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azdimy

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Posts posted by azdimy

  1. 12 minutes ago, KrispyXIV said:

    God I hope not.   I shelved my DoK because I couldn't not win with them, and I'm still winning/tieing more than losing with my Slaanesh - and not just against players as new as I am,  against players that have years more experience than me including frequent games in tournaments and events. 

    I more or less destroyed a Sylvaneth friend yesterday because they made one slip up and I was able to establish an early model count advantage that was going to spiral in my favor quickly. 

    If points drop across the board to what they were in the book, I feel like I'd be right back to having a major advantage at army construction. 

    Some units may need slight adjustments - but yesterday showed not one but two lists with strongly positive records at events, featuring units widely considered to be unplayably overcosted (KOS, Painbringers, Slickblades).  

    While I get some folks don't like how the army plays, I think we're still early enough in the edition that we should be considering that maybe there's a reason points costs shot up and peoples playstyles and army choices need to "catch up".

    Because if the army is reasonably viable now, what does it look like with what, 20% extra points to start with on the table if they rollback the 3e points hikes?  

    Your results depend on your meta. The whole Depravity point generation is very dependent on the type of army your opponent play which is a problem. it s also one of the only mechanic that is based on things you would not be doing. Some tactics reward you for killing a unit but you gain a depravity point if you failed to kill it. They feel like pity points half the time. We re also the only army where our coalition units don t benefit from our allegiance abilities which is a shame but thei re doing it because of the point for summoning cannot be in the s2d and boc units unless they point them 8n our book

    Many  deamon units: Deamonettes fiends, kos, shalaxi are overcosted with our aos 3 points. Having 1 army getting a good tournament result with a keeper does not change that

    In my opinion, going back to pre aos 3 points would not make our army top tier but I doubt gw will do it. We ll probably see some small point drop 6 months at a time like they have done with other overpointed units for other battletomes and we won t get to where it needs to be

  2. Didn t see anything on twitch non 40k the whole we unfortunately .

    I got the list from someone that was at the event

    Allegiance: Slaanesh
    - Host: Lurid Haze Invaders Host (Host of Chaos)
    - Grand Strategy: Prized Sorcery
    Triumphs: Bloodthirsty
    Sigvald, Prince of Slaanesh (265)*
    - Host Option: General
    Keeper of Secrets (420)*
    - Sinistrous Hand
    - Artefact: Amulet of Destiny (Universal Artefact)
    - Spell: Slothful Stupor
    Lord of Pain (155)*
    - General
    - Command Trait: Feverish Anticipation
    - Artefact: Oil of Exultation
    Glutos Orscollion, Lord of Gluttony (475)**
    - Lore of Pain and Pleasure: Dark Delusions
    5 x Myrmidesh Painbringers (160)*
    5 x Myrmidesh Painbringers (160)**
    5 x Myrmidesh Painbringers (160)**
    5 x Myrmidesh Painbringers (160)**
    *Warlord
    **Battle Regiment

    Total: 1955 / 2000
    Reinforced Units: 0 / 4
    Allies: 0 / 400
    Wounds: 83
    Drops: 5

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  3. 21 minutes ago, Elazar The Glorified said:

    @azdimy - thanks for sharing, what's the current battalion setup for your list? Just curious. I'm struggling to find enough value from the other battalions to justify going above 1 or 2 drop for the priority by running a Battle Regiment or two but might just be my lists and/or style. 

    @Enoby will have a look and a think and come back to you 🙂

    I m running 1 warlord, 1 battle regiment and 1 hunter of the heartland in that list but without Be lakor I probably would run a 1 drop to go second every round and avoid the dreaded double turn for our glass army

  4. 31 minutes ago, AronQ_ said:

    I have a question, if I take pretenders host, only one of my general will have trait, but all of them will have artefacts? If not, what is the reason to pick pretenders host. Because pretenders or godseekers seems better with their battle traits.

    Are you asking about why take Invader?

