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azdimy

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Posts posted by azdimy

  1. 2 minutes ago, LeonBox said:

    How did you accomplish this, exactly? The enemy cannot attack the Epitome until it has attacked first, but don't you want him targeting the mirror to tank the MWs? 

    The mortal wounds are at the end of the charge i think they are not part of the attack sequence, when he got to activate,  both his units got affected by the horrible fascination that meant he had to select 1 of the unit and as he could not attack he just lost the opportunity to target the Epitome with them. Then the epitome activates, pile in to the closest unit which happened to be the one that had already activated but away from the other unit now more than 1in away. Which meant with locus that 2nd unit was unable to attack the Epitome either

    • Like 2
  2. 41 minutes ago, LeonBox said:

    Part of it was bad rolls for sure, but looking back I definitely shouldn't have committed two expensive units to that flank on turn one, especially with the threat of a double. The problem with Dexcessa is I feel I'm wasting them if I don't get them into combat as quickly as possible, but they're so damn fragile (especially with no ward and no access to one) that keeping them alive but also maximising their potential is very tricky. 

    If I were to play again I'd go Godseekers, replace Dexcessa with Synessa (the former is just not great against SCE) and make my list a 1-drop. I'd deploy extremely conservatively and either force my opponent to take turn one or, failing that, minimize my movement turn 1 to limit his deepstriking options. Perhaps exclusively run Hellstriders as battleline to tank the Annihilator drops. 

    Hellstriders are good shields to annihalator deeptrike. I was able to give these units hell also with the contorded epitome. between the locus and their horrible fascination ability my opponent had an entire unit that was unable to fight and with  their 2+ against mortal wound he did only 1 wound to them with 2 annihilator units deepstrike and successfull charges

    • Like 4
  3. 3 minutes ago, Elazar The Glorified said:

     

    Is that in the FAQ? It uses capitals to refer to the MONSTER keyword and the spell gives you the keyword so as long as the unit was in your starting army it's the same rules interaction as the Arcane Tome making you a WIZARD just shorter term 

    It does not need one, you don t gain the keyword until it s cast and you only get it until your next hero phase. At the time you select monstruous takeover you do not have the monster keyword so it s not possible

    Arcane tome is an artefact that gives you the keyword totally different from a spell

    • Like 2
    • Thanks 1
  4. 2 minutes ago, LeonBox said:

    Well I just had my shortest ever game -- I conceded at the end of turn 1 after my opponent killed Dexcessa, Sigvald, and 11 Blissbarbs and also got the double. He was SCE. 

    Long story short: 2 drops each, my opponent won the roll-off and had me go first, and I ambushed his "weak" flank which was spear battleline guys, general, masked wizard and Yndrasta about 12-14" away in the centre. His other flank had Gotrek and 5 spear guys so that was basically unassailable. 

    Sigvald and Dexcessa both charged his spear guys, no other viable targets being in range. Sigvald and Dexcessa combined managed to only kill 5 spear guys, and my Blissbarbs, who'd also ambushed, put two wounds on the wizard. 

    On his turn I put finest hour on Dexcessa, not realising the utterly insane MW output of SCE would render it irrelevant. To make matters worse, 2 x 3 Annihilator units came down and put through 5 unsaved mortal wounds on Sigvald (my rolls tonight were, and I cannot stress this enough, just utterly cursed, while my opponent was seemingly making every 4+ save and getting a 3 for all his d3 wound rolls). Yndrasta shooting finished Siggy off, Dexcessa died to MWs, my opponent got off a 9" charge to hit the Blissbarbs and killed most of them with MW output, and I conceded. 

    So yeah. New Stormcast are a super rough matchup for us and losing the priority roll both matches against them hasn't helped. I'm not really sure what to do against their high armour saves, deepstriking capabilities and frankly insane MW output. I lost 750 points to them in turn one! Almost enough to make me miss facing LRL. Almost. 

    I ve had some good success using chaos knights/ chaos warriors in my Hedonites against SCE. The 5+ against mortal wound help a lot and going to 3+ save make them pretty tanky

    • Like 2
  5. 3 minutes ago, Elazar The Glorified said:

    Working in reverse order.

