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Thor

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Posts posted by Thor

  1.  thanks for a proper batrep :)❤️ 

    i am also learning into trying pretenders with glutos. In theory i really like the idea of invaders and alot of Hurler of obcenties with a bunch of LOPs, but usually they were more usefull sitting on objectives, buffing stuff. 

    i am also curious about more ways to generate damage other then shooting and glutos.

    Slickblades seem awesome, iam 100% going to find a way to fit them in my list. nothing else seems like they can punch as much? 

    • Like 2
  2. Hello! sorry for delay, apparantly nurgles rot has taken a hold on me. i recently fought against Khorne, and whilst we were both rusty, in rules and with new books, Alot of mistakes were made that couldave easliy changed the outcome of the match. we were playing the battleplan "Nydus Network"  i took the grand strategy for having 36 unspent depravity at the end ( Dont like this one) 

    My Strategy before the game was to Castle up, have a strong buffed up frontline with plenty of debuffy shooting and in general having a ****** ton of ways to reduce armor, i was planning on using the heroic action, to give my LoP's "hurler of obcenities" to futher reduce armor, while my masque assinated one of his stupid priests, this plan i ofcourse thew out the window turn one, and deployed as offensivly as possible. 

     i cant really go in depth with each turn, ( And i dont have any photos)  so i will try to summarize my thoughts on the match

    Khorne is a really nasty book to go against, and whilst they dont have the most broken damage output, the amount of ****** they can pull of is amazing.  out of phase movement,, out of phase attacks, brass skull meteors are very difficult to deal with, his 2 thirsters could attack in tandem and strike first. ignored ward saves and has a lot of + to hit, they were very nasty,

    Glutos was amazing.  he tanked like no other. his damage output was awesome, buffed easliy by the LOP means most of his attacks were 2+2+. he farmed most of my depravity.

    Blissbarb seekers were amazing, they had just enough wounds to tank a little, the neg armor was awesome, and reducing enemy armor + using the +1 attacks artifact meant that their now 25 attacks actually did something in close combat.

    Masque was cool., but i misplayed her, or rather got outplayed, and didnt actually do anything before round 3 where the managed to kill a priest.

    Archers were good, but they die so fast. a single meteor dealt with a unit, and a breath attack dealt with the other. the output is good, especially with more minus to saves.

    twinsouls are strong. but dont expect them to deal any damage. they work great as debuffing. tanking wise they are OK aswell. only having 2 wounds feels bad. 

    shardspeaker is okay. i dindt get to use her that much. ofc magic against khorne is an uphill battle. the neg 1 armor was good, but being 9 inch range was iffy and dangerous. 

    Lord of pain are the single most busted hero we have. its amazing. no contest. the buff is too good, and they can actually tank a fair bit. i expect a point increase. 

    in the end i was left with a feeling that even though i misplayed, i got carried by my army's strength and power. 

    also depravity was an issue, thankfully i managed to get 12 depravity the first combat, as my opponent rejected all temptation dice. all of them. which was... frankly smart and i foresee its what's going to happen everytime you face an opponent who knows slaanesh. atleast 95% of the time. i dindt really enjoy temptation dice as much as i thought. alot of the time you just deal a couple of wounds extra to a target. it kinda dissapears as a cool battletrait and becomes more of a "warscroll ability" that sometimes you deal a little extra damage. boring. 

    My List

    Spoiler

    Invaders 

    Battleregiment x 2 

    Glutos BR 1

    LoP BR 1

    Lop BR 2

    Shardspeaker BR 1, General, Master of magic, Tunnel master.  icon of infinite excess BR 2

    The masque

    Blissbarb archers x11 BR 1

    Blissbarb archers x 11BR 2

    blissbarb seekers x 5  BR 1

    Blissbarb seekers x 5 BR 2

    Twinsouls x 5 BR 1

    Twinsous x 5 BR 2

    His list as i can i remember.

    Spoiler

    Subfaction was the +1 to hit against heroes.

