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LeonBox

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Posts posted by LeonBox

  1. 2 hours ago, KrispyXIV said:

    Your opponent still has to consider that if they activate a unit affected by Phantasmagoria, there's a 66% chance their target just walks away.  

    Unless its their only remaining choice of unit to fight with, that's a huge risk for them.  

    Phantasmagoria went from Absolute Protection to a 'soft' target unit fights last among enemy units - yeah, its a nerf, but its hardly unplayable.

    Your opponent has to consider that they're more likely to "fail" the roll than they are to "succeed" on it.

    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. 

    • Thanks 1
  2. 2 hours ago, ibel said:

    hej its not cool. But too be fair i think GW just want right from the start that u put multipel Units in One Enemy. So now put 2or3 Units in 1 Enemy and save 1 or 2. I think its fair enough (when i remember right i never used the Speel (but i always take it)

    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. 

  3. 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. 

  4. 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. 

    • Thanks 1
  5. 18 hours ago, Grimrock said:

    The kit does come with two so you can pick which mask is up and which is down though. Anyone that has built the plastic version should have an extra one but I kinda doubt @Sonnenspeer is in my neck of the woods haha. Can't imagine it'd be worth shipping either, probably cheaper to just buy the model.

    Oh really? It's been so long since I built her that I clean forgot about that! 

    • Like 1
  6. On 4/21/2023 at 11:24 AM, 5kaven5lave said:

    Morning all, couple of quick questions if anyone has a sec. 

    First one: Units of 10 Slickblades - it sounds amazing in theory but how is it done on tabletop? Are people just running 2 ranks of 5 or are they doing coherency magic to get all 10 in pointyways?

    Secondly: my gut was that low drops would be good for us so we can do alphas if needed, but looks like I’m way wrong (😅) as loads of people are taking additional battalions. Any advice on the good ones? Sharpshooters? Do we need more spell choices or artifacts?

    Thanks!!

    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. 

    • Like 2
  7. 1 hour ago, 5kaven5lave said:

    Anyone been running a Cockatrice? Gonna test one out tonight. Also: Slaangor: yea or nay? Wanna test a brick of 6 at some point. 

    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). 

    • Like 1
  8. Just now, KrispyXIV said:

     I realized I may have been tragically unclear - I wasn't intending to referring to stopping counting DPs, I was referring to opponents starting to accept Temptation Dice and giving up DPs.  

    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. 

  9. 1 minute ago, KrispyXIV said:

    This feels like a mistake that people need/are going to stop making.  Just because you hit 36, doesn't mean more doesn't matter - being able to summon a unit that is fully buffed is massively better than summoning one that costs the rest of your army buffs.  If my last opponent had stopped taking mortals, my advantage would have spiraled rapidly.  

    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. 

  10. 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. 

     

    D99E69FA-EF90-412D-8975-DF563F890E16.jpeg

    Deployment. This was before I placed the Masque in her backfield. 

    EDB23C9D-9D9F-4EEE-90AC-82B653FB8104.jpeg

    FS deployment (again, before the Masque teleported) 

    7899897D-AD83-410C-A0AA-47207FE7804F.jpeg

    Not pictured: the Masque, who was now dead. 

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    I guess I took a lot of deployment pics to make up for all the ones I'd forget later?  

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    Bottom of 1. She had no way to remove the Mirror so it stayed put the whole game.

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    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. 

    3BD7351D-43C6-4F5A-BCA0-23D1644D0F3F.jpeg

    Seekers tank Hearthguard on the right flank. 

    3C2BE9B4-E06A-492D-A29B-942039377017.jpeg

    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. 

    4E954498-6595-4458-8B8C-80328CF26A82.jpeg

    Slaangors chill out, waiting for the chance to whiff harder than Gotrek. 

    CE7A92C3-3D63-41F1-A5E6-A09A6ED1DB42.jpeg

    In this skewiff pic, Seekers redeploy to protect archers and slow my opponent down some more. 

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    The mighty keeper fails to kill a 5-wound priest with all of her attacks. Never change, Keeper. 

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    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. 

    • Like 3
    • Thanks 2
  11. 1 minute ago, KrispyXIV said:

    I believe this IS the FAQ'd version, taking into account how they adjusted the original version of this ability that appeared on the Megaboss on Mawkrusha at the start of 3e. 

    It's worded the way it is to avoid the issues that arose from having it be multiple commands at once...

