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Lucky Snake Eyes

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Everything posted by Lucky Snake Eyes

  1. I'm not seeing how more than 2 units of bloodknights is a trap in kasteli. I've heard people say it a few times but it's been the opposite case for me. My list: Vengorian general w/ pinions, Rousing commander and fragment of the keep neferatta w/ decrepify Prince Vordrai w/ vile transference 3x5 bloodknights in hunters of the hearthlands 1x5 bloodknights 1x20 zombies hold the line grand strategy and inspired triumph I've had 6 games with this list so far, i've played two different lumineth players, a SoB player, cities player, a seraphon player and a soulblight mirror match. The soulblight match was 1000pts so i just ran zombies, vengorian and 3x5 bloodknights against vyrkos running radukar the wolf, korsargi, generic vamp general, 20 wolves, 20 zombies, 30 grave guard and a corpse cart. We weren't taking the game very seriously but I took the win. The seraphon game was against thunder lizards with a bunch of bastillodons and kroxigors with skink msu, slann and skink priests. I couldn't do much to the bastillodons but i killed off the rest of his army and won by attrition. It was one of the harder games i played but the 3+ saves and darkmist, mystic shield and all out defense kept me going through the shooting. The lumineth games where stomps. Neither opponent brought teclis or cows so that's something to be aware of tho. With no small hero to snipe out my opponents where forced to shoot into prince V or neffy who both healed back up by my next turns. the wardens couldn't really handle the bloodknights charging and trampling all game and the bravery 10 kept the cathalar from shutting down prince V who was a killing machine (well more his spear and breath weapon, even with quickblood the claws and maw where way too swingy) Both lists had a lord regent and at least 30 sentinels, tho both players now are moving into other things like gotrek or ballistas. The SoB games where interesting as we did two back to back. My opponent ran stomper tribe with the warstomper, kragnos, 1x3 and 2x1 mancrushers. The 2x1 mancrushers where used to screen for kragnos so that i couldn't charge kragnos turn 1 so i played a unit of bloodknights sacrificially so prince V could get a favourable charge. The bulk of that game was killing off the 1x3 with charging blood knights and using neffy and the vengorian in unison with a unit of bloodknights to tie up the warstomper. Kragnos and Prince V went 3 rounds in combat the first game thanks to neffy being wholly within 12" and darkmist. The warstomper basically never died thanks to amulet of destiny but was kept out of objectives for most of the games. Both games played out roughly the same with me pulling kragnos and the warstomper close enough for neffy to give -1 to hit and decrepify to their respective opponents and darkmist prince V. It was very positioning intensive and is still wild that several bloodknights disappeared into the void of a mancrushers pants. The cities game was interesting, living city warsong rev with spell portal, mage on hurricanum and mage on foot, frost phoenix general, 30 handgunners, 2x10 dreadspears and 20 phoenix guard with a lifeswarm. The match turned into two debuff engines paper handsing eachother for 5 turns, it was a rough game and neither of us had much left at the end. It was purely my mobility in taking the side objectives before slogging it out in the centre of the table that won me the game as we both had mediocre results with our tacticals and the warsongs throne of vines + awaken sprites combo through the spell portal really helped him chew through the saves the handgunners and phoenix guard struggled with. In games with squishy opponents I tended to do well by rolling over them and making them panic by using rousing commander early in the first two turns. In games where my opponent was tankier I won by body blocking my opponent with good positioning and relying on my relative survivability and saving rousing commander for a key turn when the extra wounds and damage could save me from having my line broken.
  2. Alright so while I wait for a chance to snag a VLoZD on the cheap (because i'm not looking to spend the cash on a FEC box) here's my current Kasteli list in the meantime re-purposing a few of VC the models i never sold off from nostalgia: Vengorian Lord, General Mannfred VL (Old Konrad Von Carstein mini) VL (Vlad Von Carstein) VL (Isabella Von Carstein) 4x5 blood knights 20 zombies The list is a holdover until i can get Prince V to replace the 3 vamps and swap Manny for Neffy so for now I'm running Mannfred, his 15ft tall monstergirl gf, their 20 kids, his crazy brother and disappointed parents. I don't expect it to perform well but maybe for the odd mission that really benefit from volume of heroes it'll be nice.
  3. So I'm trying to come up with list ideas until we get an FAQ on whether or not we can take Archaon (I had just gotten him before the rules released 😭) and here's my current idea: Lurid haze Glutos general, flaming weapons, battle rapture 475ptd Lord of pain general, feverish anticipation, oil of exultation 155pts Sigvald 265pts twinsouls x10 370pts blissbarbs x11 180pts blissbarbs x11 180pts hellstriders hellscourges x5 135pts hellstriders hellscourges x5 135pts wheels of excrutiation 100pts 1995pts total warlord battalion (but could be battle regiment)
  4. It just says heal d6 wounds, it doesn't have the extra text saying it can revive models like invocations do. It's meant to heal your monsters not revive models.