    If so, extra command point each time you lose a general, access to lurid haze subfaction. I personally quite like the command traits in Invader

  5. So surprise surprise my opponent did not bring Nagash but Arkhan and more mortek guards probably affraid of Belakor
    Scenario: Feral forray

    My list
    Invader
    Belakor
    Infernal Enrapturess
    Chaos sorcerer lord
    Contorded Epitome
    5 hellstriders
    5 hellstriders
    10 blissbarb archers
    10 chaos knights
    5 slickblade seekers
    Dreadful visage

    My opponent
    Petrifex
    20 mortek
    20 mortek
    10 mortek
    1 gothizzar harvester
    Akhan the black
    5 kavalos deathriders
    3 necropolis stalker
    1 liege cavalos
    1 soulmason


    We re both 9 drops, my opponent won the roll off, and starts deploying to choose who goes first

    Deployment.
    Hellstriders cover the left and center objectives the rest of my army is on the right side. The enrapturess is at the center within 24in a Arkhan for him to reroll cast and hopefully get him to miscast
    He has 20 mortek on the left, 20 mortek, the stalkers in the center with arkahn and soul mason behind. Everyrhing else on the right side harvester behind the 10 mortek

    Finishing deploying first my opponent lets me go first

    Turn 1 roll a 1 with my rod of misrule (lets get those rolls out of the way early on) , archers run for 1in and find themselves outside of 18in of anything, I send the slickblade against the 10 mortek and the harvester did like 4 wounds on each which he promptly healed with Arkhan on his turn. In return I lose the slickblade unit. On his turn I use dark master on Arkhan. Roll a 1 in the hero phase (it s going to be that kind of game)
    The enrapturess makes 1 mortal wound to him on a double but he now has protection of Nagash and gets a free teleport from it
    He pushes forward  and keep arkhan in the middle of the board, I roll a 1 again for dark master in the mvt phase

    Turn 2 I win the roll and decide to take it. I slow down the unstoppable advance of his line with both units of hellstriders staying 3in away. I fail my charge with the knights. Belakor charges the harvester and does 5 wound to it with finest hour on. His turn, the enrapturess does 1 wound again to Arkhan, he sends 20 mortek with +1attack from the liege at belakor and promptly kills him, his main line kill all but 1 hellstrider . He now controls 5 of the 6 objectives and burn 1 for extra vp
    Turn 3 he gets the double turn and I am grasping at straws at this point. He charges the knights with 10 mortek guards, the stalker charge the enrapturess and while I get to destroy 1 of his objective it does not matter anymore.
    To add insult to injury in my turn 3 I roll a 1 with the rod of misrule again, try to complete savage spearhead with the archers and a long charge from 30 summoned deamonettes to then realize summoned units do not count to complete that tactic and we called it

    My post game thoughts without any consideration of the dice - I need to lower my drops. I ve looked at the list and I can include a battle regiment to go down to 7 and losing hunters of the heartland on the hellstriders that I don t really need.
    When I won the priority turn 2 I should have left him go for the double so maybe I could have rolled at least  one 3+ on dark master this game and I could have avoided getting doubled the turn after?
    I completely misplaced my knights they should have been behind the hellstriders in the middle of the board. They are not fast enough to redeploy from one side to another, The terrain hindered them too much with their bigger than regular cav base size and I could not get anywhere useful in time
    I keep forgetting summoned units cannot complete savage spearheads (while units starting in reserve or teleporting can?)

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  6. 4 hours ago, AronQ_ said:

    Hello everyone! I want to ask one question, why Hellstriders with Hellscourges more popular than Hellstriders with Claw-spears? I watched that hedonites players take them more than claw variant.

     

    I don t think it really matters as they they both get their bonus on the charge but charging is not what you want to do with them. They are here to block your opponent from charging your hammer units. I go with the cheapest in points. Why they are currently both at 135 I don t know but spearclaw used to be 10pt cheaper and are less likely to break in transport so that s how I built mine

    • Like 2
  7. 1 hour ago, MothmanDraws said:

    As for survey I honestly still think the answers are the same, most units are still overcosted, sure some have solid value now but to some extent that value came now due to removing the alternative 90pt warrior blocks for our troops. Myrmidesh and twinsouls do amazing work but are still too costly.

