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Magnus The Blue

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Posts posted by Magnus The Blue

  1. Possible, yes.  Good, No.

    The big problem is that the Lord of Change's main damage output is spells and in particular it's signature spell.  With 3 of them they will struggle to have worth while things to cast. You'll get lots of summoning points but with the offensive ability of a brimestone horror that's feeling under the weather and very little screening, you'll really struggle to win games.

  2. 1 hour ago, Sobakaa said:

    Yay, Slaanesh is the 2nd most popular army for ETC this year, only loosing to Skaven by 1 pick! Russian team chose to take Sylvaneth because they are a good counter to what others were likely to bring. Suppose we should expect nerfs to summoning in winter.

    ETC isn't a great indicator of power as the matching system means it suits very speicalist armies that excel against some list even if they struggle against others (Slaanesh).

    I wouldn't argue against some rebalancing though as our internal balance is way off, almost all chariot options are bad and the non-heros ones are verging on unplayable in matched play (120 points for a 6 wound chariot!). Daemonettes and Helbane are also poor and could shed some points.    Keepers seem are too cheap for me, as our our bestigors but the rest feels ok.

    • Like 1
  3. I've not played it yet, as the 8+ to cast puts me off (probably need Epitome to reliably cast it).

    I have notice that all three of the heavily discounted endless spells give -1 to Bravery (Sun, Gravetide and Jaws), so could synergies well with our Bravery focused magic and artefacts.  100 points for all three could be interesting in a caster heavy list and their size allows for some serious movement blocking potential.

    Shame they don't give Depravity :(

  4. 5 hours ago, cranect said:

    Also being a Fyreslayers player I can offer some insight. So beasts are actually a decent matchup here. Slayers are very slow use that. While the hearthguard can get 2+ rerolling saves and a 4 up after against others it doesnt work against us. The herdstone rend is great, take some bulls for rend 2 or just lots of rend 1 attacks, get the spell to up the rend some more and you can negate their save buffs or if they failed a prayer then even reduce them. If possible you want to go first and get on some objectives so that they cant tunnel onto them. The hearthguard buffed up are dumb. If you cant debuff them then just either stay far away of feed just enough to keep them stuck in place. Battlesmiths and priests are important targets. If they dont have auric hearthguard then your job became a lot easier. If they do then good luck as we dont have the best ranged. Use your crazy speed to the best effect and you should be able to do well. If they run hermdar dont anticipate any battleshock. If they go vostarg they can move 12 and charge turn one so be ready. If they go greyfyrd they can have a formidable block of heros but they are slow and easy to avoid since they wont have much else. I doubt they are going lofnir but if they do then they will have lots of magmadroths and mortal wounds or lots of shooting but either should be able to be handled with our rend buffs and speed.

    Recently played a few games against a similar list.  First time round I tried pilling everything into the Bezerkers, but we just don't have the combat punch to do that reliably. Maybe if you're rocking 18 Enlightened on disks and a Wildfire Torus (make sure you hot the Bezerkers and not the hero, so the hero will have to fight and activate all the rerolls), but generally you want to keep well clear (unless you manage to take out all the heros first)

    Second game I went with a desolating beastherd list with plenty of Centigors and just out manoeuvred him. By the end of turn 2 I had a wide circle around his army and just picked off the straggling units while playing for objectives.  Stark contrast to the first game, I felt in complete control for the entire game as he just couldn't hold more than one objective without splitting his force (which would have resulted in me swarming and destroying the smaller half). 

    So yeah, main thing is play the mission and use your mobility to control the game.  Ambush really throws them off their game (not enough cheap units to screen effectively) and a bit of shooting is invaluable, which basically means raiders and/or Cockatrice.  Also remember the buffing heroes are generally quite squishy and poor in combat, so no hard doing a suicide charge to take one out if you get the chance.

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  5. 3 hours ago, Caspeur said:

    I like your thinking! However, this will only be effective if you're the one being charged upon, as you need to end a charge within 1", so you can't charge with one conga line and then with the enlightened with them staying outside of 1". Staying outside of 1" while still being jn combat would only work if your front unit is being charged and you stand behind it, or if your enlightened are already in combat and happen to pile in within 2" but outside of 1" of the newly charged unit. 

