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spenson

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Everything posted by spenson

  1. Yes sorry I meant Pureblood. With a bit of conversion it wasn't that hard to make the venomblood with shield look like a second Pureblood (especially since the sculpt was already closer to a Pureblood than to the other venomblood). It's the same for the clearbloods with shield. It even gives you a weapon for the trueblood. You can use a tzangoor shield and replace the tzeentch mark with something that looks like the splintered fangs shield.
  2. Right now I'm the same as everyone and plan a list with only 1 box. The list is: 1 Trueblood, 1 Serpent caller 1 Serpent 2 Truebloods 1 Venomblood with dual blades 1 Clearblood with dual blades 3 Clearbloods with shield You end up with exactly 1000 points. I didn't expect the clearbloods to look this good IRL when I saw them on the box art. I'm not a fan of the venomblood with dual blades/whip because I love those gladiator helmets.
  3. Ok so I wasn't alone. I'm pretty sure I also read somewhere that they worship tzeentch. Hmmmm I smell some warp shenanigans.
  4. I would actually switch tier 1 and tier 2. The nerf really only hurt DoK so maybe they're tier 2 now. LoN really took a hit (and poor nighthaunts that were already not that strong...). I haven't read the new Sylvaneth book so I don't know yet where to put it. I hope the new orruk battletome will make ironjawz and bonesplitterz tier 2 at least. Same for the gutbusters and BCR.
  5. How well do 2 epitomes perform? I have to admit I've never tried that.
  6. I love kairos basically everywhere so I may not be objective. I'd take 3x10 ungors instead of the portals + seekers. Or maybe an enrapturess + 10 ungors.
  7. So at 1k points the 'core' of the army is this: Allegiance: ChaosGreat Bray Shaman of Slaanesh (100)10 x Ungors of Slaanesh (60)10 x Ungors of Slaanesh (60)30 x Bestigors of Slaanesh (300)Depraved Drove (150)Total: 670 / 1000Extra Command Points: 1Allies: 0 / 200Wounds: 55 It leave you only 330 points to add some stuff. It's a shame that you can play a KoS but the bestigors are really better at 30 than 20 (the last 10 are half price and the triple exploding 6 when >= 20 models) I think the best would be to take 2 heroes (e.g. the epitome and a viceleader) with the remaining points. This list is not optimal at all but you'll be able to play.
  8. Thank you very much! It's quite interesting that the list with double keeper played godseeker. I have a bit of trouble getting over how good the invaders artefacts are but godseekers look better and better the more I play. The comment about the masque being there to guarantee some summoning is... logical. I always thought that it was really meh since it's not a wizard but this use makes sense. I would really like his feedback on the enrapturess. She doesn't seem that worth it on paper, especially in a tournament where you're not guaranteed to play all the turns because of the time limit.
  9. We don't have any way of generating CP and the battalions are a bit meh so you'll usually have to save them for emergencies unless you buy them. Fireglaives are nice but if you're within 16" at the beginning of the turn, you better make sure that everything dies The blackshard battalion is awful because you don't get the bonus if you pile in during combat phase. It also requires you to play a castellan and I'm not a fan of his rules. The artillery train is not that bad, but it forces you to play a daemon engine (I'd rather play a skullcraker) and it basically costs as much as an additional war machine. The centaur one is tricky and I had a hard time making it work against opponents who know it. A chaos sorcerer makes our units noticably stronger but it doesn't address the (relatively) slow movement+lack of flight of the centaurs. Giving some rend or a slightly better save to the fireborn would make them way better than rerolling 1's. I'm not a fan of your example because your opponent evidently made a mistake. Sure we can use allies to compensate for our lack of mobility and we can take basically everyone except the skaven. I think Kairos may be a good ally idea. We can't cancel MW with our battle trait, only regular wounds. Spells will hurt us and you can't cancel the MW from'More power!'. To address some other comments: the castellan requires you to be within 12" during the hero phase. This is a huge problem as it is really telegraphed and can be dodge quite easily. IMO it would be an awesome ability if you could use it whenever you want for a phase. He doesn't really bring anything other than that. Of course I stack the LoA against the best armies since it's what you're going to play against in any tournament. As I said in my first comment, they're ok for casual play. I love this army and I won't stop playing it but it's not good enough for tournament play. If a good player with a lower tier army can win, they'll probably do even better with a stronger army...
