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LeonBox

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Posts posted by LeonBox

  1. 58 minutes ago, CeleFAZE said:

    I would go even a step further. This is a unit I would happily field:

    8 mv, 5+ sv, 4 bravery, 4 wounds

    Claws: 2", 4 Attacks, 4+/3+, -1, 2 damage

    Gilded weapon: 2", 2 attacks, 3+/3+, -2, 2 damage

    Abilities:

    Slothful Advance: This unit has a 4+ ward save until it is selected to fight for the first time in the battle.

    Image of Divinity: Mortal hedonite units wholly within 12" of any units with this ability gain +1 bravery. 

    Obsessive Violence: This unit may run and charge. In addition, at the end of a charge phase in which this unit successfully charged pick one enemy unit within 1" and roll a number of dice equal to the unmodified charge roll for this unit. For each 5+ that enemy unit takes a mortal wound.

    Slaughter at Any Cost: when this unit fails a battleshock test no models are removed as fleeing. Instead for every model that would normally flee add +1 attack to all of this unit's melee weapons in the next combat phase.

    That's a sexy warscroll, but I think giving them low bravery and then not only immunity to battleshock, but bonuses precisely because of the low bravery would be a bit OP. The attacks are way more in line that the sort of damage they should be doing. Mortal wounds ability is nice but not too OP (average 2 MW on the charge). 

    • Like 2
  2. I know there's always a disconnect between the fluff and the crunch, but honestly: 

    Quote

    When the madness of battle descends upon Slaangor Fiendbloods, the carnage left in their wake is truly sickening (~2/3 unsaved wounds against a 4+). These gangly beasts are frighteningly strong (wounding on 3s) and swift (OK I'll give you this one), and they fight with a frenzied disregard for their own survival (can confirm, 5+ is rubbish). 

    Though they look almost delicate (because they are), these savage beasts hit with hurricane force (x to doubt). Possessed of both speed and unnatural strength (see above), even a small unit can effectively harass foes (hmmmmm can it though), while a concerted attack can break even the largest formations (yeah yeah course it can).

     

    • Haha 7
  3. 40 minutes ago, Lucentia said:

    IMO they should have made the Slaangor more equivalent to a bullgor/ogor stat-line, 4w linebreakers with damage 2/3 attacks at either a decent rend or with some mortal wound gimmick, that would have filled a niche better I think, and Slaanesh already has a bit of a bull/minotaur aesthetic sprinkled in.  Also whilst the models are nice they're kind of disappointingly small for their price tag, so scaling them up onto 40/50mm bases would've made them more appealing to me.

    Yep this sounds great and absolutely fills a role that we can't fill right now -- glass cannon shock troops that do massive damage on the charge and could realistically pose a threat to big enemy monsters. We absolutely suck for rend and have very little above -1 (the only things that spring to mind are Keeper claws at -2, Glutos' buddy's greatsword at -2 and Shalaxi's spear at -3). This is doubly bad news because we don't really have much in the way of mortal wound output either, so I find myself consistently bouncing off high-armour rend-ignoring enemies (and in 3.0, everything and its mother is +1 save ignoring -1 rend). 

    • Like 1
  4. 1 hour ago, Carnith said:

    I went with a Dexcessa list... and I lost hard. I had very awful no good rolls (double 1's to charge with dexcessa into rolling double 1's again for a 3" charge).

    I know it's a dice game... but it was rough. Took the wind out of my sails a bit to enjoy slaanesh. Will have to retry them later on but I want to try other armies for the moment. 

    I feel ya, failing multiple short-range charges is the worst. 

  5. 2 hours ago, dicebod said:

    In a moment of questionable sanity I decided to paint 10 slickblades all in one go.

    It took 2 solid months if regular hobby time but man am I proud of these. Definitely need a break though!

    Beautiful work but I second questioning your sanity! I don't know if I could handle painting two units at the same time (and in fact have handed my own Exalted Seekers off to a commission painter). 

    • Thanks 1
  6. 5 hours ago, AngryPanda said:

    Now that the new edition and it’s FAQs have been out for around a month, what are your guys general experiences with the army? Are Painbringers terrible after losing the reroll saves? 

