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themortalgod

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Everything posted by themortalgod

  1. I've never heard of it being banned anywhere. It is certainly powerful but in the great big scheme of ridiculously powerful combos in the game I don't feel it is nearly as outrageous as what some armies have access to. Statistically, it is roughly 9 mortal wounds when your prince is buffed by a 460pt hero. That isn't game breaking. Even if it was questionable in terms of balance, I wouldn't feel bad about using it in TKs given that the rest of the army is pretty neutered compared to modern armies. (lack of spell lore, allegiance abilities, artifacts, etc. Not to mention almost every unit in the army ranging from somewhat overpriced to obnoxiously overpriced)
  2. Yeah, I felt the same until Malign Sorcery, 80pts of garbage turned into 80pts of god. As you suggest though, the 9" charge is problematic and if you fail it leaves him in a super vulnerable position. That is why I almost never deep strike him. I just deploy him with my army as usual. Usually someplace in the middle behind a unit of infantry where he is pretty safe. This allows him to move up into the middle of the board where he has a massive threat range (12" + 2d6" in any direction). Your opponent then has two choices, either completely avoid that area with his monsters and heroes (big win for you) or step into that threat range and risk getting an expensive model deleted. (big win for you) Personally, I feel that the addition of another mega threat for 80pts is far more valuable than any artifact you can give the TKoEC
  3. Given that other legends units have been re-written/modified before going into legends I wouldn't be surprised to see the same happen with TKs before being eternally stuck. (for better or worse) At the very least Id expect to see TKoEC fixed and for Scarab Prince to be smacked with the nerf bat.
  4. Do you mean the crown? The Command ability is a big AOE +1 to hit (all tomb kings)) and +1 to wound (desert legions units). The crown, however, functions exactly as it is written. (aka it does almost nothing in the context of AoS 2.0) The only impact it has is that it explicitly nerfs all the other command abilities in the army to be only once per turn.
  5. In response to the Feedback I've moved to the following concept, instead of mass endless spells, the goal is to rock magic support with a heavy emphasis on big lizards to maximize on using the oldblood command ability to maximize output. Slann - General, Great Rememberer, Celestial Apotheosis, Incandescent Rectrices - 260 Oldblood on Carn - 240 - Ghyrstrike Oldblood on Carn - 240 - Coronal Shield Scar Vet on Carn - 240 10 Saurus Knights - 160 10 Saurus Knights - 160 10 Saurus Knights - 160 10 Skinks - 70 3 Skink Handlers -40 3 Salamanders - 120 Dracothian Tail - 80 Firelance Starhost - 150 Gnashing Jaws - 30 Pendulum - 50 Total: 2000pts I know it won't outperform Thunderquake but be a fun one to run.
  6. Ah, alright back to the drawing board, the whole army idea is wash.
  7. I was under the impression that you couldn't "choose" a mount's melee weapon for magic weapons that require you to "pick a weapon", but an effect that buffs the whole model isn't that? Bummer about the endless spell thing though, 1 slann can't cast enough to effectively flood the opponent with endless spells. (I assume most of the time that will translate to only one endless spell, maybe 2) Probably have to rework the list and drop the whole endless spell concept. thanks
  8. So I've been working on the following list concept lately and wanted to see what everyone thinks. The general idea is to use a deep striking start priest as a vessel to launch a bunch of endless spells deep into the enemy army on turn 1 then let the knights and old blood clean up. Slann Starmaster - 260 - General, Great Rememberer, Celestial Apothesis, Ignax Scales Slann Starmaster - 260 - Stellar Tempest Oldblood on Carnosaur - 240 - Essence of Vulcatrix Skink Starpriest - 80 - Claws of Glory Scar Veteran on Cold One - 100 - Light of Dracothian 10 Saurus Knights - 160 10 Saurus Knights - 160 10 Saurus Knights - 160 10 Skinks - 70 3 Skink Handlers - 40 3 Salamanders - 120 Dracothian Tail - 80 Firelance Starhost - 150 Gnashing Jaws - 30 Palisade - 30 Burning Head - 30 Gravetide - 20 Maelstrom - 10 Total: 2000pts - Buff potential on the Oldblood is really nice. Starpriest's poison buff coupled with popping essence makes for a ton of potential damage - Both Slann casting turn 1 endless spells through the priest will make for a lot of disruption in my opponent's lines. - Deep striking Salamander is great fun. - Tons of bravery debuff tools makes battleshock a big problem for my opponent. I'm tempted to drop the skinks to make space for purple sun but unsure if it is worth it. thoughts?
  9. So post GHB I wanted to finally try and see if I can make Shrieker Host work. It has always been one of the battalions that interested me because so many players lean so heavily on inspiring presence. Came up with this list: The goal is to not to overcommit to depending on my opponent having low bravery while also being able to take advantage of it if they do: Lady Olynder - 220 - Soul Cage Reikenor - 170 - Shademist Guardian of Souls - 140 - Spectral Tether, Beacon of Nagashizzar Knight of Shrouds - 100 - General, Ruler of the Spirit Hosts, Pendant of the Fell Wind Banshee - 80 10 Chainwrasp Horde - 80 10 Chainwrasp Horde - 80 20 Chainrasp Horde - 160 10 Reapers - 160 8 Myrmourn Banshees - 140 4 Myrmourn Banshees - 70 20 Dreadscythe Harridans - 280 10 Dreadscythe Harridans - 160 Shrieker Host - 140 Total: 1980 Opinions? Feedback? Thanks in advance. My main strat will be using the chainrasps to screen or babysit objectives while the harridans act as a hammer. The KoS +1 to hit makes them wonderfully strong. The Reapers and the Banshee will show up in the enemy backline and just be a nuisance while the Myrmourns will help lock down any scary magic. If my opponent has high bravery I'm not too commited to winning in the battleshock phase but against low bravery stuff I will be beastly.
