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Rawenwing

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Posts posted by Rawenwing

  1. 1 minute ago, Ejecutor said:

    Underworlds, maybe you are right. Early Warcry warbands? You could be right also, but late Warcry warbands? I don't think so. Most of them are designed almost as a new unit for their army.

    Agreed. Most of them feature heavily in competitive lists like the Beastflayers and Wildercorps while others will be the core choice like the Darkoath

  2. 7 minutes ago, Karriko said:

    Excuse me moderators but *** u GW. 

    U are killing one of the only new (made for AoS) Khorne's named characters in DW 6.

    U are kicking off Scyla and Valkia. 

    So, there will be NO named mortal heroes for Khorne except Skarr Bloodwrath? 

    Good job, Games Workshop, good! 

    Keep going. 

    I mean, Tzeentch has no mortal named heroes(excluding the underworlds ones) so, i don’t see much of a problem here

    • Like 1
    • Confused 1
  3. 19 minutes ago, Ejecutor said:

    Those bands are (at least two) from the dawnbringers books, it has to have rules for 3rd edition.

    I was thinking the same, at least nighthaunt and lumineth have to be in the last book. Let’s hope the preorder is this weekend as i really want those riverblades!

  4. I must admit i am a bit confused about the events so far. In the last major narrative event which was Broken Realms we kinda had a series of events which basically ended the consequences of the necroquake and lead up to kragnos waking thanks to the rite of life (IIRC). The final event was the siege of Excelsis and we had two maybe three kind of side events in the burning skies, anvilgard being conquered by Morathi and something about tyrion having sensed a menace somewhere. Now i don’t think i’d found a major plot in the sense that, yes, we know thai two cities were built and one will fall, but, how that follows the prophecy of krethusa in the fifth book,khul’s quest to daemonhood etc? At first i thought the prophecy was Tyrion fighting Malerion of Slaanesh but we don’t seem to have any information about that at least until 5th edition drop I guess.

    so what did i miss?

  5. Ok so, yesterday was quite traumatic but, I’ve chosen to keep a somewhat low degree of optimism and came up with this

     

    Invaders

    Warlord Battalion - extra artifact

    Keeper of secrets 420

    -general 

    -flaming weapon

    -icon of infinite excess

    Lord of Pain 155

    -general

    -glory hog

    -rod of misrule 

    Synessa 260

    -general

    Hellstriders 135

    Hellstriders 135

    10 Symbaresh Twinsouls 370

    11 Blissbarb archers 180

    Wheels of excruciation 100

    Quicksilver Swords 90

    Chronomantic Cogs 45

    I tried to maximize the amount of DP generation, the only thing I could swap is the shardspeaker for the lord of pain, that way I can keep my endless under control and give an occasional +1 wound. Main summon targets will be the epitome and the herald on exalted chariot

     

     

     

     

    • Like 1
  6. Tonight I got murdered not once, but twice. Tzeentch first, slaanesh next. I think I can live with tzeentch being increased in points (even though I still don’t get why Kairos always costs more than lord kroak) but with slaanesh... I don’t know how to feel. I was esitant to start the faction cause I read and read negative comments about the points and whatnot, but the twins came out so much hype right? Well Synessa sucks, okay I can live with that it’s not the end of the world so I planned an entire buying schedule just for her because it was the spark that ignited my interior slaanesh...I was hoping for the entire week that our points remained untouched and then this...I feel like I had fiercely wasted my money without even having an actual game with slaanesh...

    • Sad 2
  7. 21 hours ago, Enoby said:

    Okay, I've got the time to go through some changes. I think, at the moment we have a good idea of what's going on with AoS 3. Of course, there could be a huge difference when we get the full rules, but by the sound of it there have been no leaks that are very scary sounding. I'm going to go through the unconfirmed leaks too, but if they end up being false or not what we thought, then just discount them or glean what you can.

