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Nagashfan

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Posts posted by Nagashfan

  1. 22 minutes ago, Benkei said:

    But you see, you can't compare Slickblades costs to Blood Knights costs because ZUMM0N1NG!!!!!. You know, it's a little known fact that the other factions got no allegiance abilities so they don't have to pay for them while we have our "maybe one unit/round summoning" now that games are much shorter, then our wonderful locus of diversion now that monster and hero spam are gonna be commoner and exploding 6s (admittedly, this is good and wasn't nerfed beyond not affecting S2D) while factions like LRL have to make do with a mere 4535383 allegiance rules. That's why we are overcosted but the other factions aren't. 

    Hahahaha sarcasm detected!!

    • Like 2
  2. 1 hour ago, MothmanDraws said:

    Right my joke posts about "what if slaanesh 2.0 wasnt pointed for 3.0" came true, therefore lets make another joke prediction 

     

    -The main FAQ update is just 3 notes on spells like one we saw

    -depravity summoning units all go up by 2-3 DP each

    -Sigvald locked to pretenders

    -Lurid haze TP cannot outflank Monsters

    -Twinsouls have range adjusted to 1"

     

    Oh man!!! I would not be surprised if the DP going up joke happens

  3. Ok going by what I own:  

    list one

     

    invaders

    Archaon - 830

    chaos sorcerer lord - 115 - rod o misrule

    chaos lord - 120

    11 blissbarbs - 180

    2x5 hellstriders - 135 each 

    10 slickblade seekers - 470

    1985

    List two

    Archaon - 830

    chaos sorcerer lord - 115

    chaos lord - 120

    11 blissbarbs - 180

    2x5 hellstriders - 135 each

    6 fiends - 400

    Endless spell - M Mirror - 80

    1995

    • Like 1
  4. 51 minutes ago, Enoby said:

    Also, I'm not sure how competitive this will be, but I actually think this list may have teeth (two versions of the list posted):

    Slaanesh monster mash

    Invaders 

    (General) Keeper of Secrets, Skin Taker, Flaming Weapon, Amulet of Fate - 420pts

    Dexcessa - 280pts

    (General) Synessa - 260pts

    Keeper of Secrets, Born of Damnation - 420pts

    (General) Lord of Pain, Rod of Misrule - 155pts

    5 Painbringers - 160pts

    5 Painbringers - 160pts

    5 Hellstriders with Clawspears - 135pts

    Warlord battalion (Keepers as commanders, Syn and LoP as sub commanders, all troops in there)

    1990/2000 points

    Slaanesh monster mash 2

    Invaders

    (General) Keeper of Secrets, Skin Taker, Flaming Weapon, Amulet of Fate - 420pts

    Dexcessa - 280pts

    (General) The Masque - 135pts

    Keeper of Secrets, Born of Damnation - 420pts

    (General) Shardspeaker, Rod of Misrule - 150pts

    5 Hellstriders with Clawspears - 135pts

    5 Hellstriders with Clawspears - 160pts

    5 Hellstriders with Clawspears - 135pts

    5 Twinsouls - 185pts

    Warlord battalion like before

    1995/2000

    ---

    Both have the same general idea, and competitively speaking the bottom one is probably stronger, but they both have advantages and disadvantages over one another.

    The key part of both lists is the Uber-Keeper. The idea is to cast flaming weapon on the swords and stick close to the other keeper for a double pile in.

    The secret to their hypothetical success is Skintaker + Healyhand + Wardsave. So long as they kill something (which they should), they heal 2d3 a combat phase; if you're desperate, you can heal them 1d3 in both hero phases (and even spend born of damnation on them for another d3). It gives a potential healing output of 7d3 a round, but being honest you won't need this. Because of the ward save, every wound healed is 

    With the fane, flaming weapon, and finest hour, our humble healing keeper does about 12.5 against a 3+, so 25 when piling in twice. 15 against a 4+

    The shardspeaker + masque + hellstriders + twinsouls vs Synessa + LoP + painbringers is the biggest difference. Synessa has more utility with the ability to cast Hysterical Frenzy and Slothful Stupor on demand and the painbringers can hold a point better than hellstriders usually, but the Shardspeaker can provide a very nice +1 to wound to our keepers, hellstriders aren't bad, and the Masque can be used to tie up troublesome shooting units in later turns. Twinsouls are just an extra source of damage who don't need command points to hurt.

    Dexessa is more there to flank or assassinate behind enemy lines. They do their job well.

    An alternative may be Synessa for the Epitome to cast the flying spell on the keeper and get around screens. However, after they've cast that I think they'd end up twiddling their thumbs (claws?) unlike Syn who can do MWs from range and change up their spells.