    I felt like I'd missed one when I said there were 2, sorry. We have easy access to fast units and/or ambushing so we have an easier time than some armies with Savage Spearhead. Ferocious Advance is a safety choice for Turn 1, especially if running units like Blissbarb Archers. Monstrous Takeover is the other very easy one to score whether using Monsters like Synessa or keeping a cheap Wizard that can use Metamorphosis. I don't think many armies will have the full choice of 8. Importantly Broken Ranks, Slay the Warlord and Bring it Down can not only be scored using our Summoned units but the bonus points are available on our summoned units such as Keepers. 

    For the coalition units and Mortal Wounds, I'm enjoying using the Bullgors at the moment because of the combination with the -2 Rend. The one that stands out for me in Slaves are Varanguard with their Daemonforged Blades (I think). With their Relentless Killers rules they get to feel like a proper Hedonites unit too. Obviously the Chaos Sorcerer Lord ramps up their output with Daemonic Power and if you want to fight twice more often a Chaos Lord can do that.

    A Warshrine using Curse adds Mortal Wound output against a certain target rather than for specific units. I think somebody already mentioned this for Blissbarb Archers who if you also stack it with Acquiescence or All-Out Attack put out some ludicrous numbers against even 2+ saves but you obviously are reliant on the Warshrine getting the prayer off (only a 50% chance without any bonuses)

    Thanks

    Monstruous takeover is not possible with metamorphosis as you need to select a monster from your starting army at the beginning of the hero phase before you can cast metamorphosis. I need to look at the bullgor warscroll and possinly alternate sculpts for them it sounds like 😀

    • Like 1
  6. 27 minutes ago, KrispyXIV said:

    On the topic of Mortal Wounds, I would highly suggest not sleeping on Exalted Chariots of either variety.  They do about 5 to EVERY enemy within 1" between their charge and start of combat effects, with extreme reliability.  Even against a single tough target, two of them are a serious threat of nearly instant, unavoidable death via mortals and weight of attacks.  

    And they are STUPID cheap to summon at 7/9 DP.  

    My problem with the exlated chariot is that it overhangs so much of  its base that I built mine on an Archaeon size base which looks great but isn t tournament legal

    • Like 2
  7. 4 hours ago, Elazar The Glorified said:

    Plenty of Mortal Wound output in our coalition units though. Maybe not as much as some armies but we definitely have a few decent options. I get if people want to play a purist one book approach rather than using the extended army options but that's a choice you're making. However, if you're not going to use the options that are there I don't really understand the complaints. We can't have an answer to every question in a book as then the game becomes very flat and formulaic.

    As for the battle tactics, they're a huge part of winning games in 3.0 and working out the best approach to scoring the maximum each game is how you win. So yes, if we save the Starting Army ones until the end we might struggle but our opponent has the same struggle as we summon half an army more to wipe their starting units and deny them the points if we play clever. Besides, even that's not really true, there are 8 Battle Tactics and only 2 are restricted to our Starting Army as well so I really don't think it's a valid complaint. Especially when both of those can be scored very easily in the first turn or two if you really want to pick them.

    The Grand Strategies are based around Starting Army a lot more and for obvious reason, it's the army's purpose and not the purpose of those that have suddenly flocked to the battlefield at the last minute as they heard there was  a good fight! However, they're 3VP over the course of a whole game and you plan them at list building stage so they're usually more of a tie-breaker and there are no surprises on them. You should know how you're going to score it and if you don't that suggests you've picked the wrong one. Personally, I stick nearly exclusively to Prized Sorcery because we've got some great units to lean into that with Glutos who is incredibly difficult to kill, Synessa who doesn't need to engage to be of use and access to cheap coalition Wizards, useful allied wizards or any non-Unique character from our book or our coalition books with the Tome. 

