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LeonBox

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Posts posted by LeonBox

  1. Does anyone have any suggestions for Skryre Acolyte proxies/alternate models? They're $15 for one, which is utter insanity when you start trying to buy enough to field a unit or two. I have no idea why they're still sold individually when it's a minimum of 5 for a unit. 

  2. 11 minutes ago, Skreech Verminking said:

    Yes, you should be able to gain a good amount of weapons.

     

    Excellent! I have like 75-ish clanrats right now, a WLC, a Doomwheel, 20 Plague Monks, 4 rat ogres, 10 night/gutter runners and a mish-mash of different characters, so I think I have the makings of a decent 1k list already. Add to that the roughly 3000 points of stuff I recently bought (app shopping is so dangerous) and I've got a stew going. 

  3. Hey guys, 

    I'm a Slaaanesh main but I've had a bunch of Oldhammer Skaven models mouldering away in a storage box for a long time. I dusted them off, bought a Start Collecting, bought the Broken Realms Clan Skryre battalion, and it pretty much snowballed from there. 

    Basically, my old clanrat models (actually a friend's, but he abandoned them a long time ago) are pretty beat up and a lot of them are missing shields/spears. My question is: I assume the sprues have both spear and hand weapon options, so I'll be able to salvage a bunch of weapons from my newly ordered clanrat boxes? 

  4. 2 hours ago, azdimy said:

    The mortal wounds are at the end of the charge i think they are not part of the attack sequence, when he got to activate,  both his units got affected by the horrible fascination that meant he had to select 1 of the unit and as he could not attack he just lost the opportunity to target the Epitome with them. Then the epitome activates, pile in to the closest unit which happened to be the one that had already activated but away from the other unit now more than 1in away. Which meant with locus that 2nd unit was unable to attack the Epitome either

    I definitely like the idea of using the Epitome as a way of handling Annihilators, but they can only be in one place at one time and if he elected to deepstrike both units in such a way that they could only charge the Epitome, sounds like he wasn't thinking things through too carefully. It's a neat trick but I can see my opponent finding a way around it. 

    • Like 1
  5. 26 minutes ago, azdimy said:

    between the locus and their horrible fascination ability my opponent had an entire unit that was unable to fight and with  their 2+ against mortal wound he did only 1 wound to them with 2 annihilator units deepstrike and successfull charges

    How did you accomplish this, exactly? The enemy cannot attack the Epitome until it has attacked first, but don't you want him targeting the mirror to tank the MWs? 

  6. 1 hour ago, pnkdth said:

    Speaking of LRL and, inevitably, NPE. What do you attribute to newness (and cursed rolling)? I thinking in like deployment or positioning to make their deep strike nonsense less oppressive next time. Maybe it is actually worth to bring in some cheapo units like untamed beasts (with their free pre-game move) from S2D just to keep the back field clear and/or make their frontal assault more annoying.

    Part of it was bad rolls for sure, but looking back I definitely shouldn't have committed two expensive units to that flank on turn one, especially with the threat of a double. The problem with Dexcessa is I feel I'm wasting them if I don't get them into combat as quickly as possible, but they're so damn fragile (especially with no ward and no access to one) that keeping them alive but also maximising their potential is very tricky. 

    If I were to play again I'd go Godseekers, replace Dexcessa with Synessa (the former is just not great against SCE) and make my list a 1-drop. I'd deploy extremely conservatively and either force my opponent to take turn one or, failing that, minimize my movement turn 1 to limit his deepstriking options. Perhaps exclusively run Hellstriders as battleline to tank the Annihilator drops. 

    • Like 2
  7. Well I just had my shortest ever game -- I conceded at the end of turn 1 after my opponent killed Dexcessa, Sigvald, and 11 Blissbarbs and also got the double. He was SCE. 

    Long story short: 2 drops each, my opponent won the roll-off and had me go first, and I ambushed his "weak" flank which was spear battleline guys, general, masked wizard and Yndrasta about 12-14" away in the centre. His other flank had Gotrek and 5 spear guys so that was basically unassailable. 