    The sad thing about this is that you can only pull this trick once and your opponent will never make the mistake of charging your screening brims backed by enlightened again 🙈 

    You only completely avoid getting hit when charhed, but with clipping and screening you can make sure only one enemy model can attack the enlightened. Harder to pull off without the disks massive move but still a solid tactic.

    • Like 1
  6. 1 hour ago, Sumanye said:

    Are Enlightened on foot value though?  Comparing 10 tzaangors to 6 enlightened on foot, by my calculations the tzaangors do basically the same damage (like 1 wound less average against 4+ save), cost 20 points less, have more wounds, have shields, benefit from the shaman's spell and are better at objectives.  The enlightened really only out damage tzaangors if they get to use guided by the past, but with msu they are likely to be wiped out before that happens.  Unless I am missing something, which maybe I am!  I suppose the Tzaangors damage will go down once they take 4 wounds and lose the bonus attack.

    Your missing the 2" range, which makes it easy to screen most damage with another unit and get guided from the past without getting slaughtered first. 

    • Like 1
  7. I think for pure value Ungor are probably our best battleline (in a deprived drove), closely followed by hellstriders who's speed and relative hardiness is great for our play style.

    Daemonettes are feel like they should be maybe 8 points each instead of 11. The Slave to Darkness options are ok, but  mostly lack the mobility to keep up and lose some synergy by not being Hedonites (no Keeper command ability for them).

  8. 19 minutes ago, Ekrund Oath Splitters said:

    Im not really fussed by the GH2019, everyone got minor pts drops that basicaly keep everyone pretty much at the same point in regards to the game as a whole, 10pts here 10pts there, it hasnt changed anything really for me. My Ironjawz dropped around 90pts but when other armies have dropped the same i feel like im in the same position.... I would of loved to see Bullgors, Cygors and Ghorgons to have dropped a bit in pts maybe 20 for the bigger Bulls and 10 for the little ones. I think the Wildfire Taurus could of dropped a bit more as 80pts is still quite costy and the Giant still needs something done to him to make him worth it. Regardless of what faction i use him in his 12 wounds and a 5+ does not get him far especially with no way to heal which lucky the Cygor and Ghorgon has innately and with Warherd in general. 

    I would of liked to see Bestigors drop a little bit as well, now that 'Ard Boys are 130pts for 20 wounds with a similar stat and attack profile. But other than that its kind of like the last Generals Handbook, not really that huge.

    Personally I think then unit costs are just about right. The problem for me is the cost of our heros and monsters.

    I could see an argument for Bullgors dropping to 150, but I can see why they stayed the same (native healing, solid battle-shock protection and one of very few units with -2 rend). 

    I think the idea of reduction for Bestigors to be just mad. They are such a good unit at the moment. Yes they aren't as hardy as 'Ard boys, but they are so much faster (Move 4" Vs 6" with run and charge) and hit much harder (rend and a tonne of conditional bonuses, often double the offensive output). 

     

  9. 38 minutes ago, sal4m4nd3r said:

    I was at Triumph! Boy was I 2 dice rolls away from going 4-1 with Nurgle!! but alas I went 2-3. Won Players Choice Best Army though!! Fun event. Wish I would have been able to play this list. I played a slaanesh list that eventually won the event, but no this one.  Depraved drove is buffed by being near a hero with an artefact, correct?  Any reason to take butt loads of ungors and not more bestigors? Bestigors look amazing on paper. 

    Main reason for Ungors is to get more warm bodies on the field. 40 wounds for 200 points is great and helps make up for Slaanesh's general lack if durability.  Bestigors hit like a tonne of bricks but you pay twice the points per wound (5 Vs 10 ppw with max units), makes them a better tar pit and objective holder.

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  10. On the monster side I've thinks, I've been trying out multiple Cockatrices recently and they really are quite good.  If you've got a plenty of bodies to keep your opponent tied down, 3-4 Cockarices can quickly make a mess of a wide range of threats. Ignoring to hit penalties is great for hero hunting.

    Played a game with 3 last week, they all missed turn one, but then proceeded to destroy a hell pit abomination, and  two Verminlords over the next few turns. They even did well in combat, as long as they are ganging up on something that's not too hardy (small units of clan rats and some weapon teams).

    Going to be trying out the full 4 I have converted up this week, probably facing storm-cast, so should be lots of juicy targets for those mortal wounds.