    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. 

    • Like 1
  12. 43 minutes ago, Sonnenspeer said:

    "...you can issue the same command up to 3 times in the same phase"

    so no need to do it at the same time, just in the same phase.

    Other requirements are still valid (charge ended in 6" and no other enemy in 3"...)

    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. 

    • Like 2
  13. 7 hours ago, Carnith said:

    Bloodthirster charges in, but rolls low and ends up in range of 2 units now free to unleash hell. They kill the bloodthirster on the charge. Bloodletters roll poorly on their charge, fight fiends and archers but don't do a whole lot. I end up winning priority which puts Bloodletters in a bad spot and Skarbrand is wide open. 

    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? 

  14. 13 hours ago, Lucky Snake Eyes said:

    So I got to attend a small casual tournament over the weekend and managed to take first with what at least in my opinion is a pretty casual list:

    Pretender host

    LoP - General, strength from godhood, crown of domination

    Keeper with hand and born of damnation

    Shalaxi with shield and phantasmagoria

    1x10 twinsouls

    1x22 Blissbarbs

    1x20 Daemonettes

    1x5 Slickblades

     

    Some quick comments:

    - The keeper was only effective as a stalling piece to tie stuff down and heal off the hand for killing a model or two. After burning excess of violence her value outside of "mobile wall" was nonexistent.

    - Shalaxi folded like origami against non-hero units but absolutely dunked on any hero I could get her into.

    - Twinsouls my beloved, they carried me

    - LoP is so busted for 135pts, on top of boosting the twinsouls and blissbarbs to absurdity, he tanked and killed way more than the keeper thanks to his ward and strength of godhood

     

    Round 1: Troll gitz Battlelines drawn

    2 troggbosses, one with skull fetish and monster trait

    2x6 rockguts

    2x3 rockguts

    2x3 fellwaters

    Sloggoth

    skraggy (we used pre battlescroll points since it dropped three days prior to the event)

    I got first turn and out of morbid curiosity threw shalaxi into the trolls head on and used excess of violence! She killed two trolls, got puked on and died before she could fight again... Then the keeper died the following turn... So hard on the backfoot I picked off fellwaters with my blissbarbs, pressured him into bad movements with my slickblades and we both discovered that -1 to hit and -1 attacks makes rockguts useless! As I built depravity through some big euphoric combats the game swung hard in my favour as my dwindling slickblades scored objectives and tactics while the twinsouls + LoP murdered rockguts like stonecutters and the daemonettes I was holding back got a good charge in and killed his general troggboss. Skraggy lived, and put a lot of hurt on me, but it wasn't enough with a win of 27-18

     

    Round 2 Skaven Only the worthy

    Skryre

    Thanquil W/ 4 flamers

    2x Engineer

    2x Plague priest

    Plague furnace

    3x20 clanrats

    3x warp lighting cannon

    lightning vortex

    This game was one part luck and one part good matchup for me. Got first turn again and ramped early depravity willingly throwing my slickblades into the screen protecting the plague furnace. The keeper and Shalaxi walked onto the middle objective while the LoP and crew took the righthand objective and shot at some clanrats. Thanquil moved up and killed a few twinsouls, the keeper lost 10 wounds to two lightning cannons while the third self destructed, plague furnace killed half the slickblades and he used tunnel master and skitterleap to get plague priests and engineers on objectives. When it came back to me on priority I picked 4 wounds off of thanquil with blissbarbs while shalaxi finished the job in spectacular fashion getting both spear hits through. The keeper got into the lightning cannons and tied them up, killing one. The daemonettes mauled an engineer on my back objective. From there it was all downhill for the skaven player as he had nothing left to threaten shalaxi and the twinsouls. 27-16

     

