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LeonBox

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Posts posted by LeonBox

  1. 2 minutes ago, Enoby said:

    From what this leak said (though it was in pretty broken English), they have a similar KoS attack profile, but no 5 damage claws.

    So 4 attacks at 2/3/-/2 and 2 attacks at 3/3/-2/2. Probably better to keep them out of combat for a turn. 

    I think (and this was also really unclear) they also can use command abilities anywhere on the board. 

    How utterly underwhelming. If the rules for both twins end up the same as the leaks, I think I'll cheerfully pass on picking up the kit. I already own two Keepers and it sounds like they'll be better options than the twins. 

    • Sad 2
  2. 2 minutes ago, Enoby said:

    On the AoS reddit discord from a 4chan thread. 

    I wonder how good their melee profile is going to be. They lack both impaling claws and elegant greatswords, and that goofy little sceptre doesn't look like it's bringing the hurt. I'd assume they share the Keeper's Locus on a 3+ rule, too. Gonna be pretty hard to keep them alive to benefit from that +1 attack per turn. 

  3. 3 minutes ago, Enoby said:

    I've seen some very difficult to parse rules for Dexcessa. I think they can run and charge, retreat and charge, get -1 to hit them, have a command ability but I don't know what it is, and get +1 attack to both their melee profile every turn.

    Where did you see these rules, out of interest? 

  4. Well... if that leak is true, how very disappointing. These are the literal children of Slaanesh and that's it? Knowing all the spells is nice, I guess (awful mortal lore notwithstanding) but one cast and only 9 wounds? Deeply hoping this isn't the case but if it comes from the same source as the Kroak leak, chances are good that it is. 

    • Like 1
  5. I have a soft spot for Shalaxi and field them much more than I probably should. I love the lore and model, even if they're subpar compared to a vanilla Keeper. I almost always give them Paths of the Dark Prince to help them get into combat, which has been a very nasty surprise for my opponent on more than one occasion. If they're up against a hero that gives minuses to hit, though, it really hurts when Soulpiercer doesn't get through. 

    • Like 2
  6. 2 minutes ago, Feorag said:

    I'd really like a reason to run shalaxi though as the lore is great just nowhere near as effective as it needs to be now. 

    Shalaxi is our only source of -3 rend, which has its niche uses (she's the only unit who can get through the LRL mountain faction's "ignore rend up to -2" rule, for instance). She's even swingier than a normal Keeper, however, unless you can get her warscroll spell off. 

    • Like 2
  7. 9 hours ago, CeleFAZE said:

    It's a shame that their warscroll wasn't more in line with their lore. They should've had something like -2 rend, 2 damage on their claws with the gilded weapon being 3 damage (they're supposed to be wicked strong), a +1 bravery aura for mortal hedonites (they're lavished with attention and seen as a living embodiment of Slaanesh by mortals), and run and charge with either a 6 inch pile-in or a pile in and attack on death (to represent their reckless tendency to throw themselves into the carnage).

    Instead we got a paper-thin unit that hits like less than its points in daemonettes, does mortals IF they survive the combat (why? Seriously why?), and get a bonus attack if they charge (this one is fine. Not good, not great, just.. fine).

    They absolutely should have had run and charge at a bare minimum, and probably had their MW ability changed to dealing them on the charge on a 2+. They have a truly baffling warscroll. 

  8. I finally got a unit of Blissbarb Archers (mostly) painted up and fielded them for the first time, and I'm a big fan. They're great at both focus- and split-firing, and something that I hadn't realised is that Acquiescence works with ranged attacks, making them even better with an Epitome/Herald variant. They're expensive, sure, but all our stuff is these days. 

    • Like 3
  9. 1 hour ago, TheArborealWalrus said:

    Gonna have to disagree. I've had 3 of 11 games where I could have summoned 90 daemonettes over the course of 4 turns. (I didn't because I only have 30) Only in 2 games did I struggle to get a lot of points and that was against an invulnerable Tzeentch Archaon (see below) build and the other I died so quickly that I couldn't summon(also see below). I do use lots of cavalry (hellstriders), but still. I'm not even going for depravity points. ... I just happen to hit enough like a wet noodle to not kill stuff. Almost all of my games have been extremely close where we're both running out of gas when the appearance of 30 daemonettes seals their doom.  Most of the time. I usually can make two twelve point summons over four turns. (We're pretty tournamenty so speed is rarely an issue for us.) When compared to the broken problems of top armies, it's not even a blip, but I want us to walk in with our eyes wide open to the potential problem. 

