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Havkai

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Everything posted by Havkai

  1. I had pretty good experience with slayers so far, won twice against SCE raptors, went toe to toe with ID. And won yesterdays 1250 tourney, besting SGL, TL and IJ, later 2 persons being among top players in the country. I see armies cons but no army has all pros. That's just like the time everyone said nurgle is weak or sgl is weak and such
  2. Played with big yellas against SoB snatchaboss on drake with egomaniac 2 shamans one with Mork eye pebble 20-20 gutrippas with sticks 6-6 Boltboys Killbow Battle Regiment Lost by leaving 1 gargant alive. So prety nice considering below average rolls. Also after the game realised that I am 145points short and never used gutrippas - to hit ability that could save many boyz.
  3. As a seasoned Slaanesh player with plenty of accomplishments, I dare to say that it is the worst time to play Slaanesh
  4. Yes, at minimum squad painbringers would be more interesting if they costed 120 for 5. But CWs have unbuilt 5+ shrug from MW. Also in case of bigger blobs of 15-20 models as staying power CWs are superior to Painbringers but less effective as an attacking force. Glutos is MVP, it hard for me to design armylist without him. Slickblades are only good in Cavalcade. Without it they are mediocre. About DP - most of the DP are generated via Geminids. Expericenced players are already trying to mitigate DP gain by either playing safe of focusing on 1 unit until it is destroyed. Either way, on average it is 5-6DP. But in case of LRL it is very hard to farm DP for some reason and I managed to get only 9 in 3 turns.
  5. Since my last post, I played at 2 tournaments with 2 different lists of slanesh and both time had a 3-0 First one is my list or lurid haze with Sigvald, Gluttos, Shardspeaker, Harp-girl, keeper, 20 marauders. 10-10 archers, sybarites and geminds. First game vs Idoneth on total conquest, with scryer and extr eels instead of eidolon, summoned about 60 demonettes. Made a good bait on marauders that allowed me to tie up attacking eels. Second game is LRL, on blade's edge against current top 2 player in my country. Keklis, 10-10 archers, 20-10 pikes, 5-5 horses, geminids, twinstone, portal. Opponent took the first turn, charged with 1 pack of horses into my line, scored 5 points. On retaliation Sigvald with keeper killed 5 horses and 10 pikes, gluttos and harp killed second horses. I scored only 3. Opponent took second turn, didn't kill anything scored another 3 points. I charged last pack of pikemen with everything I got, marauders, gluttos, harp with +1 to wound from shardspeaker marauders killed 11 pikes. At that point opponent conceded. Last game game vs Draconthion Seraphons with 20 chameleons and double slanns. Took the first turn and charged literally with everything (18" between deployments) killed everything on the field except for Kroak and staff in the reserves. Opponent tried to get out of this situation but no good. Overall I placed 4th because lost many point to painting Second game was on TTS torney of 39 people I think. Gluttos, mask, lord of pain with cameo, 5-5-5 CW with CCW and shields, 10-5 slick seekers, 5 bliss seekers, 5 plague cencor bearers, Cavalcade and geminids. First game vs Nighthaunt on Battle for the Pass, nothing to say, opponent made 3 9" charges (no 10+ though) but everything was under -1 to hit from gluttos so everything survived, gave DP. Ultimately 10 Slick seekers blended everything. Second game vs LRL on scorched earth. Similar list to the one above but 10 more pikes and less endless spells. I spread across the board with all heroes covering each group, Gluttos was in range of 2 points at the same time. He took the first turn, killed rats. I had a good spot for gluttos with Arcane terrain so he managed to unbind spells with +2 when needed. He tried to tie up slicks with horses buth they survived. I took 6 points on my turn, keeping my self away from counter charge. But in the end I was keeping him away from my objectives as much as possible and burning his own. So by the 3 round I had less units but a huge lead in points that he can't mathematically overcome. Third game vs Seraphons on Forcing the hand. Thunderlizards, Kroak, skink heroes, 40 skinks, 2 Bastiladons, 1 Engine, 2 Salamanders, Thunderquake batalion, bound burning head. Not very pleasant matchup, we were keeping away from each others threat ranges for 2 turns, until he pushed forward on the 3 turn, main goal was to create a situation where his bastiladons can't shoot and 10 man slickblades 4 times. On 3rd turn I casted geminds and for the rest of the game kept his bastildons under -2 to hit. I also get 11 DP this turn so next turn with some reserved points I summoned a 30 block of demonettes to swarm the board. In that event I finished first because no penalty for unpainted models. The Honest Wargamer mentioned this event in the recent video, so they went more detailed about my list and I focused more on matchups. Pretty rough write up.