    Thoughts? 

    I love both lists!

    • Thanks 1
  5. 47 minutes ago, LeonBox said:

    I fielded my Shardspeaker for the first time a few days ago and she was pretty great -- but not as a caster. 1 cast with no bonuses is super unreliable (I was against Syar LRL too, which made things worse), but her +1 to wound is really helpful, particularly when ensuring things like Keepers do the damage they're capable of (I can't tell you how often I whiff with their 3/3 claw attacks). I was fairly lucky she didn't draw the ire of my opponent's sentinels, but I guess he had bigger fish to fry. 

    Did u win?

  6. 18 minutes ago, Benkei said:

    Lobbing magic at Teclis will never be a good idea, even less so now that he can heal in both hero phases. You have a 50% chance to cast Pavane, then Teclis has a 50% to flat out ignore it, and after that you'll average 4 MWs with him healing 2d3 a round if he feels like it.

    Ah ur right I forgot about that

  7. Thinking about Syn and her unlimited range, she could be used as a counter to a player who likes to castle up say a teclis with pretty decent movement. She stays well outside unbind range while sending pavanes teclis way granted it’s a high cast spell but could be enough to force the player to move teclis outside his safe zone to unbind her or they choose to sit back and potentially get blown up over a few turns….. thoughts?

    • Like 1
  8. 1 hour ago, Enoby said:

    Okay, here's a new list idea that's probably terrible but I want to give it a go because I've never played Slaanesh like this before:

    Spell/range Spam Slaanesh:

    Godseekers (really just for the summon boost - but tbh, could use any of the hosts, rod of misrule may be the better option)

    Synessa (260)

    Glutos (475), Dark Delusions

    Contorted Epitome (255), Master of Magic (for the reroll on an unbind) OR Skilled Leader (though tbh I don't think we'll need loads of command points), and unsure on artefact yet - possible another spell with the arcane tome, though tbh we'll have 8 casts a turn without it (if the cogs go off). Spells will be hysterical frenzy, and if they can take an extra spell with an enhancement then give them the healing spell

    22 Blissbarb archers (180)

    11 Blissbarb archers (180)

    11 Blissbarb archers (180)

    Wheels of Excruciation (100)

    Cogs (45)

    Mesmerising Mirror (80)

    Soulsnare Shackles (65)

    2000

    Warlord battalion (thankfully Synessa is 9 wounds)

    ---

    So what's the point of this list?

    Well, erm, it's not the best list in the world to say the least :P It's more of a gimmick list that will almost certainly die before it does anything useful, but at the same time, I want to try it just to see how poorly it goes - maybe I'll be pleasantly surprised.

    General idea is to use the epitome out of unbinding range to cast the cogs. After that, spam pavane of Slaanesh from Synessa from unlimited range and also try give the blissbarbs a free +1 to hit with the other spell OR (depending on the situation) use the shackles/mirror (for Glutos to use the shackles). If I'm correct and the epitome can choose to take another spell known from the spell lore, then have Glutos take a wound from the fane and heal it up. Have Glutos cast the Mirror first turn right where they'll want to be moving. As the cogs aren't predatory, the contorted epitome will cast the wheels the turn after to run over the maximum number of units. 

    If you can be charged first turn, then priorities Glutos casting the shackles and Synessa can try for the mirror. 

    For objectives, Glutos and the small archers will have to move up. Make sure he has mystic shield on him. Then the smaller units of blissbarbs will have to be scarified (though the shackles are still an option). 

    The rest of the tactic will just be spamming our okay spell list to generate loads of DP a turn. 

    It isn't a good list, but it is a list I want to try :P

     

    Your arrows will blot out the sun!

    • Haha 1
  9. 13 minutes ago, Lurynsar said:

    Alright, for those of you following along at home (and I truly appreciate the feedback and the messages, I try to answer every question I am asked, so if I miss yours just give me a nudge. I am really trying to be part of this community going forward for the new edition rather than living in my own bubble) and who enjoy wordy posts I am back again after 2 more games which means more updates.

    I won't be rehashing the bad unless its now a confirmation or some such, but will be going over each unit I have used, and my feelings on them.

    For those who want a refresher, or who haven't seen it yet this is the list I am committing 10 games to, before I allow myself to make some changes (3 unit swaps max) as I really want to make sure I am not writing things off as too good, or too bad too quickly.
     