    I think our stuff is too expensive. I want points drops on most of our stuff, but I think it's dangerous to do so without consideration of our most powerful ability. I'm not worried about more painbringers and twinsouls. I'm concerned about it just freeing up points to spam out what ever our "best" units are. (Most likely archers and/or slickblades) Of course if the rumor on limiting the number of the same unit in an army are true, then it won't be much of an issue. Standard, "Wait until 3rd edition + general's handbook" jazz.

    Enough of that. Who wants to hear some abridged battle reports?!

      Hide contents

     

    First battle I fought what I'm informed is the one of the tzeentch net lists. Archaon + Kairos and a possy of buffing wizards and screamers. On top of that there's an endless spell that does damage for every wizard and endless spell nearby. I brought 60 marauders and 10 horsemen plus some slickblades and a keeper. It was the mission where you remove an objective if you go second. My game plan was to avoid Archaon and kill his buffing/objectives crew. Steal objectives and try not to die. He set up in the center and I did a line with the slickblades on the flanks.

    Turn 1 I had him go first where he moved up and buffed Archy. In response I screened Archy and went for his numbers/screens. Great success, I took like 1 wound on  a slickblade for 20 cultists types. I also dropped marauders on his backfield to be menacing. Turn 2 and he won the roll off He dropped screamers on the flanks and retook his side objectives while archy hit my central marauders. Surpisingly, for 2 command points, they survived and held the objective. The keeper got spell nuked by kairos and that endless spell I mentioned. He and some screamers tried to stay close to Archy and charged a slickblade unit. They failed battleshock but did about half of Kairos' health. On my turn I charged Kairos with slickblades and retook my right flank while keeping Archy screened. He lost most of his support units while I continued to hold more points. Archaon slowly wiped out my army with a gang of screamers going for objectives, but I continued to retake them just as fast. Mostly.

     

    Battle 2 was against a gloomspite troll army and I took a chariot focused list. Exalted and normal chariot heroes with 2 normals, 4x5 hellstriders, 2x5 slickblades, and a unit of fiends for fun. All in lurid haze to help the chariots survive long enough to do multiple charges. (spoiler, it didn't  work) The net result of the battle was I'd sneak around and charge the trolls only to bounce off and die in return. Rinse and repeat. Only the fiends and 1 of the 2 slickblades managed to almost kill units of trolls. I was wiped out by turn 3. R.I.P.

     

    Battle 3 was against Teclis lumineth. He didn't have really any screens which was odd, but he did have 30 archers in center with Teclis and 2 sets of kangaroos (even though they look like furry gallymimus) on the flanks. I took the sam list and piled onto the start line. I had to make my opponent sweat early or perish.

    I hit his front rank pretty hard. I killed 25 or so archers, a unit of kangaroos on one flank while the other I whiffed and got a stalemate. On his turn I took something like 17 mortals from Teclis. Nothing that wasn't survivable. He killed a chariot, a total of 8 hellstriders and multiple injuries for 4 wounds on his named regent. If I won the roll off I could take out Teclis pretty reliably and the game would have been mine. So he got the double and repeated the process. I lost 4 slickblades and a fiend for nothing in return. My turn I took both of his objectives again and tried to kill his hero blob (not Teclis) while I dropped 30 daemonettes towards him. Unfortuntely both chariots couldn't manage 5 wounds on the cathaler and the nettes failed their charge. 4 roos for a fiend. He also  made it so my second slickblade unit couldn't do anything (happens every time I fight lumineth. The "you're not allowed to play" army) He won roll off again and took both objectives and continued to pelt me with mortal wounds. I was down to 4 slickblades unable to move, 1 fiend and 3 wounds between 2 chariots with 8 hellstriders, and 30 daemonettes VS Teclis a regent, 4 spear guys, 1 roo, and a balista. He wiped the fiends and chariots and teleported the balista (that we also failed to kill) onto my empty objective and left 1 strider on an objective that he took with Teclis. My turn and the slickblades still couldn't do anything but watch him score points but it was time for the daemonettes to get Teclis. I also summoned 10 more to take the balista objective back. Unfortunately Teclis was left on 4 wounds and the 10 daemon unit failed the charge. Not enough. Turn roll off time. I win this, I win. He wins it and I'm a goner. So, of course, he wins it and the game. :P

     

    Have a good week everyone!