    Bloodthirster of unfetteret fury

    wrath of khorne bloodthirster.  artifacts are unclear,

    Realmgore ritualist

    bloodmaster

    slaughterpriest

    Skarr bloodwrath

    Reavers x 10

    Reaverx x 10

    Skullcrushers of khorne x6 

    magors fiends?

    and some other special Reaver unique unit thing.

    and 2 stupid invocations you cant dispell or remove. that dont go away. wtf.

     

    • Like 1
    • Thanks 2
  3. So, had my first tryout with the new book, we were both very rusty so we played slow and only made it to Battleround 4.

    with a 12 / 11 score VICTORY FOR SLAANESH. 

    i was overall very impressed with our book, and i thoroughly enjoyed it, i do think it has a lot of potential. 

    ill do a writeup tommorow with a list if anyone is interested :) 

    • Like 4
  4. 2 hours ago, Poryague said:

     

    Painbringers seem to be 10 to 20 points overcost. I would also say the same for twinsouls.

     

    i dont know about the twinsouls, doing the math on them abit, they seem incredible strong, their ability to reduce attacks on units nearby seem wild af. i do think painbringers could go 10 points down. 

    that said, i havent had the opportunity to play them yet, this wedensday i will have a match against new khorne tho. 

    what are other peoples experiences?

    • Like 2
  5. Trying to salvage slaanesh atm

    A few of our decent heroes remained relatively unchanged. 

    I think sylleske, masque, sigvald are still playable. 

    Dexcessa aswell 

    Archaon is probably one of our solid options now. With constant CP generation. And only a 30p increase. 

    Hellstriders are down... for some reason. And are really decent imo. 

    We probably still have to pay for at least one unit of blissbarb archers.

    • Like 1
  6. 1 hour ago, Enoby said:

    Okay, I've got the time to go through some changes. I think, at the moment we have a good idea of what's going on with AoS 3. Of course, there could be a huge difference when we get the full rules, but by the sound of it there have been no leaks that are very scary sounding. I'm going to go through the unconfirmed leaks too, but if they end up being false or not what we thought, then just discount them or glean what you can.

    Command points

    Command points are now not something that can be stored, but are now much easier to generate. The ways we currently know that are generic to all factions are getting 1 or 2 at the beginning of the round (whether you go first or second), an extra 1 here when the general is on the battlefield, they can also get 1 point from heroic inspiration either on a 4+ or a 2+ (easier when the general is alive). Finally, you can get a command point from the warlord battalion or the command entourage battalion. This means, in a single battle round, any army (going first) can get 6 (1 for the turn, 1 for the general, 2 for getting heroic inspiration off twice, and 2 for taking both battalions and gaining both points on the same turn). If we are realistic, heroic inspiration will only go off one out of two times (with the general alive), and we will only count one battalion because it's unlikely someone would burn both command points at once, if they even take two battalions at all. So realistically, an army is getting between 2 and 4 (based on whether they want to take the battalion and whether they want to spend their hero abilities on trying to get a command point).

    On its own, looking outside of hosts, Slaanesh doesn't have much in the way of command point generation. But if we take a look at the invaders host, that all changes. The invaders host opens up three ways to get command points: rod of misrule, glory hog, and a general dying. Not only that, having three generals means we have three chances to not have our general die; in addition, if one general does die then we get the benefit of improved heroic inspiration as well as keeping the command point from having a general. Finally, Dexcessa gives a free command point effectively. The absolute maximum we can get in a battle round when going first is 14+2 free ( for the turn, 1 for the general, 2 for getting heroic inspiration off twice, and 2 for taking both battalions and gaining both points on the same turn, rod of misrule gives 3, glory hog procs both turns for 2, and all three generals die + Dexcessa's free point). We should not aim or expect this at all; this is totally unrealistic and probably means something has gone wrong if it happens. If we look at it realistically, in a turn with Dex where we are looking for command points (and remember, it will be a choice - we have control of how many we want to try to go for), we will probably get 7-8+free (1 for general, 1 for turn, 1 for rod of misrule, 2 for Glory Hog - enemies will be dying left and right, more on this later - 1 for the battalion, 1 for heroic inspiration, possibly one for a general death, and the free one from Dex). If we are not looking for command points (if we just don't seem to need them this turn), we should get 5+2 free.