      Hide contents


    Invaders Host (Lurid Haze Subfaction)

    Battle Regiment (1 Drop)
    Commander

    Lord of Pain (General)
    Sub-commanders
    Shardspeaker (General)
    Sigvald (General)
    Troops
    10 Twinsouls
    5 Painbringers
    5 Painbringers
    5 Slickblades
    5 Slickblades

    No Battalion
    11 Blissbarb Archers

    Endless Spells
    Wheels of Excruciation

    So lets start with the Battalions. I am LOVING the new Core Battalions for us. While we had one okayish Warscroll Battalion, being able to manipulate almost any list into a Battle Regiment is huge. I honestly feel like I am going to try to maximize that being my only Battalion (and maybe my only drop) going forward. Going first for us is massive, and our costs actually mean we rarely want to have too many more drops anyways. So for me this is a must have. The next closest drop anyone has had was I believe 5 or 6 against me, and yeah going first is amazing.

    Now as for heroes I haven't really changed my opinion much here. Sigvald is still great, but he really needs a lot of attacks to generate enough value. Usually it isn't an issue, but when it is he does suck for what he costs, but that isn't new. He is a fine addition to any list, and the D3 outflanking units allow him to do some stupid stuff for Lurid Haze. Lord of Pain is fine. He isn't exciting, and his lack of speed compared to both Twinsouls and Slickblades in my list kinda makes me sad. Wholly within 12" with his speed makes my battleline less efficent for his Command Ability which is good. As such I haven't been using it as much where it would make a difference. I really wish he had a mounted version. That said his 5+ Ward is strong, and his reflection is amusing. He isn't something I love, but is required I feel due to cost, and to make use of the Lurid Haze options. The Shardspeaker is terrible, and I love her. I know, kind of weird, but hear me out. The cap to her save roll kinda sucks, but if the enemy is rocking a -1 Rend then a 4+ is still reasonable I guess. Usually they can only target her with range, and as such she either dies easy or doesn't at all. So really its a wash IMO. That said she makes the Twinsouls a beast. Sadly she is also slow, however not needing to have anyone wholly within a range helps. I have been using her basically as a Twinsoul. She sits in the unit/right behind and selects an enemy unit the Twinsouls want to eat as her prey. Using both the Twisted Mirror for the +1 to Wound rolls for the Twinsouls on the enemy unit, and then casting Reflection Eternal to make the Twinsouls harder to wound against the same unit is amazing. When both go off its just disgusting. Likely a little excessive, but its who we are. All in all I feel my hero choices are fine, if a little boring. The weakest and often "worse" is the Shardspeaker, but she is also my favourite and done serious work.

    Twinsouls. I hate the models (well just the heads, so I fixed them), and honestly didn't consider them in 2nd very often despite me knowing they were solid. That said WOW. I cannot stress this enough. Twinsouls are without a doubt, the MVP of every game I have played. I rarely lose more than half the unit, and they do work FAR above their point cost. I was hesitant of their price, like many people, and was even more grossed out planning to commit another 150 point Hero to babysit them. But they have been worth it. Let's go over the first thing. 2". It might not sound like much to some people, but 2 inches is a lot of power. I run them as 10, so they are subject to the new coherency rule. A lot of people dislike it or are worried about it (I am okay with it myself, but I can see the arguments) But let me just say that with 2" range on their melee weapons it is very rare they don't all attack. Combined with their own natural buffs (and the Shardspeaker) they are often -1 to be wounded, get +1 to wound the enemy target, have either a Ward save or reroll hits (both are really great) means they are blenders. Hordes? Elite Infantry? Heroes? Monsters? Cavalry? doesn't matter. They bring it down again and again. My only disappointment is a lack of Rend. 37 points a model and I can't even have -1 Rend? It is annoying at times, especially with how easy +1 to saves is. At least its capped, but still I want some Rend bad. But the 2 Damage, 8" move, 2" melee threat and the buffs I do have for them still make them an utter powerhouse for me every single game.

    Painbringers, oh how I love thee. I know they are boring. They don't do anything. They don't move fast. They don't kill anything ever. They are just so bland. But bland has a place; and that place is never dying. Like ever. Seriously. 160 Points for 5, has them able to survive thing worth twice their cost with ease. +1 Save is easy to get for us, and rerolling it is amazing. The enemy has to commit models with -2 Rend to reliably shift even a minimum unit of these guys and gals. And if they do that then we are winning trades. They don't get to do much, and their attacks are whatever, but they do not give up control of an area without a lot more commitment point wise than they cost (and I have 2 units of them which makes it even better IMO). These guy's may never be MVP because of output, but without them my battlelines may have shifted and I would have lost a lot of board control. I continue to be impressed by them every time.