    Sigvald and Dexcessa both charged his spear guys, no other viable targets being in range. Sigvald and Dexcessa combined managed to only kill 4 spear guys, and my Blissbarbs, who'd also ambushed, put two wounds on the wizard. 

    On his turn I put finest hour on Dexcessa, not realising the utterly insane MW output of SCE would render it irrelevant. To make matters worse, 2 x 3 Annihilator units came down and put through 5 unsaved mortal wounds on Sigvald (my rolls tonight were, and I cannot stress this enough, just utterly cursed, while my opponent was seemingly making every 4+ save and getting a 3 for all his d3 wound rolls). Yndrasta shooting finished Siggy off, Dexcessa died to MWs, my opponent got off a 9" charge to hit the Blissbarbs and killed most of them with MW output, and I conceded. 

    So yeah. New Stormcast are a super rough matchup for us and losing the priority roll both matches against them hasn't helped. I'm not really sure what to do against their high armour saves, deepstriking capabilities and frankly insane MW output. I lost 750 points to them in turn one! Almost enough to make me miss facing LRL. Almost. 

    • Thanks 1
    • Sad 2
  8. 15 minutes ago, Enoby said:

    The difference is very small and overall it works out better to do mortal wounds on 6s to wound. It would be a nerf for this to be changed to hits :)

    Interesting, I wouldn't have thought this to be the case. Isn't most of our MW damage not "in addition" but "and the attack sequence ends" though? Does this affect the stats? 

  9. 2 hours ago, azdimy said:

    I think we lack units with rend 2 or consistent  mortal wounds output. I truly believe that GW does not understand that a MW on a 6 to hit and a 6 to wound is not the same thing at all

    I'd imagine it's due to Euphoric Killers, but their inconsistency on when mortal wounds are applied is very annoying. Why do Sentinels do them on their hit rolls but Blissbarb Seekers do them on their wound rolls (this one doesn't even have the excuse of Euphoric Killers)? Why does a Terrorgheist do a straight 6 MWs on a 6 to hit, but Keepers do them on their wound roll? 

  10. 29 minutes ago, CeleFAZE said:

    Some kind of speardancers or revellers with weapon/shield or dual wielding would be great on both a mechanical and a lore level.

    Exactly, and I can imagine Glutos and/or Sigvald having a gang of groupies and hangers-on that would toss themselves to the wolves in order to impress their masters. Give me the Slaanesh equivalent of Skavenslaves! 

     

  11. 2 hours ago, CeleFAZE said:

    The other problem is that annihilators do the majority of their damage on the turn they land, especially with the hero that allows them to drop 7 away and the other hero that allows a significant bonus to their charge rolls to ensure they make their initial charges. It's a question I'm still puzzling out a good answer to. I've been advised to zone them out, but even with our speed that's a big ask, and we don't have cheap chaff that can easily get into position and be thrown away without losing a significant amount of points. I don't think this situation will improve with the new book, and I find it kinda irksome that we have to build around skew lists that are so oppressive.

    They are definitely tough for an elite army like us to deal with. I feel like we should definitely have some cheap throwaway Hedonite cultists that could deal with stuff like this -- drugged-out dagger suicide cultists like the Blissbarbs, but lacking their bows and way cheaper. I don't want to have to ally in ungors for this kind of thing, but they might be necessary. 

     

    2 hours ago, CeleFAZE said:

    Something I'm considering as a way to punch through high armor is utilizing curse via a warshrine on the target and Blissbarbs to provide a high volume of attacks that don't have another 6 to-hit trigger. If we really need to assure destruction we can attempt to cast acquiescence of either variety to reroll 1's in addition. However I don't necessarily like how many points that takes, and how reliant on a 50-50 chance it is. It's a shame neither the shardspeaker nor Glutos have the priest keyword, despite having abilities that are pretty clearly prayers.

    I agree that it's not great we don't have any native priest options (and, indeed, only one priest option across the whole of Chaos). Glutos would be the obvious choice but he's already very powerful. 