    This means that our turns where we are not going out of our way to get any extra command points, we gain pretty much as many command points as a normal army who is trying their hardest to get as many CP as possible. 

    Please note, we really need to see when command points disappear. If they disappear right at the end of the battleround then glory hog is less important as it will proc at the end of the battle round and so not see much as much benefit. It is still a free cp for inspiring presence though, and it means if we see an enemy unit die we can go more all out on command abilities in that phase, knowing we'll have one spare for inspiring presence. 

    Final opinion: Excellent in Invaders, Average in other hosts

    New command abilities

    Of course, we could get as many points as we want, but that won't matter if we can't use them on anything useful. 

    The generic command abilities known/predicted are: All Out Attack, All out Defence, Inspiring Presence, At the Double, Forward to Victory, Unleash Hell, and Redeploy. I'll go through each of these.

    It is important to note that, when we're getting 7 command abilities in invaders to use a battle round, we can pick and choose what we'd like here 

    All out attack: This one is really nice for our troops, especially Twinsouls. A unit of 10 of them will output the following on average: 9.7 vs 2+, 19.4 vs 3+, 29 vs 4+, 38.8 vs a 5+, 48.5 vs a 6+, and 58 vs a -. Combined with the shardspeaker, we can get +1 to hit and +1 to wound - this means daemonettes having 2 attacks at 3/3/-1/1, and importantly can be summoned in and still benefit from these buffs. Great command ability, especially when concerning the blissbarb archers - a unit of 33 of them with 2 attacks each at 3/3/-1/1 in the shooting phase so it doesn't stop it in the combat phase? Yes please

    All out defence: This one isn't quite as good for us, but that doesn't mean bad at all. It means we can get some nice defence against shooting units. With Dexcessa, we can act like they have a 3+ save in the combat phase unless we choose not to (or to give it to someone else). As mentioned in the article, painbringers on a 3+ rerolling save is very nice, and they can actually hit back unlike chaos warriors, but putting chaos warriors on a 3+ rerolling save isn't a bad idea at all. And of course Glutos will be a massive tank as always, with that -1 to hit adding to that annoyingness to budge.

    Inspiring presence: In all honestly, this one has the chance to hurt us, but it hurts everyone. However we can't deny that our mortal units struggle with poor bravery values. However, on the other hand, we do have a few ways around bravery: Glutos's third battle round, Syll'Esske, Dexcessa, and Battle Rapture. Battle rapture is really good because it gives you knowledge before arriving at the battleshock phase, so you know what to save for. Syll'Esske can definitely benefit from the smaller board size too as they'll get more in their bubble, and we get a tonne of command points so we can always keep one spare. If we're honest, Dex's ability is a bit useless unless you're running very large blocks of daemonettes and don't want to risk the banner. Glutos takes more time to get going so isn't super reliable. 

    At the double: this is fine... we have a few options to run and charge, but not that many to be honest. The one key use I can see it for is for Dex to give it to themselves for a lovely 18" flying move for a big flank

    Forward to victory: As good as it ever was, though only being able to use it once does provide a niche use for scarlet cavalcade as it allows the more units to benefit. A nerf if we can only use it once, but not one I'm particularly worried about for reasons we'll go into later, as well as many of our units getting rerolling charge for free anyway

    Unleash hell: there are only three units that really benefit from this for us - Synessa, Blissbarb Archers, and Blissbarb Seekers. Other than that, this one could really hurt us depending on the army. Us taking some big damage before we can even get into combat means we're going to have to be really careful about what we charge. On the other hand. if we have faith in Dexcessa, they can charge over a screen and put an end to the shooting unit so they stop doing it. It is very important to consider the Masque here as she keeps that lovely 6" pile in and so can tie up troublesome shooters. 