  6. About efficiency of Beastmen in Slaanesh army.... it is very debatable, because most of the stuff in the book works for Hedonites which are not beastmen
  7. For every 3 units from your allegiance you can 1 allied unit. That's in 1/4. You can't spend total of more than 400 points on allies. It can be either 1 big unit or plenty of small units. In Beasts of Chaos case, if you take Depraved Drove battalion, all beastmen gain SLAANESH keyword therefore counts as slaanesh unit for army, with no restrictions. All beasmen units that are non-conditional baatleline (like gors and ungors) are also battleline in Slaanesh army when taken in depraved drove.
  8. Sigvald perfomed really well. Probably because being freshly painted. He puts lots of pressure even when lurid hazed alone and if he gets marauder buds in reserve they deal pretty good amount of damage. Glutos aka Lord Fatso appart from being tanky and debuffy, deals mediocre damage but he also casts geminids that can generate just tons of depravity. Shardseeker worth 3+ buff, because in 66% chance she gives a 33% damage boost to marauders and summoned demonettes and everything else wounds on 2+ that is also good. I am very uncertain of enrapturess. Initially I thought of her as a mage disrupt but opponent either rolls higher on a reroll or has good bonuses. Also she either miss or doesn't score a wound. So I will think of changing her to Masque. Marauders are great addition even without exploding sixes. They still benefit from +1 to wound buff from shardseeker and a good source of rend-1 wounds. Archers a good in my opinion. Either divide shooting across targets that I won't kill to get depravity, or prepare target for an assault by killing several models in blobs like vanary pikemen and such.
  9. Took 3 wins in local tournment yesterday Lurid Haze Glutos Sigvald Enrapturess Shardspeaker Keeper with chamon artefact 20 marauders 11 archers 11 archers Sybarites Geminids First game against IDK on Total Conquest, summoned 60 demonettes and finished after 3 turn Second against LRL on Blade's Edge, keklis, 20-10 pikemen, 10-10 archers, 5-5 riders, catallar, portals, geminids, twinstone. Sigvald managed to destroy pack of riders and 10man pikemen, keeper stood in the middle and baited 20 man pikemen for marauders-glutos-summonned fiends-enrapturess charge with shardspeaker buff and no pile in. Sigvald kept keklis and then opponent conceded. Last game against Draconthion Seraphon, regular slann and kroak, all support little heroes, 40 skinks, 5-5 guards, 3 salas, 10 chameleons. Better part of valour. Due to poor position, all army (including glutos who made a 10" charge) destroyed everything on the board except for kroak, support heroes and stuff in the reserves. Overall placed 4th because of penalties for unpainted minis. Running gag of the event: "Slonish is too stonk. GEWE, nerfit plz"
  10. I am continuing to play against different armies with this list. I won against KO, OBR, BoK KO matchup was against zilfin with 15 thunderers, Clad, 3 Haulers and other stuff, golden moment was when summoned exalted chariot charged into Clad with 3 chars and thunderers. Game was about screening. I can afford lossing Archers and cast geminids of Glutos. He was like, your army is -2 to hit and I am on your home objective. Sigvald scared off Haulers and skywardens. I played against OBR twice. Both had katakros, 2 crawlers, different amount of morteks and deathriders, and 6 stalkers. On the first game sigvald charged a katapult that was open after clearing a wall of morteks. Crawler was left in 1 wound then Katakros and Siggy fought in a deadly duel till Crawler used an autokill shot against Siggy. Archers proved very good against morteks. Second game was a bit easier, Sigvald charged stalkers and killed them all in 2 turns. I managed to summon 3 fiends on 2 turn and KoS on 3rd and made a double charge on exposed Katakros and killed him (he already suffered about 10 wounds prior). Against BoK we had a pretty good matchup. I made a double layered screen for glutos while setting him up for the first turn Geminids. Sigvald outflanked and killed Priest (we played Places of Arcane Power so he prepared him for objective grab). Glutos tanked 3 Thirsters with -2 to hit with them all. And I also faced some losses Against LRL and CoS LRL are definetly a hard matchup. Problems started when my opponent won a roll-off and started deploying first (we had the same amount of drops). He gave me the first turn. Sigvald killed horsies on 1 flank. 