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LeonBox

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Posts posted by LeonBox

  1. 21 hours ago, Enoby said:

    Had a game against Sons of Behemat yesterday - first loss with this book, though to be fair it was totally my fault :)

    My list was a pretty casual one that would have normally contained endless spells and chaos warriors to screen, but they weren't on hand so I ended up swapping them with Sigvald. I think this change lost me the game as I was totally unable to screen. 

    My list was:

    Lurid Haze invaders

    Glutos 

    Sigvald (general)

    LoP (general) with LH artefact and command trait

    Herald (general) with Rod of Misrule

    10× twin souls

    10× twin souls

    5× twin souls

    Nobles of Excess

    Extra CP

    Their list was (apologise for inaccuracy, not too sure about SoB)

    Stomper Tribe 

    Warstomper general with healing artifact and survives on one wound with a 4+ ward save, think they were 'extra shouty' too

    Kraken Eater

    3× Maneater

    3× Maneater

    We were playing Scorched Earth, which is (as I found out), very good for a Kraken Eater who can kick objectives to my zone.

    Round 1

    The first round was pretty uneventful. I was made to go first and I got a CP from my rod of misrule, putting me to 4. I then stayed still to cap my objectives. The twin souls and Glutos got their 5++ saves - in fact, come to think of it, my entire army had an oversave. Sigvald made a 9" charge into the kraken eater and did 7 damage after some poor damage rolling, but only took 1 in return.

    The giants moved up and I did not realise how quickly they could move. With a run and charge they reached my 10 twinsouls on the right flank first turn, killing all of them even at 3+ 5++. Under normal circumstances the screen would be in front of them. The kraken eaten and three other maneaters charged Sigvald, who survived one and managed to put some damage on the smaller gargants, but died to the other. 

    They capped my objective and three of their own. 

    Round 2

    I got priority and set up Glutos to charge into the maneaters on the flank, as well as the unit of 5 twinsouls. Mystic shield and the prayer went off as normal, but no other significant casts. The other units backed up with no way to reach the other giants. I charged with the twinsouls and Glutos just made it in. The five twinsouls did 18 damage to the gargants when rerolling hits and wounds, and lost four in return. Through pile in shenanigans, Glutos ended up next to the Warstomper gargant instead. Glutos did a little more damage to it, than it did to him. 

    On the gargant's turn, they kicked an objective closer to my side and moved up a little bit on the left. The warstomper fought Glutos some more, doing decent damage but not killing him, and Glutos fought back doing about 6 damage. The one twin souls did 4 damage to the gargant and then died. They burned my objective for 3.

    Round 3

    I got priority again, charging the LoP into the two small giants. I summoned a KoS next to their unclaimed objective. The LoP killed a giant and a half and Glutos nearly died. The KoS claimed and burned for 2. 

    The giants kicked an objective to my side and charged the unit of 10 twinsouls I was trying to keep back (giants are very fast). The twinsouls all died. They burned the two objective at the back and the objective they kicked, but got unlucky and only got like 3 points overall. 

    Round 4

    My priority again. The KoS and the herald went in, and somehow the herald tanked the warstomper and killed it (with a lot of softening from the keeper). I decided to keep my LoP back as he was likely to die for nothing if I charged him in. I burned their objective for 3 at the back. 

    The kraken eater kicked another objective over and burned for 1+1. The other giants didn't do much else. 

    Round 5

    My priority. I could cause a draw if I killed the kraken eater and burned their objective for 3. I summoned three fiends and succeeded a charge with them. The KoS also went in. Though they fought valiantly, the kraken eater was left with 5 wounds remaining as the fiends fluffed their second pile in. 

    At this point, the kraken eater could kick and burn for a guaranteed win.

    Final thoughts

    Like I said above, the lost was my fault. If I'd have brought the screens like initially planned I would have been able to prevent the charges and countercharge. 

    Sigvald was very tanky on a 2+/4++ but didn't do much damage. He's not terrible but you have to have a full army before taking him (unlike me who took him instead of screens)

    Glutos was very tanky as always, but I definitely missed the endless spells. The little giants were rolling hot, and even on a 4+ to hit they hit 25/30 attacks. Still very much worth his points

    The LoP was surprisingly damaging but didn't do loads else besides make twinsouls battleline. 

    The herald did a little bit of healing and somehow killed a megagargant. The rod of misrule was fantastic. 

    The twinsouls were merk'd by the giants, but the five that did get in did an impressive 18 damage. They definitely need screens to help them. 

    Overall, if I had screens I think I could have won this, or at least applied more threat my keeping my heavy hitters alive. It was definitely a fun game though and I'm glad to have played against SoB :)

     

    Good read, interesting to know what SoB are like (my meta is extremely limited and I'm unlikely to ever play against them). Twinsouls seem amazing against low-save enemies -- that was an insane number of wounds to go through from a unit of 5! Shame your unit of 10 didn't get to do anything, but as you said, that's what screens are for. 

