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Lucky Snake Eyes

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Lucky Snake Eyes last won the day on January 15 2021

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  1. For sure, but her use case is so niche she's basically a vanity pick if the rest of your list is already solid. Definitely dropping the keeper tho, she just doesn't do enough without being a godseeker or pretender general (and in the latter case I think the LoP, epitome and exalted bladebringer are better picks)
  2. So I got to attend a small casual tournament over the weekend and managed to take first with what at least in my opinion is a pretty casual list: Pretender host LoP - General, strength from godhood, crown of domination Keeper with hand and born of damnation Shalaxi with shield and phantasmagoria 1x10 twinsouls 1x22 Blissbarbs 1x20 Daemonettes 1x5 Slickblades Some quick comments: - The keeper was only effective as a stalling piece to tie stuff down and heal off the hand for killing a model or two. After burning excess of violence her value outside of "mobile wall" was nonexistent. - Shalaxi folded like origami against non-hero units but absolutely dunked on any hero I could get her into. - Twinsouls my beloved, they carried me - LoP is so busted for 135pts, on top of boosting the twinsouls and blissbarbs to absurdity, he tanked and killed way more than the keeper thanks to his ward and strength of godhood Round 1: Troll gitz Battlelines drawn 2 troggbosses, one with skull fetish and monster trait 2x6 rockguts 2x3 rockguts 2x3 fellwaters Sloggoth skraggy (we used pre battlescroll points since it dropped three days prior to the event) I got first turn and out of morbid curiosity threw shalaxi into the trolls head on and used excess of violence! She killed two trolls, got puked on and died before she could fight again... Then the keeper died the following turn... So hard on the backfoot I picked off fellwaters with my blissbarbs, pressured him into bad movements with my slickblades and we both discovered that -1 to hit and -1 attacks makes rockguts useless! As I built depravity through some big euphoric combats the game swung hard in my favour as my dwindling slickblades scored objectives and tactics while the twinsouls + LoP murdered rockguts like stonecutters and the daemonettes I was holding back got a good charge in and killed his general troggboss. Skraggy lived, and put a lot of hurt on me, but it wasn't enough with a win of 27-18 Round 2 Skaven Only the worthy Skryre Thanquil W/ 4 flamers 2x Engineer 2x Plague priest Plague furnace 3x20 clanrats 3x warp lighting cannon lightning vortex This game was one part luck and one part good matchup for me. Got first turn again and ramped early depravity willingly throwing my slickblades into the screen protecting the plague furnace. The keeper and Shalaxi walked onto the middle objective while the LoP and crew took the righthand objective and shot at some clanrats. Thanquil moved up and killed a few twinsouls, the keeper lost 10 wounds to two lightning cannons while the third self destructed, plague furnace killed half the slickblades and he used tunnel master and skitterleap to get plague priests and engineers on objectives. When it came back to me on priority I picked 4 wounds off of thanquil with blissbarbs while shalaxi finished the job in spectacular fashion getting both spear hits through. The keeper got into the lightning cannons and tied them up, killing one. The daemonettes mauled an engineer on my back objective. From there it was all downhill for the skaven player as he had nothing left to threaten shalaxi and the twinsouls. 27-16 Round 3 Troll-gitz 2: furry boogaloo Troggboss with glowy and monster trait arachnarok shaman dankhold trogg 1x10 wolf riders 1x6 fellwaters 2x6 rockguts fungoid shaman This was the closest game of the day as neither of us had much left by the end. I once again got first turn and got depravity going by throwing shalaxi at the exposed dankhold, killing it and pulling in the shaman who only managed to deal 2 wounds to shalaxi before losing half of his to the excess of violence. Shalaxi went down quickly after to rockguts and the wolves tied down my blissbarbs wasting two turns of shooting. The majority of the fighting was actually done by the LoP who killed an impressive amount of rockguts while the keeper tanked hits and healed off of picking one off every turn. Daemonettes died to the troggboss getting a big charge and I lost my back objective to the fellwaters being teleported by the fungoid and landing their charge. Something notable about this game is I got to ramp a ludicrous amount of depravity by abusing stomps and the keepers temptations to wound troggs enough that a temptation die would risk killing troggs off. For the most part we ended up taking eachothers home objectives and fighting over the middle trading it back and forth each turn. Pulled the win in the final turn by rushing a mostly restored blissbarb unit into the middle and using the LoP to deny his grand strat (keep people away from the loonshrine). Final score if I remember correctly was 30-24 All in all I think the keeper will be staying on the shelf again but Shalaxi is good enough at her niche I might take her as a pet unit every once in a while when I'm not running invaders GC spam or Glutos pretenders.