2 pack of archers killed some archers and horsies on the other. Of the first turn LRL killed sigvald (better roll FNP next time), and sent 20 wardens to kill off my archers. On second turn keeper was a sucker and couldn't kill any archers (damn you 3+ to wound). I summoned 3 Fiends to block wardens. Glutos was ready to go into Keklis after clearing 2nd pack of wardens. But then he rolled a double and everythin went bad. Opponent cleared fiends and 20 man of wardens charged into glutos and killed him after 2 turns of mortal wounds from keklis. So in double turn, he cleared my army the the end of his 3rd turn. And with cities of sigmar everythig could be better, but opponent denied a 11 geminids cast and Glutos couldn't deny a 6 cast of bridge so 28 irondrakes killed keeper. The game was poorly played from my side. I was constantly forgetting about look-outs and made some very bad desicions about movement and staff. But the game was fun and chilling so it is still good)
  11. Well, My opponent tried typical Hag Narr DoK. The only pain in the butt is Morathi, but she constantly generates DP because can't be killed. Sigvald is invaluable here as he ignores devotee and shreds through witch elves. Glutos with geminids creates an enourmous debuff bubble. And geminids now also generates dp when cast (but not between rounds. I think). Archers chip everything else, ran onto objectives and screened glutos. KoS went ahead to double activate Siggy. Golden Boy killed Bloodwrack medusa and 15 witch elves. By the end of my first turn I degraded Morathi, inflicted at least 1 wound to each enemy unit. Bloodwrack is dead, He spent the only CP on one pack of witch elves, other has run away. And all army is under gemininds. Because new Hag Nar trait makes you group up a lot around General. And I got 8 DP. Gloomspite played squigs and it was not very informative. CoS is fine because everyone plays PG and Siggy loves them. Also generates lots of DP. Last time I played against Hallowheart and it was a bit harder because more mortal wounds than regular Hammerhall. But again outflanking Siggy makes opponent to stretch a lot and still loose something valuable. Also charging a wall of PGuards with new locus is pure satisfaction. I had about 10 DP at my second turn, spent everything and generated 8 again. I haven't played against a shooting list so it is in a to-do list. BCR is harder, it depends on how good opponent will through FNP. Chipping is not very productive because of Mawpot, he simply heals so I had to kill outright a unit and deny DP myself. Sigvald dies on retaliation. It is hard to charge with him and expect him to survive a counter charge with stonehorn. But with Glutos, geminids and Shardspeeker we have a good chance to debuff targets that we are not going to kill this turn. DP generation is a bit slower. Also I make Siggy 1 of my generals so after outflank if he stays in opp's territory, I get an extra DP. I feel Slaanesh is a strong tier 2, but will struggle against current meta. I will check later how much agony I will suffer against tier 1 armies)
  12. I am currently more okay with new Slaanesh than not. New Depravity is okay. It is possible to farm 10-12 per battle round. New models surely are overcosted, but Glutos and foot archers worth their points. Other units are dissapointing. Siggy is fragile as f***, but with Lurid Haze he is actually really good. Right now I have the following Glutos KoS Sigvald Shardspeeker Enrapturess 3x11 Archers Geminids Sybarites. Thinking of how to change Shardspeeker-Enrapturess. Suprisingle Harp-girl may generate a depravity or 2 with careful positioning and help to win the mage war. She is also good at recasting geminids with Glutos because of her dispelling rule. Shardseeker is pretty tempting because +1 to wound is sweet. I have already tested against DoK, Gloomspite, BCR and CoS of different kind and going to face some top tier armies this weekend.