    Quite simply: if I take a strong list (Glutos, warded Keeper, Siggy, Invaders host) I win, and if not I lose. Glutos and Sigvald are generally MVPs -- Glutos is such a toolbox and pretty potent in combat if he gets a choice target, and Siggy murders anything he touches. The Keeper remains too swingy to be reliable in combat, and remains mostly useful as a cost-inefficient way to let Siggy double pile-in before the opponent can answer him. 

    I haven't tried Painbringers yet as I have yet to finish painting mine and am reluctant to proxy. 

  7. 2 hours ago, Nagashfan said:

    Infernal Enrapturess, Herald of Slaanesh (140) in Battle Regiment
    - General
    - Command Trait: Delusions of Infallibility  
    - Artefact: The Rod of Misrule  

    If your opponents harbour anything like the hatred mine do for the Enrapturess, she's gonna get focused hard. It's more expensive but I find the Epitome a better rod bearer because of its protection against ranged MWs. 

    • Like 1
  8. Just now, KrispyXIV said:

    Did you have Be'lakor?   Be'lakor is my planned countermeasure for these scenarios.  

    If they foolishly go second, you can lock their lynchpin model out of their two most important turns of the game if they get the double.  

    I did not, and I think he just made my purchase list. Getting tired of having absolutely no answer to the god models (I don't really want to buy/paint Archaon, frankly, but Be'lakor I think I can handle). 

  9. Tonight, my regular opponent told me he would not be going LRL and would be taking a new mystery army that apparently was not competitive at all. "Fantastic," I thought to myself, "I can try that slightly silly exalted chariot list out again". I even took Shalaxi for the hell of it. 

    So I rock up, ready for a fun, frothy game against not LRL, only to find his brand new army was... basically Nagash. Yet another unkillable uber-caster that roflstomps all casting attempts into the ground. His supporting cast were Ossiarch Bone Reapers, who apparently are not competitive, but I'm not sure that matters when you have an 8-cast +3 caster with a 2+/4++ save who ignores 1 rend as standard (Petrifex something or other?) and has very nasty melee/shooting attacks in addition to all his magic. Oh, and also Shalaxi was one-shotted with Hand of Dust fired though an umbral spell portal, which I was powerless to stop due to our lack of casting prowess (I didn't take Glutos). 

    Lesson learned a second time: don't ever think about leaving Glutos and Siggy at home, kids. Although had I had Glutos, he could just as easily have been Hand of Dusted too. 

    • Sad 1
  10. 25 minutes ago, Selpharia said:

    I’m going through painting my first 11 now and they are shaping up to take almost as long to get through as a twin

    Much, much longer I'd say. I find big models so much easier to paint and get through one in perhaps 13-14 hours of solid painting. I don't know how many hours I spent on the blissbarbs, but I was painting them exclusively for over two weeks. 

  11. 7 hours ago, Lucentia said:

    Hah, having recently painted one box of Blissbarbs I'm not sure I could suffer the grind of working through another unit, nevermind two more!  (But I don't generally like painting more than one of anything in any case.)

    100% this. I got two boxes of blissbarbs, but the thought of opening that second box fills me with mortal dread. I may commission someone to paint them but I don't think I'll be able to do it myself. 

  12. 9 hours ago, Carnith said:

    I've only had issue with like two of the models. The leader on my first attempt didn't stay together well, i must've not cleaned a piece right. A friend fixed her pretty well. Also the model that sits on the daemon head. I don't know what happens but every time there was a big gap on his thigh that I have to fill. I don't think I'm cutting something off, but it's weird. 

    I had similar issues -- the leader head came out weird, and I had like two with missing thigh portions that I was completely unable to fix. 

    The worse thing about the archers by a country mile, though, was painting them. They're detailed models, which is great. But they're detailed models, each with their own little trinkets and baubles, and it took me forever to fully finish them. There was always one last vial or severed head or hook hidden somewhere. 

    Quote

    Slicks are much more fiddly. You can try to do just the seekers in a sub assembly, but with how the riders sit, you can't fully build the rider with bending the rider into place. 

    I haven't touched either box of my exalted seekers yet, and I'm not looking forward to doing so after all I've heard about them. 

