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LeonBox's Achievements
Dracothian Guard (7/10)
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I may have overreacted with "trash tier" -- it's still only CV5 -- but as stated, I loathe spells that require a further dice roll. I already cast the spell and didn't get it unbound. Just let me have the damn effect of the spell. If it's too powerful as is, up the casting value, which in essence does the same thing but without nonsensical extra dice rolls.
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Nope, you can only roll one die and on a 3+ you can retreat one unit. You don't get multiple bites of the cherry. It's a trash-tier spell now that you'd never take over Born of Damnation.
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I've not played Slaanesh in a couple of months but I seem to have missed the nerf to Phantasmagoria that makes it way, way worse. I hate spells that require you to roll a die after you've already successfully cast the spell, and now we've only got a 66% chance of the spell we just cast doing anything? Just up the CV if you want a spell to be less reliable.
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I'm pretty boring with gravesites -- within 12" of objectives, usually, but far enough from them to cause the enemy some headaches if they want to block them. Also for melee armies there's a good argument for placing one in their backfield, forcing them to choose whether or not to waste a unit babysitting it.
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Oh really? It's been so long since I built her that I clean forgot about that!
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I'm afraid not, and you'll likely struggle to find one separate, as it only comes with the Masque and is an integral part of her kit. I was recently treated to this set of cards for Slaanesh, complete with a Slaanesh-specific cheat sheet, if anyone else is going to find this useful: https://drive.google.com/file/d/1s6u2wqu1olIn4Xi_ATEfpMW__hsc7GMd/view
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Several reviews have confirmed that this is the case, as it is the same character, and thus keeps any artefacts/command traits.
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I would avoid units of 10 Slickblades, simply because of their low bravery. If they lose a model or two and somehow can't CP battleshock (e.g. they've been charged by a Sons of Behemats model) then you easily lose a big chunk of the unit to battleshock. 2x5 is better in my opinion. As for going for low drops: I find the Masque mitigates a lot of that by forcing a choice on your opponent to give you first or not. If you've got a fairly punchy and tanky character sitting in their backline, potentially near an important character, do they want to give you first? Probably not. With the nerf of Arcane Tome, I find that the extra artefact is not super useful. There's generally one in each subfaction that you really want to take, but the others are meh and the universal ones aren't amazing either. Sometimes taking an extra spell is better.
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A brick of 6 might be worth it. I've found them utterly underwhelming as a unit of 3 (4s to hit really tanks their output, even with a LoP buff taking it to 3s).
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Ah gotcha. Yes I think you're right, and it's not the first time this has happened (an opponent just stops caring). Had we gone to turn 5, I may well have had enough to summon another Keeper and keep all buffs up.
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It wasn't a mistake in this case -- we had like 45 minutes left before the store closed and I didn't have time to take fresh models out of my case and set them up because we were in such a rush. Had I had unlimited time, I'd have tallied those DPs and taken the time to put a summoned unit on the table. As it was, it was a case of win-harder to start pulling summons out.