    Oof, that LRL match sounded like an exercise in frustration. Teclis lists are extremely difficult for us; I think we can forget about getting any magic off for the whole match, and a properly protected Teclis is super hard to kill off too. How did you find using Hellstriders as battleline? I've been defaulting to 3x5 Chaos Warriors largely for screening and camping objectives. 

    As for summoning: I'm finding it very powerful for us, almost always netting 25-30 DPs per game. I switched back to Tzeentch (my first AoS army) for a battle against Teclis LRL last week (I was very frustrated by my last Slaanesh battle against a similar list) and even with all his magic, I struggled to get enough fate points to summon anything useful. Our DP generation is very generous compared to fate points. 

    • Like 1
  10. I think it's a real shame we didn't get alternative uses of depravity points à la BoK's blood tithe abilities. We're so locked into a particular playstyle (using mortal units to generate DPs so we can summon our daemons in) that it penalises you heavily for wanting to play a thematic list like mortals only or daemons only -- the former is impossible without completely ignoring your DPs and the latter is just too expensive. 

    Also the more I use Keepers the less impressed I am with their change this edition. They're big, scary, fast melee monsters, or they're supposed to be. Why, then, are we encouraged to now use them as a support piece? With the Fane change they're also swingier than ever. I had one inflict a measly 5 wounds on a unit of swordmasters the other day, and this was with the +1 to hit from the Fane. They're so crushingly disappointing now. 

    • Sad 1
  11. 23 minutes ago, Enoby said:

    I'll admit I've not played against LRL, I've only played them (and that was without Teclis as I don't like his model at all). I found they had a big weakness to MWs because their units are expensive but tend to have a low wound count. However, we don't tend to output a tonne of MWs so in general I think our best bet is mass attacks into low wound units and tying up their archers ASAP. Lurid Haze should help catapult a model into their archers ASAP. 

    While they're not bad at all defensively, they're also not that good and tend to have expensive screens, so quickly overwhelming them hurts. 

    I always prioritise his archers with seekers, and they do a fantastic job of keeping them busy from turn 2 onwards. I was pretty low on bodies (3x5 Chaos Warriors, 2x5 seekers, Glutos, Keeper, bunch of small heroes) which doesn't help too much, but I don't see the  point of paying for daemonettes. Maybe running marauders or something for a horde unit would help? 

    Regarding Teclis: my opponent has gone LRL for like the past 4 games and I find them fine without Teclis. They're just extremely overpowering with him, though. The ward save, plusses to cast for everyone, scary ranged attack and autocasting is just so oppressive. 

    • Like 2
  12. I just had my first battle against Teclis LRL, and ******. I could use some advice on dealing with LRL because they seem to have no remaining weaknesses with their new teleport spell. They have: 

    Excellent saves available across the board: Aetherquartz plus Teclis and his 18" 5+ after-save bubble means even archers are tough nuts to crack; 

    Potent offence with bucketloads of mortal wounds all over the shop and most things hitting on 3s. Swordmasters auto-hit, wound on 2s and have -2 rend which basically negates anything we have except Glutos; 

    I cannot stress this enough: INSANE magic. With Teclis and the right faction everything within 18" of the big man gets +2 to casting, unbinding and dispelling. Every wizard with Aetherquartz can use it to re-roll in the unlikely eventuality a spell doesn't go off. On top of this, the terrain piece can be used for one free re-roll per turn. This isn't taking into account Teclis' abilities, which my opponent used for 4 spells going off on 10s every round. Basically the LRL can comfortably cast 6-7 spells a turn unopposed. 

    The shooting. Oh my God the shooting. With their unstoppable magic, LRL have 30" no-LOS MWs on 5s +1 to hit re-roll all misses shooting. With 2 units of sentinels, even Glutos melts to it -- especially if his after-save has been knocked off. 

    Command ability shenanigans: 1 free command point per turn from the terrain piece (and speaking of this terrain piece, I fondly recall the days when my opponent claimed the Fane was overpowered) and the eclipse spell means the LRL dominate when it comes to CPs too, 

    The one weakness they had was movement, and even this has been solved with their new teleport spell. I charged Teclis with Glutos and got a double activation off using the Keeper, putting 10 wounds on him (I didn't roll great). Next turn he teleports out and kills Glutos with shooting. Teclis lives to fight another day and there's nothing I can do about it. 

