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LeonBox

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Posts posted by LeonBox

  1. 30 minutes ago, Klamm said:

    Just thinking, I've heard people complain about the lack of a mounted Lord of Pain type hero to support slickblade seekers, maybe a Slaanesh Daemon Prince would work. 12" fly so they can sort of keep up, the +1 to hit command ability isn't as good as a Keeper but they are 120 points cheaper. 

    I'm thinking they give me a reason to field a Herald on Seeker Chariot for once. They're the fastest Herald Chariot variant and would make for a nice mobile CP bubble and potential acquiescence cast on the Slickblades' target. 

  2. 1 minute ago, BaronBanana said:

    Question for the Chaos/Slaanesh vets - I know Varanguard are extremely overpriced for what they are, how do you feel they fit the Slaanesh Godseekers theme?  What would you arm them with?

    Depends if you want them horde-blending or hero-hunting. Ensorcelled weapons for the former and daemonforged blades for the latter. Their efficiency falls off outside of StD because they lose access to the circles (specifically the +1 damage on the charge circle). 

  3. 11 hours ago, Carnith said:

    I wish the lord of pain could keep up with them seekers. Really feeling the lack of lord on seeker. 

    Yeah the Lord of Pain is not a great fit in many instances. I've had the model for a few months and only fielded him once. He'll probably do fine in Symbaresh/Myrmidesh-heavy lists but his lack of mobility really hurts. 

  4. 1 hour ago, Yoid said:

    The one that generate DP changed to give the caster flying instead. Also casting difficulty of the other spells is now lower.

    The spell lore of regular daemons is mostly unchanged except for the buff on the healing one (now easier to cast and always heal 1d3)

    On other topic: They nerfed Strength of Godhood (now deal 1 wound instead of 1d3) and Sliverslash (now gives +1 attack instead of +2) That's not cool, Pretenders super heroes gonna be less super.

    Ah makes sense the DP spell went with the changes. Have they not changed the utterly underwhelming mortal lore? 

    Edit: managed to answer my own question in the meantime: 

    Battle Rapture is unchanged; 

    Judgment of Excess has replaced Hellshriek -- 5+,  pick an enemy unit within 12", do 1 MW per 5 models in the unit. 

    Dark Delusions has a casting value of 4 but is otherwise unchanged. 

  5. On 2/2/2021 at 7:33 AM, Orsino said:

    Guild of Summoners
    LEADERS
    Chaos Sorcerer Lord on Manticore (260)
    Fatemaster (120)
    Magister (100)
    Ogroid Thaumaturge (160)
    Gaunt Summoner on Disc of Tzeentch (260)
    The Blue Scribes (120)
    UNITS
    10 x Kairic Acolytes (100)
    10 x Kairic Acolytes (100)
    10 x Tzaangors (180)
    1 x Burning Chariots of Tzeentch (150)
    1 x Burning Chariots of Tzeentch (150)
    3 x Varanguard (280)
    TOTAL: 1980/2000 WOUNDS: 108

    So this is my first Tzeentch list. Some of the choices are very much thematic/modelling based. I want to make an ocean-themed Tzeentch army so am planning to use a Leviadon in place of the manticore, put the Varanguard on the backs of sea creatures, use little boats with cannons firing living flame as burning chariots, etc. 

    However I am also interested in building a semi-competitive army and hoping this list will let me bring the LoC in early and deal a lot of damage by magic whilst having at least some back line, decent objective-takers that can do damage at range and a little melee combo that can take on isolated units efffectively.

    I do however feel like there's a shortage of bodies here that the gaunt summoner isn't going to be able to make up and that 270 points probably could be spent more effectively than 3 varanguard. 

    Appeeciate any thoughts people might have. 

    I've run Varanguard in a Tzeentch list before and honestly they're not great. I wanted a combat punch but they're super pricey and anti-synergistic with a pure Tzeentch list. The Sorc Lord also, as far as I know, doesn't get access to the lores of Tzeentch (though I could be wrong on this). 

    I'd look at including either Skyfires or Enlightened and a Shaman to back them up. Skyfires are, as mentioned upthread, deceptively great in combat (probably better than Enlightened because their re-rolls trigger when they strike first, which is easily dictated given their speed). You're also accumulating more fate points if you include another wizard. 

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  6. I think it's kind of a shame there isn't going to  be any native melee chaff for Hedonites. A bunch of lightly armoured drugged-out skirmishers for screening the good stuff seems totally in keeping with the faction to me. As it stands, I guess we're still gonna have to use ungors/marauders? 

    The new Seeker models look sick though. Can't wait until we start seeing some rules for the new stuff. 

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