  3. So I've been looking at the changes to slaanesh daemons in 40k and I'm thinking they might go in a similar direction in aos as it seems more streamlined. Basically they tossed anything that gave more attacks for more base attacks, run and charge got dropped for move movement in general, activation shenanigans are all fights first now and most heroes give +1 to hit or wound auras with some demons having -1 to hit, wound or both native. And all weapons got an extra pip of AP (rend) or two. These are changes I'd be happy with to make us more reliably threatening.
  4. I think something to take warmachines forward is to widen our definition of warmachine. Since GW wants to do seasons themed around unit types, they may one day do a season themed around war machines. This will likely coincide with the release of a warmachine themed chamber for stormcast and by the Dawnbringers will be out with cogforts, but many factions don't have warmachines. So let's expand what qualifies. Death's only war machine can't be allied, so we have a couple of solutions: bandaid it onto the mortis engine and black coach OR give the old wraith fleet the cities treatment and become a full book of bespoke undead pirates with ghost ships as war machines, throw in sub faction based coalitions and boom, solid death rep in the war machine season (and with the popularity of Vampire coast in TW:W I would be shocked if they weren't already expanding this out). For destruction they can introduce the grotbag scuttlers, and expand on Mawtribes and Gitz to add a warmachine kit to each. Order has lots of options, but to flesh it out a little more: Seraphon floating pyramids in the style of necron obelisks, return of the slayer axe thrower for fyreslayers, Crab ballistas for idoneth, Giant bee spirit that fires bees or giant stingers as mobile artillery for sylvaneth. Chaos is a bit harder but Chorfs bring lots of options, tzeentch can get silver towers or some sort of pseudo warmachine wizard cabal that throws massive fireballs, slap warmachine on slaanesh chariots or give Glutos warmachine and release a generic "pleasure barge" unit thats a mobile support piece. Khorne has skull cannons, nurgle could get a short range, high attacks plague spewer as not to overlap too much with the plagueclaw. Slaves could get any kind of spiky, hell powered artillery piece but a melee warmachine would be cool. SoB and beasts are the odd ones out by the nature of their design unless you wanted to give beasts a new monster kit that functioned as a warmachine in as far as it's covered in scrap metal and throws boulders. SoB could similarly get a new giant themed around long range boulder or spear throwing, maybe a dual kit to add a native caster in the form of a shaman gargant.
  5. I like this, we already have a few spells that shut down commands that are hampered by being hero targetable only. Opening up some means of essentially getting roar on our demon heroes is good. Additionally I'd like to add ideas for specific monstrous and heroic actions. I'd like the keeper to get a monstrous action themed around it's speed, maybe strikes first on a 3+ or a -1 to hit. For a heroic action option it'd be cool to get the Fanes take a wound for +1 to hit, ****** make it d3 to balance it more and change the fane to something actually useful, it's seriously one of the most useless terrain pieces as is. I'd say as added incentive against summoning (quickly becoming my most hated mechanic and why I'm switching to bonesplittaz for the time being to get my glass cannon fix) make the Fane have an aura of +1 to save or some other buff to show the growing adrenaline and depravity empower the hedonites, and have the aura size grow with each bracket of depravity starting at 6", then 12" at 6DP, 18" at 12DP and 24" at 18DP.