    Redeploy: this is interesting, but I think we need to know a bit more before really giving a full idea on it. It increases a charge by d6" effectively; it hurts us, but we can get so close to most units that it shouldn't bother us too much. It could also be helpful, but besides trying to rescue a hero out of shooting LoS I think this could be pretty niche. 

    Important to note is that, from all of our info we have, units can use their own command abilities on themselves so the penalty from invaders may not matter than much if the generals do end up getting too close, but try to avoid this. 

    Overall, these command abilities are looking nice for us. They're not quite as good as a double pile in, but we won't always have a keeper and sometimes we need to kill something first pile in so an immediate +1 to hit is better. In addition, the +1 to save not being locked behind Lurid Haze is very nice as it gives us more options. I should note that these command abilities are good for pretty much everyone, except factions that have access to similar things already. However, in Invaders as we've discussed we can cherry pick the best command ability at every phase and use pretty much what we want, allowing us to be very adaptive.

    Final opinion: Very good in Invaders, average in other hosts

    Endless spells

    While we currently cannot comment on the generic endless spells, we can look at our own. First things first, every faction who can use endless spells will benefit from this - more damage and more control is better, after all! However, we have two advantages that others do not: our allegiance ability directly benefits from all endless spells activate in the hero phase. While most other factions just get some extra damage, we now get depravity points from these endless spells where we often didn't before as it was not in a phase that they did damage, and we get double the chance to do damage. In addition to that, so long as it remains unchanged, we have the Wheels of Excruciation. This is major: let's say that an opponent has four units within 12" of each other (very likely to happen for reasons we'll go into later); we run across them, almost certainly do 1 damage at least, get to do this twice, for 8 depravity - also known as a unit of fiends for free. 

    Final opinion: Very good

    Coherency

    Let's get this out of the way, fiends are hurt by this unless understrengthing a unit is better than previously. However, on the whole this benefits us in two major ways. Besides daemonettes and marauders, we rarely used any units at a large size, and both of these are on 25mm bases and so are less hurt by coherency because they can reach over ranks. Twinsouls are good because they have that 2" reach, allowing them to get 10 in easily while still remaining in coherency. 

    Importantly we often lack in defence besides a few units, so large units not being able to attack before we get to attack them is very important. 

    Final opinion: Good

    Reinforcement points

    Overall, I don't think these hurt us very much. We don't have some unit that we want spam and we can get around these restrictions through summoning. Also, we won't be hit as often by mega buffed large hordes, which always used to hurt us.

    More importantly, like coherency, this pushes people towards MSU and we just love that. With endless spells and even chariots, we can share pain around a lot of units to get big depravity every turn. I reckon we can quite easily earn a KoS every turn without really trying for it

    Final opinion: Very good

    Hero abilities

    These benefit everyone, but many armies don't have a good hero/monster option. For example, Tzeentch can heal their Lord of Change but that's pretty minor when they don't really have much of a combat role. A Bloodthirster can have a Their Finest Hour, but they only have a 10" move so can't always determine a charge (more on this later). Like before, we'll go through each hero ability. 

    Heroic leadership: as mentioned, good in invaders where we can have a dead general and keep our current general. Mostly to be used if we calculate we need more command points - the filler ability. 

    Heroic willpower: we're unlikely to need this, and tbh it's a bit of a nerf as we don't want to lose our endless spells and this makes it easier to do 

    Their finest hour: you have to love this on any of hour fast heroes, probably best used on the KoS (who has dumped their artefact for a +1 if we have a spare, or just used a +1 to hit command ability) before it first turn charges the enemy lines, but also great on late game Dex and Sigvald when he gets himself in there. Very very nice for us 

    Heroic recovery: we have very good healing already, but one of Glutos's main drawbacks is that you need a daemon to come along with him to give him a hand, which isn't always reliable. Now, if you will Glutos to survive he will do so. Healing 2d3 a battleround with a 3+ (or 2+ save), - 1 to hit him, and a 5+ ward? Yes please. Also helps keep Sigvald alive - with his 4+ ward save, each of his wounds is worth 2 effectively, so this means every healed wound is also worth 2. Also, our heroes all have high bravery so no need to worry there - Glutos is in range of himself

    Overall, we can make good use of these and like command abilities they give us more options. Our battletome doesn't have many inbuilt choices, but that's now supplemented by these.