  10. To answer your first question, the reason beasts are so good is that when they are in Slaanesh allegiance they benefit from the same triple strike that daemonettes do. The only difference with beasts is you are paying less points for a more value. When compared to Daemonettes; Ungor, Bestigor, and Gors are all far more efficient when you adjust for points costs. Statistically, Ungor with spears are the absolute best since they are so cheap and re-roll 1s and 2s so have the highest odds of rolling those spicy 6s with their glorious 2" range and small bases. Even Gors are decent now with their points drops though. Also Shaggoths are brilliantly efficient depravity generators since they hit hard and come with built in healing at a cheap pts cost. As for your list. Here re my thoughts: - Shalaxi sucks. Take a third Keeper Instead. - The Enrapturess really isn't very good for her points. You are basically paying 140 for a poor shooting attack and an extra DP per turn. - Hysterical Frenzy is a super weak spell, I'd just bring in more healing instead. Healing is your friend. - Daemonettes are better battleline than warriors. For a few pts more you get way more value and also more bodies to hold objectives. - Hellstriders, same deal.
  11. Bubble wrap everything in worthless brimstone horrors then zap that ****** into the ground after he wrecks your horrors.
  12. Given that compendium armies are now in GHB, I could see them publishing official base sizes for those.
  13. Is there anywhere objectively that speaks to battalions being restricted to the allegiance of the book they are printed in? People in my local meta won't accept anything other than published hard proof. As it stands there is no such restriction printed in the battalions section of the core rules.
  14. As far as I know there are no limitations on battalions to specific allegiances other than the keywords of the units in those battalions. Its the same reason people are running "Hedonites Slaanesh Allegiance Depraved Drove"
  15. One thing that surprised me is that is no FAQ saying "deathless spirits" and deathless minions" is interchangeable. As it stands now, Shroudguard in Legion of Grief gets . 5+ and 6+ save since Shroudguard cancels out "deathless spirits" not "deathless minions"
  16. Right, forgot about that, interesting, so really it is going to Age of FeC now.
  17. I'm pretty surprised at how little Daughters and FeC were impacted. GKoT only going up 20pts isn't going to impact things at all and no changes to DoK points? Seems like the kings of the meta will remain at the top for a long while longer.
  18. Just change "jp" to ''en" in the url. I don't see anything meaingful though. edit: Might not be the correct file though, it says May 2019 at the top.
  19. Right, good call, I didn't realize it was only daemons, I thought it was any slaanesh wizards. That isn't a huge loss though, its only ~1 wound per turn or so of healing and the other spells I don't care about.
  20. So been working on this list. Not sure how powerful it will be but I think it actually can do pretty decent. I really like the theme of including dragon ogres. My plan is to use the creature caster one, minus the wins as I feel it is not only a better model but also it actually feels sort of Slaanesh with the ornate helmet and the very gratuitous upper body. For the dragon ogors, I'm not sure what I will do but I will replace the entire upper body with something suitably slaanesh, just not sure what yet. Ideas? This is the list: Godseekers Host. Keeper of Secrets - General, Thermal-Rider Cloak, Speed Chaser, Progeny of Damnation - 360pts Shaggoth - Cameo of the Dark Prince, Born of Damnation - 180pts Shaggoth - Hysterical Frenzy - 180pts Shaggoth - Born of Damnation - 180pts Great Bray Shaman - Lash of Slaanesh - 100pts 10 Ungors - 60pts 10 Ungors - 60pts 10 Ungors - 60pts 30 Bestigors - 300pts 6 Dragon Ogors - 280pts Depraved Drove - 150pts Cogs - 60pts Palisade - 30pts Total: 2000pts - The list has a ton of healing so the opportunity for DP is actually really good since I will be constantly recovering wounds on heroes and +3 to charge means I will be charging very often on the turn of being summoned. - Shaggoth can use the Cameo for a free CP then convert it with the Fane for heavy hitting. - Dragon Ogors are actually pretty solid in Slaanesh since they have so many attacks each that can trigger double hits. - Bestigors are ridiculously good. - 2 drop army.
  21. This is correct. Your hero only knows the "Summon Endless Spell X" spell. The product of that spell is to create a model that is entirely an independent entity just like any other summoning effect any effects triggered by that entity existing or taking an action such as moving are attributed to the entity itself and not the summoner.
  22. I think you would be hard pressed to get value out of him to justify his cost. The Reaper Blade seems cool but statistically, it isn't anything special. Normally that Lord does ~2.6 damage. With a reaper blade swing, he does about ~3.0 so a slight increase. The big difference is the Reaper Blade is all or nothing so sometimes it will be awesome, sometimes it will be horrible. On average it won't do much more tho. For 20pts more you get a Daemon Prince who can fly, has more wounds and does ~5 damage depending on weapon options and enemy targetted.
  23. Sorta, the portal has the imprint of the head and the head is embedded in the frame so would probably require sacrificing the portal completely and lots of filing but it can work. filling in the imprint would be more difficult for non-sulpters if you wanted portal but no head.
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