  6. Replacing our existing locus with one that buffs movement or gives out run and charge like the 40k equivalent would be nice. I played in a tournament recently running mostly cavalry (was getting tired of twinsouls and geminids as crutch picks and it was a casual event) and man it showed how matchup dependent we are. I dominated Sylvaneth in round 1 against a friend of mine that I'd argue is one of the best local players. Outside of Alariel fight and fades, I got to pick nearly every fight on my terms and forced the win on top of round 3. Round 2 was against Idoneth and it was a close game, with me being tabled and him having 2 units left. We where similar in speed and tankiness outside of the shield eels, unfortunately sigvald got popped by reaver spam before he could kill the eidolon and I lost priority into round 3 so my opponent got the opportunity to build momentum. Round 3 was against Stonehorn spam mawtribes and I got wiped by top of 3. I killed 2 stonehorns total, because being mostly rend -1 1 damage and 5+ saves trades very poorly into 3+ 5++ monsters with multi-damage attacks, it's a similar problem going up against stormcast. So if we get a new book and they want to keep our fast but fragile identity then I'd like more widely available and applicable debuff potential and better rend. Low damage is fine since pain is the point rather than killing but we need the rend to cause that pain in the first place. If we had options that where more mobile and reliable sources of -1 to hit, wound or attacks for decent costs we could offset our fragility without the fights last feelbads or the relative uninteractibility of high armour or ethereal. Alternatively a way to get fights first on multiple units could work. Right now our options are the unreliable shard speaker, Glutos whose tanky but doesn't punch his way out of moderately tanky enemies, fiends who don't do enough and need an unoptimal model count for full debuffs and some bad spells and artefacts that rely on a mere 2d6 vs bravery while be have too few sources of bravery manipulation to make it work. My real dream mechanic tho is scaling buffs for our heroes based on damage taken. A power from pain mechanic that gives rr1s to hit, +1 to wound, fights first or other scaling buffs the closer to death the hero is. like 1-3 missing wounds for a rr1s to hit, 4-6 for +1 to wound and 7-9 for fights first and maybe a separate chart with different buffs for our larger wound count greater demons and glutos.
  7. Crackpot destruction army idea: A civilization of elementals or elementally infused creatures. Could be descendants of godbeasts, a culture of existing races infused with the power of the realms through realmstone or any combination therein. You could even make the members of this faction that are associated with each realm different, Azyrians of this faction could be oni inspired, a more feral or bestial mirror of stormcast with azyrite horns, claws and other protrusions. Shyishians would exists in a half corporeal state between living and dead, their bodies infused with grave sand sapping the life from things around them. Ghur would have shapeshifters, tattoos or ingesting beast amber allowing them to become or take on characteristics of long extinct beasts. Hyshians would be glowing, angel-like or abstract in appearance, their purer use of aetherquartz instilling a an iron will and sense of purpose without the emotional numbing, or in the inverse, becoming emotionless and sociopathic slaves to logic. Alternatively they could be creatures born of realmstone, being what an incarnate wishes it could be, stable creatures of purer realm magic. A key point regardless of either of these would be to tie each realms subspecies to a godbeast of that realm. Giving each not only the opportunity for a big centrepiece but also fill the role of a revered elder that taught their people how to take on the realms power/created them. Basically the core concept for the army is a godbeast revering civilization who believe in the natural order of the realms. Orderly in a sense but viewing the abuses of the realms power by other factions as unnatural and blasphemous in a sense making them more destruction aligned. They'd probably get along with factions like sylvaneth and despise stormcast and lumineth who abuse or alter the realms magic. And obviously despise chaos for it's corruption. But that's just my rambling headcannon for a "Realmborn" faction.
  8. So I finished the tournament, here are the results: Round 1: vs Nurgle Opponents list was glottkin, 20 blight kings, sorcerer and lord of blights. Battleplan was savage gains. My opponent left an opening big enough for Sigvald to slip through and get a double pile in from the keeper to wipe a unit of blightkings and the sorcerer turn one so I took a big lead off his back objective. I kept the momentum up and left him with only the glottkin at the end of the game. Pulled a 44 - 34 win. Round 2 was also nurgle on survival of the fittest. This time with GUO, lord of afflictions, 20 plaguebearers and a bunch of pusgoyles. Sigvald whiffed hard and the keeper even harder doing a combined 5 damage between the two of them and immediately dying in the following turn. It was downhill from there and I was tabled by bottom of turn 3. I had 8 points to my oppoenents 32. Last round was against hallowed knights stormcast on veins of ghur. My opponent ran a castle of gardus, lord relictor, celestant prime, krondys, 2 stormdrakes, 10 vindicators and 5 liberators. It wasn't as big of a blowout as round 2 but after the vindicators sigvald killed killing him on the fight on death and self destructs, then being revived by call for aid... It started going down hill. The stormdrakes tanked everything I threw at them and I was tabled by bottom of 3. I brought 30 daemonettes on the fane on top of 4 for a few more points and then they got wiped out. 22 - 56 for my opponent. Man are we in a rough spot when it comes to cracking armour. And while I dodged any big shooting lists, I'm afraid to bring exalted bladebringers and glutos to risk losing out on drop count to a shooting list that will cripple me turn 1.