    My survey answer changed as the deamon side got hit really hard with the ghb points so it s now the entore range that is overcosted

    Interresting on belakor. My friend plays him in boc and has some good rrsults with him. I think you re right. He patches some glaring issues that both boc and slaanesh cannot deal with

    • Like 2
  8. 36 minutes ago, Enoby said:

    Hoping to give this list a go at some point

    Allegiance: Slaanesh
    - Host: Invaders Host
    - Grand Strategy: None Chosen
    - Triumphs:

    Leaders
    Lord of Pain (155)*
    - General
    - Command Trait: Delusions of Infallibility
    - Artefact: Icon of Infinite Excess
    - Host Option: General
    Synessa, The Voice of Slaanesh (260)*
    The Masque (135)**
    - Host Option: General
    (360)*
    - Glutos Orscollion (475)

    Battleline
    11 x Blissbarb Archers (180)**
    11 x Blissbarb Archers (180)**
    10 x Symbaresh Twinsouls (370)*
    - Reinforced x 1

    Units
    5 x Blissbarb Seekers (220)**

    Core Battalions
    *Warlord
    **Vanguard

    Total: 1975 / 2000
    Reinforced Units: 1 / 4
    Allies: 0 / 400
    Wounds: 99
    Drops: 8

    ---

    Basically Michael's list - he's said he's won with this quite a few times, and that "It requires some good tactical play but very rewarding to use." 

    Normally I don't like 'net listing' for myself, but I'm personally find with it in this case for two reasons:

    1) It seems very player depending on how well this works, rather than the "normal" perception of netlists which are just point and click

    2) I really want to see how it works; I expect to lose a lot at first, but I reckon there's a lot of potential to be found in each unit 

    Unfortunately absolutely nowhere is doing tournaments near me :(

    I feel you lack rend but my local meta is full of pretrifex obr and sons of behemat. Doesn t Michael run Be'lakor and not Glutos?

  9. 5 minutes ago, Nagashfan said:

    Let us know how it goes… belakor simply is our best counter to god units. Plus he looks awesome and lore wise is scheming with the twins. He hits pretty good with his sword and with flaming weapon even better.

    I thought he could not get flaming weapon being an ally he cannot get enhancement which includes universal spell?

    • Like 1
  10. 13 hours ago, Nagashfan said:

    Oh wait you said no allies…. I donno Archaon? He’s a hedonite

    I think you and the others in our group sold me on Belakor 😀

    Here s the list I m going to bring. Feels like a dedicated anti Nagash list but Nagash probably deserves it. Lol

    Slaanesh Invaders

    +++++++++++
    Warlord battallion
    1 extra enhancement (auto include amulet)
    1 extra cp once per battle
    Grand strategy- priced sorcery


    Infernal Enrapturess 140
    General

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

    Chaos sorcerer lord 115
    Battle rapture spell
    Rod of misrule

    Belakor 360

    11 blissbarb archers 180
    +++++++++++++++++++
    Men of the hearland battallion
    5 slickblade seekers 230
    10 chaos knight w lance 340
    5 hellstriders 135
    Hellscourge

    +++++++++++++++++++++++
    5 hellstriders 135
    Hellscourge

    Endless spell;
    Dreadful visage 90 cast on 7+

    2000pts
    40 models
    112 wounds

    I ll try to have the enrapturess within 24in of Nagash on deployment in case he takes first turn. If he goes second I ll use belakor ability at that point in case he gets the double turn

    For once, my rod of misrule won t help my opponent as I always seem to roll at least a 1 per game with it

    While Nagash is under Belakor ability,it is probably my best chance to get rid of him so i meed a plan to charge him on turn 1 which will be difficult.  I ve had good results charging the knights and having my epitome hurling obsenities from 6in at those 3+ armor heroes for a sneaky neg 1 save. I highly rate this command trait in invaders in 3.0

     

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  11. 9 hours ago, HollowHills said:

    Here is a rumour.