    Command points

    Command points are now not something that can be stored, but are now much easier to generate. The ways we currently know that are generic to all factions are getting 1 or 2 at the beginning of the round (whether you go first or second), an extra 1 here when the general is on the battlefield, they can also get 1 point from heroic inspiration either on a 4+ or a 2+ (easier when the general is alive). Finally, you can get a command point from the warlord battalion or the command entourage battalion. This means, in a single battle round, any army (going first) can get 6 (1 for the turn, 1 for the general, 2 for getting heroic inspiration off twice, and 2 for taking both battalions and gaining both points on the same turn). If we are realistic, heroic inspiration will only go off one out of two times (with the general alive), and we will only count one battalion because it's unlikely someone would burn both command points at once, if they even take two battalions at all. So realistically, an army is getting between 2 and 4 (based on whether they want to take the battalion and whether they want to spend their hero abilities on trying to get a command point).

    On its own, looking outside of hosts, Slaanesh doesn't have much in the way of command point generation. But if we take a look at the invaders host, that all changes. The invaders host opens up three ways to get command points: rod of misrule, glory hog, and a general dying. Not only that, having three generals means we have three chances to not have our general die; in addition, if one general does die then we get the benefit of improved heroic inspiration as well as keeping the command point from having a general. Finally, Dexcessa gives a free command point effectively. The absolute maximum we can get in a battle round when going first is 14+2 free ( for the turn, 1 for the general, 2 for getting heroic inspiration off twice, and 2 for taking both battalions and gaining both points on the same turn, rod of misrule gives 3, glory hog procs both turns for 2, and all three generals die + Dexcessa's free point). We should not aim or expect this at all; this is totally unrealistic and probably means something has gone wrong if it happens. If we look at it realistically, in a turn with Dex where we are looking for command points (and remember, it will be a choice - we have control of how many we want to try to go for), we will probably get 7-8+free (1 for general, 1 for turn, 1 for rod of misrule, 2 for Glory Hog - enemies will be dying left and right, more on this later - 1 for the battalion, 1 for heroic inspiration, possibly one for a general death, and the free one from Dex). If we are not looking for command points (if we just don't seem to need them this turn), we should get 5+2 free.

    This means that our turns where we are not going out of our way to get any extra command points, we gain pretty much as many command points as a normal army who is trying their hardest to get as many CP as possible. 

    Please note, we really need to see when command points disappear. If they disappear right at the end of the battleround then glory hog is less important as it will proc at the end of the battle round and so not see much as much benefit. It is still a free cp for inspiring presence though, and it means if we see an enemy unit die we can go more all out on command abilities in that phase, knowing we'll have one spare for inspiring presence. 

    Final opinion: Excellent in Invaders, Average in other hosts

    New command abilities

    Of course, we could get as many points as we want, but that won't matter if we can't use them on anything useful. 

    The generic command abilities known/predicted are: All Out Attack, All out Defence, Inspiring Presence, At the Double, Forward to Victory, Unleash Hell, and Redeploy. I'll go through each of these.

    It is important to note that, when we're getting 7 command abilities in invaders to use a battle round, we can pick and choose what we'd like here 

    All out attack: This one is really nice for our troops, especially Twinsouls. A unit of 10 of them will output the following on average: 9.7 vs 2+, 19.4 vs 3+, 29 vs 4+, 38.8 vs a 5+, 48.5 vs a 6+, and 58 vs a -. Combined with the shardspeaker, we can get +1 to hit and +1 to wound - this means daemonettes having 2 attacks at 3/3/-1/1, and importantly can be summoned in and still benefit from these buffs. Great command ability, especially when concerning the blissbarb archers - a unit of 33 of them with 2 attacks each at 3/3/-1/1 in the shooting phase so it doesn't stop it in the combat phase? Yes please

    All out defence: This one isn't quite as good for us, but that doesn't mean bad at all. It means we can get some nice defence against shooting units. With Dexcessa, we can act like they have a 3+ save in the combat phase unless we choose not to (or to give it to someone else). As mentioned in the article, painbringers on a 3+ rerolling save is very nice, and they can actually hit back unlike chaos warriors, but putting chaos warriors on a 3+ rerolling save isn't a bad idea at all. And of course Glutos will be a massive tank as always, with that -1 to hit adding to that annoyingness to budge.