    • Like 1
  13. 15 minutes ago, KrispyXIV said:

    Armies with two generals includes Archaon in Chaos god specific list, Morathi, any of the Soul-Blight characters in the right sub-faction...

    Its hardly gamebreaking.  At all times this is an 'issue', you're still getting the extra CP having at least one general still alive.  Generally, I feel like the extra CP is a trap compared to Heroic Recovery or Finest Hour anyways...

    Absolutely, but it's such a strange example of the flip-flopping they so often do (battalion boxes released for Kragnos being invalidated by 3.0 mere weeks later, for instance). In this case, though, the flip-flopping happened on the same day! 

  14. I completely missed the amendment to Invaders and have been playing the +2 because of the core rule errata. Why on earth would they make the multiple general thing explicit in the core rules and then specifically exempt us in a different document also released in the same day? How many armies even have multiple generals? 

  15. 5 hours ago, Enoby said:

    Glutos was a really really good tank, despite doing no damage (he is cursed to be a pacifist), tanking a rogue idol and 10 buffed (2 damage eachs, 2s to hit and wound) arboys together for two combat phases before retreating with 6 wounds remaining. Overall, he took a lot of aggro away from my army which is all I needed. @AngryPanda I can confirm from this fight that Glutos is still very good

    You sound like you've got very unlucky with Glutos! I've had the odd game where he just whiffs everything but I usually get decent value out of him against rank and file, where those damage 3 claw attacks really shine. He suffers for lack of rend, but this is true of all of our stuff. 

    • Like 1
  16. 6 hours ago, Selpharia said:

    On a meta level, maybe ask your opponent not to bring LRL for a few games? You said you’re in a small meta of three, so your fun counts for a lot. It’s perfectly reasonable to say: “My army really doesn’t have the tools to consistently give your LRL a challenging game. Would you mind bringing something else?” Hopefully he’ll be reasonable, but if he’s really just getting his jollies from stomping you into the ground and refuses, it’s perfectly fine to decline to play him. Which sucks because you won’t get games, but also saves you enduring  three hours of destruction every week

    In fairness, I think Teclis is the real issue here rather than LRL (although playing against them repeatedly is rough). It's super difficult for Slaanesh to do anything to a well guarded Teclis, although I am giving a lot of thought to painting my Synessa up next for (a) her nasty ranged MW attack and (b) infinite-range Pavane and Whispers, both of which Teclis can't do anything about if he's beyond 30". Obviously cogs will be a necessity, possibly from the Epitome. 

    Today's game was actually the most entertaining either of us have had since starting 3.0. A quick preface: our 3-person meta houseruled that we would ignore the double turn in 2.0 because we tried it a few times and it was incredibly unfun. However, given how CP generation works in 3.0, we figured we couldn't really ignore the double turn anymore, and so have adopted it for our 3.0 games. I've been very lucky with priority rolls in the 3 games we've had, and today I got the first double turn we've had in 3.0, which was bad news for my opponent -- but not as bad as either of us had thought it would be.

    Sigvald straight-up murdered his mountain cow (which, I won't lie, was very satisfying) as a result of the double turn, and Glutos also pulled his weight by killing a Cathallar and a unit of pikemen. The Keeper unfortunately did very little at all, which is generally how I find it goes with them. 

    Despite the double turn, my opponent almost clawed it back through battleplans and Sevireth, who rivals Teclis for pure salt generated. Unless you take Synessa (another reason to get her painted up ASAP) we simply have no way of dealing with him, as he's uncatchable with his bonus 12" move in both shooting phases, and his 24" move means his threat range is crazy. His shooting is pretty potent as well, and he's got all his other shenanigans -- MWs on a 3+ on units he moves over, reducing pile-ins to 1", -1 to hit and MWs if he charges, retreat and charge, destroy faction terrain, yadda yadda yadda. Whoever writes the Lumineth rules is apparently just given carte blanche to go mental with them. 

    We called it at the start of turn 4 after I won priority again -- I had summoned a second Keeper with DPs and he had Sevireth, 5 archers, Eltharion and a Loremaster left. Despite his low numbers the VPs were extremely close -- I think he was 4-5 ahead when we called it, but turn 4 would have seen his whole army bar Sevireth wiped out. 

