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CeleFAZE

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Everything posted by CeleFAZE

  1. I would accept that fully if it were consistently applied, however some armies are priced according to their unbuffed state, especially Gitz, Ironjawz, Seraphon and Lumineth, off the top of my head. If LRL in particular were priced with their buffs and control pieces in mind the army would be costed much higher than it is.
  2. You're pretty close to my thoughts on the matter. However I will contend that we are still just a bit overcosted by 10 points or so on a number of units, with most of our models 270 and above needing to come down between 20-40 points ideally. Points aside, a lot of the warscrolls do seem worse baseline compared to before (a small handful are way better even at a glance though), but it's the strong synergies that truly make them shine. However, I feel the (de)buffing pieces should bear the cost for their effects themselves, rather than spreading it over the whole army. That was an issue that S2D also suffered with pretty terribly at the release of their 2.0 book.
  3. Oh this. I like this. Very excited for a book with a tricky, potentially powerful mechanic as well as baseline good warscrolls. We're back in business, and it's booming.
  4. That's the thing, really. What we have to go on now is largely dependent upon the wider context of the book. If we have ways to crack open tough armor saves then we have viable avenues of depravity generation on multiple targets through euphoric killers. However, that also assumes that euphoric killers and temptation dice are our only ways to generate depravity, which may or may not be true. As it stands currently, the only things confirmed are a slim number of allegiance abilities, as well as the ability, though not the scroll or points, of one hero. Granted, that hero is a great piece to fit into what we've seen so far. He can dive into a horde unit, require they attack him, and open them up for block of daemonettes to come screaming in to reap a ton of depravity without fearing any return swings. Easily getting up to 12 perhaps, allowing them a degree of mitigation for any retaliation once the LoH is dead. What's important to note about everything we've seen though is that there is already built in synergy. Once we get to 12 depravity, we're much harder to hit. Units that already suffer in that regard are going to struggle to land blows, and would be more inclined to take a 6 for a guaranteed hit. Once we reach 24, we're dealing mortal wounds with our 6's to hit in addition (think about this in terms of twinsouls, even if unchanged, basically becoming cheaper chosen at that point). Euphoric killers specifically states that it works with wounds and mortal wounds, making depravity generation that much easier, making it no problem to crest that final line into all of our units having at minimum plaguebearer levels of damage mitigation, in melee and at range. That acceleration will continue to bring us to excess depravity that we may be able to use for late game summons to gain the upper hand on board control. All of this, even with our current scrolls is decent. But if we have solid warscrolls to go with it? That would solve the puzzle. It makes us basically like DoK, except we have some degree of control over how quickly we accelerate our buffs. But there's simply too little to go on to know if this is a nice bonus to strong warscrolls, or a fight to get up to momentum. I feel like the final truth is going to lie somewhere in the middle, and I think it's still a solidly better position than we were in. We've got a battle report likely airing in just a few hours. We'll know more pieces of the puzzle soon, hopefully it's illuminating.
  5. Someone said it better elsewhere, but they were correct that Slaanesh should have resilience through misdirection of force. We should crumble defensively in an honest fight in most circumstances, but we should have abilities that when played right ensure that we seldom if ever have to fight honestly. Between taunts like the hero shown, defensive abilities like the epitome currently has, no pile-in effects like locus, and anything else that's coming, I think we're in the best place if we are the army that just cannot be fought on the terms you want to fight them.
  6. I think he'll combo nicely with locus, if that stays the same. Also if the enrapturing circlet makes the transition to the new book we'll have an amazing bit of tech there.
  7. It's.. fine? I guess? Don't get me wrong, point drops are point drops, and it gives us more to work with. Slickblades were already one of our best scrolls, and them getting cheaper is a good thing, even if they're still overcosted for what they are (which is inferior chosen with 14" speed in exchange for -2 save, 1 damage, and mortals on wound rolls). We're still going to be in a bad spot until we get our new book. But on the upside the epitome is a very good GC choice (weirdly not a mounted or unique hero), and we have a natively 5+ warded GC hero with the LoP. I think we have some play, but all this does is reduce the grade of the hill a little, rather than leveling the field.
