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CeleFAZE

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Posts posted by CeleFAZE

  1. 2 hours ago, EchoHavoc said:

    This couldn’t be further from the truth. The guy who wrote the Soul Blight article is one of if not the best death player in the U.K

    They’ve just had a new book so really wasn’t much to give away.

    I was referring to the article writer who described black knights as "elite" and "hard-hitting" which they are demonstrably anything but. I wasn't referring to the player they interviewed, whose input was not really objectionable in any way. 

    • Like 2
  2. These faction articles have largely been hit or miss, especially the SBGL article which gave no new information and seemed to have been written by someone who likely doesn't play the faction. However our article at least answers the question of whether or not we can summon larger units to bypass the reinforcement point system.

    The mentioning of symbaresh and myrmadesh was interesting, though I think the more telling omission is slaangors. You'd think they'd have said something about their 2" reach, but it seems they are aware of the sorry state of the unit internally at least.

    • Like 1
  3. 4 hours ago, Jaskier said:

    If this really does end up being the MSU edition and damage gets scaled down due to the removal of buff stacking, our summoning theoretically could very well improve significantly with more units on the board and those units surviving a bit longer, and plus using chip damage to generate Depravity is still an efficient way of handling/depleting MSU as opposed to big scary blobs. Our mechanics really are making a lot more sense in a 3.0 context so far. 

    Hearing the reinforcement point rumor, it finally makes sense to me how the new edition could be a buff for us where it wouldn't also elevate the strength of existing powerhouse armies. Most of our units are optimized for running at either minimum size, or one increment up in the case of fiends. The only exception to this is daemonettes, which I imagine would bypass the restrictions by being summoned. This gives us a huge edge in objective play compared to other armies, and the larger number of enemy units being fielded give us ample opportunities for depravity generation. It also forces really difficult list building decisions for currently strong shooting armies, as they tend to rely on force multipliers applied to large units of shooters, which are now going to be either smaller, or a single deathstar. By contrast our shooting has no such limitation, and our buffs are largely debuffs that target an enemy unit with something that acts as a force multiplier for us, effectively allowing us to utilize multiple units as though they were one, where other armies don't have the same capability.

    Combined with the changes to endless spells, wheels of excruciation is going to be an incredibly strong tool for us to generate depravity and in general cause damage across the board. As we're immune to the damage it does we can simply cascade it across the battle, and with artifacts like the enrapturing circlet on something like an exalted bladebringer we can keep the opponent locked into a meatgrinder dealing constant mortal wounds, with the bladebringer potentially healing every hero phase between heroic actions and born of damnation. The mesmerizing mirror could be added on top of this, punishing the enemy with more mortal wounds for retreating, and otherwise having more opportunities to snipe out heroes. Granted this is all dependent on our ability to cast and maintain the endless spells, but we have decent tools for that with glutos and the epitome.

    I immediately retract my doom and gloom regarding 3rd ed. This looks like it could be great for us.

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  4. 39 minutes ago, Carnith said:

    I might be missing something, but why would she be a priest? 

    As the voice of Slaanesh, she is effectively a direct conduit for the corrupting influence on mortals. Effectively preaching the dark prince to the masses, and her weapon seems more like a symbol of office, like you'd see in the clergy.

    Honestly Glutos probably has a better argument for the keyword, though I feel that perhaps the enrapturess might also qualify.

  5. 2 hours ago, Enoby said:

    After my game on the weekend, it struck me that when I used fiends, I found them really good. Maybe it was just luck, but I didn't feel they got particularly lucky. 

    I know the two complaints I tend to see are:

    -No defence against shooting

    -Slickblades are better against most enemies for only slightly more points

    The former is true for most of our army (sans Glutos who is a massive tank with 'look out sir'), and many other armies too. But what they don't have in ranged defence they make up for in melee defence. 

