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Poryague

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Posts posted by Poryague

  1. Let's play fix a unit 

    Starting with shardspeaker 

    The +1 to wound should be give 1 of your own units +1 to wound

    The spell has 2 possible fixes extend the range to 18 or pick 1 of your own units and now anything that targets them gets -1 to wound in the combat phase.

    Now it's on par with a chaos sorcerer lord. With small changes.

    • Like 1
    • Confused 1
  2. The idea summoning is why the army is pointed higher seems suspicious. It SEEMS we can only make 1 summon at the end of move. So no daisy chains or dropping a bunch of units. So summoning is nothing scary.

    A lot nerfs rule wise and point hikes on units. This makes it more likely units are pointed terribly for no reason. So point drops are happening down the line.

  3. 9 minutes ago, Enoby said:

    Yeah, pretty much - they don't do loads of damage on their own and they don't stand up to a punch. We'll see how they perform on the table, though, before calling anything :)

     

    Just compare them to bull gors another 3 man unit that's 140. Slaangor are hot garbage at 140. Maybe 100 110 would alleviate some of that.

  4. 5 minutes ago, umpac said:

    You think? I feel like slickblades are proabably one of the best of the new units. They put 13 wounds into 4+ save which isn't a bad deal for 200pts. They're also 10pts per wound which is better than most cav (though their save is worse). The move is obviously where they really shine, with 14" and RR charges. They're disgusting at stealing objectives and are actually fine even as straight up shock cav. I think the Blissbard seekers are way, way worse.

    6 to wound does a mw in addition. So they can do decent damage.

  5. 5 minutes ago, AngryPanda said:

    I very much agree that if painbringers were 100 point that it would be far more reasonable. 200 points for a 20 wound unit would be something worth considering, and I hope that GW revalues some of the point costs for these units. 
     

    So far, as I look at the battletomb more my stance that the units are underwhelming for their point costs is unchanged. However, as you mentioned with the right point adjustments it will be far more balanced. 
     

    The only two units I feel they really did dirty were the Fiendbloods and Slickblade Seekers. 
    the Fiendbloods need a overhaul in terms of point costs and rules: they’re not the shock assault unit that was promised. The Slickblades are in a better place, however they still need some reworks to make viable on the charge.

    Even the battalions don’t play to our strengths, they just seem very boring and out of place. Not to mention the lack of synergy with StD and BoC. I’m going to write an email to them later;  I’m not angry just a bit confused and disappointed at some of the balancing within the battletomb. Fighting chaos of any variety should be scary, not underwhelming.  I’m also not saying we should be overpowered, but there should be a sense of “oh snap he brought painbringers” when you seen them approach. 

    Painbringers are in between warriors of chaos (which are 90 pts) and chosen (140 pts) in terms of mechanics. Why are they more then chosen does not make sense. Also those units have option to synergize with other units within there tome and those synergies are good. It seems there are some units that are out of whack point wise.

  6. 4 minutes ago, Enoby said:

    On the other hand, I think the stats of the units are all workable and it's the price that's throwing people off. Imagine if Painbringers were 100pts for 5, they'd seem a tonne better and I think people would be more upbeat about their rules.

    I think we're costed so high as we're paying for our summoning through model cost and they don't want a repeat of 2019 where our summoning was crazy good and just plain unfun. If we try this army out and the summoning is underwhelming or the feel just isn't there, then I think we'll have a much better case to stand on and best thing is that points are by far the easiest thing to fix. I almost think the cost is set at the upper limit and ready to come down, unless we come off as very OP

    The locus has been toned down the army lacks synergy. It's still glass. So summoning would have to be really good. 

  7. 2 minutes ago, Neffelo said:

    So,

    What does everyone think about Flamers? Seems like they are pretty good now in the eternal conflaguration.

     

     

    I think they look like good shooting unit now. Daemon hero can get an artifact for +1 to wound to friendly daemons wholly withen range so they can wound on 2+ and get rend 1 from coven. The exalted gives the +1 to hit to flamers. So 3 to hit 2 wound rend 1 d3 just for standing next to some other models. Let alone the bonuses for targeting hordes. Shooting seems viable with horrors as tar pits. Makes tzeentch more of a magic shooty army. 

  8. 12 minutes ago, Sinfullyvannila said:

    In AoS you don’t remove models until all the attacks are resolved; IIRC. Meaning you probably won’t be able to do the shenanigans like in 40k.

    No you remove models when wounds are resolved against a model. There is wounding section in core rules. Wounds are applied one at a time until the model is slain. So in horrors case you apply 1 wound the model is slain and splits then apply the next wound.

    Edit the quote was edited the same time I posted this never mind .

    • Like 1
  9. 9 minutes ago, Asimov said:

    I expect it to be like in 40K. Same unit, and thus you can allocate further wounds to your blues/brimstones in order to make your pinks (and their ability to cast a spell) last much longer. 
    But if it plays like this, it would tend to extend the length of the turn, as you kill each horror one by one, summoning each time. 

    Well you can math it out then put the appropriate models on the table. This will take some practice vs putting 1 model on at a time removing it and going through all those motions which would kill time. The other thing is how you place them it could be possible to put models back on the table behind the original unit and start splitting away from what attacked you. Thus freeing the unit from combat depending on how much damage was done.

  10. "Every time a Pink Horror is slain, you add two Blue Horrors to the unit. Every time a Blue Horror is slain, you get a base of Brimstone Horrors."

    this sounds like pink, blues and brimstone will all be in the same unit rather then different units. Intresting mixed unit. If true.