  8. I've heard that some of the non-English versions of our book are no longer available at this point. Could be a sign that we're in the queue.
  9. Well, there are two ways I could see things going, depending whether or not GW is acting in good faith on the premises they stated with their balance video and article. 1. We've reached the lowest possible magic number, and now it's hands-off. I see this as a pretty harsh indictment on them, if they choose this route. 2. They actually meant what they said about trying to ensure both internal and external balance with books, and see that what got us back up to that point was almost entirely lists utilizing primarily the reduced-cost units from the last update, as well as external tools like the incarnate. If they're acting in good faith, this should be an indicator that more choices should come down, to encourage the kind of list diversity they want to see. I know we've all felt kind of burned by GW in the past. Rightly so. However if this really is their intent to give a more honest effort at balance, I think we could see some more (if minor) changes.
  10. The battlescroll is likely this week, if the projected time window for the 40k version lines up with ours. What changes are we expecting or reasonably hoping for? Personally I hope they continue the trend with point costs rebalances, and they bring the exalted seekers and hellstriders to a more reasonable level. Something like 110 for striders, 180 for slickblades and 160 for blissbarb seekers would be ideal in my mind, though I imagine realistically we'd probably not see better than 125 for hellstriders, 200 for slicks and 190 for barbs. But we got a pretty massive change with Sigvald in the past, so it seems it could really go either way.
  11. Reminder for anyone planning on backing the alternate blissbarb models kickstarter: there's only 23 hours left to go, and they've already met their funding goal, so if you want to get in on this make sure you do so before it closes.
  12. The Shieldwolf kickstarter is live! Again, the Araves kit that's a part of this is a multi-part all-female arabian-themed plastic kit that makes 20 great looking alternatives for blissbarbs (with a melee option), and they're only $25 a box. I really want to see this one reach its goal: https://www.kickstarter.com/projects/shieldwolf/araves-vs-valkyries
  13. Everyone, this is relevant for anyone looking for alternative blissbarb models: https://www.kickstarter.com/projects/shieldwolf/araves-vs-valkyries Shieldwolf is relaunching their Araves kickstarter soon, which failed to fund last time, but they're giving it one more go. The araves plastic kit is an all-female, arabian-theme plastic kit that can be built with bows (or two hand weapons) and looks pretty amazing and definitely on-brand for our purposes. Very few people seemed to know about it last time, so I'm signal-boosting it as much as I can. I'm not affiliated with them, I just see this as the most economical way to pull off my Oops All Blissbarbs list and I'm gonna cry if it doesn't get funded again.
  14. It would be nice to see the scrolls on the new chosen, as they're the only kit in the new slaves box that we haven't seen so far. My hope is that they're comparable to annihilators, with 3+ saves, -2 rend and 2 damage attacks. My fear is that they'll largely go unchanged and continue to stay on the bench for most lists.
  15. I agree. However there are some nice budget options for gargants, like the Mantic giant, which is the right size for only $60 last I saw. Also to be fair, viable builds change every time a book gets updated, and ~$200 (if going for the official GW plastic) isn't uncommon to spend on rebuilding a list towards more effective options for a new book in most cases. Compared to constructed decks for MTG that's on the reasonable side of expensive.
  16. Don't get me started on a Slaanesh army with a full summoning pool. I'm glad I came in from 40k daemons, back when 10 daemonettes were less than $30 a box.
