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Rentar

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Posts posted by Rentar

  1. In order to force a change ASAP, this PSA goes out to all Tzeentch Cultists. You can verify it on the official App, which is the most updated rules reference. The Gaunt Summoner on Disc was updated alongside the Gaunt Summoner with Familiars prior to the June update (in Feb). Also note that a Feb update means that it was update after the Errata (July 2018) and thus it is the most updated form of the rules. 

    While the 'Book of Profane Secrets' ability of the Gaunt Summoner and Gaunt Summoner on Disc were updated to be limited to once/battle and only summoning 10 of any basic Daemon (Bloodletters/Plaguebearers/Daemonettes/Pink Horrors) from a REALMGATE, the Gaunt Summoner with Chaos Familiars was not.

    While, as a person who owns this model, I am excited to summon Archaon/Bloodthirsters/Keepers of Secrets/Great Unclean Ones/Lords of Change ONCE PER TURN onto the battlefield with a 180 point model, I would venture a guess that this is not how it was intended to function.

    While this wasn't so important when Terrain rules/warscrolls were optional, the 2019 update specifies that Realmgate Warscrolls are to be used. 

  2. 1 hour ago, CB42 said:

    I run Chronomantic Cogs and Godseekers, so with the Epitome’s base 12 inch move, that means that you’re looking at a move and charge of 17” plus 2d6. So the way I use the Epitome with the Sword is that I deploy the Epitome within 6” of my Fane, take the reroll hits on the Epitome, cast Cogs with my Great Bray shaman from outside unbind range, then move my Epitome up to kill an unscreened monster or hero if possible. If monsters and heroes are screened, I instead take the wound on my Keeper for the rerolls and move my Keeper up with my Seekers and run my Epitome to 5” away from someone I want to use the Locus and fascination on without getting into combat. I try not to have my Epitome in combat with anything other than heroes and monsters.

    Why not combine SoJ (which activates on a 6+) with Icon of Infinite Excess from Invaders? If there's no malus to hits, SoJ activates on 1/3rd of the dice for a turn, perfect for an Alpha Strike. 

  3. 15 minutes ago, Kramer said:

    It looks about right, but with so many layers there will always be a bit of discussion and shuffling. I do think that HoS might climb to that #1 layer but it requires a bit more finesse (as it should) to be equal to the top row. So it feels more like the 'how it's played' ranking than a 'potential/true strengh' ranking. 

    I think the amended list (

    ) is more accurate. I also think HoS is going to float around low A to S tier depending on how the meta moves (assuming 0 updates to points/scrolls/allegiances etc.); by virtue of countering DoK, FEC, IDK, Nurgle, and SCE, not to mention having reasonable counters that don't require you to go out of your way to build (Infernal Enrapturess, maybe summoned Fiends) to counter caster rosters (Skaven, LoN, Tzeentch) alongside the ridiculous number of spells HoS can throw out, HoS is going to be good in any meta.

    That said, it's currently in AA tier because it's a good answer to the dominant DoK and FEC builds, has decent responses to Skaven and LoN, and steps on almost all of A tier. On the other hand, people have said that Fyreslayers are hard to beat as HoS (no experience with that, personally), we won't be top dog.

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  4. 3 hours ago, Darkfine said:

    A game state where in you can have enemy models within 1” of a model from a charging unit before legally performing the charge move ie. “charging out of combat”.  Now, an argument could be made that what I’m positing could also lead to that game state until you consider how the rule is written.  

    On to participles and their attempts to hang on.  

    It differentiates the two subjects of the sentence.  On the one hand you have “a model from this unit(A,B,C) and on the other you have “the charging model”.   If “a model” refers to any chariot then we still need to identify which model is forcing the trigger check (the one performing the charge).

    The last sentence of the rule further reinforces the thought.

    Again I’ll point out, models “A and C” do not cease to be “a model from the unit” while model “B” is performing a charge move.

    There are a few ways to clearly write “After this model completes a charge move roll a dice for each enemy unit with 1 inch”.