  9. Yeah as much as I want to avoid them getting shot off it's better they start with the ward and tank some shooting so that sigvald and the keeper can go in. Sigvald double tapping is the goal but the keeper can use the charge reroll if Sigvald doesn't need it to get int, eat some damage for Sigvald and prevent pile-ins from hitting back too hard if I can tag squads of blight kings or hearth guard on their flanks.
  10. I'm finally getting a chance to attend a tournament instead of run one this weekend and decided to dust of the hedonites and shelve my soulblight for a bit. Faaaar from an optimal list but I'm a bit limited by my collection and I just kinda want to have a keeper play cheerleader for Sigvald while he cuts through the many nurgle armies that are attending. Allegiance: Slaanesh - Host: Lurid Haze Invaders Host (Host of Chaos) - Grand Strategy: Predator's Domain - Triumphs: Bloodthirsty Leaders Sigvald, Prince of Slaanesh (265)* - Host Option: General The Contorted Epitome (255)* - General - Command Trait: Feverish Anticipation - Lore of Slaanesh: Hysterical Frenzy Keeper of Secrets (420)* - Sinistrous Hand - Artefact: Oil of Exultation - Spell: Progeny of Damnation Battleline 11 x Blissbarb Archers (170)* 11 x Blissbarb Archers (170)* 5 x Hellstriders with Hellscourges (135)* 5 x Hellstriders with Hellscourges (135)* Units 10 x Symbaresh Twinsouls (330)* - Reinforced x 1 Endless Spells & Invocations Dreadful Visage (90) Core Battalions *Battle Regiment Total: 1970 / 2000 Reinforced Units: 1 / 4 Allies: 0 / 400 Wounds: 89 Drops: 1
  11. I have the biggest love/hate relationship with my 2 exalted chariots, I love them but hate building or even playing with them because of how much hangs off the base
  12. Me and a buddy are attending a doubles tournament soon and decided it would be fun to run our low tier armies for it. He's running a trogoth gitz list and I'm running lurid haze with Sigvald. The irony is palpable. Here's the lists: Allegiance: Slaanesh - Host: Lurid Haze Invaders Host (Host of Chaos) - Grand Strategy: Vendetta - Triumphs: Indomitable Leaders Infernal Enrapturess, Herald of Slaanesh (140)* - General - Command Trait: Feverish Anticipation - Artefact: Oil of Exultation Sigvald, Prince of Slaanesh (265)* - Host Option: General Battleline 11 x Blissbarb Archers (180)* 11 x Blissbarb Archers (180)* Units 5 x Slickblade Seekers (230)* Core Battalions *Battle Regiment Total: 995 / 1000 Reinforced Units: 0 / 2 Allies: 0 / 200 Wounds: 53 Drops: 1 Allegiance: Gloomspite Gitz - Option: Glogg's Megamob - Grand Strategy: - Triumphs: Bloodthirsty Leaders Dankhold Troggboss (250)* - General - Command Trait: Shepard of Idiotic Destruction - Artefact: Aetherquartz-studded Hide Webspinner Shaman on Arachnarok Spider (295)* - Lore of the Spiderfangs: Gift of da Spider God Battleline 6 x Fellwater Troggoths (310)* - Reinforced x 1 3 x Rockgut Troggoths (145)* Core Battalions *Battle Regiment Total: 1000 / 1000 Reinforced Units: 1 / 2 Allies: 0 / 200 Wounds: 62 Drops: 1 We're probably screwed but let's see how many heroes Sigvald can snipe by the end of the day.