  17. I wouldn't be too certain of that. We have some room when it comes to hero releases (so many of us have bemoaned the lack of mounted heroes there's a chance that we could see a boobsnake lord), and after gits get their book all bets are off as to who's getting books in 2023. They're obviously doing something with chaos dwarves after the hobgrots and horns of Hashut, so I imagine they'll be the big book for next year, but beyond that we've got: Cities of Sigmar: we know there's a big re-design in the pipeline, so this one is possible. Flesh Eater Courts: another old book that had a decent White Dwarf update, but still suffers from anti-synergy based on 3.0 rules Khorne: once S2D comes out they'll have lost their last real power-piece, and then they'll probably need the update more than we do. Beasts of Chaos: actually quite strong after the White Dwarf update, but will have severely outdated Tzaangor scrolls still. Kharadron Overlords: currently suffering a fair bit from power creep, despite the edition favoring range. Seraphon: they don't need it, but they're order and 2nd ed, so we can assume it's happening. Ossiarch Bone Reapers: they need it. Also I'd love to see them get archers and chariots. And finally Hedonites: I don't need to describe the problems we've got, we're all distinctly aware. So that gives us 8-10 books, which roughly correlates to the roughly 2 per season they seem to be going with, though someone is probably getting pushed to 2024. CoS could languish until 2024 depending on the rework, and chaos dwarves might be saved for the 4th edition release villain army. So I'd say it's -likely- we get a new book next year, unless DoK and Lumineth get new books AGAIN, which is more probable than I want to admit.
  18. Alright. So I ended up going 1-4. Game 1: Thanquol and bridge double reinforced stormfiends 1-drop in Head-on Collision. Major loss. I'm honestly kind of at a loss for how to deal with this. Thanquol is basically 3 200-300 point characters' worth of abilities in a 415 point trenchcoat. Fortunately the chariots were a really weird hard-counter to his warpflame throwers, but the stormfiends had no issue with that, and bridged up early to take out most of my force turn 1. I managed to zone out the bridge on my flanks, so he had to come at me for a frontal assault, but what I had left on the board just wasn't enough. Lost an exalted chariot to my own purple sun too, which was a terrible miscalculation. Game 2: Vyrkos soulblight, 60 zombies and 30 grave guard on Prize of Gallet. Major victory. This one went probably the best of any of my games. He deployed in a line at the front of his zone, and I hung back out of his VLoZD's charge range, opting to give him first turn. Missed some early charges turn 1, but managed to tie things down using single seeker chariots long enough to charge in turn 2 with my exalteds. Caught his graveguard on the two narrow flanks, and used the 2 damage to excessive effect. From there I systematically dismantled his line, and he just couldn't recover in time. Game 3: ****** Thanquol and stormfiends again, with an incarnate on Realmstone Cache. Major loss. Not much to say here. Early incarnate in my face, stormfiends rolling incredibly hot on ratling guns, and his purple sun rolling a truly impressive number of ones. It was brutal. Highlight of the game was a skitterleaped warlock unleashing the sun in my lines, and then proceeding to overcharge his rocket, roll 6 for his shots, then 4 1's to hit and explode. I hate Thanquol. Game 4: Gristlegore monstermash piloted by the only other woman at the GT. Major loss. Early game, things were looking good, but a miscommunication on which chariot was being attacked led me to think I was outside of CA range for AoD, causing a dead chariot and a failed tactic. Perplexingly resilient ghouls managed to stay only mostly dead, which is still slightly alive, and a something of a problem for an army that can restore models as effectively as they can. In the end, my exalted chariots, while making a great effort taking down a terrorgheist, the large ghoul unit and a group of crypt horrors, took two 6 mortal wound bites to the face and crumpled in the endgame, leading to a full tabling. With the exploding hits, effective summoning, and impressive volume of attacks, FEC seems to be at a place where they do what melee Slaanesh wants to do, but more effectively. Game 5: Silksteel nests vs nautilar. Major loss. This one was great, up until around turn 3, where I lost my momentum and had problems coming back (though the enemy namarti squads didn't seem to have that problem). Got some great charges on eels, taking them and the akhelion king out fairly early, but the leviadon was a problem I could neither ignore, nor take down. High tide was a brutal turn, but things were looking okay until that turtle decided the party was over, one-shotting an exalted while his reavers offed my general. Summoned a late game 30-daemonette blob, but once both bladebringers bit it there was no coming back, especially with chariots not being elite, leaving me no way to rally the 3-chariot unit from the one that was left. My sun did go on a bit of a rampage here though, gulping down a battlemage and confusingly high number of namarti. Sadly it failed on about 4 attempts to eat the turtle, which would have basically won me the game. ---- Overall, the list was hilarious, and something none of my opponents knew how to deal with at first. It became quickly apparent however that chariots are each a few wounds shy of where they need to be to work on their own. Lack of elite status hurt the most, as I needed to be charging with my general to keep up on depravity, and in this list that meant overextending or missing out, which were both bad outcomes. The sun was a terrible choice for the list, which really needed the healing that lifeswarm could provide instead, but the big skull-faced doofus did manage to give me the most sun kills (combined both dealt and received) which won me a prize of a sorely needed case from tournament fun mini-game shenanigans. Would I run this list again? Not in its present form. Only chariots is just too frail in a shooting meta, and without elite as well as run and charge we have too hard a time getting to the fight. However, the experience did leave me with some insights on how best we can use them, which largely amounts to summoning, but they're still not bad bounty hunters (though slickblades are probably better). Exalted chariots are very cheap at 7 depravity, for a distraction that can deal some decent damage and will probably hang around for at least a turn or two. Combining them with actual support pieces and ranged fire could work rather well.