    Inspiring presence: In all honestly, this one has the chance to hurt us, but it hurts everyone. However we can't deny that our mortal units struggle with poor bravery values. However, on the other hand, we do have a few ways around bravery: Glutos's third battle round, Syll'Esske, Dexcessa, and Battle Rapture. Battle rapture is really good because it gives you knowledge before arriving at the battleshock phase, so you know what to save for. Syll'Esske can definitely benefit from the smaller board size too as they'll get more in their bubble, and we get a tonne of command points so we can always keep one spare. If we're honest, Dex's ability is a bit useless unless you're running very large blocks of daemonettes and don't want to risk the banner. Glutos takes more time to get going so isn't super reliable. 

    At the double: this is fine... we have a few options to run and charge, but not that many to be honest. The one key use I can see it for is for Dex to give it to themselves for a lovely 18" flying move for a big flank

    Forward to victory: As good as it ever was, though only being able to use it once does provide a niche use for scarlet cavalcade as it allows the more units to benefit. A nerf if we can only use it once, but not one I'm particularly worried about for reasons we'll go into later, as well as many of our units getting rerolling charge for free anyway

    Unleash hell: there are only three units that really benefit from this for us - Synessa, Blissbarb Archers, and Blissbarb Seekers. Other than that, this one could really hurt us depending on the army. Us taking some big damage before we can even get into combat means we're going to have to be really careful about what we charge. On the other hand. if we have faith in Dexcessa, they can charge over a screen and put an end to the shooting unit so they stop doing it. It is very important to consider the Masque here as she keeps that lovely 6" pile in and so can tie up troublesome shooters. 

    Redeploy: this is interesting, but I think we need to know a bit more before really giving a full idea on it. It increases a charge by d6" effectively; it hurts us, but we can get so close to most units that it shouldn't bother us too much. It could also be helpful, but besides trying to rescue a hero out of shooting LoS I think this could be pretty niche. 

    Important to note is that, from all of our info we have, units can use their own command abilities on themselves so the penalty from invaders may not matter than much if the generals do end up getting too close, but try to avoid this. 

    Overall, these command abilities are looking nice for us. They're not quite as good as a double pile in, but we won't always have a keeper and sometimes we need to kill something first pile in so an immediate +1 to hit is better. In addition, the +1 to save not being locked behind Lurid Haze is very nice as it gives us more options. I should note that these command abilities are good for pretty much everyone, except factions that have access to similar things already. However, in Invaders as we've discussed we can cherry pick the best command ability at every phase and use pretty much what we want, allowing us to be very adaptive.

    Final opinion: Very good in Invaders, average in other hosts

    Endless spells

    While we currently cannot comment on the generic endless spells, we can look at our own. First things first, every faction who can use endless spells will benefit from this - more damage and more control is better, after all! However, we have two advantages that others do not: our allegiance ability directly benefits from all endless spells activate in the hero phase. While most other factions just get some extra damage, we now get depravity points from these endless spells where we often didn't before as it was not in a phase that they did damage, and we get double the chance to do damage. In addition to that, so long as it remains unchanged, we have the Wheels of Excruciation. This is major: let's say that an opponent has four units within 12" of each other (very likely to happen for reasons we'll go into later); we run across them, almost certainly do 1 damage at least, get to do this twice, for 8 depravity - also known as a unit of fiends for free. 

    Final opinion: Very good

    Coherency

    Let's get this out of the way, fiends are hurt by this unless understrengthing a unit is better than previously. However, on the whole this benefits us in two major ways. Besides daemonettes and marauders, we rarely used any units at a large size, and both of these are on 25mm bases and so are less hurt by coherency because they can reach over ranks. Twinsouls are good because they have that 2" reach, allowing them to get 10 in easily while still remaining in coherency. 

    Importantly we often lack in defence besides a few units, so large units not being able to attack before we get to attack them is very important. 