  5. Speaking of collectability, we really could use a mortals SC box like nurgle or khorne. An infantry kit, exalted seeker kit and shardspeaker or LoP would be nice.
  6. So I'm the only slaanesh player in my local area (aside from one greasy grognard whose still butthurt over fantasy and the double turn so he doesn't play often) and there's only one other slaanesh player that frequents our tournament scene. Slaanesh always struggled to pick up new players because sex, drugs and rock and roll always felt one note and we never had good sculpts to carry us like khorne did. So most people don't look beyond the surface to see slaanesh's narrative complexity. In the past few years we've gotten fantastic models, which really helped get eyes on us and it's near universally agreed our recent range is one of the best GW has ever sculpted. But that can only get us so far when our rules have been a mess since day one. Our first battletome was near meta defining along side FEC and arguably stronger. We had a greasy way to play that we where shoe-honrned into by our books limited viable options and that really grated people. Some folks who showed interest in the army would be turned off by either the comp lists spamming the most expensive kit in the range or for fear of being known as "that guy" (a fate i managed to dodge by being a broke college student at the time and only owning one keeper that I got in the latter half of the books life cycle). Then book 2 rolls around and we get more top tier sculpts, hypes going around hopes are up and then the rules get revealed... and their not bad (mostly) but they're boring. Keep in mind we came in off the back of lumineth who have 2 page warscroll cards for basically everything and relatively complex rules that in many cases break or go against core rules. So going from wild rules essays like Teclis' warscroll to "reroll charges" or the award winning "roll 1 dice for each model in this unit, on a 4+ do a mortal wound" and each warscroll being lucky to have even 2 special rules was sheer whiplash. Getting opinions from local players/store owners seems to be corroborated by the opinions others here have shared in regards to their own store owners. We're a beautiful army that no one wants to buy because our rules don't spark interest, double that up with anyone wanting a fast and punchy army would sooner pick up IDK which is also a beautiful army and super meta, or FEC who are just dirt cheap to collect. We loose out on new players because our most playable units aren't easy to collect on top of our rules outside of a few heroes being bland and/or bad.
  7. Syn is trash enough said, but Dex is actually pretty good? Her combat profile is basically the average of sigvalds but trades ignore shrugs for stacking attacks. She's faster and with more wounds with a worse save, no shrug but constant -1, no charge bonus but run and charge and ice that cake with free command and battleshock immunity for daemons. Shame it doesn't work on mortals but she could always use her free command on herself and spend the saved command point to make slickblades bs immune.
  8. Why must a chaos warrior be pretty? These are people wearing refrigerators for armour and roided out on chaotic blessings to the point of being near stormcast size. Not to mention the not insignificant chance of sprouting horns, tentacles or a dozen other mutations. We don't complain when they give the men different body types, let GW do the same for their women.
  9. I could see them giving the dispossessed to Valaya so each dwarf god gets an army. Shield sisters, hearth mothers and warden queens could be cool models.
  10. just to point out the power of kasteli since it's what i'm attempting to build. 15 blood knights kill a hero that's 60 d3 attacks on the charge, they kill brutes or gluttons that 45 wound unit is now 60 wounds. Same logic applies to vargheists, 9 vargheists jumping from 36 wounds to 45 and 28 d3 attacks.
  11. Vengorian lord does have a command for a d6 heal on a kill so that's d6+d3, red banqueters is also a free d3 in the hero phase for what it's worth before the edition change.
  12. probably just a typo that slipped past GWs mediocre quality control.
  13. While i'd like to see all vampires get something for getting kills, what would you give kasteli themn to replace their rule being lifted army wide? As for vampire lords, how many 140pt heroes do you know have 4 d3 damage attacks, a +1 attack CA, heals on kill with a 3+ save, fly and is a wizard? 7 wounds with 6 attacks is making vamps on par with sigvalds average performance and he's 260pts. Legion of night keeping reserves rule is weird i agree there since vargheists get a deeps strike built in and are their battleline. Maybe a rule that gives retreat and charge if there's a deathrattle or deadwalker unit engaged with the same enemy unit as the retreating unit? I like legion of blood tho, with bravery debuffing being army wide now instead increasing how many units flee is nice. Making deathrattle ignore negative modifiers can also be big, armies like lumineth can eat their heart out with that one. Black knights and wight kings are a big disappointment, welcome to the same club as slaangor hopefuls i suppose. I don't mind the spell lore changes, sure spells got nerfed but some also got more reliable like amaranthine orb. vile transference is weird but could be a big heal for a vlozd or nagash stuck in with archaon or a horde. CC units are a joke, we can all agree GW dropped the ball hard with it. I could maybe see korsargi, vargskyr and blood borne getting a solo release but i'm not so sure on swarms or the characters, it's less reasonable to see them flying solo from a lore perspective.