    The latter is more damning; a unit of 3 fiends gets 13 attacks at 3/3/-1/1 (rarely d3), and 3 attacks at 3/3/-1/*, whereas the slickblades are faster by 2", can fit in the battalion (though this may not stay), and have 16 attacks at 3/3/-1/1 (with MWs) and 10 attacks at 3/3/-/1, and importantly have 8 more wounds. The -1 to hit the fiends is nice and they are 20 points cheaper, and Slickblades are considered one of our best units.

    Even if debuffs stop stacking, I think I'll try fiends out more - especially if these core battalions actually give them a bonus for once. 

    I've been finding recently that when it comes down to a choice between a mortal unit or a daemon unit for the same role I'm of the mindset that I'll take the mortal unit in the list and summon the daemon equivalent if I need something to fill that role mid-game. At the last tourney I had 3 fiends in my summoning case specifically in the event I needed a functional replacement for slickblades on the fly.

    • Like 2
  6. 13 hours ago, TheArborealWalrus said:

    Alright, had a tournament yesterday and I thought I'd tell y'all about it. These won't be 100% accurate as it was a long day and some details are fuzzy. The important bits will be in there though. This was my list:

    1960pts - godseekers - 3 drops - 112 wounds   (I could have gotten an endless spell but I thought the triumph was better(yay global buffs!))

      Hide contents

    - 140pts - seeker cavalcade

    300pts - 2x5 scourgestriders

    140pts - 5 clawstriders

    390pts - 3 seeker chariots

    400pts - 2x5 slickblade seekers

    - 340pts - keeper of secrets - cameo of the dark prince (one time +1 command point)    -- spell: slothful stupor (enemy hero in 18" can't use command abilities, run, or charge) 

    - 250pts - Bladebringer on exalted seeker chariot - general - speed chaser(retreat and charge), ??(no retreats and 3+ mortal wound within 3")     -- Spell: ?? (enemy unit wholly in 18" every model 6+ = d3 mortal wounds)

    Game 1: Battle for the pass - realm of death    --   Vs Fire Slayers

    His list:

      Hide contents

     - Lords of the lodge

    runefather

    2 teleporting priests

    banner guy

    20 hearthguard berserkers

    - 20 hearthguard berserkers

    - 10 hearthguard berserkers

    - grimwrath berserker

    volcanic firespitter

    Terrain/setup: A big mountain thing in the center forced 2 corridors of fighting. We each had a mushroom forest in our deployments with some stone pillars. There was also another forest on the right back center. Most of the terrain didn't do anything beyond the center mountain. I put a unit of whips  on my back to ward away more central deepstrikes while the rest sat on the line. My keeper went next to the shrine with the 10 slickblades and the chariot section went on the left with leftover striders in center. I had a bonus objective on the left where my opponent put all his not deepstriking units bar the grimwrath who took the right by himself. He had the 2 priests and both 20 bricks in reserve.

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    Turn 1: I had less drops and chose to let him go first, reasoning that I couldn't reach him and I'd rather react to his actions. He scooted up to the left with is hero blob and smaller unit while the right was taken by a teleporting unit. He dropped his last unit behind my lines on the right flank. They were the double pile in mortal wound dealers from his battalion. They made a charge into my guarding striders and wiped them. The other unit failed its charge. On my turn I sent the keeper to tie down his central blob while everything but the hellstriders went at the infiltrators. Both units were prevented from piling in and 13 died in the back with their hero and 5 died in the middle big blob. I lost a chariot and some wounds off the exalted in exchange. 6 fled from battleshock leaving 1 in my rear lines and 1 fled in the middle. I honestly didn't expect to do that much damage. We were both surprised. (I expected to bounce and die like with the trolls.)

    Turn 2-3: I won the roll off for the double turn and basically sealed his fate. I got the 2 units of hellstriders into his backline objective and started to take apart his center. The keeper kept preventing him from piling in and then I'd hit both edges to shred them. The spell that prevents command abilities also stopped the strike first thing from doing bad stuff to my guys. On his turn he sent the berserker to save his right and his other unit to his home base. Some cheeky positioning prevented them from killing both units of striders and the berserker couldn't reach me past his guys. I won priority again and sealed his fate by finishing his center and summoning 30 daemonettes on his back objective. Major Victory.