    Slickblades... I did say I didn't want to dwell or rehash the negatives so let's just be clear. Sadly I do not believe these have a place in my list after 10 games. Each game continues to reaffirm that they aren't worth it. They have great speed, solid output, and are a ton of fun to use. But in a competitive sense (which I always gear towards regardless of the game) they are at least 30 points too much. They just don't feel good to play, and while the speed is important; I believe I can access that from either Blissbarb Seekers, or most likely Hellstriders. I love the models, and plan to paint up a full 20 still for my collection, but feel they will be pushed aside for the coming months at the very least unless I am VERY wrong about the meta and the new edition. Time will either prove me a fool, or vindicate these feelings. I do hope I am the fool.

    Blissbarb Archers are not as bad as I thought. I will admit; I was playing them wrong. I committed them alone to an objective or area and they died without support while doing very little. I have now been using them in the middle of my battlelines usually with the Painbringers on either flank, and the Twinsouls ahead of them. Did you know the Lord of Pains ability is not limited to melee attacks? I didn't. But when I learnt that these guys got a whole new lease on life. They are my rear line, but still in the centre of the board. Shooting, moving, Unleashing Hell if anyone commits to trying to remove my Painbringers? Yes to all please. I am very happy with them as of late, and found something for my Lord of Pain to do too. All in all, they may be a few points too many, but I am happy to pay their cost going forward. However they will likely never be more than 11 or even a second unit. The placement required of them in my experience is exact, and the abilities only support one smaller unit. They are solid, but not something I will likely add more of when my list updates.

    Wheels of Excruciation are AMAZING. Let me be clear, that I hated Endless Spells when they came out. Thought they were garbage and anyone playing them was bad. My tune has totally changed this edition. Moving them more just makes them actually good. That said I do believe you can likely switch the Wheels to something like a Pendulum if you need to save points. You'd lost 4" of movement, but the 2+ for at least 1 Mortal Wound is what's important. The Endless Spells are IMO how we generate a ton of Depravity this edition, and Wheels does it well, but there are other options if the 100 points is too steep for you (and I agree it is steep, but I don't mind paying it so far.)

    Speaking of Depravity, yeah its good. Like really good. Easy to gather, and wonderful to spend. There is no a reason a well crafted Hedonites list is not summoning a 12 cost in turns 2 and 3 every game, and likely turn 4 (dependent on how much of the game you've already won). I won't lie; I have not been experimenting with Summoning. Its a Keeper on turn 2, a Keeper or 30 Daemonettes on turn 3 (matchup/board state dependent) and 20+ Daemonettes on turn 4 every game. It isn't exciting, but it works very very well. Summoning might be too strong, which is sad because I feel like it'll keep our points higher than they should be for many units, and especially keep the daemonic parts of our codex with no play outside of the summoning. I will try out Fiends and Seekers at some point (maybe even some Heralds) I promise, but Daemonettes and Keepers are the mainstay of our Summoning backbone I feel. They just work. Every time.

    So for me I feel the list has a solid base, and I really am excited to do some swaps. Sigvald for Dexcessa? Slickblades for Hellstriders? Wheels for Pendelum? Those are my initial thoughts on changes if I were to change. What about you guys and gals? I know not everyone has the time to play like I do. Is there something you'd like me to try for my next list? A unit you really want me to summon in so I can see how it fits into the new edition? I am happy to try out some popular choices for sure. I will likely be crafting a new list for the next ten games before the weekend starts, so I am happy to take some suggestions for sure. As a community we can really work together to find the best (and worst) Hedonites has to offer, so let me know.

    Hopefully this has been an interesting read for you all. I will repeat my mantra of the new edition. The changes are A LOT bigger than they appear on paper, so try out as much as you can before writing something off (Except Slaangors) and see how it plays on the table differently than you thought it would on paper. It isn't all sunshine, but there are rays of it out there for us to grab hold of I assure you.
     

    I love reading these because I can’t get many games in so thanks! Why is going first so important and what plays do you usually make first turn? I’d like to see how Dex and syn fit in your lists. Is shooting the biggest hurdle to overcome?

  10. 1 hour ago, Jaskier said:

    Thanks to those who pointed out the first turn thing, this is what I get for going off a friends' account of a video 😅 Checked it myself and yep, wording is clear as day. 5 drop lists with Warlord and Core Battalion will be what I build for now, and given how high our points are I think 5 drops should be comparatively low next to almost every other faction, especially as I'm sure most players will be wanting those extra enhancements or utilising the other battalions. I'm sick of being made to go first! 

    Warning; rambling thoughts ahead!