    I play Nurgle, that particular rule pops up a lot.  

     Just for clarity, I don’t own any chariots and regardless of how the rule works I am not going to.  The model looks silly and the unit isn’t a hero.  That said the rule is poorly phrased at the very least.

    Look, the initial "a" is an indefinite article, which is used to introduce "a model", and then the definite article "the" is used to refer to the same "model" that was introduced, which is why it's a "the" rather than another indefinite article such as "any" or another "a".

    Since "the" is a definite article, and has no other possible frame of reference, it must be referring to the prior indefinite "a" article.

    Go run it by a linguist if you must.

  5. 12 minutes ago, Darkfine said:

    Sorry I ducked out on this but life happened!

    In your example you are arbitrarily changing “a model” to “that model”.

    The rule is fairly explicit in its use of “a model”.

    To say “within 1” of any model from this unit after any model from this unit finishes a charge move” doesn’t work as it implies game states that can’t exist.

    Regardless of anything else, chariots A, B and C are still “a model from this unit”.

    There is plenty of precedent for GW to use the term “charging model” or “model finishing a charge”.

    So either whoever penned this felt like being excessively wordy to the games detriment (a likely scenario) or every charge does indeed trigger a check.

    Please specify what game states you are referring to and how exactly "the" is no longer a dangling participle under the understanding you are working under.

  6. The  commentary also clarified exactly how end of phase combat works.

    Treat the following such that Player A is always the player whose turn it is, regardless of who activated last in the "normal" segment of the combat phase.

    End of Combat Phase where it's Player A's turn.

    Player A selects unit. Player A selects unit. Repeat until player A has no more units eligible to fight, using abilities/command abilities as normal.

    Then

    Player B selects unit. Player B selects unit. Repeat until player B has no more units eligible to fight, using abilities/command abilities as normal.

    Battleshock Phase 

    So this is something to keep in mind for mirror matches and against BoC I guess.

  7. 35 minutes ago, Kasper said:

    I can understand the desire to keep her way out of danger, but I really like being able to force your opponent to reroll sucessful casts.

    24" on the disruption means that if the Fane is dead centre of a 4x6, you can hide her and still cover everything but the side edges and the rearmost bit of the opponent's territory.

    This is for Head to Head deployments more than Conquest deployments, but in nearly every plan, her aura covers almost everything if she's hiding in the middle. 

  8. 1 hour ago, Grimrock said:

    Got a game against another slaanesh player last night. He was pretty new to the book so hadn't had a chance to tweak his list yet, but the mirror match was pretty brutal. He ran pretenders with two keepers, exalted bladebringer, enrapturess, in the sybarites and 2x20, 1x10 daemonettes in the revelers. I had a keeper, exalted bladebringer, epitome, enrapturess, masque, in sybarites, 1x30 daemonettes, 2x5 hellstriders and 2x5 seekers. 

    Scenario was knife to the heart. He chose to go first to try for the alpha and moved half his army up (general, chariot, 20 daemonettes) while keeping the other half back to defend the objective. Unfortunately for him due to scenery and deployment he failed his chariot charge and the daemonettes were too far out. That was the only turn he got. I charged his general with a keeper and chariot, killing it with just the chariot. His chariot and forward daemonettes died to a contorted, daemonettes, and a unit of hellstriders. Locus and mirror meant he only got to attack with his damonettes and kill a few of mine. The masque and one unit of seekers started to flank.

     I got the double, hit his enrapturess and 10 daemonettes in the backline with my masque and seekers, charged my keeper into his and sent my other heroes into his last unit of daemonettes. Locus whiffed on both sides so my keeper went first and one shotted his, and my masque and seekers killed his enrapturess. He had 46 depravity but no heroes left so we called it there.

     So for anyone planning on running fewer heroes make sure you have at least one that's extremely well protected. He could have come back that round and done some real damage but losing that last hero clinched it. Also when a glass cannon hits a glass cannon, stuff dies shockingly fast. Go figure haha.