    • Like 1
  11. 1 minute ago, frostfire said:

    Quick question: Locus of Transmogrification of the Flamer says "roll a dice each time a model in this unit is slain within 9'' of a Hero", so if I have multiple Heroes in range, let's say 4 heroes are within 9'' of the slain model, do I roll 4 dice for adding models?

    If only, max out heros behinds an ever growing screen of flamers.

    Unfortunately you check for heros once each time a model is slain and then roll A dice if the condition is fulfilled. Only slain once, so only one roll. Still a nice (if crazy random) rule, the look on someones face when you roll 2+ 6s and spawn a big unit of them is hilarious. So instead of killing my inoffensive unit of 3, they have grown to 9 models and will now roast your army to smithereens. 

  12. 2 minutes ago, Rock Lobster said:

    I really like this list in certain matchups, upsettingly fast for your opponent to deal with if they are screening, it comes apart against a dedicated combat army that wants to fight a collection of chaff units.

    Dont drop the seeker cavaclade, it is really good, using little units to mess with your opponent, prevent units from moving by tying up in combat, picking off fanatics etc.

    A tempting option in my view would be to drop the enrapturess for a sybarites battalion to make you 2 drop, then drop 1 unit of 10 seekers to 5 and make 1 units of hellstriders 10 man and reduce the chariot to an epitome to give you cogs. The army gets faster, you always get to choose first or second turn and everything gets in turn 1. Less overall depravity but more CP if you take the cameo, burn it and get rerolls to hit so lots of things striking twice.

    Thanks for your thoughts, definitely worth considering.  I was trying to avoid an all or nothing Alpha strike, but the good options in the list really push you towards it.  More food for thought :)

  13. Spoiler
    4 minutes ago, Saiken said:

    Hi guys,

    I've been thinking about a Depraved Drove list for a little while, and I'd like to know if you had any feedback / advice for me. 
    I still need to figure out the details, but this would be the units I'd like to field.

    Allegiance: Slaanesh

    Leaders
    Keeper of Secrets (360)
    - Sinistrous Hand
    Great Bray Shaman of Slaanesh (100)
    The Contorted Epitome (200)
    Bladebringer, Herald on Exalted Chariot (220)

    Battleline
    40 x Ungors of Slaanesh (200)
    10 x Ungors of Slaanesh (60)
    10 x Ungors of Slaanesh (60)

    Units
    1 x Chaos Warshrine (160)
    30 x Bestigors of Slaanesh (300)

    Battalions
    Depraved Drove (150)

    Endless Spells / Terrain
    Wildfire Taurus (100)
    Chronomantic Cogs (60)

    Total: 1970 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 138
     

     

    Personally I'd drop the Taurus and Warshrine for more warm bodies.

    Warshine can't bless anything except itself (Beasts don't have the Mortal keyword) and doesn't seem worth it for just the 6++ aura.

    Taurus just doesn't seem worth it when you already have Locus of distraction.

    Those extra points could make the other two units of Ungors 40 strong, or add 2 *10 beast units of Bestigors and some cheaper endless spell fun.

  14. 5 minutes ago, Dr.E said:

    Being competitive, I prefer Sybarites to Cavalcade battalion. The battalion usually provides 2 CP/turn that is extremely useful.

    Another note is the usefulness of epitome (my personal thought). IMO the locus is our strong point, and the second chance of locus given by the epitome was huge for me.

    Humm, extra CP are always good but how are you getting two a turn from Sybarite battalion? It only triggers once in your Hero phase, so surely max one per turn and even then with only 4 heros it's 66% chance at best with my list. Still worth considering by I want to see how much value I can get out of the Cavalcade for a few games before switching from it.

    Epitome is definitely interesting but struggle with spending 200 points on a model with only 7 wounds, 5+ and meh damage output. I know you can spice it up with artefacts and it's great if you want to reliably cast Endless spells, but I'm not convinced it's be worth loosing the Herald on Exalted Chariot or 10 seekers for (in this list).

  15. Soo, planing my first pure Hedonites list and thinking about something along the lines of this (2k, competative).

    Keeper of Secrets (Sinistrous hand, Thermalrider Cloak)

    Keeper of Secrets (Sinistrous hand, Ignax Scales)

    Herald on Exaulted Chariot

    Infernal Entrapturess

    Seeker Cavalcade

    5 Hellstriders with Claw-spears

    5 Hellstriders with Claw-spears

    5 Hellstriders with Claw-spears

    10 Seekers of Slaanesh

    10 Seekers of Slaanesh

    2000 on the nose.

