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bonesaww666

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Everything posted by bonesaww666

  1. With Bladbringer on Hellflayer they used to be able to dish out Mortals on 2+ if a unit had 10+ Models, which made them a meat grinder to charge, with their damage being done at the star tof the Combat Phase, still are, just a little less reliable.
  2. Got me thinking of something like this... I have been mucking about with all Chariot Lists, but they have difficulties... This could be entertaining and really help to get two rounds of solid DP. - Army Faction: Hedonites of Slaanesh - Army Type: Godseekers - Grand Strategy: Glutton for Depravity - Triumph: Inspired LEADERS Bladebringer, Herald on Exalted Chariot (260)* - Artefacts of Power: Girdle of the Realm-racer - Spells: Paths of the Dark Prince Bladebringer, Herald on Hellflayer (240)* - General - Command Traits: Speed-chaser - Artefacts of Power: Threnody Voicebox - Spells: Paths of the Dark Prince Contorted Epitome (190)* - Spells: Slothful Stupor BATTLELINE Hellflayer (390) Hellflayer (130) Hellflayer (130)* OTHER Seeker Chariot (110) Seeker Chariot (110) Seeker Chariot (110) Slickblade Seekers (200) ENDLESS SPELLS & INVOCATIONS 1 x Ravenak's Gnashing Jaws (70) 1 x Mesmerising Mirror (60) CORE BATTALIONS *Warlord TOTAL POINTS: 2000/2000 Slickblades hit Turn 1, followed by the Hellflayer unit after the fact. The Mirror helps with extra DP and Ravenecks is there to combo with Slothful for a decent 1-2 spell combo, which should help me get my Paths spell off on my Exalted Chariot.
  3. You should try out Hellflayers, their ability is procc'd at the start of the combat phase. They could be a good Turn 2 DP generator. I'm considering a unit of 3, with a BB on Hellflayer you could knock out quite a few mortal wounds... Most screens are 10 model chaff, so blasting through them shouldn't be difficult and the Hellflayers ability will help defend them on the counter charge, combo with an all out defence and they may even get the chance to do it again!
  4. I am beyond thrilled with what I have seen so far. It's going to be very interesting and fun to play around with lists, plenty of different builds rolling around in my head. 4 Exalted Chariots doesn't seem so foolish now! Hellflayers are much better with the Hero around, gaining +1 to the roll is enough to get me to try out 4 of them.
  5. The new Herp is going to be great with a unit of slaangors, shut down your opponents ability to reach out and touch them, slap them twice, just pick a target that really matters.
  6. I think GV Fiends will certainly have more use now, their speed will help with capturing the Vet Specific Objective and being able to fight in 2 ranks is pretty slick.
  7. I like it, combine it with a Keeper Charge to negate Pile ins and you could have a nice 1-2 punch with the Slaangors, couple it with Faultless Blades for the extra reach. I'll gladly paint mine up if they remain the same.
  8. With judicial use of rally and lower points allowing us to play the trading game better, it adds value to our summoning mechanic, now it's just trying to find a way to scatter wounds to as many units as possible in as many phases as we can. Seeker Chariots are an excellent and affordable unit now, 6 wounds with 4+ ain't half bad and they open up the chance to score more depravity points through their mortal wound sin the charge phase. I'm honestly wondering if I can still make all Chariots work and just spam heroes through summons as the game goes on... plan my secondaries around that, gaining scoring and momentum as the game goes on...
  9. As a new player to Hedonites, I feel like the last round of points cuts was a boom and this one was just great. Despite popular belief, you can make any warscrill viable with enough point drops and the WD update was a pretty good way to integrate our army with more updated tomes. I'm excited for the new season and what it brings, and I look forward to sharing my experiences with you lot. Unfortunately GV may have invalidated my all Chariot Army but I remain undeterred and this will be my launch point for the new season; - Army Faction: Hedonites of Slaanesh - Army Type: Godseekers LEADERS Bladebringer, Herald on Seeker Chariot (170) - General - Command Traits: Sweeping Slash - Artefacts of Power: Lash of Despair The Contorted Epitome (240) BATTLELINE Seeker Chariots (220) Seeker Chariots (220) Blissbarb Archers (140) Blissbarb Archers (140) OTHER Exalted Chariot (180) Exalted Chariot (180) Slickblade Seekers (210) Slickblade Seekers (210) ENDLESS SPELLS & INVOCATIONS 1 x Wheels of Excruciation (80) TERRAIN 1 x Fane of Slaanesh (0) TOTAL POINTS: 1990/2000 Unfortunately, it will be fewer Wheels than I wanted, but I'm hoping I can make this work. The Locus provided by the Demons seems to be something that is terminally underrated and is something Chariots are poised to take advantage of.
  10. I have indeed found the Mantic Kit to be really fun to work with, once I have some more work done on the others, I'll post them up here! My army started off with just one Mega to add on to my GSG's but its getting out of hand quickly, lol!
  11. All horde armies are not the be all and end all that people are making them out to be. The movement rules heavily hamstring the maneuverability of max troops, as activating units one at a time while reacting to your opponent can cause you to gum up movement lanes. Dropfleet/Dropzone relies heavily on making lists that can out activate or hammer your opponents into a coma. They are both great games and generally a mix of both holds more weight. Only game that I think stacking is overly devestating is in Bolt Action, mainly due to the Pin Mecanic, Japanese Dice Bags can ruin many a day because you don't actually have to kill your foe to take them out of the action.
  12. The Quad is quite lethal given the right circumstance, I did 5 damage to 5 enemy units, it's really not that hard to line up. Nighthaunt will require planning to do well with, you need to maximize your maneuverability and pick fights you can easily overwhelm the enemy in. Engage units with 1" range and they can only make one return attack, as they will have to move into combat with you, smart positioning will allow you to gang up on them once they do. The game is fun, I wonder if it will have legs though, had they included more units from each faction, not just the blessed few, it would give the game more variety.
  13. After reading the cards and rules, i think nighthaunts universal fly ability will be handy. High Toughness is also nice, but they will struggle to land wounds, dogpiling units and using maneuverability to corner weaker elements will be key. Flying in a game where other people have to walk, climb and jump around obstacles is not to be underestimated. Your enemies will have to walk around even freindly units, where you can maneuver freely about your own, it will make them very reactive to the ebb and flow of games. I wish we had a ranged unit, but I understand why we dont, being able to fly to the top of a ruin while your enemies climb to engage your banshee would be pure shenanigans.
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