    How did the Masque fare? I'm curious and I've heard of/seen relatively few examples of it being played.

  9. 3 minutes ago, SwampHeart said:

    I like the first list out of the group the most - Slaanesh summoning is very good but you need some bodies to try and hold objectives for a few turns. I'm interested in your decision to go trail-sniffer over speed-chaser. In my experience Speed-Chaser is the go to, especially with a thermal rider cloak. The added flexibility in positioning and ensuring you are always generating an extra d3 depravity a turn seems to be well worth the trade off against potentially more attacks. I think the rest of the list is pretty steady and consistent HoS options. 

    To be honest I just threw in the "add more damage" pick. With some math, it adds around 1.67 damage/combat before saves, which.... isn't all that great. On second thought I think I'd go with Speed-Chaser, yeah. Thanks :)

     

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  10. Any feedback on which list I should run for a 2k tournament next month? The Daemon Prince is mostly there because.... well, he's kinda important to my army's visual theme. No other real reason.

    I can build any list from the following (Unable to make more non-paint purchases until I finish this. Personal commitment.)

    Current stuff:
    1 Infernal Enrapturess
    1 Exalted Chariot
    1 Daemon Prince
    1 Contorted Epitome (Currently in sub-assemblies)
    1 Masque

    30 Daemonettes
    5 Hellstriders with Claw Spears 
    5 Hellstriders with Claw Spears (Half-assembled; riders are complete, mounts are still on sprue)


    In box:
    2 Infernal Enrapturess 
    1 Exalted Chariot (I don't want to build it as anything else)
    1 Keeper of Secrets
    1 Syll'Esske

    20 Daemonettes
    10 Seekers

    I can't make the Whip Hellstriders because I'm converting them from Seekers.

    Any opinions/alterations/suggestions on the lists? (I'm also considering, for the Invaders list, giving the Rod-holding Infernal Enrapturess a General position, since she'll be at the back and I'll at least get something out of it if she dies).

    image.png

  11. The trick here is to remember that, during a charge, models move one at a time. It is not the unit that moves, but the models.

    So, with this sentence in 4 parts:

    1. Roll a dice for each enemy unit that is within 1" of a model from this unit after the model from this unit finishes a charge move.
    2. On a 2+ that enemy unit suffers D3 mortal wounds.
    3. If this unit has more than 1 model, roll to determine if mortal wounds are inflicted after each model completes its charge move,
    4. but do not allocate the mortal wounds until after all models from this unit have moved.

    Seems simple enough. 

    Step 1: Move 1 model.
    Step 2: Determine number of enemy units within 1" of that model.
    Step 3: Roll a d6, on a 2+ that enemy units suffers D3 mortal wounds BUT DO NOT YET ALLOCATE THESE WOUNDS. Suffering and allocating wounds are two separate steps.
    Step 4: If there are more models to be moved, repeat steps 1-3 until there are no more models within this unit. Once there are no more models within this unit to be moved, proceed to step 5.
    Step 5: Allocate the mortal wounds rolled for in step 3.

    Example:

    X  X  X  X  X  O  O  O  O  O [X and O represent enemy models from X unit and O unit, each 1" apart.]


                   Y1  Y2  Y3 [Y represent models from the chariot unit]
     

    Roll for charge.

    Step 1:
    X  X  X  X  X  O  O  O  O  O
                            Y2

                   Y1         Y3   
    Step 2: A model from both X and O are within 1" of Y2.
    Step 3: Roll a d6 for X, roll a D6 for O. For each 2+, roll a D3 to determine mortal wounds suffered.
    Step 4: Go back to step 1.
    Step 1: 
    X  X  X  X  X  O  O  O  O  O
                   Y1    Y2

                                  Y3   
    Step 2: While Y2 is within range of both X and O, Y1 (the model which just moved) is only within 1" of X.
    Step 3: Roll a d6 for X. If 2+, roll a D3 to determine mortal wounds suffered.
    Step 4: Go back to step 1.
    Step 1: 
    X  X  X  X  X  O  O  O  O  O
                   Y1    Y2     Y3
    Step 2: While Y2 is within range of both X and O and Y1 is within 1" of X, Y2 (the model which just moved) is only within 1" of O.
    Step 3: Roll a d6 for O. If 2+, roll a D3 to determine mortal wounds suffered.
    Step 4: No more models to be moved, so step 5.
    Step 5: Allocate wounds.