  12. 2 hours ago, Jaskier said:

    The thing about the Keeper is that rules-wise it's one of our most improved units in 3.0, and ultimately it's a versatile lynchpin which gives us something that can't be found elsewhere (double pile-in for Hedonites.) The generic commands, Heroic Actions and being a monster for bonus scoring (and rampages) are all big buffs for it as its value as a generalist support piece has shot way up to help offset its very swingy damage output. I think most have clued into the fact it isn't a straight up combat monster anymore; like a Glutos, it can potentially do huge damage, but you shouldn't count on it for that. It's one of the models where you can definitely see why it got the increase it did as it would've been very obviously too good at 340, though I think 380-390 is probably the sweet spot for it. 420 is just a tough pill to swallow right now given our other options and how easy it is to just summon one in, but the rules for it are still great, and a list built around one can't really look elsewhere for alternatives that do the same thing as they simply don't exist.

    Yes I think this is important to bear in mind -- a Keeper is not going toe to toe with most other monsters anymore, or even specialized hero characters. I charged a summoned Keeper into Yndraste (the Stormcast lady on the ruined stairs) last and put a paltry two wounds on her, even with 5 mortals from a claw (my opponent rolled well on his 4++). The Keeper then died outright from a combination of her unleash hell (5 wounds) and her spear attacks (my opponent rolled well on his attacks, and if you're noticing a pattern here then you're a sharp cookie). It made me pretty damn salty until I realised that she was a terrible target for the Keeper anyway, but it still does annoy me how ineffectual the Keeper is these days.

    My all-mortal list in general didn't do amazingly. My opponent had, roughly: 

    2x3 drop-pod Captain America guys (Annihilators?) 

    2x5 spear battleline dudes 

    2x5 bodyguard dudes 

    Yndraste

    Guy with bird-dog 

    Guy with big banner 

    Mask-wearing wizard girl from the Dominion box 

    Gotrek (sigh) 

    My brave boys and girls ready to rock: 

     

    262600042.jpg.c10245d5e6a78b2e912baeee8cbbbd6a.jpg

    1783034953.jpg.17f08585851bf0c3bec201c1bb625a7d.jpg

    446528494.jpg.928ab5cb1b0699449afb11369175ffee.jpg

    I put all 42 of my Blissbarb shots on Gotrek turn 1 (my opponent forced me to go first, as we each had two drops and he won the deployment roll) and managed 2 wounds through all-out defence and his 3++. These were promptly healed back with heroic recovery, which really makes Gotrek all but unkillable. 

    Annihilators are pretty nasty and you need to keep vulnerable stuff well screened. My Blissbarbs were too far forward and ate a charge from both units (one on a re-rollable 7 and the other on a re-rollable 9). 

    523238133.jpg.7d2d9a7bbe2d129d833459e93a232a4e.jpg

    I only got one round with the Slickblades. My opponent got Gotrek into them on a long charge (what are the odds?) after a CP re-roll and promptly wiped them out. 

    837960811.jpg.8c4cf088cd95d6eac76ab27ba9df8f42.jpg

    1061785663.jpg.69489d408b15e0084bd6e7327bfbd9fc.jpg

    217155631.jpg.662dca88d5c61220eca1fbd4fb0eeeca.jpg

    Blissbarb Seekers are decent, but very reliant on those sixes for mortal wounds. If I didn't get any they tended to do very little damage. 

    Twinsouls are not great against Stormcast with those high armour saves across the board. They ended up stuck fighting Annihilators, which with their native 2+ armour save are the worst thing for them to be fighting. 

    The Keeper, as mentioned, got summoned, charged, died. Very sour on them right now I have to say, but in retrospect I should have summoned a Daemonette blob. 

    993591147.jpg.2ff732857dedd5a74dbfd4e23433a4d4.jpg

    Slaangors died to a triple charge without raising a claw. I failed a 9" charge (8" with Godseekers) with them and didn't want to waste a CP, and then they ate a triple charge from Yndraste, Lord with bird-dog and bodyguard dudes. 