    Overall opinion: Good

    Monster abilities

    Unlike some factions, all of our in book monsters are also heroes, so we gain double the benefit. Of the monsters we have access to, the Keeper and Dex are both reasonably priced and do good damage now we can buff them a lot. Archaon is an absolute tank and murder machine, but what's new. 

    Roar: this will hurt us a lot, in all honesty, but we have the speed to try avoid or tie up monsters. We really like command abilities, so being able to be denied them is going to hurt (esp on the double pile in). That said, we can only be hit by this once per turn, so there's not a massive issue, and we can use it on others if we're worried about them using a command ability 

    Stomp: Nice and basic. It helps up the damage of some of our monsters, and as has been mentioned before, Synessa can overwatch for D6 MWs and then stomp of D3 which can finish some units off outright. Also nice to drop a stomp on a unit that we won't attack to rack in depravity 

     Titanic Duel: probably hurts more than it helps we we usually have good to hit values compared to most monsters, and we can get +1 to hit through a few other ways. Our monsters also don't do well when slugged in the face, but at least our commonplace -1 to hit can help mitigate this

    Smash to rubble: because of our speed, and especially Dexcessa, I think this is a really great utility tool for us as a way to take out a key piece of the opponent's army. Our fane can get got, but our fane is more like a 'decent little extra' rather than our game plan, so losing it isn't the end of the world.

    Overall opinion: Above average (maybe good) 

    Battleplans

    We haven't seen all of them yet, but from the look of it these battleplans are pretty simple. They're hard to read, but I can tell that we are seeing 18" deployment gap which is fantastic for us. We can first turn charge very easily with most of our army, and many armies cannot. Armies with 10" max move still have an unreliable 8" charge, and their troops are often on 5" move. This means that they can't reach us first turn but we can reach them, meaning we have an advantage either way. 

    Also, I can't see it on the battleplans I'm reading, but it looks like there are no bonus points for meta tags (battleline etc) so now our summoning units are just as effective as capturing the objectives as before. 

    There is also a rumour than monsters and heroes will count for more models when taking an objective, which is generally good for us 

    Overall opinion: Very good

    Points increases

    It is rumoured that all armies are going up about 10%. Whether this is good for us or not depends on whether we are going to get boosted, or if we already have been. Until then, we can't say

    Overall opinion: Dependant, good or potentially very bad

    Hit and wound capping

    Probably overall bad. While we're not losing any buffs, we are losing some utility on debuffs - there's little reason to give look our sir to Synessa, or for Dex to care about the overwatch penalty as it's already inbuilt. The one benefit is that we don't have to worry about anyone buffing themselves sky high; also acquiescence gives rerolling 1s to hit, which seems to have become much rarer now  
     

    Overall opinion: Bad

    -------------------------------------------

    Overall, I think AoS is much better for us compared to other armies when we used the Invaders host, and generally better for us when we use the other hosts. 

    So long as people haven't let the turbulent reaction blind everyone to our potential, I think we have  a very high chance to reach high tournament placings, but also have more engaging gameplay with the new hero abilities, monster abilities and very importantly command points and abilities. We will remain as a finesse faction with no instant win button, but now we have options to buff our units considerably and depravity points have received a massive accidental buff that I think will lead to a very tool box faction where we can select a different buff and summon every phase, able to adapt to the enemy with ease. 

    I hope this helps sum up the good and bad of the new changes :)  

    My man you are absolutely Trucking it at the moment, i'm stoked to see what the changes will bring. Great job. 