    Final opinion: Good

    Reinforcement points

    Overall, I don't think these hurt us very much. We don't have some unit that we want spam and we can get around these restrictions through summoning. Also, we won't be hit as often by mega buffed large hordes, which always used to hurt us.

    More importantly, like coherency, this pushes people towards MSU and we just love that. With endless spells and even chariots, we can share pain around a lot of units to get big depravity every turn. I reckon we can quite easily earn a KoS every turn without really trying for it

    Final opinion: Very good

    Hero abilities

    These benefit everyone, but many armies don't have a good hero/monster option. For example, Tzeentch can heal their Lord of Change but that's pretty minor when they don't really have much of a combat role. A Bloodthirster can have a Their Finest Hour, but they only have a 10" move so can't always determine a charge (more on this later). Like before, we'll go through each hero ability. 

    Heroic leadership: as mentioned, good in invaders where we can have a dead general and keep our current general. Mostly to be used if we calculate we need more command points - the filler ability. 

    Heroic willpower: we're unlikely to need this, and tbh it's a bit of a nerf as we don't want to lose our endless spells and this makes it easier to do 

    Their finest hour: you have to love this on any of hour fast heroes, probably best used on the KoS (who has dumped their artefact for a +1 if we have a spare, or just used a +1 to hit command ability) before it first turn charges the enemy lines, but also great on late game Dex and Sigvald when he gets himself in there. Very very nice for us 

    Heroic recovery: we have very good healing already, but one of Glutos's main drawbacks is that you need a daemon to come along with him to give him a hand, which isn't always reliable. Now, if you will Glutos to survive he will do so. Healing 2d3 a battleround with a 3+ (or 2+ save), - 1 to hit him, and a 5+ ward? Yes please. Also helps keep Sigvald alive - with his 4+ ward save, each of his wounds is worth 2 effectively, so this means every healed wound is also worth 2. Also, our heroes all have high bravery so no need to worry there - Glutos is in range of himself

    Overall, we can make good use of these and like command abilities they give us more options. Our battletome doesn't have many inbuilt choices, but that's now supplemented by these.

    Overall opinion: Good

    Monster abilities

    Unlike some factions, all of our in book monsters are also heroes, so we gain double the benefit. Of the monsters we have access to, the Keeper and Dex are both reasonably priced and do good damage now we can buff them a lot. Archaon is an absolute tank and murder machine, but what's new. 

    Roar: this will hurt us a lot, in all honesty, but we have the speed to try avoid or tie up monsters. We really like command abilities, so being able to be denied them is going to hurt (esp on the double pile in). That said, we can only be hit by this once per turn, so there's not a massive issue, and we can use it on others if we're worried about them using a command ability 

    Stomp: Nice and basic. It helps up the damage of some of our monsters, and as has been mentioned before, Synessa can overwatch for D6 MWs and then stomp of D3 which can finish some units off outright. Also nice to drop a stomp on a unit that we won't attack to rack in depravity 

     Titanic Duel: probably hurts more than it helps we we usually have good to hit values compared to most monsters, and we can get +1 to hit through a few other ways. Our monsters also don't do well when slugged in the face, but at least our commonplace -1 to hit can help mitigate this

    Smash to rubble: because of our speed, and especially Dexcessa, I think this is a really great utility tool for us as a way to take out a key piece of the opponent's army. Our fane can get got, but our fane is more like a 'decent little extra' rather than our game plan, so losing it isn't the end of the world.

    Overall opinion: Above average (maybe good) 

    Battleplans

    We haven't seen all of them yet, but from the look of it these battleplans are pretty simple. They're hard to read, but I can tell that we are seeing 18" deployment gap which is fantastic for us. We can first turn charge very easily with most of our army, and many armies cannot. Armies with 10" max move still have an unreliable 8" charge, and their troops are often on 5" move. This means that they can't reach us first turn but we can reach them, meaning we have an advantage either way. 