    Aside from Siggy for screening Chaos Warriors, is there anything else you'd change? 

    • Like 1
  2. 7 hours ago, CeleFAZE said:

    It's a shame we'll have to wait an indeterminate length of time to find out their rules. It feels a lot like the holding pattern we were in in the months leading to the last book.

    Hopefully we'll get more of the LRL style of preview and less of the last Hedonites style. LRL got so many rules previews compared to our (IIRC) zero. 

    • Like 2
  3. 1 hour ago, Neil Arthur Hotep said:

    Whoever is in charge of names at GW has been having fun with the newborn twins.

    Dexcessa has the components of "dexter", which means right or right hand in Latin, but is also where we get the word "dextrous" from in English, and "excess".

    Synessa is close to "sinister", which of course has an English meaning we are all familiar with, but it also means left/left hand in Latin. The prefix "syn-" also means "jointly", but I suspect it's just there because it spelling that way looks more fantasy.

    Great catch! Left-handedness has long been associated with the devil and witchcraft too, right? I'm sure it's no coincidence that Synessa is the one with powerful spellcasting capabilties. 

    • Like 2
  4. 40 minutes ago, AronQ_ said:

    I mean it could be nice dualism... brother and sister, but no, there two sisters( I will think that Dexcessa is brotherXD)

    Anyway...cool models!

    The reveal article uses "they" to describe, uh, them, so it's safe to say they're non-gender-specific. If this wasn't obvious already from their androgynous forms. 

    • Like 1
  5. 2 minutes ago, Overread said:

    I AM!!!

     

    But only cause I was going to "finish" my slaanesh army this year and GW keeps releasing more awesome and insane models that I have to buy to add to my army to make it even more awesome :P

    In truth though those are awesome models the pair of them and its great that, even with a recent Tome, Slaanesh is getting a little something from them (even if its a pair of big somethings). I do also wonder if it means GW might sneak a plastic Herald in - someone to call the way for these two new leaders of Slaanesh. 

     

    We for sure need a new Herald model. I can't even get a hold of the old one -- I'll probably have to make a footslogger one from the Start Collecting box. 

  6. 7 minutes ago, Vurtias said:

    Do Hellstriders curently have much of a place in our lists? Ignoring the points changes im not sure if the weapon changes combined with a plethora of fast cavalry options in the book currently make them a fairly lukewarm take. Are small 5 person blobs of claw-spears doing better still than whip units, or is taking whips in large units actually viable these days?

    I think the consensus is that they were already mediocre before the points hike and are a very unattractive choice now. They're at least battleline again, but I'm not sure that makes them particularly viable over, say, 5-man Chaos Warrior blocks who have the virtue of being both cheap and tanky. 

  7. Having just fully finished Glutos, something I'd suggest doing to make your model a little more dynamic: magnetise Priestess Dolece, Painbringer Kyazu and Lashmaster Vhyssk. It's super easy to do and it's pretty cool to be able to add/remove models according to the number of wounds allocated to Glutos. 

    • Like 2
  8. 34 minutes ago, ibel said:

    Altharion is Way better than Sigvald (and cheaper) Keep Away from the Spirit Armor.

    Ticks Against LRL. Take a Unit of 15 Sickblades and hope u get the Doppelturn with Luzirad Haze. So on.

    I foolishly charged Eltharion with Glutos last night, thinking I'd brute force my way through, but his unrendable armour plus halving all damage makes him a super tough nut to crack. Does he also halve MW damage? 

  9. On 4/11/2021 at 6:01 PM, umpac said:

     Locus is a lot more potent than LRL double activation. IDK has their own "unreliability" since they have to wait for turn 3 to get the most out of their engages. If high tide was on a 4+ per unit but you had it every turn and your heavies got it on a 3+, would it really be worse? Soulrenders and Cathallars in those factions also have to roll dice to get their abilities off, but then again they are cheaper. The reason Bad moon sucks is because it's a combination of too random (much more so than Locus), has a weak effect and is the only faction ability they have outside Loonshrine stuff. 

    I gotta disagree with Locus being more potent. It requires a daemon hero to be in combat for it to work (no more 6" range) and only goes off on a 4+ (or 3+ on an expensive, fragile unit less and less worth taking). The LRL double activation requires no rolls and is faction-wide. It's extremely reliable and the LRL player can plan their combat phase around it. We can do no such thing with Locus, and if we actually need for it to go off in order to ensure a key victory in the combat phase, even taking the artifact that lets you re-roll it isn't anywhere near close to guaranteed. 

    On an unrelated note, last night I rolled four ones in a row for the Rod of Misrule. This is pertinent to nothing, but I'm salty as hell about it. 

