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Posts posted by Nagashfan
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13 minutes ago, LeonBox said:
No -- he only knows the warscroll spells of friendly wizards.
Yeah I ment taking him as part of a slaanesh army with syn also
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If we take Kairos and Syn, does kairos know the entire lore of slaanesh?
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Allegiance: Slaanesh
- Host: Invaders Host
Mortal Realm: Chamon
Leaders
Kairos Fateweaver (400)
- Allies
Sigvald, Prince of Slaanesh (260)
- Host Option: General
Keeper of Secrets (340)
- Sinistrous Hand
- Spell: Progeny of Damnation
The Contorted Epitome (210)
- General
- Command Trait: Glory Hog
- Artefact: The Rod of Misrule
- Lore of Slaanesh: Born of Damnation
Battleline
11 x Blissbarb Archers (160)
10 x Daemonettes (110)
10 x Daemonettes (110)
Units
5 x Slickblade Seekers (200)
Endless Spells / Terrain / CPs
Soulscream Bridge (100)
Umbral Spellportal (70)
Ravenak's Gnashing Jaws (30)
Total: 1990 / 2000
Extra Command Points: 0
Allies: 400 / 400
Wounds: 92
Thoughts lads?
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11 minutes ago, Stormy1486 said:
Anyone's army mostly look safe even with all the new edition changes? Was worried that my 6 fiends would take a hit with the cap of +1/-1 but I feel with monsters potentially becoming more of a thing they will still be useful.
Otherwise glutos, sigvald, slickblades and blissbarb archers all still looking pretty good. Might even try one of new twins if I can figure out something good
I was worried the new coherency would hurt the fiends, but I think they will be alright
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2 hours ago, Enoby said:
Looking at the new battalion rules, Synessa is better losing the extra wound and being able to fit in as a 'sub commander', allowing them and Dexcessa and/or a Keeper to all fit in one battalion
Where these rules at
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Steve: Blood Knights benefit from a couple of standout abilities. Firstly, their 3+ Save, coupled with the All-out Defence command ability, means they’re going to stick around.*** Riders of Ruin lets them make a normal move even when enemies are within 3”, trample straight over them (inflicting mortal wounds in the process), then charge straight back into the unit with deadly lances for masses of damage.
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So I just watched a battle report by MWG stormcast vs krag ogres…. SC was able to kill krag pretty easy with a big unit of evocators and mortal wounds do we have anything that can deal with him like that?
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1 hour ago, Enoby said:
Also, I'm on a Whatsapp group with someone who has seen some of the AoS 3 rules (they're a famous AoS personality and they play exclusively (?) Slaanesh and were very disappointed in our book)
They've said they're "VERY excited" about AoS 3 and have also said "But yeah, Stonks on the Masque are HIGH" and it's not just for the 6" pile in...
Vito from MWG? Facehammer guy? Maybe it’s the combo of 6” flying pile in and a ward save?
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3 minutes ago, Enoby said:
I reckon they'll nerf most of the generic endless spells, but I can't see them taking the time to change every endless spell. I think our units were written with AoS 3 in mind, so why not nerf it from the get go if it wasn't meant for AoS 3
Just the pessimism in me I guess 🤷🏼♂️ Hope they don’t get changed
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2 minutes ago, Enoby said:
I'm calling it now, Wheels of Excruciation is going to be great in AoS 3.
Unless they nerf it and the mirror…. Which I bet will happen
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4 minutes ago, Enoby said:
That battleshock immunity spell and Syll'Esske looking a lot more important now...
Yup summon demons and use near Dex then save the one inspiring for a mortal unit
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Allegiance: Soulblight Gravelords
- Lineage: Legion of Night
Mortal Realm: Ulgu
Leaders
Nagash, Supreme Lord of the Undead(975)
Necromancer (125)
- Artefact: Morbheg's Claw
- Lore of the Deathmages: Overwhelming Dread
Wight King (115)
- General
- Command Trait: Swift Form
Battleline
20 x Grave Guard (280)
- Great Wight Blades
20 x Deadwalker Zombies (115)
20 x Grave Guard (280)
- Great Wight Blades
Endless Spells / Terrain / CPs
Umbral Spellportal (70)
Balewind Vortex (40)
Total: 2000 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 86
hey fellas trying to pick a good Nagash list….. thoughts on this one?
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3 hours ago, shinros said:
No, just the rules for the twins and a battalion. Not even an update for the slaangor.
Ah darn!
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3 hours ago, Sorrow said:
So, I read the Broken Realms Kragnos and I have mixed feelings on the way Slaaneshi side was handled.
SPOILER WARNING:
First, they are literal children of Slaanesh, even calling Slaanesh "their father". So I would assume that they are mighty indeed, but the way the get killed by a family of vampire hunters is just absolutely tragicomic. Also, where are all the Hedonites? In Broken Realms short stories, we are told that Sigvald, Glutos and that named Lord of Pain are all going towards Excelsis? Nobody of them appears. Their final talk with Belakor implies once again some grand Slaaneshi scheme going on, maybe GW will follow on it, maybe not.
Any new allegiance rules for slaanesh?
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1 hour ago, Enoby said:
Awesome
My advice is to not focus on DP generation - you can get it quickly if you try, but focusing resources to it often ends you up not having enough to do anything else. DP will generate at a decent rate normally, with Blissbarbs being the best unit for that while still being useful as battleline.