    Which coalition unit would you recommend that has some decent mortal output? I ve found coalition units are usually great for their points but they no longer benefit of any of our allegiance abilities so they are never the obvious choice

    Savage spearhead, monstruous take over and ferocious advance are all three restricted to units from your starting army. I don t think savage spearhead can easily be scored early unless you play the battleplans with the player territories cover the map or you re in lurid haze. Monstruous takeover require a monster which many of my lists don t start with one, granted other armies are in the same situation but with the extra ppints they get for not paying the summoning tax it s a lot easier for them to include one. The ferocious advance is probably the one that makes the sense for me to declare every game turn 1 as I usually will not be able to score it in later turns

    Priced sorcery is my default grand strategy as well and I ve yet to fail to complete that one with Glutos being so tanky

  8. 6 hours ago, Enoby said:

     

    Just as an important point, even if it doesn't sound intuitive, mortal wounds on 6s to hit (in addition) vs mortal wounds on 6s to wound (in addition) plus extra hits on 6s to hit do very similar numbers of mortal wounds, with the latter doing more damage against a 3+ save overall.

    Mortal wounds on 6s to hit with 18 attacks:

    Screenshot_20210823-070417_Chrome.jpg.d97c397b8cb1a8dbf2d41e54fbc1d367.jpg

    (Orange bar is Mortal Wounds)

    Mortal wounds on 18 attacks (15 hits)

    Screenshot_20210823-070333_Chrome.jpg.f81ba6e00f33783aaf8c1822cb825370.jpg

    The difference is very small and overall it works out better to do mortal wounds on 6s to wound. It would be a nerf for this to be changed to hits :)

    I was not expecting that. Thanks 

    Mortal wounds on 6s to hit win out with abilities to reroll your hits but even then it s still pretty close

    • Like 1
  9. 17 minutes ago, KrispyXIV said:

    In 3rd, MW on wound rolls are suddenly very important, with our hit rolls in melee already offering a bonus on 6's.  MW on 6's to wound stack - MW on 6's to hit wouldn't.  

    I'd honestly take a couple more units with MW's on 6's to wound if we could get them.

    I d take the option between euphoric killer and straight mortal wound any day of the week over euphoric killer and mortal wound on 6 to wound. How useful did we find the epicurian reveler battallion in 2nd? It was nowwhere worth it s point value but someone at gw thought so

  10. 6 hours ago, Enoby said:

    Just curious, for those who say we're lacking something that makes us 'easily' competitive (not competitive at all but rather the claim we're a lot harder to win with), what would you say the main issue is for this? Too high points? Lack of combos? Lack of "tricks" or broken units? 

    Not saying I disagree that we are often a lot harder to win with in some cases, but I'm just curious why you think this is the case? And also how it could be solved? :)

    As @pnkdth has pointed out, pure Hedonites can do well and I would agree that we don't need the help of S2D, and I'd argue that most coalition/allies range from 'nice to have but not necissary' to 'wasting points' (besides Archaon and Belekor, if Archaon even counts as he is a Hedonits), but I do also agree with @CeleFAZE that we can struggle to answer certain threats without playing very well. I'm just wondering the consensus on why this is the case.

    I think we lack units with rend 2 or consistent  mortal wounds output. I truly believe that GW does not understand that a MW on a 6 to hit and a 6 to wound is not the same thing at all

    We are also suffering greatly from close to half the battle tactics being unachievable by summoned units

    I d be ok if a summoned unit could not score a battle tactic on The turn it was summoned but the current rules are too much weighted against what our army can do ( rely on)

    • Like 1
  11. 43 minutes ago, Infernalslayer said:

    Hey all, with the new recommended table size at 44x60 for 3rd edition, how have you tweaked your tables for smaller games of 1000 points or less?

    I used to play ~1000 games on a 4x4 in previous editions, what would you recommend this edition?

    The table size recommended in the ghb for 1k games is still 44x60. For less than 1k it recommends 44x30

  12. 17 minutes ago, Khendall said:

    Rate this list fellow hedonites !