    While I see the merits of a heavy MSU-attrition list for Depravity, I'm approaching my lists with a mantra of forcing mistakes through target priority, being a list built around three or more big scary units that the opponent needs to deal with, forcing them down the target priority rabbit hole - it's the same kind of logic I use for Tyranids in 40k. Dexcessa is a must for this as she's a relatively cheap beatstick who is incredibly self sufficient and works best by charging up a flank into chaff and forcing the opponent to either commit resources to deal with her - in which case she gives herself +1 save for free thanks to her free CP usage each turn - or they leave her alone to focus their attention elsewhere and allow her to power up to a truly terrifying monster. The other main options I've identified so far from an Invaders/Lurid Haze lens are Archaon, Glutos, a Keeper with either permanent +1 to-hit or a 5++, Be'lakor (in conjunction with anything that reduces Bravery to stack healing on him), a block of 10 Twinsouls, Sigvald and One-Eyed Grunnock. These are all units that are mobile, tough and hit hard, with some being more buff reliant than others; many of them either can't be buffed directly (such as Be'lakor) or don't need them (like the +1 to-hit Keeper.) The nice thing here is that a lot of our buffs are universal; (Overwhelming) Acquiescence gives re-rolls 1s for all attacks made against the target, so even allied units get the benefit.

    What limits this approach a bit is having to fit two sub-commanders in to unlock the extra artifact (critical for Lurid Haze, not so much for Invaders) through the Warlord core battalion. I think the Rod of Misrule is inarguably the strongest artifact we can take, especially with the slew of new command abilities we can really take advantage of. Unfortunately, Lurid Haze lists are forced to take another artifact first - one that's best tossed into the Fane to permanently power up the wielder (good choices are a Keeper and Bladebringer, or if you need sub-commanders, a Lord on Karkadrak.) In my view, this pretty much forces you to take the Warlord battalion in a Lurid Haze list, with the possible exception of a list that includes one or both of Archaon (free CP generated in your turn) and Dexcessa (free command in each turn.) Conversely, an Invaders list has no such trouble, and thus has no need to build into the Warlord battalion - I'd say the best reason to for Invaders is to give a Keeper the 5++ which goes some way to justifying that exorbitant price tag. 

    I keep going back and forth on Lurid Haze versus Invaders, with the necessity of needing two sub commanders (which might not fit the list) in Lurid Haze for Warlord being the biggest sticking point. Having access to an additional +1 save command ability for the combat phase is great, as are the redeployment mind games you can use with the ambush ability, so I still think Lurid Haze is worth building into if you have the CP and the units to take advantage of it. As mentioned earlier, Archaon lists and/or lists with Dexcessa love it; you want multiple big scaries to really make the most of the extra +1 save. Sigvald and Marauders are the obvious ambush choices, but if you view the ambush as just a redeploy, it's good for most units - even just to quickly get them into a good position, or protect them from an alpha strike. 

    With all that in mind, I've come to one conclusion; writing lists is so much harder right now than it used to be. Our exorbitant points certainly don't help, but it's tough to think about where points should be spent, if herohammer is the way, how much "meat" to pack into the list, etc. The other question I keep asking myself is if I really need a Sorcerer Lord for Archaon...and seeing as he's a cheap sub-commander, I'm still leaning towards "absolutely" :D

    The worst part of list building right now is trying to pack in the 'meat' of the army. Slickblades are in a tough spot where they aren't terrible but they would have been just fine at their old cost, and now Hellstriders are legitimate competition that fill Battleline slots. With how powerful our heroes are now, it's a struggle to fit more than just the minimum Battleline without feeling like I'm investing in the wrong area. Like a block of Twinsouls is great, but could those points be better spent elsewhere?

    The last thought I've got is how stupidly good monstrous rampages and Unleash Hell are for us. End of each charge phase, on a 2+ a unit within 3" of a monster takes D3 mortal wounds. 'Ok cool' you might think...but how many combats have you experienced where your monster dies before it gets to land a blow? That's a Depravity point we wouldn't have otherwise received - and the same is true if you charge and kill an enemy monster in one go; we'll happily eat the D3 mortal wounds for another Depravity point. The same logic applies to Unleash Hell; it gives us Depravity we would not have gotten before. It makes one of a unit of Blissbarbs, an Enrapturess or even Synessa near mandatory - especially as ranged Depravity generation is already critical. New Arcane Bolt too; save it for a charging enemy and zap them. 

    How you feel about arch, chaos lord, chaos sorcerer lord, Dex, one unit of blossbarbs, and 2 hellstriders…. Leaves about 200 for something else maybe a sphinx or fomoroid crusher and an. Endless spell?