  10. My biggest issues with the army are that the battalions are meh at best so we usually won't decide the first turn. This can have a lot of impact on the game for a kinda shooty army. We don't have any teleportation or an easy way to travel accross the table in 1/2 turns (except for an overcosted character). If you play a timed game and can only do around 3 turns, you'll have a hard time capturing the objectives if your opponent played first and moved his screens half way across the table turn 1. We are also not good at dealing with MW. We basically only have Drazoath (in close combat) and an artefact that may negate MW. The fireborns are pretty nice with fliy and run+charge but they will struggle against anything that has a moderately good armor and they get destroyed by hordes with their poor save. You have to be really careful when you use them. The centaurs deal a respectable amount of damage but they are overcosted when you compare them with what other armies can do. We have almost no way to make our magic more reliable. Sometimes your wizards will be useless because they will fail to cast, will be dispelled or your opponent will have some nice bonus to cast their spells. I have to admit that our warmachines are pretty good but random (last game I played, my magma cannons either did nothing or the MW were almost all saved during the first 2 turns). The problem with shooting is that right now there are so many way to make it useless (teleport/summon/deepstrike/etc and then charge, idoneth buff, sylvaneth forest, etc.). you need to invest a lot of ressources to make your shooting units worth the points; ressources that aren't used to play the scenario. Finally, we only have 2 sources of rerolls in the whole army. The first one is Shar'Tor but can only be used on ba'hal units. The second one is the standard bearer that only gives rerolls of 1's to wound wholly within 18". The bravery bonus is nice because we really have a poor bravery despite being dwarves. Being polyvalent is nice but what we can do well isn't that interesting in the context of most scenarios. I've played quite a few games against hard tournament lists and sometimes there really isn't much that we can do. I know I'm not being totally objective right now but I have a lot more difficulties winning with my LoA than when I play a higher tier army (Slaanesh, DoK or Legion of sacrament).
  11. They didn't get anything in the other languages so I think there's nothing new.
  12. For a second I thought that we'd also have some cost updates but someone accidentaly uploaded the Chinese pdf in the english section. Well... at least we didn't get any nerf?
  13. Skullcracker is back but this is confirms that we're stuck with those point costs for a year. FFS, even the devoted to Sigmar received some cost reductions. Most armies getting updates indirectly nerf the armies that didn't. I guess I'll use them now and then for casual games but they're really not good enough if you want to play in a tournament.
  14. So I will be playing my first 2k game tonight against the blades of Khorne (gore pilgrims/murderhost IIRC). i will be using this invaders list: Allegiance: Slaanesh- Host: Invaders HostKeeper of Secrets (360)- General- Trait: Skin-taker - Artefact: Icon of Infinite Excess - Spell: Slothful StuporShalaxi Helbane (340)- Spell: Progeny of DamnationBladebringer, Herald on Exalted Chariot (220)- Host Option: General (Invaders Host)- Lore of Slaanesh: Pavane of SlaaneshThe Contorted Epitome (200)- Artefact: The Rod of Misrule - Lore of Slaanesh: Hysterical Frenzy30 x Daemonettes (300)30 x Daemonettes (300)5 x Hellstriders with Claw-spears (100)Supreme Sybarites (120)Chronomantic Cogs (60)Total: 2000 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 115 I know shalaxi isn't that great but I love the model and I want to see how well it will do. I only took 2 generals because the epitome will stay at the center of my army and I can't use the command ability of the KoS on Shalaxi if they're both generals. i don't really know what to think about the chariot. I first though of a list with a depraved drove but I don't have enough ungors yet. What are your thoughts on the list?