    Allegiance: Slaanesh
    - Host: Lurid Haze Invaders Host (Host of Chaos)
    - Grand Strategy: None Chosen
    - Triumphs:

    Leaders
    Lord of Pain (155)
    - General
    - Command Trait: Feverish Anticipation
    - Artefact: Oil of Exultation
    Dexcessa, The Talon of Slaanesh (280)
    Synessa, The Voice of Slaanesh (260)
    Sigvald, Prince of Slaanesh (265)
    The Contorted Epitome (255)
    - Lore of Slaanesh: Hysterical Frenzy

    Battleline
    5 x Myrmidesh Painbringers (160)
    5 x Myrmidesh Painbringers (160)
    5 x Symbaresh Twinsouls (185)

    Endless Spells & Invocations
    Wheels of Excruciation (100)
    Mesmerising Mirror (80)
    Dreadful Visage (90)

    Total: 1990 / 2000
    Reinforced Units: 0 / 4
    Allies: 0 / 400
    Wounds: 67
    Drops: 8
     

    Sigrasld.JPG

    It depends on what your expectations are. I like Synessa and the dreadful visage spell with an epitome. The rest I am unsure of. The fact that you have very few wounds on the table is my main concern

  13. So I lm on another loss with the Hedonites. The game was much closer this time against lumineth but my god do we get penalized on all the battle tactics that do not work with summoned units! 

    I ran

    Slaanesh Invaders

    Battle regiment
    Hunter of the heartland
    Grand strategy- priced sorcery

    Glutos 475
    General
    Battle Rapture spell

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

    Chaos sorcerer lord 115
    Battle rapture spell


    11 blissbarb archers 180

    *5 slickblade seekers 230

    *10 chaos knight w lance 340

    5 hellstriders 135

    5 hellstriders 135

    Endless spell;
    Dreadful visage 90 cast on 7+

    Free  Triumph: inspiring (+1 to wound)
    * hunters of the heartland
    1955pts
    39 models
    111 wounds
    Drops: 3

    My opponent had 

    Cow mountain

    Cathelar 

    Stone mage

    Lore seeker

    5 dawnriders

    20 wardens 

    20 sentinels 

    5 blade lords 

    5 blade lords 

    Cogs 

    In Alumnia where units can run and charge for 1 CP

    Scenario ; power struggle
    Deployment: he deploys 5 dawnriders on the left, 20 wardens, the cow and stone mage behind, cathelar inside the terrain piece wi5h 5 bladelords acting bodyguards next to the terrain. On the right 20 sentinels and 5 bladelords
    I deploy on the left hellstriders block the left and center lines w chaos knights and glutos behind. On the right I have the slickblade the epitome and the blissbarb archers

    Turn 1

    I have 3 drops my opponent has 1 so as expected and I m given first turn

    The priestess fail me and I do not get my 5+ ward on glutos (why doesn t she give glutos the priest keyword?) I do a bit of damage with the with dreadful visage,charge with the Slickblade the lorseeker that dropped on the middle objective and a 5 bladelord bodyguards unit next to him from their pre move game.  I do a few wounds and lose the unit due to the cathelar forcing me on a battleshock at -5 between my casualties and his that he passed on to me. The range of the cathelar ability is way more than I thought it would be and that costed me the unit

    His turn 1 he rallies some bladelords killed by the slickblades go after the  hellstrider units blocking his path to my side  of  the board. One unit die the other has 3 models left. The sentinels and the cow do like 10 damage to Glutos with the their missile attacks. Goodbye  priestess ward save

    Turn 2 I win priority and avoid the double turn for now

    I summon 1 enrapturess, The knights kill the dawnriders pretty easily .
    The epitome charges the blade lords and the loreseeker and kill maybe 1 blade lord

    His turn 2 he counter charge the knights with the mountain cow but between oracular vision, sll out defense and glutos aura they are very resilient and I lose a single knight from 1 damage 5 attack going through. I lose my epitome killed by the loreseeker in melee and lose the blissbarb from sentinel shots