    • Like 3
  10. 14 hours ago, pnkdth said:

    Yeah, Yoid alluded to it earlier too. Abilities which is a guaranteed, always-on, or player choice in other armies isn't for HoS. We have to work around it whereas they don't. I kind of like this kind of design but then it needs to be consistent and come with more options like more fleshed out host rules, and so on. I still like the book though but it does have some glaring flows. Thankfully most of them can be sorted with point reductions, which would alleviate the randomness and over-costed units.

    For sure, I think if our host options had stuff like "all friendly daemon heroes gain +1 to Locus of Diversion rolls" then it would at least make it less frustrating. As it stands, frequently playing LRL and IDK with their guaranteed re-rolls from buff heroes is extremely annoying given how frequently I fail Locus/Horrible Fascination rolls. 

  11. I forget who mentioned it upthread and drew my attention to it, but it annoys me more and more that so many of our special abilities are contingent on dice rolls (or, at least, unfavourable dice rolls). Horrible Fascination, Locus, Glutos' ward save, the Shardspeaker's special ability, etc. etc. etc.

    I also despise with a passion spells that require, in addition to being successfully cast, a dice roll to do something. Lash of Slaanesh in particular, a spell that ought to be great for generating DPs, is just kind of a joke due to the hoops you need to jump through to accomplish anything with it. 

  12. 6 minutes ago, PiotrW said:

    I dislike the Hand due to fluff reasons. It doesn't fit my Keeper's personality ;)

    And I've been wondering how useful the Aegis is?

    The Aegis isn't reliable enough in my opinion. If it were 5++ it would be worth it, but a 6++ is nothing to write home about at all (and certanily not worth taking over the Sinistrous Hand). 

     

    3 hours ago, CeleFAZE said:

    Would anyone with Glutos be willing to measure his height for me? I have a conversion planned but I don't want to end up too far off the height so there's no hard feelings of modeling for advantage in either direction.

    Just measured him, he's about 13cm/5in at his tallest point. 

    • Like 1
  13. Had my first game with the new tome today with a THOROUGHLY unoptimised list using only stuff I had painted. I decided to paint Glutos first out of the new stuff and, well, he's taking a while. 

    My list: 

    Invaders 

    Leaders

    1 Keeper of Secrets, general, sinistrous hand, skin-taker, realm of beasts artefact (re-roll charges), Slothful Stupor  

    The Masque, general

    Shalaxi Helbane, Paths of the Dark Prince 

    Contorted Epitome, general, Rod of Misrule, Lash of Slaanesh 

    Infernal Enrapturess 

    Viceleader, Born of Damnation 

    Battleline

    3 x 5 Chaos Warriors, shields and hand weapons

    Other 

    2 x 5 seekers

    Battalions 

    Supreme Sybarites 

    I was facing Lumineth Realm Lords, also pretty unoptimised. His list, roughly: 

    1 x Stone Mage, some spell that wounds off your armour save; 

    1 x named Cow Mountain guy 

    [Ally] 1 x caster Mathlann Eidolon dude (big guy with watery cape) 

    2 x 10 archers 

    1 x 10 pikemen 

    2 x 10 hammer guys 

    1 x 5 Auralan Knight dudes 

    1 x Spirit of Eltharion 

    The scenario was focal points. This isn't great against LRL because it plays to their strengths, namely castling up and forcing you to go to them. 

    Overall thoughts: 

    The KoS and Shalaxi didn't perform amazingly but were useful as distraction carnifexes. The KoS ate up a lot of shooting from his archers/Eltharion/Cow Mountain and managed to kill 3-4 hammer dudes, which wasn't bad considering they ignore up to -2 rend (since when did elves become dwarfs?). Shalaxi put 6 wounds on Cow Mountain before fluffing on her second pile-in (Keeper command ability). Both then died on his turn. 

    Seekers were great. My opponent always underestimates how fast they are, and they got into his backfield and tied his archers/knights up by turn 2. 

    Enrapturess was fantastic at messing with LRL's extremely strong magic phase. Almost every spell they have is strong and Twinstones are obscenely strong. 

    Consequently, my own magic wasn't great as he shut everything down (my opponent never seems to roll lower than an 8 on unbinds even without bonuses, and he had the re-rolls to dispel from the Mathlann guy).  Did get off a clutch Paths of the Dark Prince on Shalaxi, though. 

    Poor Eltharion took 6 wounds(!) off deadly terrain, rolling two ones in consecutive turns. Keeper finally killed him. 

    DP generation was way better than I expected. I summoned 30 daemonettes turn 3 and had another 15 or so points when we called it (top of his turn 3). 

    My opponent conceded after he realised he wasn't going to catch me on VPs. I had 14 to his 4-5, due to my capturing and holding the middle objective and then aggressively moving up against him. Had he continued he would have shifted me off the middle, but I had enough DPs for another nasty summon and his bodies were dwindling. 