    I've heard the aos app has been canceled / indefinitely delayed and will not be launching in either a beta or complete state as part of wh+.

    I hope this is true and they update and fix the existing app issues in the mean time

  12. My experience with Slaanesh summoning in ptg is that it s all over the place at the low points battle 600-1k. It s somewhat true as well at 2k but the low points just aggravates the situation 

    I ve had game where I got tabled turn 1 via shooting because we re paying so much for our units and others where I summoned 1k additional units while my opponent only had his 750 starting points and it became impossible for him to deal with it

  13. 12 minutes ago, KrispyXIV said:

    I'm pretty sure that taking an Arcane Tome works like I think it does, and doesn't count as a third Wizard for list reasons (and could be moved to the baby-bladebringer if needed

    Arcane tome makes you a wizard, I went throught this in my own ptg campaign. I ended up killing my warlord who had it to move forward in the campaign as it was hampering my progression

  14. 6 minutes ago, Jaskier said:

    Fiends are tricky because of their base size and the new coherency rules, meaning you'll either be sacrificing a bunch of claw attacks or a few stinger attacks. Slap All Out Attack (if no double pile-in is available) and Acquiescence around, then if a whole unit of 6 get to attack it looks like they outdamage 10 Symbaresh against a 3+ Mega-Gargant, but that's a big if.

    The best way to kill it seems to be going for either massed Rend 2 or mortal wounds - and being in the Hunters battalion so you don't get messed up by a Roar. 10 Chaos Knights with lances and Daemonic Power from a Sorcerer Lord are probably the best bet as they can get buffed up so much without using command abilities (meaning they are eligible for a double pile-in command instead) that they stand a good chance of taking one down in a single round after a double activation, especially as being Slaves you can stack a lot of save bonuses on them without needing All Out Defence so they don't lose much from the return swing. The big issue with them is how reliant they are on Daemonic Power being cast. Outside of them, I can only assume Archaon with Daemonic Power is probably the best bet.

     

    10 knights with daemonic power is what I have but do I need to also bring a chaos lord as well to be able to double plle in?

  15. 19 minutes ago, Nagashfan said:

    Fiends were good against them in 2nd, not sure how much all out defence will help them as I haven’t played them yet. But could use fiends and a way of blocking commands.

    A unit of 6 fiends with only 5 being able to fight will do about 15 wounds to a 4+ save and down to 11.5 wounds to a 3+ save mega gargant . We re not even half way there and there big base mean it ll be hard to bring any more units to add to that

  16. 28 minutes ago, Enoby said:

    Generally, in fact in nearly all cases especially with exploding 6s, rerolling hits is better than +1 to hit. So if the choice is between that and +1 to hit, the LoP command ability is better. All out defence (and Lurid Haze) is also in competition, but they tend to be used for different reasons, and may be needed elsewhere. 

    I don't tend to use the LoP CA loads, but I do have him follow around Twinsouls to help them when their ward's up. Mostly I find his use in making Twinsouls battleline and everything else is extra. Tbh his damage isn't too bad!

    I m playing in godseekers. His low bravery also makes him unreliable for heroic recovery. Rend -1 seems to have little to no impact with units being able to counter the 1 rend with all out defence. Sounds like he would be good if I had twinsouls on the battlefield which I do not yet. Right now he s only using his CA on himself and every time I m finding going all out defence is better for him since he does not go through armours (except when he wards off wounds on 6s)

  17. Having played 5 games with the lord of pain in aos 3 now, I find his CA to be a lot less useful. Being issued in the combat phase, it competes with all out attack and all out defense. Are you fielding a lord of pain? He s my warlord in our Path to glory campaign and I m about to retire him unless I can get convinced otherwise

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