     

     

    Game 2:  - (I forget the mission name, but there are 4 corner objectives and you only win if you have all of them.) - realm of life     -- VS Cities of sigmar

    Opponent's List: 

      Reveal hidden contents

    - Hamerhalian lancers

    general on griffin - general, +1 armor, blood of the twelve

    3x3 demigryph knights

    - freeguild general

    - mage on celestial huricanum    -- Spell: fly spell

    - 40 freeguild guard - sword and shield

    - 20 greatswords

    Terrain/setup: My opponent had two walls, one on each side, with a forest. I had a couple of buildings and a forest on my side. I set up the keeper in the middle by the fane with a hellstrider unit. On the left was the chariots with another strider unit and the right had slickblades. My opponent put 6 demis on the left, his heroes were behind the 40 guard across the middle. The right was the greatswords.

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    Turn 1-2: I saw no benefit not to do so, so I chose to go second. He really only moved closer to the walls but otherwise stayed still. I moved up on the flanks, forgot to charge with my one unit in range, and that was my turn. I won the roll off (a trend) and took the double. I moved the keeper to support the chariots and held a hellstrider and slickblade unit back. My chariots moved up and crushed his demigryphs on the left (as well as a few of the guard) and the slickblades killed 11 greatswords. I return I lost a 2 slickblades and some wounds on my general. I finished up by moving the clawstriders to block off his front line's movement. He was fairly trapped in and so he tried a breakout. The general went after the right flank while his gryphs made for the center. He obliterated my damaged general with the huricanum and wiped out 3 slickblades and 5 striders on the right. Surprisigly the clawstriders killed a gryph and hld on with their last man. I continued to nibble at his guard. 

    Turn 3/4: I won roll of and went first. To make this short I rolled up his left flank, killing his huricanum and most of his guard. 20 daemonettes screened out the slickblades and my right objective. On his turn he sent the griffon with the greatswords at the daemonettes and fled with the foot general. He couldn't get close enough to my objective to take it. I won roll off and we called it. Major Victory

     

     

    Game 3:   forcing the hand - realm of light       - vs slaves to darkness

    My opponent's approximate list:

      Hide contents

    Belakor      -- teleport spell

    chaos lord on steed - khorne

    daemon prince of Khorne - general

    bloodsecrator

    bloodstoker

    chaos warshrine - khorne

    20 marauders - khorne

    3x5 chaos knights - khorne

    2x10 untamed beasts 

    Terrain and setup: It was actually the same map as game 1 so a big terrain piece in the center, but little else of impact (except a forest that was rather important later). The deployment zones were funky but the essence was, chaff, knights and lord on the right with prince, 2 knights, and the other beasts as screen. The rest of his forces hung back at the center. I did my usual thing, slickblades on one side, chariots on the other. Striders filling in gaps. This time keeper was central to go where needed.

      Hide contents

     

    Turn 1: This is taking a while, so I'm going to speed through this. I had less drops and made him go first. He buffed some knights and threw them at me but otherwise remained cautious. He did grab my forward objective though. My turn I stupidly charged the knights in cover who also were re-rolling saves from a prayer. I killed 1 knight and both untamed beast units in exchange for 3 slickblades.

    Turn 2: My opponent won the roll off and moved his prince and knights to my left. The marauders likewise moved up and belakor moved in on the right. He snuck in a brief objective steal with his marauders too. I lost 2 chariots and 3 seekers for 1 knight and a couple wounds on the prince. My turn I retreated and charged with team chariot while the keeper tried to salvage the right with some hellstriders since he used belakor's ability on the slickblades. I whiffed generally this turn against the things that needed to die but did take 1 of his objectives. I killed 8 marauders, 2 knights for another chariot. 