    Makes for 5 drops with solid Alpha strike (20 seekers and Cloak Wearing Keeper), with 10 Hellstriders, Keeper number 2 and Chariot to follow turn two, while the Entraptress and one unit of Striders stay back to cap objectives and summon reinforcements.

    6" activation combined with double activation should make a mockery of all but the deepest screens. Biggest weakness seems to be lack of durability (less than 100 wounds, eep) but I'm hoping speed, summoning and killing power will make up for this. 

    One thing I can't decide on is Host. All have their advantages but I'm really Torn between Invaders (for command points) and Seekers (for a touch more speed). 

    Any thoughts/advice.

  16. 45 minutes ago, Kasper said:

    Thanks a lot for the in-depth writeup. :) When I say Bastilladons wipe out 30 Daemonettes, it's probably more likely around the 20-25 mark. But honestly there isn't much of difference between him clearing a unit or you losing 25, since the last will run to battleshock. With how important CPs are, it feels kinda ass to "waste" a CP on 5-7 Daemonettes. I swear I haven't ever rolled a 1 on the battleshock with my Daemonettes..

    I feel like the result is the same every time I play that army, and as you said yourself, killing around 25 is about average, so I can kind of count on that happening each shooting phase. I don't think Seraphon players bring a similiar army and doesn't go for the Thunderquake batallion? I haven't played one at least without it. Being able to reroll everything is honestly just insane vs. chaos daemons. I spend the first turn or two chewing through Skinks, and eventually he gets a double turn where the Bastilladons clean up so much.

    Having no proper magic or ranged attack to pick off key characters feels like a huge disadvantage against that specific army/list. I guess I could experiment with spell portals and more endless spells. Also, looking back, not giving my KoS thermal cloak was a big mistake and really limited my threat/summoning range for some ambush potential. As mentioned there was also a huge amount of terrain, which really funneled my army. We played shifting objectives, and he managed to have a real good location where his Bastilladons could hit units attempting to cap either of the bottom/middle ones.

    I'm abit stubborn and don't really want to rely on Depraved Drove. I'm OK with it simply being a super uphill battle with "pure" Slaanesh units, I just wanted to know if I was missing something super obvious, or if it was a kinda difficult matchup. Everyone on the forums just makes it sound so easy. Push forward and generate 100s of DP, where as that isn't my experience at all fighting similiar lists as the Seraphon stuff and other armies spamming 1 W models.

    I think switching to helstriders (over Daemonettes) will help lots.  40 of them are going to be more survivable than your 80 Deamonettes, a bit cheaper, much faster and harder hitting.  Also, they aren't daemons, so don't get as ruined as easily by the Basilidons and are effective in smaller units so don't suffer as much from battleshock.

    With lots of casters and generally only ok spells, endless spells are also potentially invaluable.  For only 30 points a well placed Prismatic Palisade can really mess is any opponent attempting to castle up and hurt you from range.  Aethervoid pendulum is also great for shifting an opponent thats squished together. Germinds do a bit of both with some damage and the light one effects shooting, making the Basillidons only hit on 5+.

    • Like 1
  17. 2 minutes ago, Kasper said:

    How do you guys deal with Seraphon? I have loads of issues with this matchup. He runs 1 Engine of the Gods, 2 Bastilladons, 1 bearer and 4 Razordons, Slaan and then screens of Skinks. He also used Shackles to lock down units while they got pinned and shot off the table.

    I ran with 1 Keeper, 2 Exalted Chariots, 1 Epitome, then 2x 30 Daemonettes and 1x 20 Daemonettes.

    I can't ever get to the Slaan and the Bearer, they just chill all game. It didn't help he got 2 arcane terrains right next to each other. Each round of shooting the Bastilladons wipe out 1 unit of 30 Daemonettes quite easily. 4 Razordons took out my Keeper in 1 round too etc.

    I think I approach the matchup all wrong, but I have always had issues with this list and can't ever break the wall. It's especially bad when he gets a double turn with the 2 Bastilladons. 