  11. 54 minutes ago, Benkei said:

    So now list building is basically "don't ever take anything whose points were adjusted" with a bit of "don't take Hedonites units" sprinkled on top

     

    And 3 days ago I was uber excited at running a kitted up KoS with the Epitome. I mostly like all the 3.0 changes did, but I can't use most of them due to the way our points changed because I can't build a list to makes good use of Monsters/Heroes/Endless Spells with our new battleline tax and the massive hikes for KoS and Epitome. I can handle the rest, but KoS and Epitome (and probably Daemonettes/Archers) are just too much 

    Yeah basically for now… but it won’t last… everywhere I turn on AOS related stuff people are saying the same thing that slaanesh points are wrong… they won’t leave it like that forever 

    • Like 1
  12. 57 minutes ago, pnkdth said:

    The Fomoroid Crusher is another mini-monster. Fits the profile for a hulking Slaangor (dealing out MWs and whirlwind of destruction).

    With the hike to Slickblades, I think Chaos Knights are a potential stand in unit. Looking at Varanguard they could be a next-level Slickblade because when equipped with Daemonforge weapons they do the MW thing on 6s. Like an upscaled Paingbringer knight. 

    The best news for me though is how viable both Twinsouls/Painbringers are turning out to be. Hellstriders and Seekers are way more interesting now but I'm definitely going to look at Blissbarb Seekers too (especially in LoP lists with Twinsoul/painbringer battleline).

    Generally speaking, my focus is going to be generating DPs to bring in Keepers/Daemonettes. I still think the Epitome got some play since it is still a 2 cast wizard with anti-miscast through re-rolls (and those endless spells are juicy...). Infernal Rapturess is probably making it into all my lists now cause DP + chip-damage + magic disruption and a deny (with a +1). 

    Apologies for the grating optimism. :D

    Also that sphinx thing -2 bravery plus Archaon -2 could be fun and they can make units fight last also it’s old locus all over again!

    • Like 1
  13. 2 hours ago, Lurynsar said:

    So I’ve been able to play 3 games as Hedonites so far with the new rules, and the new points (perks to owning a store. I play games all the time)

    My list is as follows 

      Reveal hidden contents

     

    Hedonites of Slaanesh

    Lurid Haze (Invaders Host)

     

    Battle Regiment 

    Commander / Sub-Commanders

    Lord of Pain

    -General

    —Feverish Anticipation (Command Trait)

    —Oil of Exultation (Artefact)

    Shardspeaker 150

    -General

    —Dark Delusions (Spell)

    Sigvald, the Magnificent 265 

    -General

    Troops

    10 Symbaresh Twinsouls 370

    5 Myrmidesh Painbringers 160

    5 Myrmidesh Painbringers 160

    5 Slickblade Seekers 230

    5 Slickblade Seekers 230

     

    No Battalion

    11 Blissbarb Archers 180

     

    Endless Spells

    Wheels of Excruciation 100

    2000 Points

     

     

     

    I won’t do full battle reports, as I don’t have 100% of the details written down, but I’m planning to document my experiences and tournaments in 3rd so those may come. Just going to note the footnotes and what I learnt. 

    My first game was against Soulblight using several Vampire Heroes in the Vyrkos Dynasty and then 40 Deadwalkers, 2x20 Skeletons, 10 Dire Wolves, 20 Grave Guard, a Corpse Cart and an endless spell. 

    Second game was also against a Soulblight army but using the named Vampire on Dragon, another normal Vampire Lord on Dragon, 5 units of Blood Knights and a unit of Vargheists. 

    Third game was against Kharadron Overlords. Using multiple ships, Thunderers, some ballon boys. The standard affair really. 

    So initial thoughts that were positive

    1) 10 Twinsouls is a lot of points, and even more when protecting/escorting a Shardspeaker. But they are disgusting. With 2” melee range I had no troubles bringing them to bear time and time again and they did WORK. Honestly they might be my MVPs in every game. They’re hard to kill, kill well and when sitting with a Shardspeaker just become amazing. However against more ranged savvy opponents the lack of protection for the Shardspeaker will suck. 

    2) Depravity Points are stupid powerful. Like really powerful. MSU is a thing and I was able to generate 12 points at least 3 times in each game to bring in some serious reinforcements. And while a Keeper is hands down an amazing choice, 30 Daemonettes helped out a ton too. I foresee those being my go to’s when summoning, and relying on 20 Daemonettes if I cannot reach 12. 

    3) Endless Spells are fun. Activating each Hero phase made them super useful, and a true aspect of the game. I will 100% be trying these more and the Wheels did a lot of work. So I was very happy with them. 

    4) Painbringers may be one of the best roadblocks in the game. They just wouldn’t die. They took shots, they took charges, they even took a Zombie Dragon to the face. They just don’t like dying at all. They’re not doing much (no shocker there). But to control an objective or area; they’re insanely solid. 

    5) Blissbarb Archers do indeed love Unleash Hell. Sitting in the mid backfield controlling an objective made the enemy have to come to them and it was pretty cool. Though to be honest they were the second weakest part of the list (see below). 