    Round 3 Troll-gitz 2: furry boogaloo

    Troggboss with glowy and monster trait

    arachnarok shaman

    dankhold trogg

    1x10 wolf riders

    1x6 fellwaters

    2x6 rockguts

    fungoid shaman

    This was the closest game of the day as neither of us had much left by the end. I once again got first turn and got depravity going by throwing shalaxi at the exposed dankhold, killing it and pulling in the shaman who only managed to deal 2 wounds to shalaxi before losing half of his to the excess of violence. Shalaxi went down quickly after to rockguts and the wolves tied down my blissbarbs wasting two turns of shooting. The majority of the fighting was actually done by the LoP who killed an impressive amount of rockguts while the keeper tanked hits and healed off of picking one off every turn. Daemonettes died to the troggboss getting a big charge and I lost my back objective to the fellwaters being teleported by the fungoid and landing their charge. Something notable about this game is I got to ramp a ludicrous amount of depravity by abusing stomps and the keepers temptations to wound troggs enough that a temptation die would risk killing troggs off. For the most part we ended up taking eachothers home objectives and fighting over the middle trading it back and forth each turn. Pulled the win in the final turn by rushing a mostly restored blissbarb unit into the middle and using the LoP to deny his grand strat (keep people away from the loonshrine). Final score if I remember correctly was 30-24

     

    All in all I think the keeper will be staying on the shelf again but Shalaxi is good enough at her niche I might take her as a pet unit every once in a while when I'm not running invaders GC spam or Glutos pretenders.

    Great writeup. I haven't had the heart to take Shalaxi again myself since she fluffed both spear attacks into a Megagargant, but she sounds like she can really put some work in against the right opponent. 

  15. 1 hour ago, Thor said:

     thanks for a proper batrep :)❤️ 

    i am also learning into trying pretenders with glutos. In theory i really like the idea of invaders and alot of Hurler of obcenties with a bunch of LOPs, but usually they were more usefull sitting on objectives, buffing stuff. 

    i am also curious about more ways to generate damage other then shooting and glutos.

    Slickblades seem awesome, iam 100% going to find a way to fit them in my list. nothing else seems like they can punch as much? 

    Thanks for reading! Slickblades are amazing for EK to the point that I have a hard time passing on them for anything else. They can be in your enemy's face turn 1 and easily get you to to 12 DP (provided you have a good target). 

    • Like 1
  16. Yeah I think a lot of opponents are going to default to refusing temptation dice. I'm also running into a lot of stuff that doesn't care about D3 mortals (last night was squid herd Gitz) and just keeps tanking the mortals. 

    Speaking of squig herd gitz... golly gosh. He had 2x20 squig herds and a unit of 20 squig hoppers. They are nasty. They don't die because they're huge wound pools, and they just keep coming back between rally and the squig herds' innate rezzing mechanic. 

    I went Godseekers with a Keeper general, Paths of the Dark Prince and the trait to do mortals on 4+ according to your charge roll. Also had an Epitome, Blissbarbs, Slickblades, 3 Fiends, 5 Painbringers, and Sigvald. 

    Highlights: 

    - Keeper did something like 9 mortals to Skragrott on a Paths charge, killing him outright. 

    - Keeper retreated away from 2 squig herds that, with all their buffs, put her on 15 wounds even through Finest Hour and the Aegis. She then still died to battleshocked squigs doing mortals. 

    - Sigvald didn't kill hoppers even with a double activation (40 wounds is... just so much to get through) and then they killed him with their attacks back (5 attacks from each squig each doing mortals on 6s to hit. Just so many buffs in this army) 

    - Slickblades generated 20-odd DPs on a charge and then killed his (rezzed) Gobbapalooza (rezzing a whole unit of wizards = not busted). Then they died to the unending tide of squigs. 

    - My opponent rolled +1 attack from Snufflers 3/4 turns. This was not fun. 

    At the bottom of 4 he was beating me 22-15 (couldn't take objectives off him at all) and, though I had a shot to deny his grand strat, I almost certainly would have lost had we played out turn 5 (we didn't have time). 

    Conclusion: take Glutos and run Pretenders. I wanted to try something new, but Glutos and Pretenders fixes most things. 

    Deployment: 

    1F16BDF1-7D66-4AD5-AF3D-BEBF3F2674D6.jpeg

    EFE44BA8-F9B6-41ED-8613-54FC4A545BE6.jpeg

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    2F1DDC83-1F66-418D-B36D-A8F19A5B0761.jpeg

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    Enemy deployment: 

    DBBB1BD4-5615-4FA3-A9D3-C7710FEF499A.jpeg

    The Masque gets swamped and dragged down: 

    809CA6DB-5D97-4E34-8BB7-AE5F2E9AC9A9.jpeg

    The Keeper charges and kills Skragrott. Siggy kills 7 hoppers, which isn't all that great on 18 attacks from a double activation. 