     

    Roll a dice for each enemy unit that is within 1" of a model from this unit after the model (this is not a dangling participle, and therefore the earlier segment should not be construed as referring to any model of the unit as a whole, as will be clarified later. It clearly refers to "the" as the aforementioned "a model") from this unit finishes a charge move (referring specifically to the the model). On a 2+ that enemy unit (referring to each individual enemy unit) suffers D3 mortal wounds. If this unit (this, therefore the chariot unit) has more than 1 model, roll to determine if mortal wounds are inflicted after each model completes its charge move (i.e. repeating the first sentence), but do not allocate the mortal wounds until after all models from this unit have moved.

    To clarify with regards to the "the model"

    <<Roll a dice for each enemy unit>> <<that is within 1" of>> <<a model from this unit>> after <<the model from this unit>> <<finishes a charge move>>.

    Each segment in parentheses is a different segment of the sentence. You cannot argue that <<a model from this unit>> refers to ANY model, because if so, the "the" in <<the model from this unit>> no longer refers to anything, and becomes a dangling participle, which is no longer grammatically sound. Were that to be the correct interpretation, then both the "a" and "the" would be replaced with "any". While I would never say that Games Workshop never makes a grammatical error, I would definitely argue that, absent a clarification to the negative, we should always take the most grammatical interpretation as correct (and if there are at least two equally correct interpretations, then the one that makes more sense should be chosen).

    If anyone wants to continue this dispute, please explain how exactly the "the" is not a dangling participle should we consider the "a" as referring to "any model from this unit".

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  12. Unfortunately if you want a proper 1k list you need 2 battleline, so your list should look like:

    Allegiance: Tzeentch

    Leaders
    Ogroid Thaumaturge (180)
    - Artefact: Timeslip Pendant 
    - Lore of Fate: Infusion Arcanum
    Tzaangor Shaman (180)
    - General
    - Trait: Incorporeal Form 
    - Lore of Change: Treason of Tzeentch

    Battleline
    10 x Tzaangors (180)
    - 5x Pair of Savage Blade
    - 4x Savage Greatblade
    - 1x Savage Blade & Arcanite Shield
    10 x Tzaangors (180)
    - 5x Pair of Savage Blade
    - 4x Savage Greatblade
    - 1x Savage Blade & Arcanite Shield

    Units
    6 x Tzaangor Enlightened on Disc (280)

    Total: 1000 / 1000
    Extra Command Points: 0
    Allies: 0 / 200
    Wounds: 78

    Probably. 

    Note that for your Tzaangor units, the one with a shield should be the (second) last model removed due to how the shields works. You want one (maybe 2) per unit (regardless of size), but that model needs to be left on the field as long as possible. 

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  13. 2 hours ago, Belmail said:

    So a quick question from you guys? I played my buddy's FeC today and if a keeper is in combat with a unit and it's the only combat for the round(keeper vs terrorgheist) can you not double activate the keeper? Based on the wording for the command ability it might not seem so, it says when it is your turn to activate. After the keeper swings it seems like it is the FeC player's turn to activate, so he would get to potentially double swing back with feeding frenzy?

    Also if you summon a caster hero does it get to pick a spell?

    Unlike Feeding Frenzy, the KoS' command ability does not state "Immediately". So you get to activate a second time whenever you like, but it consumes one activation. Feeding Frenzy has to be activated immediately after the first pile in, but does not consume an activation.

    I hope that clarifies things. 