    1716560477.jpg.c2838a239543d5896d2283e9f662e5dc.jpg

    Overall thoughts: our lack of rend really, really hurt here because SCE have such high armour saves across the board. I was also severely punished for not taking our best answer to both Yndraste and Gotrek, Sigvald. I'm beginning to find it's almost never a good idea not to include Sigvald, he's just too good to pass up. 

    • Like 5
  13. Wish me luck fellas, I just got my commissioned mortal models back and am fielding a fairly ridiculous all-mortal list tonight (yes -- even Slaangors!): 

     

    Allegiance: Slaanesh
    - Host: Godseekers Host
    - Grand Strategy: Dominating Presence
    - Triumphs: Inspired

    Leaders
    Glutos Orscollion, Lord of Gluttony (475)*
    - Lore of Pain and Pleasure: Battle Rapture
    Lord of Pain (155)*
    - General
    - Command Trait: Battle-lust
    - Artefact: Cameo of the Dark Prince
    - Host Option: General

    Battleline
    22 x Blissbarb Archers (360)*
    - Reinforced x 1
    5 x Symbaresh Twinsouls (185)*
    5 x Myrmidesh Painbringers (160)*

    Units
    3 x Slaangor Fiendbloods (150)*
    5 x Slickblade Seekers (230)*
    5 x Blissbarb Seekers (220)

    Endless Spells & Invocations
    Emerald Lifeswarm (60)

    Core Battalions
    *Battle Regiment

    Total: 1995 / 2000
    Reinforced Units: 1 / 4
    Allies: 0 / 400
    Wounds: 114
    Drops: 2
     

    My opponent is going a new army -- Stormcast Eternals -- and I've never faced them before, so if nothing else it's gonna be quite a nice change of pace. 

    • Like 4
  14. 15 hours ago, azdimy said:

    So I lm on another loss with the Hedonites. The game was much closer this time against lumineth but my god do we get penalized on all the battle tactics that do not work with summoned units! 

    I ran

    Slaanesh Invaders

    Battle regiment
    Hunter of the heartland
    Grand strategy- priced sorcery

    Glutos 475
    General
    Battle Rapture spell

    Contorted epitome 255
    General
    Flaming weapon spell
    Hurler of obscenities
    Amulet of destiny

    Chaos sorcerer lord 115
    Battle rapture spell


    11 blissbarb archers 180

    *5 slickblade seekers 230

    *10 chaos knight w lance 340

    5 hellstriders 135

    5 hellstriders 135

    Endless spell;
    Dreadful visage 90 cast on 7+

    Free  Triumph: inspiring (+1 to wound)
    * hunters of the heartland
    1955pts
    39 models
    111 wounds
    Drops: 3

    My opponent had 

    Cow mountain

    Cathelar 

    Stone mage

    Lore seeker

    5 dawnriders

    20 wardens 

    20 sentinels 

    5 blade lords 

    5 blade lords 

    Cogs 

    In Alumnia where units can run and charge for 1 CP

    Scenario ; power struggle
    Deployment: he deploys 5 dawnriders on the left, 20 wardens, the cow and stone mage behind, cathelar inside the terrain piece wi5h 5 bladelords acting bodyguards next to the terrain. On the right 20 sentinels and 5 bladelords
    I deploy on the left hellstriders block the left and center lines w chaos knights and glutos behind. On the right I have the slickblade the epitome and the blissbarb archers

    Turn 1

    I have 3 drops my opponent has 1 so as expected and I m given first turn

    The priestess fail me and I do not get my 5+ ward on glutos (why doesn t she give glutos the priest keyword?) I do a bit of damage with the with dreadful visage,charge with the Slickblade the lorseeker that dropped on the middle objective and a 5 bladelord bodyguards unit next to him from their pre move game.  I do a few wounds and lose the unit due to the cathelar forcing me on a battleshock at -5 between my casualties and his that he passed on to me. The range of the cathelar ability is way more than I thought it would be and that costed me the unit

    His turn 1 he rallies some bladelords killed by the slickblades go after the  hellstrider units blocking his path to my side  of  the board. One unit die the other has 3 models left. The sentinels and the cow do like 10 damage to Glutos with the their missile attacks. Goodbye  priestess ward save