  19. At the last possible minute I was able to slip in a change to that list for a GT next weekend: - Army Faction: Hedonites of Slaanesh - Army Type: Godseekers - Grand Strategy: Show of Dominance - Triumph: Bloodthirsty LEADERS Bladebringer, Herald on Exalted Chariot (265)* - General - Command Traits: Speed-chaser - Artefacts of Power: Enrapturing Circlet - Spells: Born of Damnation Bladebringer, Herald on Seeker Chariot (185)* - Spells: Born of Damnation BATTLELINE Seeker Chariots (375)* Seeker Chariots (125)* Seeker Chariots (125)* Seeker Chariots (125)* Seeker Chariots (125)* OTHER Exalted Chariot (195)** Exalted Chariot (195)** Exalted Chariot (195)** ENDLESS SPELLS & INVOCATIONS 1 x Purple Sun of Shyish (70) CORE BATTALIONS *Battle Regiment **Bounty Hunters TOTAL POINTS: 1980/2000 I think single chariots are probably the best way to go, but having one large unit gives me something big, distracting, and highly rewarding to rally while the the other 11 chariots run amok exactly where they need to go. Running more than one multi-chariot unit is a trap I think, as you quickly run out of frontage past a certain point, and if you're not getting your mortal wounds you're not getting the real value of the list. The other upside is forcing your opponent to split their attacks on multiple units, giving you a much better shot at having chariots live through at least one turn of combat. Something else I discovered with chariots in such insane quantities is that you can actually clear chaff to open up charge lanes you otherwise couldn't, since the mortals happen immediately after you charge. Tag a blocker with a few seeker chariots on either side, and you can potentially wipe it in time to charge an exalted chariot into the more juicy prey it was guarding. It takes a bit of luck (and not rolling ones on the check for if you actually do the mortal wounds in the first place), but it gives an option that's fairly unique to Godseekers lists. It's important too, as you really want multicharges for the exalted chariots; there were times I was doing 7-8 mortal wounds to a single unit between excess of blades and pungent soulscent, and tagging at least three targets with PS to give the exalted 9 additional attacks, which could swing into a battleline unit at 2 damage each. If you want to try a similar list I cannot stress enough the importance of bringing a spare chariot base to use as a template so you don't end up angling wrong and ****** up your charges. Another cool interaction is with our white dwarf buffs. The extra movement in particular is incredible for this, as it ups our threat range considerably. With retreat and charge on the seekers and the general that allowed me to slingshot pretty far back and deal a mess of mortals to a clump of 4 characters and a corpse cart, not to mention zoom the remaining member of the large unit back to relative safety. Also Godseekers is unique in that we get our bonus depravity before the combat phase, meaning you can tick up those last couple points to turn on the ward save without negatively impacting your summoning at all. I'm hoping to get in at least 2 more practice games to fine tune my tactics, but I'm cautiously optimistic that I can at least go 3-2. The mission we tried (realmstone cache) for the first practice game was probably the one in the mission pack that's most difficult for us (fun fact: 12 chariots can actually fit pretty easily into even that tiny box of a deployment zone), but fortunately that one isn't until round 5.