    I think shooting heavy armies (with good screens) are always going to be our worst matchups, but your not doing yourself any favours with all those Daemonettes. Annoyingly Daemonettes are just really bad, they are expensive, squishy, don't hit particularly hard and worse of all, they are relatively slow. Those 820 points could be

    -40 Helstriders: much faster, better save and aren't daemons (so less effected by anti-chaos stuff).  Or

    -a Beast Battalion, Bray Shaman and  120 Ungor (30 points more including the battalion),: faster, harder to kill, better at screening, come with a caster, less drops and comparable damage output. Or go for minimum Ungors and some Beastigors to break people's faces.

    -60 Marauders and 460 points to spend on other stuff.

    Since out armies tend to spend a lot of points on heros, who are always easier to kill than the same points of units, you need to make sure the non-hero part of your list can pull it's weight and control the board, so you can pin enemies into a part of the board.

    Annoyingly we are in the position where we have one decent battleline (Helstriders) unless you add in some Beasts or Slaves to Darkness. Against lists who can shoot down our heros, you need to have some tough and hard hitting backup to support them. Against lots of armies it's a non-issue because your heros do all the heavy lifting and the army feels powerful.

    If your stuck for models you can change up your artefacts to help: Gryph Feather charm on an exalted chariot makes it -2 to hit from shooting once a unit is near by, making it near immune to regular shooting (and an extra point of movement is no harm).

     

  18. 1 minute ago, Rock Lobster said:

    Have you considered alternate minis? The avatar of Shah from raging heroes is a really clear keeper of secrets and armed the same way - below is one of mine:

    IMG_4595.JPG.87e4a0b29eca1da929b661992601b995.JPG

     

    That is a sweet alternative, but not for me.  Warhammer World is my local gaming store, which is generally great, but I ain't going to rock up with alternative models when they provide such amazing free gaming facilities.

    • Like 1
  19. Just now, zegan said:

    Thanks! I was thinking since he still had the Slaanesh and Hero keywords he would be able to drop a locus. And with 20 wounds and a decent save, he could generate a lot of depravity. But if he doesn't get that locus then I'd only be paying for the wounds. And you're right, better to just do two KOS at that point.

    Then the problem is converting up the keepers so you don't have 4 mono-pose models. Not an easy task, it's a great model but those legs are not easy to re-position. Thinking for converting up Marathi for my second Keeper (with Thermal-rider cloak) for this very reason.

  20. 1 hour ago, Enoby said:

    I don't think Archaon works too well for us; he's not a hedonite, so no locus, and his command ability does not work with our Keepers (nor can they affect him with their CA). Unfortunately he's not a great hero for us anymore. 

    Yeah, I think you'd do better with 4 Keepers if you want to do a monster mash, 4 2+ loci mean you'll have great control of combat order and the combination of the Battalion, Invaders 'Gloy Seeker', Aetherquarts broach etc., you'll be able to do a lot of double activation.

  21. I would say the only place Goes really perform would be with shields in a Slaanesh pretenders list (using deprived drove), as they benefit from all the buffs (if they take sheilds) while being significantly cheeper than bestigors (so more room for hero's).  But yes, 90% of the time we have better options.

    • Like 1
  22. Anyone else thinking of running Beast Battalion with lots of Ungors? On paper they seem great with solid damage output, excellent durability (per point) and surprisingly fast, especially with a shaman around.   Feels like they provide the bodies needed to protect our awesome heroes without costing the earth or slowing down your advance.  But I don't want to dam myself to weeks of painting them if they don't cut the mustard in live play.

    Any thoughts or better yet experience with Ungor heavy Slaanesh?

     

     

     

     

  23. 1 hour ago, Landohammer said:

    Honest Wargamer posted Forbidden Power  points to Twitter. Are we allowed to post points costs in this forum? I didn't see any rules specifically prohibiting it.

    Horrorghast- 60

    Soul Seeker - 60

    Shards - 40

    Bridge - 80

    Engine - 100

    Ouch, Bridge, Horrorghast and Engine seem unplayable at those costs. 

    Shards feels like the big winner. 

  24. 54 minutes ago, Fenomeen said:

    I really hope they decrease some of the play points for the endless spells. That would be huge for us.

     

    Also make pinks cost 180 ^^

     

    Hyped for the GB2019 release

    I do think some endless spells could lose some points (all except Cogs, Pendulum and Germids).

    But in terms of our units, I'd argue that Pink horrors are one of the few units that don't need to be reduced (Acolytes, Enlighted  on disks and Guant Summoner with Familiars are the others). 

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