  13. Gotta admit Felix running around with the new lumineth twins or some new character would be pretty interesting. I can't think of any other characters that would casually travel the realms without a) killing felix or b) running off in a bolt of lightning unless felix was also made a stormcast. Eve something like Felix encountering a mega gargant would be hilarious "The giants are bigger than I remember..." right before running for cover while his glory seeking party go for the kill.
  14. Despite being a big Katakros fan I agree with this. We can be fans of these new characters because of their concepts and designs (katakros being this eternal warlord who learns through defeat and comes back smarter or lady O basically being the logical conclusion of Lucretzia from WHFB Tilea, a scheming politician with a trail of dead husbands and suitors in her wake, now punished in the afterlife with a starscream-esque husband she can't get rid of and stuck with the job of being nagash's soul collector) but we don't have enough of a story to go off of. Part of this is the fact that the game and these characters are so new, whereas these old fan have been around longer than some of the people playing the game. So they've had time and opportunity to appear and do things in novels and campaign books and have their stories iterated on over several army books. AoS meanwhile is only on it's third edition and while I agree they could have focused more on these new characters, it's also just a bit of a waiting game until they've established all the factions they want to work with going forward with the game.
  15. I can toss in my two cents from my own TO'ing experience. I run my tournaments in partnership with a local gaming lounge/cafe with lots of floor space. That means the venue is flexible, food is already on site and all the tables and majority of terrain and mats are provided by the venue with only a few being outsourced from the community as needed. Our ticket prices are pretty cheap ($20 CAD) and it nearly all goes into prize support as the venue makes it's profit off of selling food and drinks to 20+ sweaty nerds for the day. As for myself I get free food, drinks and the occasional bit of plastic being thrown my way, whether that's a fair exchange may come down to how much I can drink while still being able to run an event but I never got into TO'ing with profit in mind in the first place. Organizing an event has been an interesting experience, especially running events during Covid with the added health and safety concerns and procedures we've had to put in place. Ticket sales are handled by the venue so that's a monkey off my back but I've still gotta make sure the tickets sold match up with the BCP signups. Players packs are thankfully easy after the first time around, just altering a template with new plans or house rule changes (we enforce a strict no-faq no-play rule at my events for example). The real struggle is of course dealing with players. I'll end up with players dropping out on BCP without contacting me first and sometimes it's intentional and sometimes it's an accident so I try to get in touch with the player to find out what the case is so I don't give their spot away and have them show up on game day anyways. Or you end up with problematic players that don't read or "misremember" their own rules. And sometimes a player will disagree with a call you made on a ruling "This isn't how they rule it in *insert country here*" but thankfully most players respect that the TO call is final and I try to find the most universally agreed ruling on a poorly written rule or ability afterwards to avoid further disputes. So even with the majority of material costs handled by the venue, how much do you value the time and effort of someone who handles the prep work and roster management in the lead up, sets up the tables the night before and manages an event of 20+ people with differing personal dynamics for 8+ hours? Peoples takes on the psychology of TO's has been fun to read. I myself picked up the torch from a previous TO who lost interest in the hobby... which may be connected to him having been a tomb kings and brettonia player... So I took over after the venue struggled with having to dedicate staff to trying to organize events which exacerbated the issues of trying to take food and drink orders for 20+ people + walkins with on a good day 4-5 staff members. Good on them for being a popular location but even after taking over as TO the most consistent complaint for events has been getting food on a timely matter. I approach being a TO as being a community leader, the guy you can point new players to and tries to keep up interest and involvement in the hobby. I remember being one of like 5 guys who played AoS locally and we hardly ever got anyone from out of town show up and now we get players from all over the province coming in for games and events and a growing local community. It's all about seeing a game you enjoy grow, I've been slowly doing the same with Infinity by introducing people to the game and getting them involved in the group chats the local players have. So here I am organizing one day tournaments monthly, and a 2 day event annually (before covid anyways). Makes you wonder how much that's really worth. I certainly wouldn't mind making money off of my events but I wonder how it would affect the community to pay more for events for no visible benefit. I also find it interesting to see the difference in tournament availability between countries/regions. It seems Europe has a lot that are easily commuted between while countries like Australia barely have any. I can't speak for all of Canada but at least for the Ontario/Quebec area there's 2-3 a month. Thankfully that's due to a very passionate collection of hobby shops with some bigger venue events scattered throughout the year.
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