    Also, I can't see it on the battleplans I'm reading, but it looks like there are no bonus points for meta tags (battleline etc) so now our summoning units are just as effective as capturing the objectives as before. 

    There is also a rumour than monsters and heroes will count for more models when taking an objective, which is generally good for us 

    Overall opinion: Very good

    Points increases

    It is rumoured that all armies are going up about 10%. Whether this is good for us or not depends on whether we are going to get boosted, or if we already have been. Until then, we can't say

    Overall opinion: Dependant, good or potentially very bad

    Hit and wound capping

    Probably overall bad. While we're not losing any buffs, we are losing some utility on debuffs - there's little reason to give look our sir to Synessa, or for Dex to care about the overwatch penalty as it's already inbuilt. The one benefit is that we don't have to worry about anyone buffing themselves sky high; also acquiescence gives rerolling 1s to hit, which seems to have become much rarer now  
     

    Overall opinion: Bad

    -------------------------------------------

    Overall, I think AoS is much better for us compared to other armies when we used the Invaders host, and generally better for us when we use the other hosts. 

    So long as people haven't let the turbulent reaction blind everyone to our potential, I think we have  a very high chance to reach high tournament placings, but also have more engaging gameplay with the new hero abilities, monster abilities and very importantly command points and abilities. We will remain as a finesse faction with no instant win button, but now we have options to buff our units considerably and depravity points have received a massive accidental buff that I think will lead to a very tool box faction where we can select a different buff and summon every phase, able to adapt to the enemy with ease. 

    I hope this helps sum up the good and bad of the new changes :)  

    Absolutely perfect breakdown, we are indeed shaping up to be in a really strong spot in the 3.0 meta. I don’t know if this needs clarification or not but, should we generate extra cp as per invaders rule about generals? In that case you could keep your warlord trait general alive and lose one of the other two and still generate a cp on a 2+ 

    • Thanks 1
  8. 22 minutes ago, PlayerJ said:

    Yea the Killaboss on foot AND the Lord Imperatant from SC did not have a command ability on their cards. So you speculation is interesting. 

    I think that future battletomes will eventually have an array of different commands and maybe secondary objectives like in 40k with faction specific stratagems and objectives, we will see if this system will be implemented in older books as well, meanwhile the mounted killaboss looks like a solid combat hero, 10 wounds with a 3+ save is really good and every 6+ to hit is 2 mortal wounds!

  9. Maybe he hasn’t a command ability on its own because there could be a series of faction-specific command abilities that different heroes or squad leaders can use, usually they show most if not all of the abilities on a warscroll though so who knows

  10. 24 minutes ago, Enoby said:

    That looks good to me :) Only thing you may have an issue with is Hellstriders - they're speedy, but I'm wondering if saving 100 points by making them both chaos warriors would be better? I'm unsure as striders are better than warriors, but that extra 100 (or even just extra 50 by swapping 1) could buy you an extra cp.

    That said, I think striders would be fine in this list :)

    --- 

    Also, using that +1 to hit command ability on twinsouls makes their damage skyrocket. A unit of 10 (rerolling hits) does 29 damage against a 4+ save and a very respectable 19 against a 3+ (so still killing Alarialle in one go). Being able to attack in two ranks and having potential battleline status puts them in a really good place for AoS 3, especially if the battalions require battleline. 

    To be honest, if the generic battalions are based of specific units or keywords (e.g. "1 hero with a mount and three units with a mount", or "1 hero, three battleline", or "1-4 monsters"), we'll be in a really nice spot as we have a very wide list.

    Unfortunately I have to stick with hellstriders because that’s all I have at the moment, but, ironically enough I am going to face Alarielle next week! As always thanks for every advice, if I’m lucky next week I’ll try and post a batrep with proper pictures!

    • Like 1
  11. 28 minutes ago, Enoby said:

     

    Hey :)

    As @TimeToWaste85 said Sigvald would be a nice choice, but you're right that it's a risky one as you'd lose the rod and glory hog and they are super important.