    Turn 3: I won roll off and snuck some hellstriders to grab another of his objectives and summoned 30 daemonettes on one of my threatened objectives while II reinforced the other with the slickblades. My general attempted to take his last home objective in a desperate gamble and the daemonnettes made it into the mostly undamaged knights on my left home objective. I lost both chariots and 5 daemonettes for the marauders, the chaos lord, and 8 knights total. On his turn he needed to take 3 objectives to tie it. He easily held his left, took his center/forward and had to make a gamble. Either wipe the right flank with belakor and the warshrine or move belakor into range of my forward objective and hope the warshrine survived the right hand blob. He opted for the latter and with a 1 minute extension I killed the shrine for a win.  Major Victory.

     

     

    Phew. That was long to play and write. MVP is hard to call. Every unit did something clutch except for the normal chariots. I'll give it to the keeper for single handedly winning the first game. (although it was actually the striders who "won it") I feel like I played mostly right with no real glaring errors. I like them visually but the seeker chariots are mostly disappointing. Situationally very useful, but only against high armor foes(and only on the charge). Might keep them just for that. Might not be worth it. Who knows? It was a good time though. Friendly folks and such. We actually ran out of time in the 3rd game because of talking too much. (whoops :P) In case anyone cares it was an 18 man tournament and I came in second place. The speed and okay hitting power are what I feel carried me through the battles.

    Regardless: Hope everyone has a good week. Be safe out there.

    Thank you for the writeups! I was already considering running a similar list for my next tournament at the end of June, though I'll probably swap out two of the seeker chariots for blissbarb seekers, and run just two units of clawstriders for the remainder of my battleline. Did you find the whips worth the extra points? I largely found myself regretting not using clawstriders during my last tournament, as with the cavalcade I was charging nearly as often as I was using the cheeky 6" pile-in, and the extra rend may have made a difference at times.

    I had some good mileage from paths of the dark prince for a flying keeper, but did you feel that slothful stupor is a better spell? In retrospect I got lucky with my casts, and my plans would have turned a bit sideways if the cast failed or got unbound, so I've been considering a change. Slothful Stupor just seems like it might be more worthwhile to instead knock the strategic legs out from under my opponent, as you used it against the fyreslayers.

    Also, did the enrapturing circlet do much for you? I was thinking about using the girdle instead on my bladebringer, as with the big base and relying so much on the charge the flight feels like it could provide some amount of utility.

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  7. 4 hours ago, Poryague said:

    Except not all armies will benefit equally. Slaanesh can generate  a lot of cp it is on the higher end. Add in the twins you get infinite range and 1 free cp use each player turn. We will benefit more from it then most. 

    Most model rules are ok.  The hosts probably needed some reworking or new ones introduced. As well as the buff pieces and spells being easier to use. Though the worst offender is points which hopefully go down because it's to restrictive. 

    We're okay when it comes to CP generation, but only for one of our hosts, and not nearly to the extent of Seraphon, who are already a top dog in the meta. The twins will help for sure, but we still have the problem of being locked into very specific builds to play on the same level as armies with far more freedom.

    I'll try to withhold judgment until we have a better idea of what's in the pipeline, but I feel rather burnt out on hoping for a silver bullet for our shortcomings as a faction.

  8. 1 minute ago, shinros said:

    Funny enough, this is also my outlook and it's why I'm also at my wits end. When the tome first came out, I saw the glaring disparity between DoK and Slaanesh, majority of the rules in the DoK tome, really meshes well with their lore, while it's the opposite for Slaanesh. For example the Melusai are deadly, they scream elite warriors and also their lore of turning people into crystal is part of the their rules. 

    While in the case of Hedonites, I just can't see the effort both in terms of the narrative and the rule-writing when it comes to design with Slaanesh. Back then, I told myself that they would improve some of the warscrolls with Broken Realms, since technically our tome was meant to come out last year, guess I was wrong. It's very hard for me to remain positive about the Slaanesh narrative and design, when I see the summary of Kragnos and the rules of the twins. 

    This hurts even more because the models are so good as well, since the story is also shifting towards destruction I don't see how Slaanesh fits into that until perhaps Malerion comes along. 