    6) My list (and I suspect Slaanesh as a whole) are amazing with the single drop Battalion. My entire list was 2 Drops (my Sylvaneth are 6 and use the same Battlaion) so I went first every game with ease. I like it, a lot.

    now onto the negatives. 

    1) I hate that heroes didn’t get the “40K” Look Out Sir rules. -1 is nothing for a good ranged unit/army to deal with especially with the caps. These make heroes like the Shardspeaker still easy to pick out. I don’t like it. It’s a shame as they have a fair, solid rule in their other flagship game and they didn’t use it. 

    2) Slickblades are way too many points. They did some work, they were even good at times. But playing against Blood Knights at 175 for 5 was just so polarizing. They’re everything I want and they’re cheaper. It’s just a true shame as the models are stunning. Unless playtests change my mind they’ll be replaced with Blissbarb Seekers or even Hellstriders going forward. I also feel Twinsouls were a little too costly, but they made up for it. I don’t think 160 for Painbringers was bad at all. They did what I wanted them to for a “fair” price.

    3) A lack of generic or “cheap” monsters SUCK. While Zombie Dragons weren’t cheap the monster abilities were amazing. I’m also testing my Sylvaneth and Treelords at 190 with those rules are amazing. Our Monsters went up greatly in points, and even summoning them in doesn’t make up for it. We need a nice 200-250 point giant Slaangor or something to give us access to these lovely new rules and allow us to play them. We are losing out, they’re really good. 

    4) Relying on summoning for board control is good in theory, and bad in practice. While I’ve been able to take the board with 1 or 2 units of 20/30 Daemonettes; it’s going to be all to easy to be unable to do that on a crucial turn and fall flat quick. Board Control is a super important element, and we lack it. It sucks. 

    All in all I think we are okay. I know the knee ****** reaction is we are trash tier, and bad. We aren’t. I don’t think we will be meta toppers, or anything. But get some games in and you’ll see it’s not all doom and gloom. That said some points costs are awful and utterly shameful, and honestly looking at other books Allegiance Subfactions, artefacts and Command Abilities makes me weep. We have so little in the way of options, and even less in the way of good options. I don’t see the point in going after extra Enchantments for the most part for us at all. Not worth the either high price for Heroes or the poor, cheaper choices. But that’s just me. 

    As to what I’d change? My first thought is swap out Sigvald for Dexcessa with a change in Endless Spells for points. I think Sigvald is fine, good even. But I truly think Dexcessa is a beast with the new hero abilities. And I am excited to get her on the table (and likely regret not having Sigvald haha)

    and the other change would be as I said before, Slickblades for some mixture of Blissbarb Seekers and/or Hellstriders. Hellstriders seem solid at their points, and Blissbarb Seekers could give me a ranged element allowing me to drop the Blissbarb Archers (my second worst unit I felt) and maintain some shooting options. However I will need to test a combination of them all to see where I stand.

    So in my experience and opinion the sky isn’t falling, and we will be okay. We just need to hope for a future adjustment to a few units points wise (and a whole new Warscroll for those damned Slaangors) and maybe a Monster or two in a playable point cost and we really could be up there with the best. Time will tell, but I do implore you to try out some games. 

    Thanks dude that’s encouraging! Maybe a mutalith vortex beast ally might be a decent cheap monster, they have a good chance at ranged mortals in the hero phase…. I donno I got one so I’ll try it out and let ya know

    • Like 2
  14. 2 hours ago, Enoby said:

    To be honest, if I were to take a guess, they want to make a true separation between matched and narrative/open play. 

    I'm not sure about others, but in the past, narrative games were kind of just matched play with a story attached and maybe a running set of upgrades. You might have a narrative "2k list of squigs" vs a narrative of "2k ogors" who want to eat the squigs. It works like a matched play game but you don't pick optimal models and you may have a different battleplan.

    Now I think they may want matched play to be actually balanced play. Not just points and some restrictions, but "cut off the fun fluff and get down to the meat of the game". No narrative battalions, no mixing S2D with gods, a strict way to get enhancements, and very straight forward battleplans. 

    Narrative on the other hand seems to be more like AoS 2 with extras, and what looks like a very cool crusade system.

    If this is the case, then it may be nice for them to give narrative its own identity as an actual game mode, rather than code for "mess about with a few daft lists", and for matched play to move away from "normal" play. But I think the latter will be a harder change

    Maybe they will do a one in 4 system with slaves and beasts similar to cities of sigmar? I’d be ok with that

    • Like 1
  15. 3 hours ago, Feorag said:

    So had a bit of a test game of 3.0 last night.

