of Slaanesh's demise are greatly exaggerated... Again 😂
  6. Beasts of Chaos got a Battle tactic based on holding an objective with a summoned unit so I wouldn't be surprised to see us get something similar for that purpose
  7. I personally really love the Depravity mechanic and how it works. I also think it is quite Slaaneshi as in the background lore for both Fantasy and 40k there's always been snippets about the Daemons of Slaanesh being the most active amongst the mortal followers of their god. Every great Slaaneshi character seems to attract a harem of Daemonettes as an example. But, I do see the appeal in Depravity being able to buy gifts to represent Slaanesh's favour if you don't want to summon. For Invaders this could be in the form of a choice of a malus for enemy units to demonstrate the impact of the escalating havoc of Slaaneshi forces in your territory. For Godseekers this could be benefits to action efficiency to represent them picking up a scent of Slaanesh and becoming more frenzied in their desperation to reach the god. So maybe extra movement, an extra move and maybe if you want a big choice of what to spend it on then fighting twice etc. Pretenders you could have loads of fun with and maybe have a table of new titles the Pretender can assume each providing them a further buff as their towering arrogance grows and grows. Those buffs should include something like a bodyguard ward save as the Pretender's followers throw themselves in front of the blades of the enemies etc. All of these could be tied to our starting army to stop it getting out of hand too
  8. To be fair the last couple of these have had Warscroll rewrites but on the faction scenery piece. Certainly a possibility that extra rules can be baked into the Fane as it also adds some balance as it can be Smashed to Rubble. We'll have to wait and see but as my other army is Beasts of Chaos it was great to see such an elegant approach to how they've been buffed and if we get something even half as impactful we can be in a much better position. Don't underestimate how useful an extra few Battle Tactics might be as well. Even if in isolation they're not amazing there's always a use for more options, particularly in certain missions and match-ups where some of the core ones become very tricky to score without a turn to set them up first etc. Options to keep us scoring are always valuable. I'm going to hope for perhaps an allegiance ability to buff the Slaangor. That way they can dial them up a fair bit without worrying about them suddenly being awesome in other armies (or Beasts if they ever get round to fixing their keywords...) I'm going to sit here with everything crossed until this lands, hoping that they give them something insane like native fight twice on the charge or something. No, I won't dial back my expectations! 😂
  9. I think a few of those things are synergy dependent. Lord of Pain is I think actually a really good support hero. If you're running Twinsouls he gives them their rerolls back on the turns they're getting their ward save thanks to his command ability and on the other turns he can be giving Glutos rerolls instead. That he makes your Twinsouls a Battleline choice is an extra boon, especially if you're using Sigvald as that means you're in Invaders and Lurid Haze and so having him as an extra general is a no-brainer. I've alternated running Blissbarbs as smaller units and reinforced and my preference at the minute is for one reinforced unit. It stops them being an easy pick for your opponent for Broken Ranks and if you're running Glutos you can benefit from his Battleshock buffs and/or Battle Rapture (not like there's a better mortal power to take for him really...). A unit of 22 Blissbarbs can focus things down fairly well with All-Out-Attack or spread around wounds if you're trying to farm Depravity. Twinsouls are one of our best melee units. They're not without their flaws but I still really value them. My regular opponents have learnt to be quite scared of these now! The Dread Pageant are one of our most cost-effective units for output. They're never going to be the best unit on the field but they're a perfect little toolbox unit and my next choice to go into the Mists with Sigvald when running Lurid Haze as left be they can score plenty of points and make a nuisance of themselves and if your opponent focuses on them, they're one of our cheaper units, can tank a bit through Vasillac and don't count against the battle tactics for you. Sigvald is a one-trick pony but it's a trick that keeps opponents thinking and that's always a bonus!
  10. Yeah I should stress I hadn't seen the Blades of Khorne update and I'm not close enough to the army to know even having now seen it whether it would be of much help. I was optimistic for how well the Beasts one addressed some of the problems with the army and how much it's given my list writing with them a new lease of life. So yes, if we got a Beasts style update then coupled with those balance tweaks it might be enough. Typical GW managing to lower the bar always! 🙃
  11. It's a unit that's had a wound allocated to it on the turn and is still there to generate the depravity, not a mini. Doesn't matter if the mini the wound was allocated to is still there or not, the trigger for Depravity in this case is the same thing that triggers the Split and Split Again rule in the first place - a wound or mortal wound being allocated this slays a model and it splits
  12. The two big bits with this to me are that firstly, it's interesting to see GW trying something other than just points changes to adjust the balance in the middle of a season. I don't know whether it will have the desired effect but definitely one to watch. The other bit is this feels like as Hedonites players we'll feel the benefit of this only in a truly competitive environment. We might not have the tools to maximise the bonus points from this, but where we will potentially feel this more is that there are lists much better than ours at removing those units so that's potentially huge amounts of VP being given away by Dragon Spam etc against other good lists so as a result the meta will shift as people re-optimise lists to get the balance between taking the good stuff and not giving up too many points to other lists. Ultimately, at this point we don't know what the new meta will look like but there's a chance that the sorts of units that are on that list that we struggle with will have less presence on tables and that certainly can't hurt us. I think with that change though, if we could get a White Dwarf boost like Beasts of Chaos have and what potentially Blades of Khorne might feel from theirs then we might actually be in a decent position. Imagine if they gave us a couple of Battle Tactics around Depravity and/or Summoning in the way that Beasts did, a new Slaangor warscroll to make them actually useful and perhaps an extra allegiance trait. Ok, I've gone into dreaming but the first bit of this post still stands. The meta will shift (in a tournament setting) so there might be some improvement on how Hedonites perform there.