    Turn 2 I win priority and avoid the double turn for now

    I summon 1 enrapturess, The knights kill the dawnriders pretty easily .
    The epitome charges the blade lords and the loreseeker and kill maybe 1 blade lord

    His turn 2 he counter charge the knights with the mountain cow but between oracular vision, sll out defense and glutos aura they are very resilient and I lose a single knight from 1 damage 5 attack going through. I lose my epitome killed by the loreseeker in melee and lose the blissbarb from sentinel shots

    Turn 3 he gets the double turn, I remove the objective under the sentinels. He gets total eclipse off. The wardens run toward my objective next to the fane preventing me to summon on that side of the board. With 3 cps and total eclipse I cannot go all out defense on the knights this turn as I need to pass a battleshock and remember my poor slickblades. I lose 4 more knights and the remaining hellstrider unit is down to a single model
    My turn 3, still under total eclipse. The knights retreat from combat toward his deployment, I summon a keeper 9in away from the cow. Glutos charge the cow and the keeper also with an 11in roll like a boss. The lone hellstrider charge the loreseeker next to the cow. Hellstrider gets stomped by the cow
    But the keeper activates, kill the stone mage and goes nuts with 4 claw attacks from two 6s on the hits leaving that cow on 1 wound
    Glutos finish it off
    Turn 4 : my opponents gets the priority he selects bring it down on the keeper and send the loreseeker and 5 blade lords at it but leaves the keeper on 1 wound
    I then proceed to charge the cathelar and the sentinels with the knights, glutos charges the cathelar bodyguards, keeper healed a bunch and is back on 7 wounds. I summon another enrapturess and they shoot down  the bladelords in combat with the keeper. The keeper fail to kill the loreseeker. The knights kill the bodyguards and glutos kill the cathellar. The loreseeker is on 1 wound

    Turn 5
    I get the double, My kos retreat from the loreseeker and I claimed monstruous take over (which I later realized is NOT allowed for summoned units) glutos kill the lorrseeker the knight kill 5 sentinels with no casualties in return
    His turn he auto run 6 with the wardens on my side of the board and steal 1 of my objective and win the game by 2 points


    Post game toughts:
    Lumineth loves chip damage so I was able to summon 2 enrapturess and 1 kos this game which is more than I m used to. At the end of turn 5 I had a good control of the table but my opponent won 24-22 as I could not score battle tactics in the end with summoned units. 
    3 out of the 8 battle tactics cannot be scored by summoned units. It s hurting us big time. Score some of those 3 early if you can with your starting army as the summoned units won t be able to
    The game was fun,
    I made a few mistakes but I m getting better and this was my first actual game against the new lumineth book.
    I m a little disappointrd by the slickblades for their points. I always seem to have them die turn 1 and not doing any meaningful damage besides getting a few depravity points but this time it was on my not to keep a cp to autopass the battleshock I did not expect.The main problem I have is that it still took us 5hrs to play our 5 turns. I felt the army was  getting stronger with glutos and  the summoned units later in the game but it won t come into play in a 3hr game tournament format
    Now it s non issue when I get tabled by turn 3 I finish in time just fine ;)

    Condolences friend, I too have to frequently face LRL and they are an eminently infuriating army with a million tricks and get-out-of-jail free rules like the Cathallar, shrine re-rolls, free shrine CP, Aetherquartz versatility etc etc etc. Rough that the Cathallar cost you your Slickblades -- I'll be fielding mine for the first time tonight and will not forget to hold a CP back for their battleshock tests. I'm quite worried about their overall fragility anyway -- they seem like too much glass and not enough cannon, but the models are beautiful and I should give them a go. 

    It sounded like his Loreseeker was doing a hell of a lot of damage! I've never seen him do all that much really, just be super-annoying with his objective-denial shenanigans and occasionally throw out a dangerous spell near/behind my lines. 

    It does seem very unfair that, in addition to the summoning tax built into our points, we are further penalized with more than a third of the battle plans being unachievable with summoned units. Sure would be nice if we were not extremely reliant on summoning to keep us in the match! 