    TL;DR: super frustrating army to play against and I'm not really sure how to go about countering them since they have an answer for just about everything. 

    • Sad 2
  13. 2 minutes ago, Still-young said:

    One would assume that Fimir would have the problematic stuff in their lore r.e. Reproduction not included, should they come back. 

    I don't know why they'd bother with them at all, weird reproductive stuff notwithstanding. They're simply an awful design -- as someone mentioned upthread, they look like 80s D&D monsters. 

     

    12 minutes ago, drcrater said:

    You know what is sad? With that teaser, both Spiderfang and Beasts of Chaos would fit, but knowing my luck and the luck of those two ranges in terms of new models, it will be something else :( 

    I very much hope it's Beasts. They're an awesome faction way overdue for some love. 

    • Like 2
  14. Fairly disappointed the last big reveal was more SCE. They're such a thoroughly boring faction as far as I'm concerned -- I would have much preferred a Cities of Sigmar update, as the Oldhammer Empire was so much more flavourful than the SCE. 

    Also very much hoping that the Fimir are not the new destruction faction. They're a relic of a misbegotten era rightfully consigned to the dustbin of problematic fantasy tropes. 

    • Like 5
  15. How on earth would they ever find the budget for a 40k TV show that would actually do justice to the setting? Even something fairly grounded, like Altered Carbon, cost so much that they drastically reduced the budget for season 2, then cancelled it. They'd need Disney/HBO money to make a proper 40k show. 

  16. 12 hours ago, Popisdead said:

    I heard even just the unit of 11 Blissbarb Archers split fire well.  That didn't even dawn on me for more DP generation.

    I was thinking about this. If you split shots evenly between 2 4+ save units, you should hopefully sneak a wound through on each unit. Definitely enough to help with early DP generation, which can be on the low side. I always make sure to have every hero take a wound from the Fane in order to help with early DP too. 

    • Like 2
  17. 45 minutes ago, NorthernNurgling said:

    Hello Hedonites!

    wanted some advice, below is a work in progress shot but I am struggling with what colour the base should be. I initially tried with grey stone but it didn’t work. Any suggestions?

    Thanks in advance 😘

    822FC328-DF61-4C77-8041-0A88EDCFEB77.jpeg

    That base looks great! How are you getting that effect and what are the bigger boulders made from? 

  18. 16 minutes ago, AngryPanda said:

    Nice list! Fiends and Glutos are very difficult to deal with, they can be used as a base to build some very unique castle lists. Something I’ve considered doing for the fun is taking a pretenders host with Glutos as the General, followed by a sturdy wall of Fiends in the front; would be interesting to use but I’m unsure how competitive it would be. 
     

    In regards to hitting power, have you thought above removing the Infernal Enrapturess, in order to invest more into fiends or seekers? The reason I say to remove the Enrapturess is because you can easily summon her in at 7 DP; I never invest points in her because of how expensive the models is point-wise and how cheap it is to summon her in. 
     

    Maybe also get rid of the Contorted Epitome? Glutos is a decent spell caster, you can try replacing the Epitome with more seekers or a shardspeaker running next to Glutos and some Chaos Warriors to screen. 

    Absolutely on the Enrapturess and Epitome -- I only run them because that's all I've got painted up at the moment, and will be replacing them with mortal options as soon as they're ready. My only other options right now are a Keeper and Shalaxi, neither of which seemed worth running. 

    • Like 1
  19. Just had another battle against Lumineth Realm Lords. I had: 

    Lurid Haze (Invaders) 

    Leader x5 

    Glutos, general, Dark Delusions

    The Masque, general 

    Contorted Epitome, general, malfunctioning Rod of Misrule, Born Of Damnation 

    Infernal Enrapturess, amulet of arrow attraction 

    Bladebringer on Hellflayer, Soulslice Shards 

    Battleline x3 

    Chaos Warriors x3, shields, all the bells and whistles, wondering why they're wearing Tzeentch colours in a Slaanesh army

    Others x3 

    Fiends x3, Blissbringer 

    Seekers x5 

    Seekers x5 

    His army, roughly: 

    Stupid Giant Stone Mountain Cow Thing, named, basically unkillable 

    Weepy weepy sorrow-face lady with veil, strong desire to sit up in her bonsai meditation garden the whole battle 