    Played against Seraphon, without Kroak.

    I took second turn, both KOS + Sigvald went off the board.

    Seraphon t1

    He couldn't get LOS to dex with Bastilodon and failed to cast comets call. 

    Did a couple of MW to archers + daemonettes nothing major and killed a fiend with chameleon shooting. 

    3 DP

     

    Slaanesh t1

    get the +1 to hit spell on the Oracle on Trog.

    Sigvald and KOS come on Sigvald is about 12" from the Slaan and KOS is 9" from the Bastilodon unfortunately i couldn't squeeze them in next to each other! 

    Dex gets to within 7" of the large unit of skinks with a couple of buffs on them.

    Fiends get pretty close to a unit of 20 skinks.

    Blissbarbs and daemonettes go on to home objectives with Syn near the damaged unit of Blissbarbs. 

    both Blissbarbs take pot shots at trog - 4 wounds

    Syn uses staff on bastilodon 3 wounds.

    Get the charge with KOS against Bastilodon - needed the reroll

    Roll double 6 for sigvald - moved him into the slaan, also had the temple guard and astrolith in combat with him too, suicidal maybe but a chance to wipe the slaan is needed! 

    Fiends charge unit of skinks - they flee  and I fail my charge.

    Dex charges the unit of 30 skinks gets peppered with shots and takes 4 wounds.

     

    KOS -  Titanic duel - Locus succeeds...

    Bastilodon Titanic Duel

    Dex - Roar - Locus fails.... could have done without that

     

    Sigvald v slaan puts 8 attacks on slaan and 4 on Saurus guard both units removed.

    Dex v skinks  - 12 wounds through on the skinks - 

    Bastilodon v KOS - 5 wounds on keeper

    KOS v Basti -  4 wounds on bastilodon - both claws missed or failed to wound. 7 wounds on bastilodon total

    Skinks v Dex - All out defence used - 5 more wounds on dex

    Astrolith v Sig -  0 wounds suffered! 

    5 more dp

    Battleshock - inspiring on skinks used.

    Priority roll - I get priority 

    Take the double

    Hero - Dex heals 2

    KOS casts PoD 4 wounds back

    Mirror dispelled.

    Pavane 2 wounds on troglodon.

    retreat with Dex

    killed bastilodon with Syn shooting.

    Keeper fails charge into skinks who retreated.

    Fiends - get into unit of skinks

    Dex gets into skinks - unleash hell used  1 wound through to dex.

    Dex finishes off the skinks 

    Astro does a wound to sigvald who killed him in return.

    Opponent just called it there as the dice were really not going his way.

    Overall interesting and with the 18" gap between armies just makes our stupidly fast stuff just really hard to avoid. 

    probably wasn't the best showcase of the 3.0 rules but will be playing his list with my beasts soon so hopefully it goes on a bit longer! 

     

      Reveal hidden contents

     

    Dexcessa , Talon of Slaanesh [280pts]

    Keeper of Secrets [340pts]: 0. Feverish Anticipation, 0. Oil of Exultation, 2. Progeny of Damnation, General, Sinistrous Hand

    Sigvald, Prince of Slaanesh [260pts]

    Synessa, Voice of Slaanesh [260pts]

    + Battleline +

    Blissbarb Archers [160pts]: 11 Blissbarb Archers

    Blissbarb Archers [160pts]: 11 Blissbarb Archers

    Daemonettes [110pts]: 10 Daemonettes

    + Other +

    Fiends [360pts]: 2x 3 Fiends, Blissbringer

    + Allegiance +

    Allegiance
    . Allegiance: Slaanesh
    . . Invaders Host: Lurid Haze

    + Game Options +

    Game Type: 2000 Points - Battlehost

    + Malign Sorcery +

    Endless Spell: Mesmerising Mirror [60pts]

    ++ Total: [1990]

    all in one drop Bat apart from Dex

     

      Reveal hidden contents

    Allegiance: Seraphon
    - Constellation: Starborne
    Slann Starmaster (260)
    Skink Starseer (140)
    Skink Oracle on Troglodon (220)
    Saurus Astrolith Bearer (140)
    30 x Skinks (180)
    - Meteoric Javelins Celestite Daggers & Star Bucklers
    20 x Skinks (120)
    - Boltspitters & Moonstone Clubs
    10 x Saurus Warriors (90)
    - Clubs
    5 x Saurus Guard (100)
    10 x Chameleon Skinks (180)
    Bastiladon (220)
    Stegadon (240)
    Bound Geminids of Uhl-Gysh (70)
    Balewind Vortex (40)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 128

     

    Thanks for the report! Did you feel the twins were worth their points? Would you sub them out for anything?

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