    • Like 2
  15. 32 minutes ago, KrispyXIV said:

    My favorite example of how "bad" the Lore is is Pavane.  Completely useless due to ****** range, until you remove that limitation with Synessa and it becomes amazing. 

    Slothful Stupor is amazing... if you spend the huge amount of extra points on portals to deliver it.  

    Our hordebreaker spell requires the enemy to be wholly within range. 

    The Lore seems overnerfed by exactly one degree, almost across the board. 

    Yeah the (I guess fluffy?) 6" limitation on a lot of our spells is, well, limiting. Before Synessa there was nothing in our army that could cast Pavane that you wanted within 6" of anything worth casting that spell on, and the healing spells are also very hurt by their range. 

     

    2 hours ago, Lucky Snake Eyes said:

    I feel like this is part of the problem. Our army is designed around easy access to acquiescence but all the heroes that bring it outside of the exalted bladebringer just have no place in our lists.

    This is a good point. As @Enoby said, every Slaanesh wizard should just have access to Acquiescence as standard. 

    • Like 1
  16. Keepers are far, far too swingy  for what they do, and at present are a very overcosted support piece whose best utility comes from their command ability. As others have pointed out, they have too few attacks for what they're supposed to do and no easy access to re-rolls (unless you've got Acquiescence coming from somewhere). A Keeper throwing the Lurid Haze artefact into the Fane used to be my go-to for hitting on 2s, but their big attacks (the claws) are simply too unreliable. They're supposed to be pretty amazing fighters and I wish this was reflected in their statline, but they're usually fairly mediocre. 

    The issue with the Keepers is exactly why Glutos, in addition to his suite of buffs and utility options, feels fairly costed. His attack profile is not overwhelming but fairly decent and, importantly, much more reliable than the Keeper's. His claw attacks are lower damage but spread over more attacks, which means that they have less of a chance of fluffing. It feels super bad when you roll a bunch of 1s and 2s in succession for the Keeper claw attacks, and that's much less likely to happen with Glutos'. Ditto Sigvald, who reliably does AMAZING damage on the charge due to -2 rend and D3 damage spread across a lot of attacks. 

    Rend is a huge issue for us and something I'd like to see is a spell that increases the rend of a unit by 1. I think it's pretty thematic (aren't we supposed to be about razor-sharp claws and such?) and would be a nice addition to our extremely lacklustre bunch of "beat bravery to do x" spells. 

    • Like 3
  17. 8 hours ago, Nasrod said:

    That's what happens when you release some incredibly expensive, difficult to build and paint models, and reward your fans with the 4th nerf in a row over a 2 year span while having the audacity to make a 110 dollar centerpiece kit not even 3 months later that is completely detached from the book. 

    Then hype them up lorewise as the children of a Chaos god, only to have no reference to this plot shift in the book and in the lore they job to two humans and a Stormcast. Refer to then as Greater Daemons in the hype articles and deprive them of that keyword in their scroll...

    My Gluttos is still in sub assemblies. 

    It has been months since this book came out and talking about it or thinking about it for more than a minute still makes me livid. They had a slam dunk and missed it; then the ref paused the game and gave them a ladder to climb up on their own with the advent of 3rd edition points change and they threw the ball into my face and broke my nose in response.

    I know this forum really encourages positivity where possible but pretending like the way this was handled is peaches and cream, and that it is okay to just be sub 40% win rate for 3 years until our next book is actually insane, and nothing will change unless there is unanimous outrage.

    A reminder to spark your frustrations if you somehow forgot: Slaangor Fiendbloods received the same points hike as Lumineth Sentinels into the 3E transition.

    There is nothing to delve into or uncover from the book and our points. Playtesters got it wrong. We need a change.

    Winter FAQ cannot get here soon enough.

    I mean... if your Glutos is still in sub-assembly it sounds like you're not really playing many games, especially with the newer models, and you're basing all your outrage on tournament win rates (which, with the peculiar global situation we're currently in, are not necessarily representative of the faction's true status). 