  14. Well we haven't seen the skelli warscroll yet but if the rumour of ressurecting on a 4+ for each kill is true then in say a legion of night list they're reviving 3+d3 + an average of 50% of what they manage to kill with +2 attacks (manny and vamp on foot) and +1 to hit and wound (manny command) so going off the current warscroll is 5x30 so 150 attacks on 2+, 3+ -0 d1 fighting twice with a necro. That's a lotta dice to throw into a horde and even most big monsters/heroes would die. Now this combo does require a minimum of 2 heroes but manny is much harder to kill and vamps are cheap enough to double up on.
  15. fair, I guess a vengorian or vlozd might be fast enough to get within 12" of where they walk in by using pinions. Pinions seems like a good spell for 1st turn for those since you'd want to use their warscroll spells more often later on.
  16. if it's handled like 40k then the buff/debuff cap will only be for hit and wound rolls
  17. How as in how do I know this or how does this work? For the former there's an imgur album of like 75% of the book at this point going around, including the pages for kasteli. They have a command trait that gives the general a 12" aura of reroll charges, similar to the one the old soulblight allegiance had. Shifting keep let's you deploy 1 or more units off the table edge so you hold your general plus bloodknights in reserve and deploy them both next to each other on the same table edge. Rerolling a 9" still isn't great but it's better than not rerolling.
  18. there's a command trait for a 12" aura of reroll charges so drop in your general with them.
  19. If the list lab video is to be believed it kinda hurts us. The loss of seeker cavalcade will make cavalry lists harder or should i say simpler but less effective to pilot. Capping debuffs also hurts lists like glutos + fiends. The buff capping I expected tho since it's done a lot to help 40k. The new objectives sound weird, mission+secondaries+one picked at list creation? It's interesting and leads to a different kind of list tailoring. I do wonder if it'll be like 40k where each battletome will ahve unique secondary objective choices. The main thing we need to wait on before coming to an opinion (if this leak is true that is) is if warscrolls are being changed to work better within this new rule set
  20. You know this is possibly the one thread where "spell-dom" is appropriate terminology lol. And yeah I wouldn't be surprised if Syn' becomes our way of reliably surviving the magic phase. I don't want her to be a total feels bad for my opponents but if she had some mechanic where she punished excessive spellcasting, like an extra +1 to casting and unbinding until your next turn for each spell the enemy successfully casts, or similarly getting a chance to gain cp or deny commands whenever the enemy uses a command ability like on a 4+gain a cp or deny the command. We already gain dp for our opponents damage so it would be cool if we had ways of benefiting off of other excesses our opponent goes into like cp or spell abuse.
  21. I know comparing across books isn't the greatest way to gauge strength but comparing the keeper to basically any other 320-380pt monster and it's clear that the keeper is trash. It was okay when it could double tap itself but it's main strength was it's recyclability. Compare the keeper to the mountain spirit from lumineth, the spirit is slower by a significant margin but is waaaay harder to kill with a better save and -1 to hit (plus alarith ignore rend -1/-2), outdamages the keeper and has a way to fight always fight at full bracket and for fulfilling a similar condition gives a free command ability use. Meanwhile the keeper has a rarely triggered but strong mortal wounds rule in delicate precision, some weapon options of which only two are remotely useful and lets be real, does anyone ever use dark temptations? Like at all? Against another combat hero it will just get you killed and any hero that isn't built to fight was probably gonna die to the keeper anyways. Shalaxi's alternate ability is waaay cooler and more useful but shalaxi has absolutely embarrassing damage output for a self proclaimed "hero killer". Should I even mention that avalenor is 20pts more and almost outdamages a double tapping keeper? For 20pts less order players can get kroak, a hero that pays for himself in an average 5-6 free cp in 3 turns and that's not even including his casting. I get that the keeper has a summoning tax but could they at least remove the rules bloat on it to streamline it's cost?
  22. So I noticed a few things about the twins that I find super interesting. They're a mirror reflection of the elven twins (both tyrion/teclis and their younger counterparts) and the duality of morathi. One is a talented caster and leader, the other a powerful warrior killing machine. One looks elegant and regal (synessa even has butterfly like wings reminiscent of morathi-khaine's wings) the other flashy and monstrous (dexcessa and the shadowqueen embody this in a literal sense but dex's supposed violent tendencies reflects tyrions true nature as well) Not to mention their birth came about when morathi became to halves of a whole. Similarly to the bonereapers ******-eating grins being a mockery of stormcast's stoic masks, are the twins slaanesh's way of mocking the elves reverence of twins? Even in 40k the eldar have a reverence of twins so it's a consistent theme. Or maybe it's less mockery and more so slaanesh reflecting a common belief in the species most connected to them?
