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Poryague

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Everything posted by Poryague

  1. The new slaanesh spells are strong. The range and lack of a good caster is a problem. Having to cast spell portal and then the spell is rough.
  2. Blissbarb seekers if they wound can peel some armor -1 save. Invaders command trait can remove some more armor - 1 save though they get +1 to hit. They probably are getting that anyways from trogg boss . Sigvald can ignore ward save. Invaders spell Lash of slaanesh can remove some attack characteristics temporarily. Invaders spell Pavane of slaanesh could slow them down permanently with a good roll. May want the spell portal for safe distance. Those look annoying especially under bad moon and or buffed.
  3. Low wound brick units will have a bad day with whippy boys just automatically taking the objective by running on to it.
  4. Attack reduction and cockatris will be absolutely brutal. You have 1 attack and need 6 to hit.
  5. Shooting and magic or hit units that currently don't have massive buffs. Melee armies are going to have a bad time against this unless they get in quick and take out things before to many debuffs start rolling out.
  6. Save Chosen Chosen -1a Chosen -2a 2+ 13.89 9.26 4.63 3+ 18.33 12.22 6.11 4+ 22.78 15.19 7.59 5+ 27.22 18.15 9.07 6+ 31.67 21.11 10.56 - 31.67 21.11 10.56 Impact of reducing attack characteristics. Used 10 man chaos chosen no buff for example. mortal wound in addition is part of the calculation.
  7. Save Base daemonettes daemonettes +1h daemonettes +1 h +1w daemonettes +1 h +1 w rend2 daemonettes +1h +1w rend 3 2+ 4.44 5.56 7.41 11.11 14.81 3+ 6.67 8.33 11.11 14.81 18.52 4+ 8.89 11.11 14.81 18.52 22.22 5+ 11.11 13.89 18.52 22.22 22.22 6+ 13.33 16.67 22.22 22.22 22.22 - 13.33 16.67 22.22 22.22 22.22 If your on your phone looking at it you need to be in landscape mode so it looks right.
  8. It looks like that parts gone but it is +1 to wound now it works with melee and range.
  9. So a block of 20 daemonettes have 41 attacks can be buffed to 61 with ca with icon can get to 81 hitting on 3 4 maybe 3 3 and functionally have rend 3 with proper set up. Without icon can reliably keep everything else and have 61 attacks.
  10. Invaders additional heroic action could allow multiple units to attack in hero phase along with a unit if you set it up that way. At least for this season.
  11. Seen some people complain about kos being bad. It has been improved. Went from 14w to 16w Elegant great blade no longer degrades. Special weapons Living whip went from 1 attack to d6. It's special changed from -1 to hit on 1 melee weapon the target has on a 3 +. Changed to 2+ roll give -1 to attack characteristics of melee weapons that's a big change. Ritual knife went from 2-5 1mw 6 does d3. Changed to 2+ do that many mw possible to do 6mw. Sinistrous hand d3 and d6 changed to 3 and 6 Shining ageis 6+ to 5+ ward Excessive violence was changed to like 1 per unit. No cp necessary Is 400 points instead of 370 with much stronger allegiance abilities available. Are the point right not sure but it significantly better then it was.
  12. Pretenders seem strong Godseekers is solid does lots of movement related things as one would expect.
  13. Shardspeaker may be able to move up the board now as long as she has a unit to move with. Cast a spell for the ward save. The unit she is with will keep her from being shot immediately. So can actually get in range to do things.
  14. Did they catch any changes to the fane of slaanesh in the battle report.
  15. Tempt seems good if they refuse all game to take it potential average of 60mw
  16. I wonder if that means there is little to no change to spell lore.
  17. Plaguebearer locus changed from reroll save rolls of 1 to +1 save. With proper hero positioning and wanderers they basically will have a 4+ save most of the time.
  18. So loss of reroll saves on painbringer for +1 save happened to chaos warriors. Chaos Sorcerer reroll got changed to +1save. Plaguebearer of nurgle reroll save rolls of 1 locus got changed to +1 to save rolls. Looks like reroll saves of any kind are just going away.
  19. Did you build using the new reserves and all that stuff if so did change list building for either of you? Did inspiring presence change of 1 use come up in the battle because I have had battles where people stored cp and inspired multiple units.
  20. So the faction article is well a dud. Nothing new probably going to be the case for the other factions unless they slip in something in one of the other ones. The core battalion article is more interesting. It looks like matched play will have different battlpacks for new ways to play matched play.
  21. Go to reddit and search you will find it. If I understand what they showed how we build armies is changing significantly.
  22. Also worth a thought is if this retreat if charged is a thing. It could reduce the number of models that get in range depending on how it works. So take kos as an example it gets charge and maybe the charge is enough for the whole charging unit to get all models into combat roughly before they pile in. We'll if you retreat d6 and let's say they still catch you but the kos still moves that d6 and the charging now doesn't get the wrap around and needs the pile in to get more models in the kos can locus them and deny the pile. This would reduce incoming attacks or just take the +1 save.
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