    What we were really missing I think was some kind of army mechanic for our mortals. Some kind of combat drugs rule would've been great, would make sense with all the flasks they carry, and give us something strategic to work with, like risking mortal wounds for an added effect, like additional attacks, bonuses to hit or wound, or a bravery bonus. Also bravery being a weakness for us is the polar opposite to what the mark of Slaanesh did in old-school WHFB, where it gave what was effectively for that system battleshock immunity.

    It's just odd that they leaned so hard into summoning as a core army identity for us. I kind of miss the days before the introduction of depravity points where our core mechanics just exploding 6's, penalties to be hit, and double-attack command abilities. While we've begun to slowly creep back in those directions it feels like they all take a back seat to summoning, which just doesn't feel Slaaneshi to me. You'd think the party would be better and more exclusive with Slaanesh, rather than just making it bigger and bigger.

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  9. My only issue with the idea that the new 3.0 rules will make our stuff better is that the other armies get the benefit of those rules too. A rising tide lifts all ships as it were, and we'll still be dealing with more subpar baseline rules with our book, while enjoying the same benefits.

    On the note of fiction for our faction, as an artist and partners with a writer, I may take it upon myself to create a webcomic series following a hedonite host when my schedule frees up a bit after the next few months. If GW won't make content I'll do it myself until the inevitable C&D order.

    • Like 1
  10. 1 minute ago, KingBrodd said:

    Oh damn are they?! That's incredible!! And people think that Fyreslayers are generic, expand them GW!!

    Hopefully the rumors about fyreslayers and kharadron being souped together aren't true, as I'd love to see the ranges expanded with stuff like this.

  11. 5 minutes ago, Enoby said:

    I'm hoping we see the Newborn warscrolls today... seems this week has been thin on the ground article-wise.

    Personally I think Shalaxi's spell should be just a constant ability that's always in effect, and their spell should be something that helps them reach their target (e.g. double movement and fly, but can only target heroes with their attacks that combat phase)  

    I personally would've liked to see something with Shalaxi like a 3d6 charge within 18" of a hero, but it's considered a failed charge if you're unable to end within .5" of an enemy hero. Also Soulpiercer really needs more than a single attack. If Durthu can get away with multiple attacks that deal nearly as much damage unconditionally, we can stand to have a few attacks with the spear.

    • Like 2
  12. 4 minutes ago, JackOfBlades said:

    I dont get your argument here, how would having to pay even more points for a summoning pool mean that the overcosted warscrolls fit in better in retrospect? I must be misunderstanding something.

    I apologize for the lack of clarity, what I mean is that they potentially didn't spend much design time on our current point costs, as they were meant to be very temporary, and the more properly balanced point costs may have been held back in light of a revised approach to summoning in the new edition (to presumably be released in a game-wide point revision for the new edition, like we saw with 40k).

    • Like 2
  13. 24 minutes ago, Enoby said:

    I genuinely think that something went wrong with the Slaangor warscrolls; whether that was an internal debate (as in, they had incredible warscrolls that caused an argument and do were nerfed to a rubbish default state) or perhaps more likely the warscroll was written late, got no playtesting, and was rushed and uninspired.

    I think there were a lot of internal issues with this book. While I do like most of the warscrolls (they could be more interesting, sure, but they are generally pretty normal), the points and Slaangors and lack of other changes (such as the hosts) makes be think this was written with a lot of pressure to not be as meta breaking as our last book, and also on a massive time constraint.

    I think this is supported by the fact that the playtester on that interview said he could offer insight into the super high points of the Hellstriders (and maybe other mortals) but then laughed and said he'd get in trouble. He was acting as if he found the reason silly, which would suggest there was some issue along the way.

    Going to put my tinfoil hat on for a moment, bear with me:

    One thing I've been hearing through the rumor grapevine is the possibility that points will have to be spent on a "summoning pool" again in 3rd edition. Considering that summoning has been rather balanced in its implementation across armies I'm not terribly convinced that this is the case, HOWEVER if it is then that could possibly be why he couldn't comment on why the points are as high as they are. It very well could be that our points were overcompensated for as they were always intended to be a placeholder until summoning was updated in this way and we could go back to a more reasonable level with the release of the new edition. It's still an odd choice, but at the very least it's an odd choice with some level of justification.