  14. 2 minutes ago, Enoby said:

    Cogs could certainly work. That said, the two times I've tried them with our new book, I've found that I don't quite get use out of them; either they get unbound or the enemy was close enough anyway. Might have just been bad luck, though - Khorne's a tough one to cast against.   

    Start your Epitome WAY back maybe? Maybe it won't get in on turn 1, but everything else will. And subsequently when you summon... Those get the boost too if you can keep a wizard near it/can get a wizard to it.

    Especially since you're building a low drop list, you should semireliably be able to get turn 1.

  15. 3 hours ago, Enoby said:

     Not a super competitive list by any stretch, but one I would like to try. The general idea is to first turn engage everything (making sure to use the fane to take a mortal wound on my KoS to hopefully reroll hits), though only the KoS will be actually charging - the seekers will be piling in, and the hellstriders will go for the objectives. I hope to make a relatively safe first turn engagement which will cripple the front lines, and pretty much guarantee most of my models are in their deployment zone. It's a two drop list as well, which is nice.  

    Invaders host

    Keeper of Secrets 
    - General 
    - Skintaker
    - Thermalrider Cloak
    - Sinistrous hand
    - Progeny of Damnation 

    The Contorted Epitome
     - Sceptre of Domination 
     - Hysterical frenzy

    Viceleader 
     - Lash of Slaanesh  

    5× hellstrider

    5× hellstrider

    5× hellstrider 

    10× Seekers 

    10× Seekers 

    5× Seekers 

    Wheels of Excruciation

    Dreadful Visage 

    Prismatic palisade 

    Supreme Sybarites 

    Seeker Cavalcade 

     1940/2000

    Or would it be better to swap two of the endless spells out for an infernal enrapturess (losing the below 50 cp as well)? 

    I'd say if you really wanna engage turn 1, pack a set of cogs too. They're gonna be in every competitive Slaanesh list I ever field. 

  16. 51 minutes ago, Poryague said:

    Apparently there are some bad actors running around with the enrapturess. So how this works is let's say you have 2 of them on the table. The ability says "you recieve 1 dp for EACH infernal enrapturess that is on the battlefield." So you generate 2 from the ability because there are 2 on the battlefield. Meaning you in total get 4dp with each enrapturess generating 2. That is an interpretation of the reading clearly a broken way of doing it.

    60292485_1045672682299434_9007614711222501376_o.jpg

    Wow. Really? People are that desperate to generate DP?

    Jeez, what, start a 2k game with 6 IE (only 840 points!) and instantly generate a Keeper and still have 6 points left over.... or generate 3 more IE, then the turn after that you'll be generating 81 points, on top of whatever else you get from shooting etc. Of course this is how it's intended. Turn 2 we'll just casually summon 3 Keepers, or 120 Daemonettes. Naturally.

  17. 1 hour ago, HERO said:

    I've been cranking out lists for a while now and I think whichever list I take will have 2x Keepers.  They're IMO the best choice when it comes to staying around combined with killing power, plus their array of spells and command abilities are great.  While I think some people have put forth good explanations why they would like 3, I'm not so sure because then the lists get skinny.

    For Battleline, I'm really leaning towards 30x Daemonettes and 2x5 Hellstriders as a solid all-around, but I can definitely see 2x30 and 5x Hellstriders if you're running Epicurean Revellers.

    I see that some people say that Fiends are bad.  I'm not so sure on that statement mainly because 420 for 6 gives you a very solid unit that poses a threat to everything in the game, especially multi-wound units.  With double-strike and ASF from a Keeper nearby, that pretty much spells instant death for any monster in the game.  Not that the Keeper needs that much help doing it itself.

    I think the reason people are calling Fiends bad is that they work best against multi-wound units... but don't generate depravity points. We want our heroes killing those multi-wound units, not our units; we want our units killing hordes and chaff. Fiends are anti-synergistic with one of our primary mechanics.