  20. Got in my first game with this hilarious abomination of a list: List name: Concubine Harvester Hoedown - Army Faction: Hedonites of Slaanesh - Army Type: Godseekers - Grand Strategy: Show of Dominance - Triumph: Bloodthirsty LEADERS Bladebringer, Herald on Exalted Chariot (265)* - General - Command Traits: Speed-chaser - Artefacts of Power: Enrapturing Circlet - Spells: Born of Damnation Bladebringer, Herald on Seeker Chariot (185)* - Spells: Born of Damnation BATTLELINE Seeker Chariots (375)* Seeker Chariots (250)* Seeker Chariots (250)* OTHER Exalted Chariot (195)** Exalted Chariot (195)** Exalted Chariot (195)** ENDLESS SPELLS & INVOCATIONS 1 x Purple Sun of Shyish (70) CORE BATTALIONS *Battle Regiment **Bounty Hunters TOTAL POINTS: 1980/2000 It's actually... not terrible? The truly prodigious amount of mortal wounds is exactly as good as it seems, and even better if you don't roll as many ones as I did. I went up against a 60-zombie soulblight list with a large unit of bounty hunter GV graveguard in the realmstone cache, and managed to kill almost the entire zombie unit turn one. I made a few boneheaded decisions, like not taking the opportunity to get my three-model unit out of combat through careful casualty removal to allow for a big rally in the next turn, for whatever reason opting to pile-in with the remaining chariot for reasons I can't explain. Also my choices for combat order were incredibly suboptimal, so I need to be a bit more careful with the order I do things. It's a bit like running gargants, where you have far fewer choices to make, but each one is proportionally far more important. The purple sun felt like a bad choice until I finally brought it out on turn three, where it proceeded to eat a vamp, necromancer, and corpsecart in one go, and then gave me an opening for some weirdly punishing melee. I'm not convinced it's a terribly good choice, but there isn't really much else you could throw in with 90 points to spare, and at present it's an incredibly strong, if unreliable source of model removal. I entertained the thought of summoning an epitome to bring it on more easily, but with summoning being in the movement phase that basically means you won't have it on until turn 3, which is a long time to wait for that when there's more immediately useful things you can bring on instead. Overall, it's a fun shakeup of a list, and the bones of it are capable of doing some work. Definitely worth the pain of assembling all those chariots.
  21. Something interesting to note, I did a count of the current datasheets vs the number they gave for the new codex, and it's exactly the same (including the slaanesh entries added in supplements), meaning the twins are remaining AoS-only. Not surprising on a background level with how they tie into Slaanesh's imprisonment, but it does mark the first time a daemon kit has been restricted to a single system.
  22. A warband would be a great way to finally give chameleon skinks a plastic kit.
  23. Presumably any god-specific warbands will be in their respective books. I just hope they make the warbands actually viable rather than the uninspired 1 attack scrolls they currently have. Considering that it's increasingly likely they'll be replacing marauders I would love to see them actually be comparable.
  24. I think with this edition of Warcry we're going to see a warband for each of the big four. Some of the rumour engine pieces look like the Slaanesh cultists from previous art, and there is that khornate looking piece someone else pointed out a few posts ago. Tzeentch will probably be in there too, and I'm wondering if that one might end up being a more heavily armoured unit that ties in somewhat with the new curseling.
  25. I ran a neural color filter on the sword rumor engine (along with some auto color correction), and it looks a fair bit more Slaaneshi afterwards. Granted this was fully greyscale, so we can't know for sure these are the colors, but it paints an interesting possibility. Edit: I went ahead and ran it on the boots too, and the results are... interesting. Also the little dangling charm I've pointed out there bears a striking resemblance to the Slaaneshi charms you see on a number of hedonite models. OKAY LAST EDIT I SWEAR: Combining these two reminded me of something I remembered seeing, but couldn't quite put my finger on. Check out this art from the first hedonite battletome. There have never been models to represent the cultists shown here. Well, not yet at least.
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