    Light of Eltharion, also basically unkillable unless you're Tzeentch 

    Stone Mage, inability to case a single spell all battle 

    Lore-seeker, deployed with army and so lost most of his cool stuff 

    Stone mountain hammer guys , 2x5 

    10x pike guys 

    2x10 annoying irritating LoS-ignoring MWs-on-6s-having archers 

    5x Auralan knight dudes 

    Scenario was "Knife's Edge" I believe it's called -- 2 objectives diagonally opposite each other, need to take both to win. Very tough to do so against LRL, but also very tough for my opponent to take mine since his average movement was 6".

    My job was further complicated by both of his flanks being protected by terrain -- one by a bunch of rocks and the other by a tower. It was next to impossible to bait any of his units out of position. Theoretically, all he needed to do was march straight up the middle of the battlefield and take my objective whilst ensuring his backfield was protected. 

    Some thoughts: 

    Fiends + Glutos are really, really good. Though only a unit of 3, they held his named Cow Mountain up for 2 turns with their -2 to hit. They even put four wounds on him, despite him having 2+ unrendable re-roll 1s for a turn (and 3+ unrendable re-roll 1s the other turn). The -1 debuff to spellcasting was instrumental in shutting down his 7-8 casts per turn once I got them in range. 

    Glutos more than pulls his considerable weight. He's the tankiest unit we've got and only gets stronger as the game goes on. He took 7 mortal wounds in a single round of shooting (2x10 sentinels, one buffed to MWs on 5+) because I failed his 5++ on turn 2, but between the Epitome's healing spell and his gorge on excess, I managed to pull him back. He held the line and stopped any of his units breaking through to my objective. 

    The list sorely lacks stopping power. There's sadly nothing Slaanesh can do about this LRL faction ability, which ignores rend up to -2 and doesn't have much in the way of mortal wounds. Even a Keeper would have fluffed against the Mountain Cow/his hammer dudes. 

    Seekers continue to represent, shutting down a unit of his archers for a couple of shooting phases. My opponent has started to focus them quite heavily. 

    Chaos Warriors are unimpressive but sturdy. 4+/5++ for MWs is nothing to sniff at, and they held off all of his rank and file for the whole battle. 

    Depravity point generation came late in the game (I generated almost none for the first two turns) and so I was left with more than I could spend. I summoned 30 daemonettes in turn 4, but couldn't really do too much with them as his objective was blocked off by a bunch of rocks and Eltharion. I had like 20 DPs when we called it. 

    We had to call it turn 4; we didn't sort out secondary objectives, so we just called it a draw as there was no way he was breaking through Glutos + warriors in a turn, and I was going to summon reinforcements again my turn 5. Unfortunately, his objective was too well-defended for me to make it through either. 

    • Like 3
  20. 55 minutes ago, Blueraven84 said:

    Now is this rumour or ?

    I don't think it's a rumour but it would be a massive change from the way things work right now, as well as complicating the ruleset even more when their whole thing in AoS has been simplicity. 

  21. 19 minutes ago, PraetorDragoon said:

    Strength and Toughness would require an instant rewrite of all current books. (As no warscrolls has any Strength & Toughness) That would seem very unlikely to me.

    Absolutely. There's no way they'd overhaul things that much. Also, given how much they've tried to distinguish AoS from Oldhammer, it would be a pretty retrograde step. 

    Stand & shoot is a great idea as long as it's accompanied by shooting nerfs (e.g. being unable to shoot at all once in melee, no shooting at a unit locked in melee with a friendly unit). The flee reaction is a bit too random for my taste -- imagine being at 3"from a unit of dwarfs and your opponent rolls a lucky 6 to put you at an unlikely 9" to make it in. 

  22. 37 minutes ago, Enoby said:

    Nice spot :) I think both are artwork, but considering how specific the design is it could be indicative of a new model - possibly a plastic herald. 

    I can't imagine we'll get any new daemonettes, but I think a replacement herald wouldn't be unlikely. I can only imagine how annoyed some people may be if we get another new model :P

    Also, it was mentioned on the Whasapp chat, but it's interesting Glutos's priestess has peacock-inspired design and one of the newborn does too.

    IMG-20210422-WA0001.jpg

    I would love to get a closer look at your take on Glutos! 

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