As for each of the new units:
Glutos: Very strong unit that should act as an all-round support. Gives a large -1 aura, is very tanky, gives a small aura of +1 bravery, can dispell well, can cast battleshock immunity, and eventually gives it. Worth it in most lists, though not all
Sigvald: very good in Lurid Haze for the teleport ability combined with his charge, as well as a KoS getting him to pile in twice. Despite his save, having 6 wounds makes him pretty squishy and very susceptible to bad luck. He'll likely die, but he can carve through the opponent before he does and can force hard decisions
Lord of Pain: they're okay - they will get considerably better if Painbringers come down and so make better battleline
Shardspeaker: my Shardspeaker hates me and doesn't ever work, though I've been told they're good. Think of her ability as a universal buff - focusing on the unit that needs to die and is about to be charged
Twinsouls: they hit like a truck but they die relatively easily; start with the 5++ and alternate from there. Their greatest weakness is their high cost mixed with low wound count - if they take a bad hit, you really feel it.
Painbringers: they're statted like good chaos warriors but currently pointed too highly. If they come down to 110 (or whatever the AoS 3 equivalent is) they will shoot up in usefulness as their base scroll is really neat
Slaangors: the less said about them the better
Blissbarb seekers: I'll admit I've only used them once; they seemed good, but all of the while I was thinking I would have preferred slickblades. As they aren't battleline and they want to be moving, they don't have as secure a position as the blissbarbs on foot who can plink away on an objective for dp or softening targets
Slickblade seekers: very strong cavalry unit to be used similar to bloodknights, though less tanky. They don't do ridiculous damage, but they do hurt and most important cause panic. If you have Sigvald, Keeper, and these harassing the opponent ASAP they quickly mess the opponent up and can ****** with their plans. If they double pile in, their damage can be surprisingly high
Generally each unit in your army should have a role, and the army is most effective when making the opponent panic. Sigvald and Lurid Haze works well for that.
I really want to see AoS 3 in action for heroic interventions, command abilities, and monster buffs before commenting on the twins.
Thanks!
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19 minutes ago, Poryague said:
If the 10 Wound rule now applies to cover that would mean the Voice gets cover. The reason I say this is the 10 Wound thing showed up on sylvaneth army terrain piece as well monster and flying rule disappeared. This may be a new thing throughout.
Is it confirmed that we can’t stack debuffs to hit or wound in AoS 3 or still rumour because if we can the voice would be minus 2 to hit and plus to save in cover
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Mostly just how to use the new hedonites units and how generate DP as fast as possible, I used to always try for first turn charges but that is probably old book slaanesh
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2 minutes ago, Enoby said:
If it's any consolation, I very rarely use Seeker Cavalcade - not because it's not good (it is very good), but because I worried it would go and I wanted to learn to work without it.
From experience, we're fine I think that's probably the biggest hit we'll take in 3rd (and others suffer too) unless some ****** decides to up our points again!
You use slickblades thou? Any tips for a struggling new hedonite?
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22 minutes ago, CarkFish said:
Possibly ... But remember, if that happens everyone else looses their crazy toys too
True, I just felt that was a powerful ability that helped Slaanesh be competitive while other armies can just rely on their op warscroll abilities like LRL
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With AOS 3 coming soon and the changes to battalions, will we loose the seeker cavalcade and that awesome 6 inch pile in for the slick blades?
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3 minutes ago, Yoid said:
Been thinking more about the twins being tailored for AoS 3.0. We know that heroic interventions and CAs in every phase are a thing, plus the "less downtime, play in the turn of your opponent" focus of the new edition. Initialy Dex and Syn dosn't seem to have any special synergy between themselves but that may change. Syn got a big problem being a single caster, is a wasted potential of her other improvements to cast (knowing all spells and casting some without range limit).
Maybe one of the new heroic interventions for wizards is to interrupt the enemy and cast one spell during the opponent hero phase. If this is considered a CA in some way, then the synergy of the twins would be that Dexcessa can grant an extra spell to Synessa during the opponent hero phase for free (and Synessa can buff or heal Dex with the extra spells).
Right now im not convinced on Syn, she only seems to work with cogs, otherwise she is gonna succesfully cast 2-3 spells per game and basically do nothing. I hope 3.0 bring something interesting for her.Wait so Dex can let other hero’s use a command ability for free once a turn? Not just it’s self using a generic one for free?
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Sorry ment I hope they don’t remove him from matched play, the lore stuff and possible warscroll changes would be fine I think
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2 hours ago, Sception said:
So for a while, Nagash & Arkhan are 'historical characters'. No big deal. And they'll be gone for, what, an edition? I wouldn't even be surprised if Arkhan's back before that, and I'll absolutely be shocked if they don't maintain current matchedplay rules that whole time.
If there's any game play effect, it might be that Nagash is a bit weaker going forward, and I'd be ok with that. A Nagash aimed at 600 to 700 points would be a lot more readily playable & easier to balance for typical 2000 point games than one aimed at 800 to 900.
I hope not I just finished a collection of obr based on nagash
AoS 2 - Hedonites of Slaanesh Discussion
in Hedonites of Slaanesh
Posted
Syn’s command board wide ability does seem to be 99 percent useless except for non hero chariots maybe??!!