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I just had a game against Gotrek Fyreslayers and sorta surprised myself by not only winning, but tabling her. Her list roughly: Gotrek 2 Runefathers, one with a nasty damage 4 melee attack 10 hearthguard w/ the damage 2 axes 10 hearthguard w/ poleaxes (the 2 mortals on 6s) 10 Vulkite dudes with paired weapons Flamekeeper guy 2 Doomseekers Some guy who gave a 6++ within 12" Some other guy with an invocation and the ability to re-roll chants and also double the range of invocations A big fire monster invocation with an acquired taste for Blissbarbs I had Godseekers: Keeper w/ Paths, Flaming weapon, Sinistrous Hand, Girdle, Thrill-seeker? (the one where you do an ogor charge) Epitome w/ Progeny of Damnation, Slothful Stupor Lord of Pain The Masque 2x11 Blissbarbs 5 Twinsouls 5 Painbringers 5 Slickblades 3 Slaangors 5 Seekers Highlights: - Her dice rolls were shocking. Gotrek didn't manage to kill a unit of 5 Twinsouls and died to Blissbarb fire in battle round 2. - The Masque held up Vulkites in the backfield for a turn and killed like 3 before dying. She did her job of making sure they didn't see meaningful combat the whole game. - Twinsouls were honestly amazing. They tanked Gotrek for 4 activations and, between the -1 to hit from Revel and their native -1 attack and 5++, they really put some work in here. - Her invocation wrecked one of my flanks, killing 8 Blissbarbs and 4 Painbringers and opening up a charge onto my Epitome, who promptly died at the top of 2. - Slickblades were fantastic as always, generating the lion's share of DPs and benefiting from a Keeper double activation to wipe out her unit of Poleaxe Hearthguard. - Keeper was pretty good, nuking the unit of Vulkites with her mortals on the charge and then not fluffing her attacks for once! She then failed to kill the priest with stomp + all her attacks though, so I take it back. - Lord of Pain's buff put in work, keeping the Blissbarbs on 2+ the whole game. - The battle plan was Realmstone Cache. On paper, terrible for me and great for Fyreslayers (just one objective for the first two turns) but his inability to chew through the Twinsouls and my screening him out with Seekers made it so that he couldn't break the box once the objectives relocated in round 3. - Slaangors were super disappointing, even with a double activation and LoP buff. They killed 3 Hearthguard. They had a 4++ as they always do, but still. - Fyreslayers' ability to strike first with a unit when you charge them is grim for us. Luckily my opponent fluffed her rolls, but my heart was in my mouth when I first charged the Slicks in. - I stopped counting depravity towards the end. It was a crazy amount, needless to say, as my opponent stopped accepting mortals after I hit 36 and just let me have all the depravity. - By the end of round 4, my opponent had left one axe hearthguard. I had left the Keeper, 1 Slaangor, Lord of Pain and 3 Slicks. I was also up 19-16 and had my grand strat, whereas my opponent had lost hers (have an invocation on the field; she rolled doubles and it exploded). Our new book continues to demonstrate just how strong it is. I made a few misplays (putting the Epitome too much in harm's way was the biggest one) but our buffs straight kill a lot of army's chances of putting decent damage onto us (and make us tanky as hell later on). Also, Godseekers is great just for the spells alone. Deployment. This was before I placed the Masque in her backfield. FS deployment (again, before the Masque teleported) Not pictured: the Masque, who was now dead. I guess I took a lot of deployment pics to make up for all the ones I'd forget later? Bottom of 1. She had no way to remove the Mirror so it stayed put the whole game. The Epitome prepares to get killed by a Doomseeker after some lucky rolls nuke my Painbringers. In the centre, the Twinsouls tank a Runefather AND Gotrek like legends. Seekers tank Hearthguard on the right flank. A whole bunch of time passes. The Keeper is now in her backfield, killing Vulkites. The Realmstone cache relocates -- on the left in the middle, and on the right to my flank. Both are bad for my opponent, who lacks the speed to reach them. Slaangors chill out, waiting for the chance to whiff harder than Gotrek. In this skewiff pic, Seekers redeploy to protect archers and slow my opponent down some more. The mighty keeper fails to kill a 5-wound priest with all of her attacks. Never change, Keeper. The bottom of 4, where we called it. The Keeper killed 2 heros on the right-hand objective, and my LoP killed his Runefather with reflected wounds. She has a single Hearthguard left and I have 3 Slicks, a Slaangor, the Keeper, and the LoP (plus enough in the bank to summon). It was 22-16 to me and we ran out of time, and so called it.
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Yeah I really didn't understand why everyone was raving about triple unleash hell given how I interpreted the rule -- I thought you'd have to simultaneously unleash hell on all three units of Blissbarbs, making it next to impossible to get all 3 units within 6" of the target. It's far more powerful than I thought, especially if you have a LoP to negate the unleash hell penalty.
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This is insane. I assumed that the command(s) would have to be issued simultaneously, but this makes it even more powerful than I initially thought. I can imagine this getting FAQ'd for sure.
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How did you unleash hell on two separate units in that way? It was my understanding that once you've issued one unleash hell, you can't issue it again. With our ability to issue the same command three times, surely they'd all have to be issued at the same time?