  15. I'm considering playing a chaos sorcerer lord on steed in my army with 1 KoS + Shalaxi. It gives a few nice buffs but it's a shame that it can't be included in the hero batallion. Or maybe in pretenders to give rerolling hit, wound and save rolls of 1 to the big KoS (and a free mystic shield to another character)?
  16. Is the choir of torments still valid? It isn't in the new battletome but it was a very recent batallion.
  17. The fane looks really good on an infernal enrapturess for 2 DP every turn or to eat a one time only item from a keeper of secrets (we'll see if it works). Free DP is also cool. Regarding the spells, I love the mirror. You can try to summon it and move behind the enemy lines so that each unit within 12" that tries to move forward will suffer D3 MW. The ability to deal MW to heroes is really unreliable but can potentially deal a lot of damage. The wheels have a very short range and can easily backfire, especially since we have low saves, but are easy to cast. The visage will deal an average of 3MV and +/- 1 bravery is quite nice. I think it will depend on how much each spell costs. They're quite nice overall.
  18. I just read the article on warhammer community about the greater daemons. Does this confirm that the named keeper of secret will be Kyriss the Perverse (unless I'm mistaken and something else was already confirmed)? Each time the playable named greater daemon was the third one listed . Or maybe it's a bait. It's a bit weird that the paragraph mentions Sanguinius... Or maybe it's Shalaxi Helbane since the last one is an exalted KoS.
  19. ¿Por qué no los dos? I'll play both of these units: sporesplatta between my units of stabbas and my characters and at least 1 unit of loonmasha ready to destroy everything during any turn. I think the skulkmob is way better with a big unit of 60 than with 3 units of 40 (or less) so right now I'm not sure I'll use it.
  20. I don't think it's as good on this leader as it is on a big unit of stabbas with the MW on 6+ to wound from a loon boss or a unit of bounderz. And if you need it you can use it twice on a unit of stabbas + the bonus from sporesplatta for 4 attacks / grot. Damn, now I want to do 60 stabbas with spears + 2x5 sneaky snufflers + 5 sproesplattas + a loonboss... My maths may be wrong and of course you will never get a everyone from a unit of 60 grots to hit, but against a save of 4+ they would deal between 90 and 110 wounds (including MW) against a 4+ save depending on how many you lose from the sneaky snufflers. I included 9 netters in the unit and the rerolls of 1's to hit from the moon.
  21. It says "Add 1 to the attacks characteristic of melee weapons used by that unit until your next movement phase". I wouldn't use it twice on the mangler though because the 2D6 MW hurts too much.
  22. I still haven't read the artefacts and I'm not sure about the battalions but right now my first list looks like this (I'm basically still updating it every hour...) : Heroes - 670 Loonboss on Mangler Squig - (300) Skragrott the Loonking - (220) Loonboss - (70) Madcap Shaman - (80) Battleline - 780 40 x Shootas - (260) 40 x Stabbas - (260) 40 x Stabbas - (260) Units - 510 15 x Boingrot Bounderz - (300) 5 x Sneaky Snufflers - (70) 5 x Loonmasha Fanatics - (140) (or some sporesplatta) Endless Spells - 40 Geminids of Uhl-Gysh - (40) Total - 2000/2000Command Points - 1Drops - 10 They nerfed the geminids, but I still like that -1 to hit on enemy units or -1 attacks combined with the netters. I was also thinking about a list with the battalions that gives a bonus to the deepstriking spiders.
  23. Does anyone have infos about the webspinner shaman?I couldn't find anything about his warscroll.
  24. I'm not sure I understand the battle trait: does the moon starting in a corner and moving on the second round mean that we don't get the effet of the moon on the first battle round? Seems quite unfortunate. It malso makes skragrott very interesting on the third round.
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