    97C09F4A-E1CA-4BA1-AD7B-45365DED1CAE.jpeg

    The Keeper nearly kills the Gobbapalooza and takes 5 wounds from the Squigs. 

    B2AE2FFC-CFF8-423F-AC05-BD035F74B051.jpeg

    He gets turn 2 and manages to get into my backline (this is roughly where Siggy was) 

    576BC308-6F2C-4A76-95D9-6A39E6540CF0.jpeg

     

    10 summoned Daemonettes hold my back objective in the late game. 

    DA611222-B66C-4465-996A-66DB448ACC3C.jpeg

    Archers manage to stay out of trouble and ping things down all game. 

    366E5C9B-8D7D-42E1-A892-488D6FEC75C4.jpeg

    Slicks killed a full unit of squigs and the (rezzed) Gobbapalooza before being killed by more squigs. 

    795DC118-CFCE-402B-9B0A-FBF34A4EA056.jpeg

    The Keeper's claw roll. Sigh. 

    6AA250EA-B454-4480-9F79-A1CB34B9546F.jpeg

    • Like 5
    • Thanks 3
  17. 11 hours ago, Thor said:

    So, had my first tryout with the new book, we were both very rusty so we played slow and only made it to Battleround 4.

    with a 12 / 11 score VICTORY FOR SLAANESH. 

    i was overall very impressed with our book, and i thoroughly enjoyed it, i do think it has a lot of potential. 

    ill do a writeup tommorow with a list if anyone is interested :) 

    Please do, I love a good batrep. 

    I've got another game tonight and I suspect it will be against Nurgle, which will be a challenge with that native 5++ across the whole army. I've gone Pretenders every match so far because I was prepping for a tourney and didn't wanna mix things up, so tonight I'm gonna go Godseekers with a Keeper general, Paths of the Dark Prince, and either the 'do mortals on the charge' or 'strike first on the charge' command trait. Maybe Sigvald as well, as he ignores wards. 

    • Like 1
  18. 9 hours ago, ibel said:

    Mhmm this makes no sense without FirstStrike for me....

    Why does it need first strike to be effective? If you're going first, you can still activate both units before your opponent, and is great on a big Daemonette block. 

    Of course, there's precious little reason to take a Viceleader rather than the Masque, but that's just because the Masque is so damn good. 

    • Like 1
  19. 41 minutes ago, Unit1126PLL said:

    In the app if you check under the tome there is a Base Sizes button that says 50x25mm.

    It coincides with the old Start Collecting going away, that has the 60x35 (leaving only the boxed Seekers with 50x25s), and was updated in the app (rather than forgotten and not changed) when the book was released.

    If this is true (and not a mistake) it's pretty dumb. The seeker steeds are the same size as Hellflayer steeds (you can switch out the riders as you like) and Hellflayers haven't changed base size, so why change the seeker base size? Absolutely bizarre choice (and not made nearly obvious enough). 

    • Like 1
  20. 5 hours ago, Unit1126PLL said:

    Don't forget seekers are on a 25x50 now so can be in a single line abreast if their bases are touching, so getting them all into combat isn't super hard.

    Did Seekers get re-sized in this book? Totally missed that -- mine are on 60x35mm. Guess I gotta rebase them! 

  21. 6 minutes ago, Poryague said:

    Demonettes are in a weird spot when you compare them. Gor are 110 can't run and charge no rend. Similar profile 4h 3w vs 3h 4w. Demonettes run and charge but gor have strike last and get the rend on round 2 and rend 2 round 4. They also get a 4+ save with shields. They can asily drop Demonettes points.

    We are still suffering pointing issues on some units. There seems to be an assumption on us easily getting the depravity early game which is not true and extremely matchup dependent. While gor in this example gain abilities automatically as the game progresses with little the opponent can do.

    Yep we are in a bad spot if we can't get the -1 on our first turn, which is what happened today with Fyredroths. He accepted a few of my temptation dice but I rolled exclusively 1s and 2s for all of them, so I didn't get the -1 until turn 2, which really hurt. 

  22. 2 minutes ago, Poryague said:

    Do you think running  it to elite may have caused some short falls?

    I think we're pretty much an elite army anyway. I mean I guess we could run daemonette blobs, but they're made of paper and far too expensive. I could have definitely played better to aim for a closer score -- I went for Eye for an Eye turn one and he had some ward save rune up which made his Droths even tankier. It was a bad time all round.

    • Like 1
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