  13. Hello! Please, help me in my trouble. I can't understand trait of cult of transient form. I says add a TZAANGOR. Does it also count enlightments and skyfires?
  14. Hello, everyone! I come into idea of making such tournament with bonuses and penalties for players depending on chosen army, using tier lists, tournament results and such. I've heard someone already held such events but couldn't find any info or at least examples. My idea is having, for example, tier B army a clean 2000pts and 0 CP with higher tier losing pts and CPs and lower tier gets more. My goal is to hold a fun tournamentm where players can try playing with handicap and maybe motivate some casual players with more chances with comptetetive armies and lists. But I'd like to hear your opinions and ideas, how fun such event could be?
  15. Aura stopped being an ability of gravesite. In LoG Aura is an allegiance ability as a whole. Different placement in allegiance abilities section
  16. They made invigorating aura into allegiance ability instead of gravesite ability. It basically says pick 1 unit within 9" of any gravesite and ress d3 models
  17. Hello everyone! Had a quick game with new fireslayers I brought 1 necro general with -2 bravery aura and -d3 bravery spell 1 necro with -1 save spell and 5+cp returning item 1 GoS 1 Banshee 1 Ghoul king on TG as merc 40 skelies with spears 40 rasps 5 dire wolves 30 Reapers Horroghast Geminids Opponent brought lordes of the lodge with smith, father, priest and 30 mortalwounding hearthguards, 30 hearthguards with axes, another priest and 10 vulkites. played focal point Dwarfs spreaded along whole diagonal of the table with 3 heroes of the lodge behind their guards and other guards. They took the first turn and moved forward scoring 4 points. I opposed axes with all ghosts, overing reapers with rasps and put skelies and all other heroes behind them against pikes. Casted geminids and horrorghast. Run with skelies as close as possible not engaging in combat. With -2 bravery (opponent protected against horroghast with 4+ ignore spell banner) TG and banshee sniped runefather (mistake should have gone to Smiter). Wolves went outflanking. Could not get enough models to score middle objective, so 4-2. Second round opponent went first charged. He protected all units against geminids with banner. All guards charged including axes because of run and charge prayer. Pikes killed all skelies in 2 activations. Axes left 16 rasps. Vulkites charged into flanking wolves, leaving 1 dog. Reapers grinded through axes, killing 10 and making 11 run with all bravery debuffs. Still got 4 points My next turn I tried some positioning keeping necro general as far as i can to guards but having smiter -2 Bravery. Ressed some units. Casted -3 bravery spell (rolled 5 on d3) on smiter that wasnt blocked. Summoned 40 skelies and Flayers to take opponent's home objective. Banshee rolled double 1 on scream. And tg killed a duardin. Flayers did a good job killing 5 vulkites. Skelies made a 9 inch charge, covered tg as much as possible. Axes killed some reapers, skelies killed some pikes. Pikes spreaded attacks against skelies, tg and reapers killing 20 reapers total, and 30 skelies. On battleshock decided use kp on skelies so they protect all heroes. Reapers are gone. With all bravery debuffs vulkites also gone. 8-6 Third round opp goes first, geminids finally debuffed attack on pikes. slayers killed rest on skelies and rasps. But on my turn I killed last lodge hero with flayers and banshee (some bad rolls), tg retreated to the top of the build where 4"movement duardins couldn't get him. General retreated to backlines and brought reapers and skelies (branch value). Opponent concided, saying that he has no way to win now. I also won theoretical roll-off. Thoughts: 1 invigorating aura per hero phase is not pleasant. On the other hand - we still lose so much models that we usually run on battleshock leaving so few models that it is more useful to get them completely destroyed and bring back. But bravery debuff shenanigans can catch unprepared, best part of banshee - she can target any unit in range even is combat where tg fails to snipe because his scream is missile. Lore is ok, items is trash and looking for replacement. Branch seems viable. I ill try Mortis Engine and more banshees next game instead of TG.