  23. So if Kragnos is next months book then we'd have made it what? 3 months? before getting a supplement. It's probably due too their release schedule getting wrecked by covid but it still leaves a sour taste. The models themselves look fantastic, I didn't think you could out keeper a keeper but here we are. I just hope these greater-greater daemons are better than the keeper. I don't expect these two to be cheap in money or points so i'm worried the voice might end up seriously stepping on glutos' toes. The talon has no real competition for combat monster (because the keeper is neutered, shelaxi sucks and sigvald has the reliability of a condom in a teenagers wallet) so i just want them to be a shredder who won't have to worry about getting wrecked by a stiff breeze.
  24. I expect AoSified lahmians and von carsteins for mannfred and neffy but I expect any others we get will be AoS original. I also expect they'll take the lazy compromise on vampire customization and have vampires receive their dynasty bonus plus a mount/monster trait style rule of our choice. Possibly with the same lame one trait per battalion restriction a lot of armies with such rules get.
  25. So I finally had a chance to get some games in before another lockdown was called over here. Managed to get in 2 games with 2 different lists: First list was: lurid haze Sigvald Keeper (hand, slothful stupor, general, feverish anticipation, oil of exultation) shardspeaker (rod of misrule) syll'eskke (hysterical frenzy) 2x30 daemonettes 1x11 blissbarbs supreme sybarites mesmerizing mirror My opponent ended up bringing sons of behemat in a stomper tribe. My daemonettes where reduced to rock fodder for the first two turns. The shardspeaker did wonders however by punishing my opponents aggressive gargant rushing and enabling the blissbarbs and syll'eskke to shred a unit early on (the new locus helped lock part of the unit out of the fight which helped). Between subvert and slothful stupor i managed to keep my opponent from using command abilities for most of the game but if I'm being honest between failing my 2+ to throw the oil into the fane and some really underwhelming combat the keeper didn't do much else besides die to the warstomper. Sigvald did a decent job at grinding down gargant units and taking hits but his damage output is way too swingy for his points. I got the mirror off on the second turn on his warstomper but got no wounds off on it and he just moved it away after the priority roll. Sylleskke ended up as the surprise mvp as I unintentionally ended up getting her reroll 1s rule to work most turns between the blissbarbs and the keeper and later 30 daemonettes summoned on turn 3. Speaking of which the summoned 30 daemonettes pulled out a close win for me by swamping his last gargant unit, stabbing two of them to death and triggering their icon in battleshock. Second list was: Godseeker host Keeper (hand, general, speed chaser, cameo of the dark prince, paths of the dark prince) exalted bladebringer (enrapturing circlet, hysterical frenzy) exalted bladebringer (progeny of damnation) 2x11 blissbarbs 2x5 hellstriders with scourges 2x5 slickblades seeker cavalcade My opponent was lumineth running some of the new units. He didn't bring teclis so I gave my opponent first turn not realizing what some of the new stuff did and ended up with 30 ethereal wardens on one of the centre objectives immediately. I'll summarize that side of the table by saying I sacrificed a bladebringer, hellstrider unit and slickblade unit to keep them there. He also got aggressive using dawnriders and windchargers to take the other mid table objective. Using seeker cavalcade to get around lightning reflexes helped and I slaughtered the dawnriders and kept locking down and chipping at the wardens. My other hellstrider unit managed to chip away at a 10 man unit of wardens coming up to save the dawnriders and the windchargers got shredded by my blissbarbs. I also managed to kill half of a 30 block of sentinels with my keeper using paths and throwing the cameo into the fane to fly over some terrain they where hiding behind on the first turn (once again the keeper disappoints) Between Lyrior and a calligrave on the terrain piece he never ran out of command points. He aggressively placed his shrine as close to the edge of his territory he could so that he could keep the calligrave (his general) within 12" of the 30 wardens for spamming reroll 1 commands. two cathallars backed up by 5 bladelords kept battleshocks at bay but also was a 2 for 1 deal for depravity for my blissbarbs. Lyrior, the bladelords and a very effective magic phase slaughtered my keeper but my second bladebringer wrecked lyrior the following turn and my surviving slickblade and hellstriders rolled around to clearing the remaining sentinels on his back objective. after losing everything i threw at the 30 warden block I resorted to summoning daemonettes and throwing one of my blissbarb units at them to keep them back. The game ended with the wardens and a windmage (which i haven't mentioned before now because all it managed to do was cast the teleport spell once) )being the only units he had left while I had a unit of hellstriders, slickblades, blissbarbs and bladebringer left. The game definitely would have been different if I hadn't taken paths of the dark prince on my keeper and crippled the sentinels early on. Long story short I pulled a decisive win from being put on the backfoot early by abusing seeker cavalcade to pick apart his weaker flank and throw a bladebringer into his support heroes.
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