  18. Currently considering the following two 2k lists for a tournament next month:

    The first is a 7-drop with 6 heroes, generating CP solely off the Rod of Misrule:

    Quote

    Allegiance: Slaanesh
    - Host: Invaders Host
    Mortal Realm: Ghur

    Leaders
    Keeper of Secrets (360)
    - General
    - Trait: Skin-taker 
    - Artefact: Gryph-feather Charm 
    - Spell: Progeny of Damnation
    Syll'Esske, the Vengeful Allegiance (200)
    - Host Option: General (Invaders Host)
    - Lore of Slaanesh: Lash of Slaanesh
    Infernal Enrapturess, Herald of Slaanesh (140)
    - Artefact: The Rod of Misrule 
    - Host Option: General (Invaders Host)
    The Masque (120)
    The Contorted Epitome (200)
    - Lore of Slaanesh: Hysterical Frenzy
    Bladebringer, Herald on Exalted Chariot (220)
    - Lore of Slaanesh: Born of Damnation

    Battleline
    30 x Daemonettes (300)
    10 x Daemonettes (110)
    10 x Daemonettes (110)

    Battalions
    Epicurean Revellers (180)

    Endless Spells
    Chronomantic Cogs (60)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 100

    and the 2-drop variant, with 2 battalions and Supreme Sybarites as a source of CPs.

    Quote

    Allegiance: Slaanesh
    - Host: Invaders Host
    Mortal Realm: Ghur

    Leaders
    Keeper of Secrets (360)
    - General
    - Trait: Skin-taker 
    - Artefact: Gryph-feather Charm 
    - Spell: Progeny of Damnation
    Syll'Esske, the Vengeful Allegiance (200)
    - Host Option: General (Invaders Host)
    - Lore of Slaanesh: Lash of Slaanesh
    Infernal Enrapturess, Herald of Slaanesh (140)
    - Artefact: The Rod of Misrule 
    - Host Option: General (Invaders Host)
    The Contorted Epitome (200)
    - Lore of Slaanesh: Hysterical Frenzy
    Bladebringer, Herald on Exalted Chariot (220)
    - Artefact: Whip of Subversion 
    - Lore of Slaanesh: Born of Damnation

    Battleline
    30 x Daemonettes (300)
    10 x Daemonettes (110)
    10 x Daemonettes (110)

    Battalions
    Epicurean Revellers (180)
    Supreme Sybarites (120)

    Endless Spells
    Chronomantic Cogs (60)

    Total: 2000 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 95

    I'm also considering the following Depraved Drone-based build, but I don't have that many Ungors painted and... well, I don't think I can get everything done to a standard I'm comfortable with by the Tournament.

    Quote

    Allegiance: Slaanesh
    - Host: Invaders Host
    Mortal Realm: Ghur

    Leaders
    Keeper of Secrets (360)
    - General
    - Trait: Skin-taker 
    - Artefact: Gryph-feather Charm 
    - Spell: Progeny of Damnation
    Beastlord of Slaanesh (90)
    - Artefact: Icon of Infinite Excess 
    Infernal Enrapturess, Herald of Slaanesh (140)
    - Artefact: The Rod of Misrule 
    Syll'Esske, the Vengeful Allegiance (200)
    - Host Option: General (Invaders Host)
    The Contorted Epitome (200)
    The Contorted Epitome (200)

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

    Units
    30 x Bestigors of Slaanesh (300)

    Battalions
    Depraved Drove (150)
    Supreme Sybarites (120)

    Endless Spells
    Chronomantic Cogs (60)

    Total: 2000 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 107

    Effectively, the first has The Masque as a unit to harass enemy support heroes. Cavalry speed (10"+D6) and low profile (25 mm) lets The Masque squeeze around the edges of enemy lines to hit a priest/wizard/sniper unit, and those typically have 5" movement. Of course, the points are wasted if the opponent lacks any such units, but those are units that Slaanesh would have trouble reaching/dealing with. Admittedly overlaps a little with the role of the Infernal Enrapturess (24" sniper?) but The Masque is a little more tanky and less troubled by line of sight shenanigans.