    Slaangors are bad, nobody's disupting this. Our units are overcosted. However, our units are overcosted because our summoning is crazy strong. It's super easy to generate 10-12 depravity per turn and if you're not seeing a Keeper and 20-30 daemonettes every battle then either your opponent is denying you DPs or you're doing something wrong. 

    I've played a good number of games in 3.0 now (6 maybe?) and my opponents don't see my army as a pushover. They fear Glutos, they really fear Sigvald and they have to always plan for the fact that I'm gonna drop a Keeper or a big Daemonette blob anytime from turn 2 onwards. Slaanesh is still viable. 

    • Like 6
  18. 17 hours ago, Enoby said:

    I think Shalaxi is probably one of our most disappointing units because they have so much potential thematically but just don't do their job well (worse than a normal KoS in fact). It'd be like if Gotrek's unkillable gimmick was a 5+ ward and reducing damage by 1. 

    I know that the new book is more seen as a Slaanesh 1.0 from the designers (according to a playtester). The old book was more like a 0.5 Beta test, which is why little changed with the rules (both allegiance abilities and daemons) besides fixing the most egregious problems like DP and locus. 

    In the next book, I hope it's a true 2.0 and they look at the book holistically and make some QoL improvements to lesser used units, and of course give us some new things to play with rules-wise. 

    It would be nice for Shalaxi to be reworked to be the very best hero killer in the game (costed appropriately). Something like this:

    Screenshot_20210810-110024_Chrome.jpg.221748c28c7fa6f1a7e39dd3d30f3ab7.jpg

    Most abilities would focus around the Quarry - and while they seem incredibly strong against that Quarry, they're not very strong at all against everything else - so it would be a game of cat and mouse. The opponent can keep them easily tied up with chaff (Soulpiercer sucks against small models), but if they leave their god model open then Shalaxi will at least leave a big dent. 

    Definitely not a perfect Warscroll, but one I hope gets the "Perfect Hunter" part of their lore (really the only part of their lore) across. I'd like them to be as good at hunting as Teclis is at casting, or Skarbrand is at getting angry.

    I absolutely love this (as I've mentioned once or twice, I have a soft spot for Shalaxi) and it would be great to see Shalaxi get the love they deserve. 

    I actually had Shalaxi versus Petrifex Nagash a few weeks ago, where she got Hand of Dusted. She is the sole source of -3 rend in our army but I didn't charge Nagash because I didn't see the point -- he's 16 wounds with a 2+/4++, re-rolling armour saves of 1, so she would have perhaps put a temporary dent in him and then died to his counterattacks. 

    • Like 1
  19. 5 hours ago, Nagashfan said:

    *Snip* 

    Thanks for the write-up, interesting to read! I imagine Tzeentch is a pretty tough matchup for us (my two armies are Tzeentch and Slaanesh, so I never really have to face them) with their tough screens and potent shooting, so it sounds like you did well against them. Be'Lakor sounded 100% necessary in this to stop Kairos' shenanigans -- Lords of Change of any flavour are very difficult for most armies to stop, let alone us with our lack of casting/unbinding bonuses (why did we need to lose the Epitome's re-rolls to unbind, exactly?). 

    • Like 3
  20. 4 hours ago, Elazar The Glorified said:

    Played a game last night against Kruleboyz.My opponent used the rules for Big Yellers from Warhammer Community. We figured there's probably more to them than just what we've seen but if you're not familiar it adds 3" to the range of all their shooting, the Man-skewer Boltboyz become Battleline and in the first battle round they get to reroll 1s to hit on their shooting.

    How many Boltboyz did he field in total, out of interest? Sounds rough losing Be'Lakor like that. 

  21. 1 hour ago, CeleFAZE said:

    Mostly I made this scroll on account of my extreme disdain for the lumineth cathalar, and how this would be a unit that would specifically be the worst possible target for their abilities, while being quite functional in a general sense.

    I hear ya. Bravery is really the one thing you can go after with LRL (the new range eliminated their other weakness, movement, pretty much completely) and the Cathallar just totally negates it. 

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