  18. Well loosing a attack-after-death is lost, but still what is mathematically best? Re-roll of wounds or +1 attack. And yeah, +1 to hit and +1 to wound is seem absurdly strong for monks
  19. Hello! Can someone give a piece of advice for brass despoilers+gore piligrims. I want to put up these 2 battalions, something like 1 doombull, 6 bullgors. 2x10 bestigors, bloodsecrator, 3 priests with frenzy or flesh, 5 blood warriors, 20 and 40 reavers. Not optimised at all, but if you have any ideas for items and traits and ways to make it a bit balanced - I would appreciate a lot! Nothing serious, just fun angry bulls.
  20. I am thinking of 20-30 bestigors as a core, with +6 movement from GUO and Shaman and charge after run, it is stupidly fast. Also you can cast putrification blades on them and annigilate 10+ man squads. Centigors seem like a good option too.
  21. Thinking of a fun monster army with 5-6 cockarices, but they cost good amount of $. Can you suggest any simillar models for lower cost?
  22. Hello, everyone! I am thinking to participate in local 2k tourney soon. That’s my first event so I won’t perform well but I am aiming to the top ? This is the list, that I made from miniatures that I have, maybe buy something else for variety. I don’t want to lose pathetically so asking for advices. Here is the list Allegiance: Nighthaunt Leaders Lady Olynder, Mortarch of Grief (240) - Lore of the Underworlds: Lifestealer Doing her stuff Reikenor the Grimhailer (180) - Lore of the Underworlds: Spectral Tether Accompanying Lady, either exploding units with his exclusive spell or healing her. Spirit Torment (120) - Artefact: Midnight Tome - Lore of the Underworlds: Soul Cage Accompanying our “screening” horde, shooting random bolts of caging units in combat with CWH Guardian of Souls with Nightmare Lantern (140) - General - Lore of the Underworlds: Shademist General with ruler trait, goes with screening horde, either heals it or gives protection with shademist Knight of Shrouds on Ethereal Steed (140) - Artefact: Pendant of the Fell Wind Dude that leads Shroudguard. I prefer him over Reikenor, as later cannot leave Lady. Item is chosen because it gives Swordguys more mobility. Battleline 30 x Grimghast Reapers (360) – most of the time I DS it somewhere where it can start destroying units 1 by 1, usually flanks. Trying not to leave to far from heroes. 20 x Chainrasp Horde (160) – 1 Horde is for screening our heroes from charge, initiating combats 20 x Chainrasp Horde (160) – 2 Horde for protecting objectives. Units 10 x Bladegheist Revenants (180) 10 x Bladegheist Revenants (180) Maybe I should bounce them, 15 and 5, IDK, with mKos they are flanking either distracting enemies from main hero blob or attacking weak points. With pendant they are very fast. Battalions Shroudguard (110) 5+ FNP, extra command point and item. Total: 1970 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 120 Main point that I see ghosts as attacking army, can’t imagine them sitting in tight defence as shooting capabilities are awful, so moving forward, main blob consists of Lady, Reikenor, GoS, SP and chainrasps, depending on mission I take 1 or both. We have plenty of units, so during deploy we can guess opponent’s plan and see his positioning to pick targets for shroudguard and scytheghosts. Main point – I am total noob in AoS, I played 40k a lot, but now I wanted to play AoS. Probably I don’t know some basics that everyone else think as natural. Item choice is pure my liking. If there is more playable variants – I will gladly learn about them. I am opened to suggestions and but I cant afford endless spells right now. If you have any advice or thoughts, I will gladly hear them.
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