    Turn 3 he gets the double turn, I remove the objective under the sentinels. He gets total eclipse off. The wardens run toward my objective next to the fane preventing me to summon on that side of the board. With 3 cps and total eclipse I cannot go all out defense on the knights this turn as I need to pass a battleshock and remember my poor slickblades. I lose 4 more knights and the remaining hellstrider unit is down to a single model
    My turn 3, still under total eclipse. The knights retreat from combat toward his deployment, I summon a keeper 9in away from the cow. Glutos charge the cow and the keeper also with an 11in roll like a boss. The lone hellstrider charge the loreseeker next to the cow. Hellstrider gets stomped by the cow
    But the keeper activates, kill the stone mage and goes nuts with 4 claw attacks from two 6s on the hits leaving that cow on 1 wound
    Glutos finish it off
    Turn 4 : my opponents gets the priority he selects bring it down on the keeper and send the loreseeker and 5 blade lords at it but leaves the keeper on 1 wound
    I then proceed to charge the cathelar and the sentinels with the knights, glutos charges the cathelar bodyguards, keeper healed a bunch and is back on 7 wounds. I summon another enrapturess and they shoot down  the bladelords in combat with the keeper. The keeper fail to kill the loreseeker. The knights kill the bodyguards and glutos kill the cathellar. The loreseeker is on 1 wound

    Turn 5
    I get the double, My kos retreat from the loreseeker and I claimed monstruous take over (which I later realized is NOT allowed for summoned units) glutos kill the lorrseeker the knight kill 5 sentinels with no casualties in return
    His turn he auto run 6 with the wardens on my side of the board and steal 1 of my objective and win the game by 2 points


    Post game toughts:
    Lumineth loves chip damage so I was able to summon 2 enrapturess and 1 kos this game which is more than I m used to. At the end of turn 5 I had a good control of the table but my opponent won 24-22 as I could not score battle tactics in the end with summoned units. 
    3 out of the 8 battle tactics cannot be scored by summoned units. It s hurting us big time. Score some of those 3 early if you can with your starting army as the summoned units won t be able to
    The game was fun,
    I made a few mistakes but I m getting better and this was my first actual game against the new lumineth book.
    I m a little disappointrd by the slickblades for their points. I always seem to have them die turn 1 and not doing any meaningful damage besides getting a few depravity points but this time it was on my not to keep a cp to autopass the battleshock I did not expect.The main problem I have is that it still took us 5hrs to play our 5 turns. I felt the army was  getting stronger with glutos and  the summoned units later in the game but it won t come into play in a 3hr game tournament format
    Now it s non issue when I get tabled by turn 3 I finish in time just fine ;)

    • Like 1
    • Thanks 3
  14. 48 minutes ago, Popisdead said:

    What are you hoping for from the Bullgors?  I had been wondering if Warherd (I ran it in AoS 1) was viable in any manner given access to upwards of -5 Rend but that's within BoC.  

    I was pleasantly surprised to see them included in an army.

     

    Also I've been going back through the pages, not sure I went back far enough or maybe it was missed but on the Honest Wargamer someone went 5-0 with this list on the weekend.  Don't quote me, I couldn't find the list myself so this was just what Rob said :

    Godseekers

    Sigvald

    Synessa

    Epitome (general)

    22 Blissbarb archers

    22 Blissbarb archers

     2 x 5 Slickblade Seekers

    2 x 1 Seeker Chariots

    Then I'm pretty sure he said also regular Seekers.  Having just run 30 Sisters of the Watch (granted.. mmmm perhaps better? hard to say) I can see the damage archers can do in this game, particularly garrisoned.  

    Did i miss you guys talk about this list already? 

    That s not the list quite and it finished 4 and 1 which is still really good but no 5-0 for hedonites as far as we know

  15. 3 hours ago, Third said:

    I cannot not comment on statements like this anymore.. This is blantly false against any player whom has experience playing against Slaanesh. 

    I have played mostly against the same player with the new book, practicing for tournaments.. In 3.0 I'm struggling to even get 12 depravity throughout the the match. 

    The opponent has soooo much control over how many points he gives you. Often my friend doesn't even shoot or charge in, simply to deny depravity. So even if I try and max it out, I'm at 12 points+ the earliest round 3. And this only happens if I don't kill any of his units, and split attacks where possible. 

