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themortalgod

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Posts posted by themortalgod

  1. 9 minutes ago, Snakeb1te said:

    Isn't Sword of Judgement usually banned? The item feels a little 'cheap', in that it is outrageously powerful with just a couple of modifiers.

    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. 16 minutes ago, Snakeb1te said:

    LOL and there I thought the Scarab Prince was the worst thing and a joke of a unit. Just realised it can get 5 Attacks at 2+/2+, with D6 MWs on any 4+ to hit.

    But with a 9" to charge is it really going to be that reliable to land the charge against the particular hero you wish to snipe?

    I do love the idea of the guy actually being scary, considering it is a dirty, traitorous little ****** who vomits scarabs on people. But not sure if it is worth taking away the artifact from Settra to do this.

    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. On 8/28/2019 at 10:06 PM, Sception said:

    Tomb kings already have points.  This is no change for them if they are made a legends faction, apart from not being tourney legal, and never getting points updates in the future, both of which would be bad things, so :|

    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. On 8/29/2019 at 8:09 AM, Snakeb1te said:

    If one takes the Tomb King on Exalted Chariot in a GT... does his command ability mirror Archaon's despite the wording not being updated? I'm just wondering because I know for casual games this would be accepted, and there was a facebook post from GW on facebook saying they should be treated the same...

     

    ... but for WW GT tournament purposes, I'm wondering if that informal arrangement would not apply.

    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. Just now, PJetski said:

    The core rules say "Artefacts of power have no effect on attacks made by a hero's mount unless noted otherwise" which is pretty cut and dry.

    Ah, alright back to the drawing board, the whole army idea is wash.

  7. 33 minutes ago, PJetski said:

    You can't cast endless spells through Arcane Vassal. The model must be set up within the range of the caster, no modifications are possible (check the Malign Sorcery FAQ). If you want to dump endless spells into the enemy on turn 1 you should use Great Remember to teleport your Slann into range, cast the spell, then teleport back. There's no risk and lots of reward.

    Artefacts do not effect mounts unless stated otherwise, so Essence of Vulcatrix will have no effect on the Carnosaur claws and bite attack (and thus no synergy with the Starpriest ability).

    Claws of Glory is a truly awful spell. Just bring an Astrolith Bearer to reroll all hits instead, or set up the proper constellation with one of your Slann.

    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. 6 hours ago, Orzo said:

    Hello! I'm totally new to Slaanesh. (but not to AoS) Last week I did a lot of thinking about making a list for my future army.  But I'm surprised, how often I see mix of Slaanesh and Beasts. Is it really the strongest way to play it? I was thinking about something absolutely different, I don't like playing too much hordes. I sow few list of this kind but I want to discuss it, before I put my money in it..

    Idea is simple. 4 drops, decide who will start, 4CPs in turn 1 (1 for battalion, 1 for battalion ability, 1 for turn, 1 for using an artefact, then throwing him to the terrain) charge in T1, Then summon Deamonets on objectives, with possible Herald of Slaanesh to chainsummon, maybe summon Keeper if any die. I know I don't have bodies for holding objectives in base list but here I hope summoning wil do..

    Advices? Is it ok? Should I do some changes? Should i throw this to a trashcan and ho for Beast list?

    1.PNG

    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. 4 minutes ago, Zanzou said:

    with the 14 inch flight + charge, won't the FEC double strike still  dominate the competition?  How could you respond to that if they can get in and immediately double strike on their turn regardless?

    Bubble wrap everything in worthless brimstone horrors then zap that ****** into the ground after he wrecks your horrors. ;)

    • Thanks 1
    • Haha 1
  12. Just now, Platypus said:

    Core FAQ:

    Q: Some warscroll battalions included in battletomes do not have a faction listed above their title. How do I determine which faction they belong to for the purposes of allegiance abilities?
    A: The battalion belongs to all of the factions in that battletome. For example, the warscroll battalions in Battletome: Stormcast Eternals are part of the Stormcast Eternals faction.

    BoC Errata:

    Page 85 – Marked by the Decadent Fiend
    Change to:
    ‘Units from this battalion gain the Slaanesh keyword. In addition, this warscroll battalion is part of the Slaanesh faction and the Beasts of Chaos faction.’

     

    The BoC god battalions have errata to allow them in the god allegience armies.

    thanks, this is helpful.

  13. Just now, michu said:

    No the reason is Beasts of Chaos FAQ that allows it. 

    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. 1 minute ago, Platypus said:

    Yes, and LoG isn’t Nighthaunt either, so no Nighthaunt battalions either.

    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. 46 minutes ago, Chikout said:

    Thought it was just me with a Japanese  Slaanesh faq. The skaven one seems to be missing. Savage strike only working if you charge is a nice change. 

    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.

     

     

     

  16. 4 hours ago, Are Verlo said:

    It looks like a blast to play, but i think you have made some mistakes that will reduce the effectiveness of the build. The Dragon Ogor Shaggoths are not SLAANESH DAEMON WIZARDS and can therefor not chose spells from the lore of slaanesh. This will reduce the healig slightly.

     

    Or I might be mistaken, because I have not read the rules for the Deperaved Drove, and if that enables the Shaggoths to cast like SLAANESH DAEMON WIZARDS, then it is all good.

    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.

  17. 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. 

     

     

    • Like 1
  18. 5 minutes ago, Hebroseph said:

    The rules on the Endless spell say "Set up this model" then that model "does something".  Once it's successfully cast, it is now its own entity, and no longer attached to the caster. If it stayed a hero then that has far reaching ramifications for other factions. When the Ogroid Thaumaturge cast his spell Fireblast, which after dealing damages and sets up models equal to the damage dealt, are those now heroes? Does the Skaven Verminlord who creates clanrats when he casts his spell, are they also Heroes? 

    I imagine GW with release an FAQ addressing this situation soon. Maybe they will rule in your favor and that will make slaanesh endless spells auto take. 

    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. 

  19. 3 minutes ago, Undeadly said:

    Anybody seeing some use of Mortals in their army? I've been thinking about maybe bringing a Chaos Lord as a way to get some more DP through his Reaper Blade, but the fact he doesn't get Locus nor does he really have any buffs, it makes it hard to pick him. However, only being 20 points more than a herald does kinda make him tempting.

    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. 

  20. 3 minutes ago, Kasper said:

    You can skip out on the head/portal easily and just have a giant Slaanesh icon standing in a pile of goodies.

    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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