    The replacement for Sigvald in this case would probably be Dexcessa as they have the speed not to rely on Lurid Haze. With Dex you could have a unit of Chaos Warriors and the Wheels of Excruciation (which, if they see no change, will be crazy good next edition). 

    However, two units of Slickblade Seekers may serve you better - or one unit of Slickblades, one of blissbarb archers, and an extra CP/Wheels.

    I think either would provide a fast, immediate threat for the opponent to deal with. Without a KoS, I'd recommend the Slicks :)

    Thanks for your suggestions! I could try something like this 

    Allegiance: Slaanesh
    - Host: Invaders Host
    Gaunt Summoner on Disc of Tzeentch (260)
    - Host Option: General 
    Lord of Pain (150)
    - General
    - Command Trait: Glory Hog  
    - Artefact: The Rod of Misrule  
    - Host Option: General 
    The Contorted Epitome (210)
    - Host Option: General 
    - Lore of Slaanesh: Hysterical Frenzy
    Keeper of Secrets (340)
    - Sinistrous Hand
    - Spell: Born of Damnation
    5 x Hellstriders with Claw-spears (140)
    10 x Symbaresh Twinsouls (340)
    5 x Hellstriders with Claw-spears (140)
    11 x Blissbarb Archers (160)
    5 x Slickblade Seekers (200)
    Wheels of Excruciation (50)

    Total: 1990 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 102
     

    • Like 1
  12. 9 hours ago, TimeToWaste85 said:

    Lurid haze (you’re already an invader) and bring Sigvald for sure! And maybe Dread Pagent (underworlds warband). People have said they’re a surprisingly hard hitting unit that looks insignificant. 

    Lurid haze was my first choice for sure but, since I’m not bringing a battalion I can’t take the rod which is super important. Also, is sigvald auto include regardless of the number of heroes? I don’t want to load up on heroes too too much as with only 3 battlelines I’m in kinda hurry to summon daemonettes asap to grab objectives and maintain my presence on the board. Another thing I was considering was to bring either blissbarb archers or blissbarb seeker as skirmishers and kinda ok low-tier hero snipers thanks to the +1 from Synessa (if it goes off) and the rerolling 1s from acquiescence to guarantee hits and fish for MWs afterwards.

    • Like 1
  13. Hi everyone,

    I’m hoping to play my very first game with slaanesh next week just to learn the basics of the faction in the little time left before aos 3.0. I built about 1600 points based on what I have and I haven’t a lot of stuff to summon at the moment (mainly 2 Heralds on exalted chariots though)

    so the list I will bring will look something like this 

    Allegiance: Slaanesh
    - Host: Invaders Host

    Leaders
    Keeper of Secrets (340)
    - Sinistrous Hand
    - Spell: Progeny of Damnation
    Lord of Pain (150)
    - General
    - Command Trait: Glory Hog  
    - Artefact: The Rod of Misrule  
    - Host Option: General 
    Gaunt Summoner on Disc of Tzeentch (260) (it is actually Synessa, yes right, Synessa!)
    The Contorted Epitome (210)
    - Lore of Slaanesh: Hysterical Frenzy

    Battleline
    5 x Hellstriders with Claw-spears (140)
    5 x Hellstriders with Claw-spears (140)
    10 x Symbaresh Twinsouls (340)

    Total: 1580 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 71
     

    I have 420 points left that I don’t know how to fill actually and based on those I will plan my last purchases. What do you think of this list and what do you suggest me to include and buy? Please also note that I voluntarily chose to not include a battalion in preparation for aos 3.0 . 
    thanks in advance!

    • Like 1
  14. Hey guys, long time lurker but i haven’t actually written anything yet. I don’t know if the new rules were already been pointed out but i want to try and give a breakdown from the top of my inexperience with slaanesh ( i will play my first game with slaanesh next week hopefully). 

