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Alexonian

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43 Lord Celestant

About Alexonian

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  1. yeah Its for burnt skin I'm thinking about it, or possible super evil looking daemonic bases
  2. I'm intrigued by mordant earth, don't know why really
  3. 0% currently, my one and only army (slaanesh) has been waiting for the new paints
  4. running the following list currently (sometimes as invaders sometimes as seekers, so relics and command trait not set either) Shalaxi keeper Keeper epitome infernal enrapturess infernal enrapturess supreme sybarites 10x daemonettes 10x daemonettes 10x daemonettes probably not the strongest list but its something I have and its done really well so far.
  5. I agree with you that I don't want them to be to good, I already play slaanesh so would be happy with kharadron just being middle tier what I was getting at was that both became much better, kharadron is so bad currently though if they get the same treatment they probably would be middle tier...
  6. I cant wait for Kharadron overlords to get a new book, hopefully they can do for them what they did with fec and fyreslayers
  7. Oh I know they aren't terrible, but they are just to expensive currently, will never use all of them so might as well try fund another keeper Yeah I definitely feel you, as I said above though with some luck I can transform them into another keeper
  8. I currently own 18 (new) fiends , thinking of trying to sell 9-12 of them, never going to use them all now
  9. its not, he likes there fluff and horrors as battleline (we don't really play super competitive at our Lgs)
  10. my list was : Kos, sinistrous hand, strength of godhood + hunter of godbeasts, sliverslash. Contorted Epitome, sceptre of domination. infernal enrapturess Syll’Esske herald on exalted chariot Epicurean revellers 30x daemonettes 30x daemonettes 5x hellstriders his list (from memory) Hollowmourne AGK on terrorgheist AGK on Zombie dragon archregent varghulf crypt haunter courtier 6 crypt horrors 10 ghouls 10 ghouls extra command point not that much to say about the game, he forced me to go first, I didn't go to far forwards but he got double turn and slammed both AGK on mounts into my kos, but my kos forced one to fight last and my contorted epitome forced the other one to go last, keeper killed one and used its command ability to kill the other one before they could activate, he also slammed in his big unit of horrors and varghulf in to the daemonettes units, killing one entire unit , used the redonkulous feeding frenzy and killed almost the entire second one. then I went and summoned another Kos , my general keeper slammed in to the big unit of horrors along syll, herald on chariot and hellstriders was battling against his summoned units, then it all got very messy and cant remember exactly what happened, but in the end I had the summoned Kos and a summoned unit of fiends on the board and he was wiped turn 4
  11. I tested the new rules yesterday against Fec, bloodiest game Ive played
  12. Battalions: Supreme Sybarites 120 pts 3-6 chaos slaanesh heroes ruling cabal : at the start of your hero phase, roll a dice, if the result is less than or equal to the number of heroes from this battalion that are on the battlefield, you receive 1 command point. Epicurean revellers 180 pts 2-6 units of daemonettes 0-4 hellflayers, exalted chariots or units of fiends in any combination perfect destroyers(?) : if the unmodified wound roll for an attack made with a melee weapon by a daemonette from this battalion is 6, that attack inflicts 1 mortal wound on the target and the attack sequence ends (do not make a save roll) seeker cavalcade 140 pts 2-6 units of seekers or hellstriders in any combination 0-4 units of seeker chariots Drawn to battle : a model from this battalion is eligible to fight in the combat phase if it is within 6" of an enemy unit instead of 3", and can move and extra 3" when it piles in. Hedonite host 120 pts 1 supreme sybarites 1-3 epicurean revellers 1-3 seeker cavalcades transcendental warriors : Add 1 to the bravery characteristic of units in this battalion. in addition if this battalion is part of a slaanesh army, at the start of your hero phase you receive d3 depravity points.
  13. Goodseekers command traits: 1. hunter supreme you can re-roll hit and wound rolls of 1 for attacks made by this general if this general made a charge move in the same turn. 2. thrill seeker this general can run and still charge later in the same turn. if this general already has an ability that allows them to run and still charge later in the same turn. add 3 to run roll for this general instead. 3. into the fray the hit roll for the first attack made by this general during the battle is automatically a 6 (do not roll the dice) 4. trail-sniffer at the start of your hero phase, roll a dice for this general if this general is wholly within enemy territory. on a 3+ add 1 to the attack characteristic of this generals melee weapons until your next hero phase. 5. symphoniac at the start of the combat phase, roll 1 dice for each enemy unit within 3" of this general, on a 2+ that enemy unit suffers 1 mortal wound. 6. speed-chaser this general can retreat and still charge later in the same turn. Godseekers artefacts 1. cameo of the dark prince once per battle, at the start of your hero phase, the bearer can use this artefact, if they do so, you receive 1 command point, and until your next hero phase you do not have to take battleshock for friendly chaos slaanesh units while they are wholly within 18" of the bearer. 2. girdle of the realm-raiser (?) subtract 1 from the bearers wound characteristic, in addition the bearer can fly. 3. threnedy voicebox (?) at the start of the combat phase, you can pick 1 enemy hero that is within 3" of the bearer, subtract 1 from the attack characteristic of melee weapons used by that hero(to a minimum of 1) until the end of that phase. 4. lash of despair at the start of your shooting phase, you can roll a dice for each enemy unit within 6" of the bearer, on a 4+ that unit suffers 1 mortal wound. 5. enrapturing circlet enemy units within 3" of the bearer cannot retreat, in addition at the start of your hero phase roll a dice for each enemy unit within 3" of the bearer, on a 2+ that enemy unit suffers 1 mortal wound. 6. bindings of slaanesh at the start of the combat phase, you can pick 1 enemy hero within 3" of the bearer and roll 2d6, if the roll is greater than that enemy hero's move characteristic subtract 1 from hit rolls for attacks made by that enemy hero until the end of that phase. in addition, if the roll is greater than that enemy hero's wound characteristic , that enemy hero suffers d3 mortal wounds.
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