    Overall -- and despite no new models -- enjoyed the new rules more than I expected. I still strongly dislike that our key abilities (locus, mirror's horrible fascination) rely on dice rolls to go off, but new DP generation worked great. This will change once my opponent realises he should focus my units down instead of putting damage across multiple units, I'm sure. 

     

    • Like 3
  14. 2 hours ago, PiotrW said:

    My general problem with AoS lore is that the whole setting is so big, crazy and cosmic that it's a bit hard to engage emotionally with all of this. There's so much magic everywhere, the world seems impossibly big (I mean, Hysh has what, ten continents? And it's only one of eight realms...) with only a few locations defined and everything is so surreal... As much as I don't like to admit it, when I read about the old WFB / WFRP fluff, I find the world more engaging. It's just more... tangible and cohesive.

    I mentioned it over the Lumineth forum, but I'd really love for GW to publish something in the vein of "Guide to the Mortal Realms": a thick book dedicated solely to presenting the setting. An in-depth exploration of the realms, with more detailed chronology, some more info on which areas are controlled by which faction... Also, a closer look at the important characters and their personalities, as well as the factions and their philosophies. Not saying GW should define every single piece of the land etc., but a kind of "setting bible" for the players really would be great.

    And coming back to the Hedonites - any ideas on how to make them sympathetic... or, at least, how to connect with them emotionally? They are so twisted it's a bit hard for me to put myself into their heads, work out any motivations for them etc...

    I feel exactly the same way about this. The Old World was flavourful and had a tangible sense of place, history and culture.  I really cannot engage with the whole floaty planes thing in AoS, and it makes it harder to engage with the lore on any level. 

    That said, I love that they're actually advancing the metaplot (which never happened in Oldhammer). Morathi achieving godhood, Slaanesh's capture and birthing of an offspring... these are great developments that make the setting feel less static than the Old World. 

    • Like 1
  15. 2 hours ago, Carnith said:

    He sent 10 twinsouls into cow mountain. Elf player double buffed it, and used a cp for reroll 1's and then did no damage. Mountain killed every twinsoul. Later sigvald and a summoned keeper charged the same mountain, and brought it down to 2 wounds, because of stone mage near by, mountain fights at top bracket and kills the keeper and almost kills sigvald.

    The Mountain Cow is really really slow right? Better just to kite it than bother engaging it in combat. 

    • Like 1
  16. 4 minutes ago, azdimy said:

    Slaangor are a lost cause to fix with point changes but the faq could make the claws attack double if the model has two of them

    Absolutely this.  The core rules flat-out state that a model with paired weapons gets some kind of benefit, either shown in the number of attacks or else in the rules text. Slaangors are explicitly stated to be armed with either a gilded weapon or a pair of claws. For some bizarre reason, however, they get no benefit at all from paired weapons, whether an extra attack or re-rolls. 

  17. 7 hours ago, CeleFAZE said:

    I wouldn't write off the CP expenditure too quickly. Most armies will have somewhere between 6-7 CP over the course of an entire game, and they'd probably much rather prefer to spend it on more important parts of their strategy.  Since most of these abilities affect an area you can spread around your damage with either variety of blissbarbs, or cacophonic choir from a keeper and force some difficult choices for your opponent. The more command points you force them to spend early, the less they'll have for where it really matters later.

    Of course OBR are going to be fully immune, which I personally regard as terrible design, but at least you have choir and soulslice to fall back on in that case.

    You make a good point actually. CP-hungry armies like FEC (assuming they don't have the "serfs immune to BS" court) lose a lot if they don't get access to their extra feeding frenzy attacks. I'm just so used to Invaders lists, where the CPs runneth over, that I use them like confetti and forget how sparse they otherwise are. 

  18. 29 minutes ago, CeleFAZE said:

    Don't forget dreadful visage, horrorghast and ravening direflock (from an allied brayshaman). With those added you can get up to -9 bravery.

    Dreadful Visage actually isn't a bad idea for a minor buff to our terrible mortal bravery either, now that you mention it. Here's hoping they make more out of bravery in 3.0 -- we have all these tools to manipulate it, but a simple CP circumvents almost all of it! 

    • Like 1
  19. 18 minutes ago, CeleFAZE said:

    You can always get soulslice shards into the list to give you a nuke that can basically deal close to 2d6 mortals per cast if stacked with your other bravery bombs. Also, for non-ossiarch opponents you can utilize Syll'Esske's and the Keeper Lore's spells that shut off the use of CA's. It requires a lot of moving parts, but the payoff would be pretty devastating if successful.

    Absolutely, soulslice will be great in this list if it goes off. And I forgot about the CA-denying spells, great idea! One of my regular opponents is Idoneth and their one real "weakness" is their bravery scores. Soulslice going off on a -4 bravery turtle would be devastating. 

    • Like 3
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