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LeonBox

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Everything posted by LeonBox

  1. Enrapturess is so good. Forcing 24" re-rolls on successful enemy casts is worth it by itself, and she's dambusters when coupled with fiends to give -1 to cast.
  2. The more I look at it, the more I am unable to believe the Shalaxi hike. They're already underplayed and now there's almost no reason to take them at all (and can't be summoned). Is it too much to hope they're being given a second spear attack in recompense?
  3. I think you're taking summoning for granted if you think it's merely an equalizer. My opponents hate Slaanesh summoning because of how powerful and versatile it is. We have a huge toolbox at our disposal and we can start taking toys out of it much more quickly than Tzeentch can (can't speak for the other Chaos Gods, as I've played neither with nor against them). I'm as disappointed as anyone else right now but I think it's important to keep a level head and actually play a good sample size of games with the new points and rules before leaping to any conclusions.
  4. I think we're being priced because of our (very competitive) summoning. I also play Tzeentch and our summoning is far more powerful than Tzeentch's because depravity is so much easier to generate than fate points. Compare 30 fate points (and so 30 spells successfully cast) for a Lord of Change versus 12 DPs for a Keeper. It's not uncommon to be able to summon a Keeper in turn 2 against the right opponent. In Tzeentch I've never generated enough fate points for a Lord of Change, even if my opponent is magic-heavy. It sucks that we're basically forced to play so heavily into summoning, but the fact is that our summoning is extremely potent and, assuming depravity generation doesn't change, we'll be summoning in roughly 800 points extra in a 2k game. I also think it's worth letting the meta settle a little bit before going to GW about this. They're going to treat any sort of response right now as knee-******.
  5. Well I had no idea about that. I thought StD sorcerers were not allowed to choose from the Slaanesh mortal lore spells.
  6. Does this potentially mean Chaos Sorcerers with Marks of Slaanesh can be given a spell from our lore?
  7. I honestly think GW would benefit from a little more transparency with stuff like this. Everything's leaks and rumours and then stuff like this hits like a train and leaves a bad taste in everyone's mouths. Surely they want people to be excited about playing the new edition? Surely if they plan on increasing points, they should get out ahead of the outrage and clearly, openly explain why they're doing it? A quick look in some of the other faction's threads reveals a lot of feelsbadman for everyone, not just for us (Tzeentch is also up in arms).
  8. But you can't even do this now. Locus has a 1" range and you can't pile out, right?
  9. Exactly. They found the time to decide that Sliverslash was too powerful and that we shouldn't have a run and charge trait anymore, but apparently they couldn't fix Breathtaker? #priorities
  10. This passed me by until recently (thinking about running a Godseeker host just for a change) but has anyone realised how pointless this artefact now is? There's now no point in Locus'ing a hero at all given its range is only 1", but clearly they didn't look at this artefact at all when rewriting the battletome.
  11. Am I missing something with Glutos: why is it in question if he gains access to a mortal lore spell? One of his warscroll abilities is to switch his spell, so why would they be looking to invalidate that? Also I was under the impression that only hit/wound rolls were capped at +1/-1, so why is the Shardspeaker losing out on her +2 to saves?
  12. I know, but what I meant is that Synessa doesn't have all the Slaanesh spells on their warscroll -- just an ability that means they know all of the spells from the two Slaanesh lores. Kairos only gets their warscroll spell, which is the dark whispers one or whatever it's called.
  13. No -- he only knows the warscroll spells of friendly wizards.
  14. The horde changes make me think summoning will also take a hit. Summoning 30-daemonette blobs when they seem to be limiting hordes so much might be a non-starter.
  15. Are we definitely losing Cavalcade? Also, I don't believe the rules for the new battalion have been posted (and I'm not sure if this is allowed; if not, I'll remove): Pretty good for roasting hordes, their nerf nowithstanding.
  16. Today's (tomorrow's for some of you?) Warcom article is going to focus on Hedonites and how we interact with the new edition.
  17. We are lacking mass MWs. In my opinion this is less an indictment of Hedonites and more an indictment of those armies that can do this (looking at you, LRL).
  18. I know Glutos is already very much a grab-bag of awesome abilities, but he explicitly does have a priestess companion who explicitly does cast a 'prayer'. It's honestly nice that prayers are getting some counterplay, being as they were basically non-interactive spells previously.
  19. You must have rolled super well! 20 marauders with axes, assuming they can all reach, put through 3 unsaved wounds on Sigvald statistically. With flails, it's around 2. I'm counting only marauder horde bonuses and not any other buffs, of course.
  20. The Masque just shrugging as her unique ability stops being unique
  21. I wonder if we'll be keeping the generic re-roll 1s CAs? If so Sigvald will be extremely difficult to stop with a 1+ armour save, re-rolling natural ones and with a 4++.
  22. Absolutely, that one page on Warcom confirms you can still shoot into melee without penalty, and that's the obvious one that needs a minus to hit, so I doubt we'll see anything like move-and-fire penalties either. It's a real shame that there's not much you can do to curb shooting outside of engaging the unit in direct combat.
  23. Warriors are probably our best battleline right now in terms of cost effectiveness, as they make for great screens/objective campers and they're cheap. They don't benefit from our exploding sixes though, as they lack the 'Hedonite' keyword. I'm not sure knights are a great fit in Hedonites, because they're slow (compared to our native mounted options) and they don't hit very hard.
  24. Hey there! I think the general consensus is that Slaanesh are actually in a pretty good place now rules-wise. Our biggest issue is that a lot of our stuff is over-pointed, but our rules are pretty flavourful and cool, and we have a lot of stuff that hits pretty hard (Slickblades, Fiends, Glutos, Twinsouls). We can also generate depravity points very quickly and so you'll find yourself summoning in a further 600-800 points' worth of stuff over the course of a battle. It's no longer point-click-delete for Slaanesh -- you have to think your plays through carefully, as we're squishy and a mistake can be very costly. But it's a really fun army to play.
  25. I use Fiends quite often for the simple reason that I have 3 painted up and I haven't done my Slickblades yet, and they're great. I've had the advantage of my opponents not really knowing enough about them to target them with shooting (or I've been against a non-shooty army) but they absolutely tear up multi-wound models and monsters. I've always run them with Glutos so the -2 has been key in keeping them alive. The -1 to cast is also fantastic, especially when coupled with an Enrapturess. It makes even LRL casting a dicey proposition.
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