    • Like 1
    • Thanks 1
  7. On 5/16/2021 at 4:09 PM, Enoby said:

    I think daemons and mortals have their good and bad points, and you would be able to stick with daemons if you'd prefer :)

    From my experience, the winners with daemons are the Kos, Contorted Epitome, the Masque, and I've heard others say they really like exalted chariots. That said, daemonttes, seekers, and fiends can find a place, especially with summoning (as can the infernal enrapturess if you summon her when needed).

    I personally prefer the mortals, and in a competitive sense especially Glutos and the Slickblades. The big difference is that the mortals are more expensive points wise (and for some I would say too expensive) but usually more durable saves-wise and with quite a few mortal wound saves. I'd recommend chaos warriors for cheap battleline but you can also use daemonettes, who are more deadly and faster (though fold more easily).

    On the new units, the stars at their current points are Glutos (often an MVP), Slickblade seekers (esp in Seeker Cavalcade), and Sigvald (in the Lurid haze to teleport him, esp with Keeper backup) - others have had good luck with the blissbarb seekers too. The units I think have a high potential but are currently a bit overcosted are blissbarb archers, the shardspeaker, and especially twinsouls and painbringers. Twinsouls are a personal favourite as they put out some really good damage, they just die a bit too quickly for them to be worth their 170 points; at 140 they would be a steal. Painbringers, if they come down to 120 or even 110 will be much better than Chaos Warriors for battleline. 

    As for hosts and artefacts, I personally think Lurid Haze is best, not only for their teleport with Sigvald, but also for their unique command ability. When receiving an extra artefact, it's almost always better going for the Rod of Misrule to keep CP generation high.

    While there's quite a bit of negative talk about the battletome, and some of it is justified (especially points), I've had a load of fun with this battletome and how experimental you can be with it. There's not much direct obvious synergy (as in "X unit buffs Y with +1 to hit") but the tactics come from the gameplay, with clever positioning and making up for weaknesses in some units with others and summoning. It's a very tricky army to play with little room for mistakes, but it's also very rewarding and I think makes me feel like I'm making tactical positions rather than just finding out the best way to buff unit Y. 

    ---

    @pnkdth I agree with you that I've seen most people be pretty meh about Gravelords, including (like our book), some people deciding against picking up the army because of it.

    It's a shame, but with our book, the new Lumineth stuff, and the Vampires, I think they're making a move to power down AoS3, which I don't mind, but it feels like they need to rerelease a lot of battletomes quickly to make sure the new battletomes don't feel 'meh' compared to the old. 

    I also agree with you that the book is very fun. It's weird because I totally understand the criticism that the book is boring or that there just isn't enough synergy, and it can be frustrating making lists due to the current points and because there's not much inspiration from the rules (e.g. no special buffs for a unit that encourages a full army of it). But at the same time, I am enjoying playing this army so much more than the 2019 book or Slaves to Darkness (which has considerably more synergy but just doesn't feel right). I've played Lumineth, and Lumineth is probably a better quality book, but tbh I think they're the exception rather than the rule when it comes to GW's love and attention.

    If I were to take a guess with how GW usually goes about these things, I reckon that Kragnos will be the big winner here. Ever other title character in Broken Realms has been the winner, so I can't see that stopping now.

    My prediction:

    Kroak and the twins clash in Ghur, with both putting up a fight and some wins and losses, but the twins begin to win. Then, as chaos seems to be taking hold, Kragnos charges forward and beats the twins and Kroak, cementing Destruction as the king of this upcoming edition. 

    This could be totally fine if written well. The last thing we want is standard GW greater daemon writing where they go "This daemon is really super strong we promise" only for it to get smacked around every time it shows up to show how strong another character is. But if all characters make gains and show their strength, then the ultimate winner is less important. 

     

     

    Thanks a lot for the reply, it's helped me a ton figuring out the army. and with much dilberation and thought, i think ive got a better grasp of the army now. definitly seems like a finesse army now. with no obvious powerplays or abusable mechanics. 