    FYI winning a game with a squishy army where you don't eliminate any of the opponents units, is really hard. 

     

    Slaanesh at its core is broken, but has a chance against people with no knowhow on playing against depravity/summoning. 

    I'm not sure how it is best fixed.. But I'm hoping something is done.. 

    I agree that the depravity generation is very match up dependent both from an army and an opponent perspective. I can face a 600pt of sce and generate 12 DPs every battleround but against a 2k SOBs or OBR generate very little because they have so few units yet we are paying for it no matter what we face. 

    I would much prefer we do not get rewarded for failing to kill an enemy unit and don t pay for the potential of DP we may get. The DP generation we get for surviving is also pretty difficult with an army that is a lot more glass than cannon. Pretty much any unit my opponent will focus on will be deleted and will therefore generate zero depravity

    While I like the fact that we don t only need heroes to generate DPs anymore, I think the current mechanic need to be modified because yes it has the potential to net us 60 DPs in the form of Deamonettes and kos in the best case but you could also get nothing being tabled turn 2 because of how little wounds you can have on the table from the DP tax or you lost all your heroes and your fane got smashed to rubbles. Denying Slaanesh summoning is still a thing and good luck finding the spare points for the lone hero in the back to keep summoning alive

  16. 27 minutes ago, KrispyXIV said:

    I'm honestly not convinced that Slothful Stupor isn't the reason Keepers are Ludicrously expensive.  It absolutely destroys most of the models that are super good in the current meta - Morathi (no double shoot, or shut down TSQ), Gotrek, MBMK, Zombie Dragons, etc.   Archaon 50% of the time. 

    For any giant hero-monster that wants to be stomping face in melee, it's not far off from Be'lakor... and you can try for it every turn.  Spell portals fixes the range, and unlike Synessa a Keeper can handle both spells and theoretically has access to a command trait to help make it happen...

    It seems stupidly meta to me on reflecting on it. 

    Maybe but as you state you need the command trait to cast reliably and invest in a portal to get the range needed. That is quite an investment 

  17. 15 minutes ago, KrispyXIV said:

    I mean, I don't know how other slaanesh players have done since then to factor that in - but the overall sample size and games played IS frighteningly small beyond any real doubt when even a small addition would skew it that dramatically.

    Other players didn t do nearly as well at the two events

    It was win/draw/loss

    2/1/2

    0/0/5

    2/0/3

    1/0/4

    Enough for the good results of this week end to not affect the 35% that is being thrown out so far but yes, more data is needed

    • Like 1
    • Thanks 1
  18. 2 minutes ago, TimeToWaste85 said:

    Ok, I’m adjusting my Slaanesh super-friends list (cuz I don’t wanna steal someone else’s. Lol)

    archaon

    be’lakor

    synessa

    chaos sorcerer lord

    3 units of Hellstriders

    chronomatic cogs

    1995 points. 
    Hellstriders screen, Be’Lakor tells the big enemy lynchpin “sit, Booboo, sit” and Archaon and Synessa tear down targets near and far. My only regret is a lack of Sigvald. 

    Looks fun, why the chaos sorcerer lord. For oracular vision on archeon? I would do the chaos lord for archeon to go twice instead since you have the 5 spare points 

  19. 34 minutes ago, KrispyXIV said:

    It's a red flag, though, that the belief that it's unplayably overcosted needs to be tested as opposed to assumed - especially this close to the release of a new edition, shortly after the release of a new book.  

    Same with Painbringers and Slickblades.  

    There was an immediate, blanket consensus that these units were massively overpriced - but people need to actually play with them and see how they do to determine if that's actually true. 

    More than that, they need to be be pushed to determine if there's something being commonly missed - Keepers are clearly not a great beatstick at their cost, but is their CA potentially powerful enough to make them worth it as a support piece if you build around it?  Maybe...

    It s popular yet niche case with lurid haze sigvald and a keeper as support to eliminate the main threat on turn 1. 420pts for a support piece is outrageous but waiting for the depravity to summon it won t work in that list

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