    The second drops The Masque in favour of a Supreme Sybarites Battalion, giving me a 2-drop army (effectively guaranteeing I get choice against most armies), which is essential against stuff like DoK, which is almost guaranteed to appear (there's a regular at that particular FLGS that pulls out his DoK for tournaments). Also, it gives me a third artefact (Whip of Subversion, though this is of course subject to change).

    All my Slaanesh lists run Cogs, mostly for the +2 run/charge bonus, though the additional spell might be used at some points? The bonus is there to more than double the chance summoned units get into battle the turn they're summoned, of course (27.8% to roll a 9+, 58.3% to roll a 7+). 

    Skintaker and Sinistrous Hand give the Keepers some pretty ridiculous staying power, especially coupled with both Born of Damnation and Progeny of Damnation. 

    So: What do you guys think? Any opinions on which list to run, artefacts to change, etc?

  19. 1 hour ago, Grimrock said:

    Actually I'm legitimately curious why the discussion is being dominated by pretenders and invaders. With the way the army being so focused on summoning I think Godseekers are the strongest host by far. Sure your general does a little less damage, but the depravity points from charges are the easiest and most consistent of the three (some scenarios have large no man's lands which will hose invaders, and as soon as you lose the pretender general you won't be getting anything). Most importantly the +1 to charge off the summon combined with a banner and possibly cogs makes it pretty easy to summon and charge right away. 

     I get wanting a better artifact or trait, but I'd rather have something that helps my whole army and takes the core mechanic as far as it can go.

    Also something to note is that most people have a lot of Daemonettes and Seekers and possibly also Infernal Enrapturesses (those that were playing Slaanesh even before the announcement, mostly), and... Few have that many chariots. To run a decent Godseekers army, you'd need at least 8 kits (each SC box counts as 2), maybe even up to 12. The most worthwhile hero chariot is the Exalted, and you want normal non-hero Seeker Chariots for your battleline and the only non-hero unit that can retreat/charge, so a minimum of 3 plus as many heroes as you can muster. You also want Cogs for the charge, an Epitome to almost guarantee that the Cogs go off (83% vs 58% is no small jump), an Enrapturess to sit on the Fane, and a Keeper so you can actually use your CPs to maximum effectiveness... Also POSSIBLY a Seeker Cavalcade so even if you retreat and your charge fails, you can pile in and continue attacking (though I wouldn't recommend it).

    So, in short, you want at the very minimum:

    1 KoS (360)
    1 Enrapturess (140)
    1 Contorted Epitome (200)

    1 Seeker Chariot (120)
    1 Seeker Chariot (120)
    1 Seeker Chariot (120)

    1 Chronomantic Cogs (60)

    For a minimum of 1120.

    If you pick up a Seeker Cavalcade, that's an additional 320 minimum, but let's put that to one side.

    add 3 Bladebringers on Exalted Chariots for 660 and another Seeker Chariot, pushing it to 1900...

    That's 10 kits, which include no Daemonettes and no Seekers, which leaves a huge number of people's models on the side.

    I don't think it's so much a case of people thinking Godseekers are bad, but more a case that... people... don't... have enough chariots.

  20. So I asked around, and a friend of mine has some (5) spare Javelins from a Marauder Horseman set which I can make use of as spears. I'm also thinking I can probably grab a helmeted head (or two?) from him for leader(s) and use some spare heads from a number of other kits for the normal Hellstriders. Problem is getting another 10 spears/javelins, but I'll see if anyone in my area can spare me a couple. I'm sure there's at least a few kits that'll work.

     

  21. Speaking of... Anyone have any tips on converting seekers into hellstriders? I have all the seekers I could ever want and then some, but no hellstriders and I'd rather not buy those ugly models.

    Any tips for where to get the mortals and spears? Whips I can get from the exalted chariot kits (since they come with an extra 2 if you build exalteds)

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