    • Like 1
  14. 6 minutes ago, KingBrodd said:

    Oh it would have to be absolutely massive. That's why I also think the Giant Ground Sloth would work well. It's a creature that I've definitely not seen used in a war gaming setting and fits the Ice Age/Prehistoric aesthetic. It would also be awesome to see an AOS version of a Carnivorous one.

    A grimdark megatherium would be amazing.

    • Like 1
  15. 1 minute ago, Feorag said:

    I mean if they just had double the attacks with the claws they'd have the same output as enlightened! They also need the brayherd keyword like the enlightened as them not being able to ambush sucks!!

    Double attacks would help, but they still are in terrible need of something more. They'd still be outclassed by fewer points of daemonettes.

    • Like 2
  16. 58 minutes ago, Feorag said:

    Please don't joke..... I keep trying slaangors in game and just can't get them to do anything that most things don't do better in both BoC and HoS. I have about 6 games with them now so they're at the back of my painting queue.

    It's a shame that their warscroll wasn't more in line with their lore. They should've had something like -2 rend, 2 damage on their claws with the gilded weapon being 3 damage (they're supposed to be wicked strong), a +1 bravery aura for mortal hedonites (they're lavished with attention and seen as a living embodiment of Slaanesh by mortals), and run and charge with either a 6 inch pile-in or a pile in and attack on death (to represent their reckless tendency to throw themselves into the carnage).

    Instead we got a paper-thin unit that hits like less than its points in daemonettes, does mortals IF they survive the combat (why? Seriously why?), and get a bonus attack if they charge (this one is fine. Not good, not great, just.. fine).

    • Like 6
  17. 4 minutes ago, Enoby said:

    I must be very bored, but I keep checking back on Warhammer Community to see if they've released an article on the twins.

    Screenshot_20210526-171413_Chrome.jpg

    I've been doing the same thing. It would be nice to have something solid rather than vague platitudes about what they do thematically, as that frequently doesn't translate to the actual rules.

    • Like 1
  18. 1 minute ago, KingBrodd said:

    I'm hoping so!! Even if the new Morruks are the only new Faction added as long as it means all the others get updates and large Gloomspite-Lumineth sized waves!!

    Well, we've had Grotbag Scuttlers name-dropped as a faction more than a couple times, so I'd be willing to bet they'll see a release eventually, and there'd be no better time than this edition for that to happen.

  19. 9 minutes ago, KingBrodd said:

    I understand why GW did what they did but I'm still avoiding as many spoilers as I can for BR Kragnos, I'm excited for Destruction to finally be here and I hope that continues into 3.0, if they become another footnote this Edition and the only new minis they recieve are the new 'Morruks' and an Underworlds Warband or two I'll be gargantually disappointed.

    Death saw two new factions and one major rework in their time as the poster-antagonist, so I wouldn't doubt we'll be seeing a fair amount for Destruction this edition.

    • Like 7
  20. So, took my Slaanesh to a local GT with some amazing local players and had a blast, going 2.5/5 (one tie). Here are some observations from my games:

    Hellstriders are pretty useful. Having resilience and the movement to be where you need to go is great, though I'm not sold on the scourges. With the cavalcade I'm not really charging with them, and to not get use out of their ability feels like I'm leaving points on the table by not taking the cheaper option of clawspears.

    Keepers are still pretty good, though they're much better as support pieces to amp up slickblades. My keeper saved me in both games I won, and I'm not sure I'd want to leave home without one.

    Slickblades are easily our best unit, but are way squishier than their wounds suggest. Definitely not a unit that can Rambo through and carry the game on their own. 

    Blissbarb seekers are good, but swingy. They can also do okay in melee in a pinch, and my last game was actually won off the back of a desperate gambit of using the keeper double-attack on two units of blissbarb seekers to grind a unit of bullgors to death before they could push the center objective.

    Blissbarb archers are fine. They died quick, but worked great to thin out chaff and open up charge lanes in combination with the bb seekers.