    So, starting off, i think it’s safe to say that we could be the best chaos faction around ( i play mainly tzeentch) with hero-centered builds, sure, losing supreme sybarites sucks but still. Also, now we have the potential to generate command points similar to seraphon if not better, so Invaders is by a long stretch our best subfaction ( RAW three generals means three extra cp’s per turn and if we lose one it’s not that big of a deal cause we can generate extra cp on a 2+ followed by another 2+ from the rod of misrule). When it comes to units, i think Dexcessa is the clear winner by far (said by someone who gave himself the specific task to make synessa work, so sad) the ability to give her +1 to wound and +1 save means that she’s rapidly becoming our best cost-effective unit in the tome, not to mention exploding sixes and the double activation from the keeper. Also, if an FAQ clarifies whether she actually is a greater demon or not, you can smash units into oblivion with effectively impact hits, or you can swing without worry too much about retaliation thanks to the locus and the ability to shut down commands for a turn. The other unit that surprised me was the herald on exalted chariot, in invaders pretty good, but in godseekers she can become an absolute monster with that +1 wound and save and amazing healing potential between spells and heroic actions and that +1 to wound is something that most slaanesh heroes desperately need. All in all, i think that from a very strong mid/high tier we can easily become top 5 or even top 3 among the best armies in the game.

    what do you guys think?

    • Like 1
  15. 5 minutes ago, LuminethMage said:

    Mind you - I don't have any personal experience using Sevireth yet, so please take this with a large grain of salt: I think you are right, Sevireth is difficult to play, and 300 points in one model. Even with the 5+ ward, a few unlucky rolls and he might be gone very fast against a many possible opponents. His damage output is good, but you could take 20 Sentinels or 10 Windchargers instead for slightly less costs. Of course he can do a lot of things the Sentinels/Windchargers can't. I think this is a model you have to try out yourself and see how well you can use it. It looks like fun if it all works out. Sevireth pretty much alone out on his own it likely a bit risky for 300 points. If you have access to TTS, that's a good way to try it out before you commit to anything (if you don't just like the model anyway :  ) ). 

    I ordered him because i love the model ahaha. I don’t have tts so all i can do sadly is theorycrafting, i’ve bought my first lumineth in lockdown so i have never actually had a chance to play. But as far as my very limited experience as player goes (i mainly play an all-fly host arcanum list) really Fast models at least in my local meta are a pain to deal with and my screamer more often than not won a game for me zipping in objectives super early and super fast. I might have to pay extreme attention when i will find myself in mirror matches, especially one list with 40 sentinels and teclis... I hope i can go back playing asap so i’ll show you what i come up with and the results of my tests!

    • Like 1
  16. 6 hours ago, LuminethMage said:

    I think no-one can tell you for sure. It does sound like a workable idea, but you might have to adjust it a bit (maybe add the Windmage with teleport spell to have more mobility etc. 

    That was the idea, yes. I’m hoping that we can play soon so i can test it out. 
    How’s your general feelings about sevireth? I personally think he’s quite difficult to play well and position well, but if you master his movement he’ll be virtually unkillable unless surrounded by long ranged, teleported units. And, if i understood it correctly the hurakan battalion makes it so he has always charged so you always pile in 6” and the enemy piles in with 2” less so it’s even more difficult to engage him.

  17. Hi everyone, it’s My first post here and i want to talk about a recurring nightmare in my lgs.

    So last Sunday i took part in a 1000 point tournament, mostly for newer players with the following list

    Cult : The Hosts Arcanum

    Gaunt Summoner on Disc of Tzeentch

    -general (trait and artefact locked as for the cult)

    - arcane suggestion

    20 kairic acolytes with scroll, swords and shields 

    6 screamers 

    6 tzaangor enlightened

    needless to say, playing at 1k points was a bit rough, as i ran only 4 units as supposed to 6/8 i run at 1500 and 2000 points. I often tear through a terrorgheist with 9 enlightened and fatemaster plus reckless abandon, but in 1000 points that thing just ate my whole army dealing 18 mw in 2 pile in movements on top of the other attacks it normally does. Even with the summoned units that Gaunt summoner and the artefact provided it was just impossible to deal with such a monster, so my question is: how do you deal with overkill monsters in lower and mid point games?

    Thank you in advance!

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