  13. @Wordy9th Sounds like a great splurge with plenty for you to try out and see how you like it Based a little on my last list, maybe something like: Glutos Sigvald - General Lord of Pain - General 10 Symbaresh Twinsouls 5 Myrmidesh Painbringers 22 Blissbarb Archers 5 Slickblade Seekers I really like them in a Battle Regiment for being able to deploy them in one drop and hopefully controlling the choice of who has first turn, but if you wanted to use more of your other characters instead of the named ones then the other battalions start to have some use. Making them Lurid Haze to ambush Sigvald is probably the key to getting the best use out of him and because they're an Invaders force, Sigvald and the Lord of Pain can be your generals to benefit from making the two Warrior types Battleline and getting the extra Depravity whilst Sigvald is in the opponent's deployment zone. The Lord of Pain's Command Ability is great on the Twinsouls on the turns they don't have rerolls from their Fractured Souls ability and on the other turns if Glutos is in range he's a great target for the rerolls instead (or the Slickblades but I work to the assumption they're potentially more out on a flank). You've also got plenty of options from your Daemons for your summoning as the depravity piles up.
  14. Great post @CeleFAZE, totally agree that this edition is often about making good choices around your battle tactics. I think it's a useful exercise to consider how your list might deal with scoring these as you're writing it as a priority and how you might mitigate against some scoring for your opponent as a secondary thing personally. Whilst some of the opponent's tactics can be considered at list building stage not all of them can be and to me that side is mostly about thinking on your feet to make whatever your opponent has chosen more difficult in whatever way you can. However, the Battleline point is definitely a good one to keep in mind and the more games I've played with Hedonites in this edition the more I've tended to reinforce my Battleline units so that there aren't any easy choices for my opponent early on. I've certainly pulled back on using Hellstriders as their main benefit was from screening etc and I think there are probably better choices in our Coalition and Allies choices for that than a Battleline unit that your opponent can get VP for killing. Otherwise though, I'm a big fan of making sure there's always a Command Point left for a key Redeploy etc to mess with any plans your opponent might have to get at a unit and kill it. From my experience that sort of thing can often be the turning point when your opponent is forced to either pass up those points or now over-extend to score them (which links to your point on making sure you can reliably kill a unit as the dice may be unkind etc. can your opponent do anything that will make it hard or impossible to score? Always factor in All Out Defence etc. But also, my game I posted about with Maggotkin a couple of weeks ago was an example of this. My main aim for the first turn was to neutralise the Glottkin but I couldn't bank on being able to do it with Blitzkrieg an option for them to charge themselves into the ambushing Sigvald or out to the flank and take themselves out of reliable charge range of everything else but units outside of Blitzkrieg range were more viable targets). This can look different depending on the circumstances and battle tactic they pick though, maybe it's healing your General with a Heroic Action or Rallying the remnants of a Twinsouls unit locked in combat that your opponent thought might be an easy Battleline kill without having to do anything. Be'lakor and Glutos can be quite good for these shenanigans too. We often talk about Be'lakor neutralising the biggest nasty in the enemy list but sometimes (especially those games that don't have an Archaon etc on the table) his ability to potentially stop a unit moving or fighting can be the difference between a tight game and a win/loss. Glutos is a bit more niche but if you have him as your General or you have one of our Hedonite Monsters within 12" of him you can put Gorge on Excess on it in your Hero Phase. It lasts until your next Hero Phase so can make these feel like less attractive targets. If your opponent is going second in the Battle Round and so has the chance for the Double Turn and is potentially committing multiple units to taking that target out it can have some value as they'll have to get their combat order choices right or risk you healing up off the squishier units they maybe put in to try and tip a combat. Bonus points if you can trigger this and be in range of a Keeper! Lots of planets needing to align to make massive use of it in this context but certainly not one to sleep on, especially if you're hoarding VP and have obvious targets for your opponent to pick in their turn! I do agree that the bonus Monster scoring can often feel like a trap and I certainly would only be trying for the Monster condition if my list was going to have one in anyway and it was a relatively risk-free bonus. I can't say I've been using Monsters in my Hedonites too often since nearer the beginning of the edition as the extra VP that's potentially up for grabs for each one that dies from Predators and Prey on top of any of the Battle Tactics and their bonuses for monsters often feels too steep a price to pay for what monsters can do. I think the armies that do Monsters best are usually the ones that can really lean into it (my other army is Beasts of Chaos so I can get my Monsters kicks there!) But also, don't forget yours and your opponent's Grand Strategy and all the other elements of scoring for the Battleplan. For a lot of them there's 3VP for the Primary Objective and 2 for your Battle Tactics on offer each turn. You've then got your bonus 3VP at the end for Grand Strategy to add on top. Ideally you want to be thinking a turn ahead as much as you can too. If you score the Primary this turn does it weaken you for the following turn etc? Are you better forgoing some of the 3VP on that to score a Battle Tactic that will also cripple your opponent's scoring the following turn? Can you mess up your opponent's Grand Strategy if you pass up on the Battle Tactics this turn? Will any of the Battle Tactics be viable next turn? If not can you max out your scoring this turn to prepare for a bit of a fallow turn the one after (and use that turn to disrupt your opponent's scoring to keep a net lead etc)? We'll not have long before we move out of the current GHB and need to rethink some of this though. Very curious to see what we end up with next and the impact that had in game and on our list building!
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