    • Like 3
  17. 12 minutes ago, JackStreicher said:

    With Slaanesh? I don't think you actually have a chance... 😕

    You're probably right, but luckily he isn't going Teclis so I think I should have a fighting chance. Last time I played him and he didn't have Teclis I tabled him by the end of turn 2. 

    I've gone with a stronger list than I did last time for obvious reasons: 

    Allegiance: Slaanesh
    - Host: Lurid Haze Invaders Host (Host of Chaos)
    - Mortal Realm: Ghyran
    - Grand Strategy: Vendetta
    - Triumphs: Bloodthirsty
    Glutos Orscollion, Lord of Gluttony (475) in Warlord
    - Host Option: General
    - Lore of Pain and Pleasure: Dark Delusions
    Sigvald, Prince of Slaanesh (265) in Battle Regiment
    - Host Option: General
    The Masque (135) in Warlord
    - General
    - Host Option: General
    Keeper of Secrets (420) in Battle Regiment
    - Ritual Knife
    - Artefact: Amulet of Destiny (Universal Artefact)
    - Spell: Progeny of Damnation
    Infernal Enrapturess, Herald of Slaanesh (140) in Warlord
    - Artefact: Oil of Exultation
    11 x Blissbarb Archers (180) in Warlord
    5 x Hellstriders with Hellscourges (135) in Battle Regiment
    5 x Hellstriders with Hellscourges (135) in Battle Regiment
    Dreadful Visage (90)
    Warlord
    Battle Regiment
    Artefact

    Total: 1975 / 2000
    Reinforced Units: 0 / 4
    Allies: 0 / 400
    Wounds: 79
     

    4 minutes ago, Enoby said:

    I think the key is killing Teclis, or killing everything he supports, but that's easier said than done. How well protected is he/the archers? 

    If there's a way to reach him, trying as hard as possible to get first turn with Lurid Haze Sigvald double pile in with a KoS may be your best bet. 

    My opponent is very canny when it comes to keeping Teclis safe, and always screens him off extremely well precisely because of the threat of Sigvald. If I go second he may be forced to open up a bit and expose Teclis to danger, but I very much doubt he'd ever leave him in a position to be charged. Obviously it's academic for this match, since he's not taking him. 

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  18. So I could use a little advice. My opponent, hyper-competitive killjoy that he is, is going LRL again (I'm pretty damn tired of facing them at this point, it's basically every battle) and I could use some advice on a decent list to counter their shenanigans. I have to assume magic is basically a write-off, so I may go light on wizards and put the points elsewhere. I think Glutos is still a good choice because of his tankiness and debuff abilities, but I'm unsure about anything else. 

    • Sad 1
  19. 53 minutes ago, Selpharia said:

    Ooof. No shame to you, Teclis is a beast. Hopefully you can find other people a bit more willing to play on even footing with a less killer list

    Unfortunately we're in a very small meta of 3 (I live in a Chinese city and the foreign community is small with the pandemic) so I'm unlikely to escape the spectre of Teclis! He's a super rough matchup for Slaanesh for sure; if he's kept well screened there's not really a lot you can do about him except resign yourself to getting roflstomped every hero phase. 

    • Sad 2
  20. 18 hours ago, LeonBox said:

    Second 3.0 practice game tonight, and I'm going with an utterly insane list: 

    Allegiance: Slaanesh
    - Host: Godseekers Host
    - Mortal Realm: Ulgu
    - Grand Strategy: Hold the Line
    Triumphs: Bloodthirsty

    Leaders
    Bladebringer, Herald on Exalted Chariot (265) in Warlord
    -
     General
    - Command Trait: Speed-chaser
    - Artefact: Amulet of Destiny (Universal Artefact)
    - Universal Spell Lore: Flaming Weapon
    Chaos Sorcerer Lord (115) in Warlord
    -
     Universal Spell Lore: Levitate
    The Contorted Epitome (255) in Warlord
    -
     Artefact: Arcane Tome (Universal Artefact)
    - Lore of Slaanesh: Born of Damnation
    Dexcessa, The Talon of Slaanesh (280)