    The epitome didn't actually do much, and I'm actually inclined to fit in a second keeper instead, due to the recent lack of unbinding rerolls.

    The Scarlet Cavalcade bonus helped like, twice, but the radius is too small to be a reliable answer to our bravery issues, especially with the opportunity cost of what we give up to use it.

    I don't know where we'll be if book battalions are lost. Our 6" pile-in is too clutch to what allows us to be competitive, and between hellstriders and exalted seekers of both varieties being able to use their pile-in to acrobatically reposition to sneak into radius on objectives and slap into choicer targets we lose a LOT if book battalions go.

    Moving forward for the next event I'm considering experimenting with twinsouls, possibly in lieu of hellstriders. Hopefully I can get in some test games to try them out soon. Maybe also Glutos if I can swing that.

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  21. 8 hours ago, Enoby said:

    It's tricky to know. I'm convinced I heard them say "we're culling battalions", but no one else heard this so I'm probably just hearing things :P Regardless, while losing battalions may hurt us, I think our battalions are more of a nice extra than a list defining thing. I'm sure we'll manage

    I like this list :) I think you'll generate a lot of DP from it. 

    What will you use for objectives? Early summoning or hellstriders?

    ---

    Also, unrelated, but had a game using an Archaon list. He failed all of his attacks bar one, all of his saves, and all but one of the damage rolls against him were max. He died first turn :P

    I think Belekor had a part to play in those dice 

    Early game it will be ideally hellstriders or blissbarb seekers, depending on the objective placement. Once I get the depravity ball rolling they'll be swapped for daemonette blobs while the rest of the army applies pressure. Of course plans will have to adapt depending on my enemy, but that's the general play I have in mind. 

    • Like 1
  22. Took the feedback on board and locked in my list for the tournament in a couple weeks:

    Allegiance: Slaanesh

    - Host: Scarlet Cavalcade Godseekers Host (Host of Chaos)

    LEADERS

    Keeper of Secrets (340)

    - General

    - Command Trait: Embodiment of Haste

    - Sinistrous Hand

    - Artefact: Helm of the Last Rider

    - Spell: Paths of the Dark Prince

    The Contorted Epitome (210)

    - Artefact: Enrapturing Circlet

    - Lore of Slaanesh: Born of Damnation

    BATTLELINE

    11 x Blissbarb Archers (160)

    5 x Hellstriders with Hellscourges (150)

    5 x Hellstriders with Hellscourges (150)

    UNITS

    5 x Blissbarb Seekers (180)

    5 x Blissbarb Seekers (180)

    5 x Slickblade Seekers (200)

    5 x Slickblade Seekers (200)

    BATTALIONS

    Seeker Cavalcade (140)

    ENDLESS SPELLS

    Mesmerising Mirror (60)

    TOTAL: 1970/2000

  23. 1 hour ago, Enoby said:

    I'm trying to get some ideas for the email sorted out, here's the general ideas I've got going on at the moment:

    - Attach and link the document with the exact stats

    - Mention the general consensus on each unit (e.g. 88% of people think Slaangors are overcosted, and 77% think that they need a warscroll rewrite) 

    - Mention a general consensus of opinions on the rules, keeping a positive spin but drawing attention to the number of people who asked for more combos or synergies

    - Give a general overview of the what we would like to see in the future based on what is in this survey:

    1. Most immediately, points decreases on Slaangors, Painbringers, Twinsouls, and blissbarb archers
    2. Consider points decreases on the Lord of Pain and Shardspeaker 
    3. In the future, greater synergies would be appreciated, including spells that directly buff units and more interesting host abilities
    4. Consider revoking the change to Euphoric Killers to not effect Slaves to Darkness and Depraved Drove units
    5. There is a general want to be able to play the army without summoning so it is mortal only 

    Is there anything else we would want to mention here? Or anything else we should focus on? 

     

    There's little that comes to mind outside of those points. My only immediate thought would be to allow the shardspeaker's twisted mirror ability to affect shooting as well, but that may simply fall under the umbrella of synergies.

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