    Ive become hooked on Sigvald, Glutos, and playing atleast 2 shooting units. i think understanding how to generate the large amounts of DP whilst focusing on objectives will be key to victory. 

    • Like 1
  8. Howdy fellas. I am a returning hedonite player. Eager to return to the mortal realms and destroy my heathen friends. However I am a bit confused how to build our new book. 

    Last time I player it was just after the first round of nerfs. And I have a semi large demon based army. Are mortals the way to go ? 

    I usually go with powerful tried and tested lists. Lack of tournament result means I can't really emulate others. 

    Anyone care to provide a quick rundown of the new units? :)

    hosts / items ? 

     

    or is the state of the hedonites in a standstill until the release of aos.3 ?

    • Like 1
  9. Hey laddies, Brand new Hedonite here, only had a chance to try out the army a few times, and given all the recent changes, im curious to what changes y'all have come up with to your existing lists, i'm jumping straight into a small tournament game and i'd love to hear if you guys had any input or hepfull insights 

    Spoiler

     

    Allegiance: Slaanesh
    - Host: Godseekers Host
    Mortal Realm: Ghur

    Leaders
    Keeper of Secrets (380) 
    - General
    - Sinistrous Hand
    - Command Trait: Thrill-seeker
    - Artefact: Enrapturing Circlet
    - Spell: Progeny of Damnation
    Keeper of Secrets (380)
    - Sinistrous Hand
    - Artefact: Predator's Torc
    - Spell: Slothful Stupor
    The Contorted Epitome (210)
    - Lore of Slaanesh: Hysterical Frenzy
    Bladebringer, Herald on Seeker Chariot (160)
    - Lore of Slaanesh: Born of Damnation
    Bladebringer, Herald on Seeker Chariot (160)
    - Lore of Slaanesh: Lash of Slaanesh

    Battleline
    20 x Daemonettes (220)
    10 x Daemonettes (110)
    10 x Daemonettes (110)

    Battalions
    Supreme Sybarites (150)

    Endless Spells / Terrain / CPs
    Umbral Spellportal (70)
    Emerald Lifeswarm (50)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 91
     

    List idea is basicly run and charging keepers, with enough command points to get them where i want and fight twice, im trying out the smallest chariot bladebringers, for the retreat and charge bumping up my depravity, but i have no idea if they will actually do anything productive.  i brought the Spellportal, since i feel like we have a lot of cool spells but rang

     

    e issues were keeping them from being used.  the Lifeswarm might just be replaced by a command point. but i like the healing it can offer. 

    Please a moment of your time ❤️ 

  10. Hello all, I am new to slaanesh and totally on-board the hype train ! reading through the forum posts I've decided to put together a list, I am missing most of the models ( only have 2x halves of wrath and rapture and money is tight) so if you could provide feedback on the list that would be great 

    pretenders

    1 KoS ( general ) cmd traits : reroll failed hits if alone and +1 dmg  vs monster, sliverslash  on claws 360

    1 KoS, termalrider cloak  360

    2 internal enrapturess 280

    1 bladebringer on ballplayer  160

    30x daemonettes 300

    30x daemonettes 300

    10x daemonettes 110

    hero syberite battalion thing

    trying to play the value game here. with perhaps the strongest monster  killer in the game. 

    list should be 4 drops.

    don't know about their  spells. maybe hysterical frenzy  and I'm not find of the endless spells

    list is fairly straightforward

     

    • Like 1
  11. 20 hours ago, Barnie25 said:

    Is it needed or desired to run a screen when running big stuff like Stardrakes? Would a screen of 40 Skinks be a good addition to a 2000 point list to keep the LCoSD out of unwanted combat?

    Depends on your setup, if you kitted him defensively ( ignax / staunch ) id argue that few things can kill him.  If your playing more aggressive like the storm host celestial vindicators a sceen will be nice, otherwise  Knight heraldor is a perfect solution for him, dropping in and out of combat as you please. 

    Id argue that skinks are a good fit in most Stormcast armies as a cheap fast large model size unit.

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