azdimy
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Posts posted by azdimy
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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- 1
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1 minute ago, Enoby said:
Thanks for the heads up Do you know the list?
Looks like lurid haze with Sigvald, keeper of secret and Glutos
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A Hedonite list finished 4th at the Orlando games workshop event this WE
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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
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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
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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?)- 1
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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
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28 minutes ago, Enoby said:
Also, built some more (GW friendly this time) twinsouls
They look really cool, which bits did you use for those heads?
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I m condering using my old Be'lakor and a set of the twins wings to make him the proper size.I haven t opened my boxes for the twins. Do they come with two sets of wings for dexcessa and synessa or are those sharing the same bits?
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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
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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 1Units
5 x Blissbarb Seekers (220)**Core Battalions
*Warlord
**VanguardTotal: 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?
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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?
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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 woundsI 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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Got a 2k game on Thursday with my Hedonites.Any tips on how to deal with pretifex Nagash ? No allies
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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
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11 hours ago, Nagashfan said:
syn was very useful
What did she do in during your game?
How do you use cogs in your list?
Thanks for the bat rep
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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
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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
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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?
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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
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How does Slaanesh deal with mega gargants? I m finding we dont really have an answer for a 35 wound hero on a 3+ save with all out defence. How do you deal with them?
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5 hours ago, The World Tree said:
Hey folks, what is a reasonable and efficient to purchase summoning pool? I'm planning for a mortals-oriented army (Synessa/Dex as maybe the only daemons in the starting roster)
In addition to what other people have said, get 5 seekers, 1 enrapturess and 1 vice leader as well
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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)
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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
AoS 2 - Hedonites of Slaanesh Discussion
in Hedonites of Slaanesh
Posted
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