    Battleline
    11 x Blissbarb Archers (180) in Warlord
    5 x Hellstriders with Hellscourges (135) in Hunters of the Heartlands
    5 x Hellstriders with Hellscourges (135) in Hunters of the Heartlands
    30 x Chaos Warriors (600) in Hunters of the Heartlands
    -
     Halberd & Shield
    - Reinforced x 2

    Endless Spells & Invocations
    The Burning Head (20)

    Core Battalions
    Warlord
    Hunters of the Heartlands

    Additional Enhancements
    Artefact

    Total: 1985 / 2000
    Reinforced Units: 2 / 4
    Allies: 0 / 400
    Wounds: 123

    The idea is that my opponent will be so utterly flummoxed by me taking a massive horde of Chaos Warriors that he won't really know what to do (he almost certainly won't have horde-nuking spells) and I'll easily storm up the centre whilst supported on the flanks by Dexcessa and the Bladebringer. The Sorc Lord will support the Chaos Warriors and the Epitome will cast Overwhelming Acquiescence and generic spells to help the flanking units. 

    Edit: upon reflection I'll like take the Chaos Warriors as 20/10 to give myself a bit more flexibility. 30 is slow and prone to just being ignored. 

    Well, this went pretty horribly. I thought I'd take something a bit daft and fun for once instead of always going with the Glutos/Sigvald power combo, and of course my opponent (who has many armies but has recently always gone LRL, the most salt-inducing army possible) went with a Teclis list. Sigh. 

    The game was basically lost from the get-go (my list had no teeth outside of Dexcessa, and his deployment left her with no easy targets). I moved up with everything and screened with the 20 Chaos Warriors across the centre. Unfortunately he got Crippling Vertigo or something off (bravery test to move, charge or pile in) and charged them with the mountain cow thing, so he functionally screened me off with my own screen and my Bladebringer couldn't counter-charge. Also Total Eclipse was in effect for the entire battle (as was any other spell he wanted from Teclis, since I had no bonuses to cast and was unlikely to unbind on an 11+). I also failed to get off any spells at all the whole battle except Battle Rapture in one instance. 

    Anyway, lesson learned. Always go with the strongest possible list instead of trying something new, because chances are your opponent will turn up with Teclis. 

    • Sad 2
  21. Second 3.0 practice game tonight, and I'm going with an utterly insane list: 

    Allegiance: Slaanesh
    - Host: Godseekers Host
    - Mortal Realm: Ulgu
    - Grand Strategy: Hold the Line
    Triumphs: Bloodthirsty

    Leaders
    Bladebringer, Herald on Exalted Chariot (265) in Warlord
    -
     General
    - Command Trait: Speed-chaser
    - Artefact: Amulet of Destiny (Universal Artefact)
    - Universal Spell Lore: Flaming Weapon
    Chaos Sorcerer Lord (115) in Warlord
    -
     Universal Spell Lore: Levitate
    The Contorted Epitome (255) in Warlord
    -
     Artefact: Arcane Tome (Universal Artefact)
    - Lore of Slaanesh: Born of Damnation
    Dexcessa, The Talon of Slaanesh (280)

    Battleline
    11 x Blissbarb Archers (180) in Warlord
    5 x Hellstriders with Hellscourges (135) in Hunters of the Heartlands
    5 x Hellstriders with Hellscourges (135) in Hunters of the Heartlands
    30 x Chaos Warriors (600) in Hunters of the Heartlands
    -
     Halberd & Shield
    - Reinforced x 2

    Endless Spells & Invocations
    The Burning Head (20)

    Core Battalions
    Warlord
    Hunters of the Heartlands

    Additional Enhancements
    Artefact

    Total: 1985 / 2000
    Reinforced Units: 2 / 4
    Allies: 0 / 400
    Wounds: 123

    The idea is that my opponent will be so utterly flummoxed by me taking a massive horde of Chaos Warriors that he won't really know what to do (he almost certainly won't have horde-nuking spells) and I'll easily storm up the centre whilst supported on the flanks by Dexcessa and the Bladebringer. The Sorc Lord will support the Chaos Warriors and the Epitome will cast Overwhelming Acquiescence and generic spells to help the flanking units. 

    Edit: upon reflection I'll like take the Chaos Warriors as 20/10 to give myself a bit more flexibility. 30 is slow and prone to just being ignored. 

    • Like 2
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