  11. 11 minutes ago, Qaz said:

    Rend 2 is artillery level shooting though. Thats asking for a lot imo.  Magical Flames are horrors missile attacks right? So in conflagration, it gives an army wide rend p1 missile attacks. That's already pretty strong.

    I think the Tzaangors and their brethren are unlikely to change from their update in BoC. If so, would Locus of Change (-1 to hit in combat) on Enlightened Tzaangors make a good unit even better? Especially if Fold Reality sticks around. 🤔

     

    Magical flame is pinks, blues, and brimstone shooting attack. So yeah army wide rend 1 shooting. 

  12. 8 minutes ago, Gesundheit said:

    Hopefully the got rend 1 and ist just increased by 1!😕 otherwise they are still ******.....

    Well flamers warscroll wise unfortunatly I don't see them getting rend 1.  Only getting to rend 1  in the conflagration host is an improvement.  If both happened they would be rend 2 for shooting I really dont see that happening even though it would be cool if it did.

  13. 16 minutes ago, MattyP said:

    well, i'm even more excited for the update. The changes to horror splitting seem cool, and more in line with lore...but they went up in price. I like the sound of the sub-factions and the hidden agendas seem cool too. I'm still hoping that flamers, screamers, and chariots got better, but all the stuff in the article seems very positive to me!

    The flamers, exalted flamer, and chariot got better in the conflagration at least access to rend 1 for shooting is great for them. It seems like flamers will be battline in that one. This is an improvement even if it is in this specific host.  This makes it more likely to melt units with warpfire. 

  14. 19 hours ago, Enoby said:

    I've had a few games using Slaves to Darkness in Slaanesh and they're better than I thought. I use the Pleasurebound Warhost with Chosen and Warriors (though would suggest marauders instead of warriors if you have them), a sorcerer, a chaos lord, and a Karkadrak. It's not as good as three keepers, but it's fun to play with. With the rerolls (I don't mind using pretenders due to not needing Supreme Syberites) and extra hits, chaos warriors do decently and chosen actually hit really hard.  

     How did the karkadrake perform? How useful were the reroll from sorcerer for out put? I imagine some of those synergies work better with mauraders.  Where you able to use the chaos lords command ability and keep him in position? Who ended up as general?

  15. 11 minutes ago, CeleFAZE said:

    Yeah, I've really wanted to run mortals for so long that I'll take any excuse to make them viable, especially if I can do so in a godseekers list.

    On that note, I think marauders are amazing for us. S2D lists have issues keeping them in radius for the extra hit buff, but since we give it to them baseline we're free to let them do exactly whatever they need to, with or without support. With godseekers they get an absolutely disgusting 8 inch minimum charge, and they benefit well from acquiescence. I'm not looking forward to building 40 of the jerks. The horsemen are also good for generating depravity by retreat -> charging in godseekers.

    Anyone have any good ideas on how to make chaos warriors useful for us? I love the models, but I'm a little stumped on how to make them really shine, especially when for the same price we've got hellstriders.

    Chaos warriors are a little difficult. In order to run them your probably looking at 15 men units so 300 points. Probably run 10 as dual weapons and 5 with shields and halbreds. The dual weapons will get reroll to hit they are 10 plus so they naturally reroll saves. The shields give a 5+ mortal wound protection. They can go grab an objective. They are a hard to shift unit not so much a hard hitting unit.

  16. 1 hour ago, Troll.exe said:

    Looks like we’ve lost the Marauders option. They’re up to 300 points. Not horrible I guess but it’s a big jump.

    There Still good for a unit of 10+ they get +1 to hit, 20+ they gain rend 1. 

    With sorcerer they get reroll save, and possible reroll hit and wound.

    Chaos lord they get double activation.

    Warshrine gives 6+ after save.  And prayer buffs.

    Then of course the khorne buffs that work on them. They can get pretty nasty.

    • Like 1
  17. 24 minutes ago, Enoby said:

    I'm on the fence about Archaon - on one hand, he is better than he was (for the reasons you said) - but on the other hand he's 800 points which could be spent on Keepers. In a Slaves based force, without keepers, I'd say he's good.

    If using him your going to have a lot of slaves. The kos and a Lord of chaso both have the ability to give him double activation and he can have on death activation. In the syleske host he is worth 38 dp if positioned correctly. He can live long enough for some heals. He is going to be edge case builds. If used correctly he can get his points back. Again its still throw heroe across board and get as much dp and damge in as possible.

  18. With archaon having the hedonite key word and our heroe centric play. Hee may get some mileage. He can self heal we can cast heal on him as well. His command ability givs std death frenzy. His second one lets you spend a command point when your opponent spends a command point to use the first one again is successful on a 2+ and refunds the command point. He gives a command point each round he is on.

  19. 16 minutes ago, Enoby said:

    That's true. I think, with reroll saves, he should last at least a turn or two. Tbh, while unoptimal, I think we could make some really interesting lists with the battalions attached to the Sylle'Esske host (even without using the host). I especially want to try out new chaos knights when fully buffed by a sorcerer, lizard lord, and normal lord having lances hit on 3s, rerollings hits and wounds, as well as the boosted damage, double pile in, 3d6 charge (from battalion), and extra hits on a 6. I don't know exactly how good they'll be, but I'm hoping they'll be at least decent.

    In addition, it looks like the pleasurebound warband is back; it was pretty awful last time, but hopefully it's seen some changes and we'll be able to use it.

    Pleasure band is not great its 160

    1 hero std marked slaanesh mortal

    6 std. Marked slaanesh mortal

    Dont remember what it does but its not great.

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