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spenson

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Posts posted by spenson

  1. 53 minutes ago, Ravenrei said:

    Anointed on Frostheart Phoenix seem quite sick in Living City with the +1 save / +1 to wound warlord trait, (effectively at +2 save with the buff from casting, otherwise base +3). Add +4 fnp against wounds and mortal wounds, flat 1w heal each round, access to D6 heal spell, -1 to wound aura ... not to mention that you can do this also with Stardrake (but Phoenix is tankier)

    Add 6 Kurnoth hunters with Scythes and Arch Revenant to buff them with his command ability and the Living City artifact (total +2 attacks)  for some dmg output, sturdy battleline options in Phoenix guard and Ethernal Guard with +2 save in the open with the spell from Sisters of the Thorn ...

    Some nice synergies are there for sure 

     

     

    Ghyran also gives you the buffed emerald lifeswarm, doesn't it? Bringing back D6 phoenix guards or heal D6 to your anointed looks quite nice for 50pts.

    I was thinking about either bringing the kurnoth/arch revenant combo or maybe drycha (because she's a beast) with a few Tree-Revenants for their teleport ability. Did I misread something or can Drycha move 18" with the living city command ability (if she managed to shot the enemy 18" away) and then charge?

    There are so many combos with 50% CoS, 25% stormcast and 25% Sylvaneth.

  2. 1 hour ago, Kyriakin said:

    I think the Fleetmaster has to suck (he even did during WHFB IIRC). He's basically a meme now. Supreme self-confidence, with nothing to justify it.

    Does that Kharybdyss howl stack? I'm picturing a Kharybdyss gangbang (which would reduce anyone's bravery) right now, with venn diagrams of multiple bravery dubuffs.

    Also, Feast of Bones was the most pointless rule in the game before. Now its solid.

     

    26 minutes ago, Maturin said:

    Unless there's a rule in the core book saying one unti can't be affected multiple times from the same enemy ability, there's nothing preventing it in the Kharybdiss warscroll.

    The warscroll explicitly says "within 12" of any models with this ability." so it doesn't stack.

     

     

  3. Sorceress on black dragon: Her shooting attack was clarified. Her spell now makes you roll 9 dice and deal a MW on each roll lower than the save characteristic of the unit instead of 6 dice vs the unit's best to hit characteristic. She also gets two command abilities. The first one gives run/shoot/charge to a darkling coven unit wholly within 12". Her second ability gives re-roll wound rolls of 1 for a friendly darkling coven unit wholly within 12" at the start of the combat phase.

    I think it's a typo but the to wound characteristic of her jaw went from 2+ -> 6+ to 1+ -> 5+. It's the first time I see a to wound characteristi of 1+.

    Sorceress: her spell is now D3 MW instead of 1 and the range is 18" instead of 16". She gets the Sorceress on black dragon's first command ability.

    Blackguard: can only get +1 to bravery from their banner, has +1 to run and charges from drummer (instead of reroll 1 charge die) and get +1 to hit wholly within 12" of a Darkling coven hero instead of rerolling 1's to hit.

    --> the change to drummer and banner bearer applies to all the units.

    Executionners They only dead 1 MW on an unmodified hit roll of 6 instead of 2. Ouch.

    Dreadspears and bleakswords get +1 to their save but lose their save reroll and all their abilities for +1 to hit if the unit has 10+ models.

    Darkshards don't get +1 save and lose their save reroll and all their abilities for +1 to hit if the unit has 10+ models.

    I will say that's kinda meh overall and the executionner nerf kinda.

    Dark riders: gained +1 save, their ability to add D6 to a battleshock test if the enemy rolls a 1 has been replaced with -1 bravery for units within 12, their darkshield (reroll saves of 1 or 1 and 2 in combat phase) has been replaced with D2 for the spear on charge.

  4. So you will get an ability from being cities of Sigmar and then an other for the city?

    An average of 2 extra CP sounds nice depending on how many CP you will need.

    I don't know many warscroll will change but some factions are basically only subpar units right now.

  5. I just received the lists for a tournament tomorrow. Well basically more than 25% of the lists are Skaven with either 9 or 18 jezzails. Other than that you have a lot of fyreslayers with a ton of Hearthguard Berzerkers and Lords of the Lodge. Almost everyone else than me plays horde, which is not the best matchup for Slaanesh.

    One of the 3 scenarios is escalation (my 2 keepers and Shalaxi will be deployed 24" away from enemy territory) so it's not looking very good right now.

    What are the match ups you love/hate most?

  6. 19 minutes ago, Poddy said:

    Questioning on Summons.


    If  summon a spellcaster, do I get to pick a spell for them as well? Or do they just come with standard spell?

    Also - I take it endless spells do not count for depravity points right, as they their own person/object?

    Thanks!

    You can only pick their gear (e.g. shield for a KoS). No artefact, spell, etc.

    Endless spells don't generate DP, as stated in the latest FAQ.

    • Like 1
  7. I played my first 2k points game against the FEC. The scenario had 4 objectives and you earned more points if you control your opponent's objective. The armies were 24" away from each other. 

    I played this list:

    Allegiance: Slaanesh
    - Host: Godseekers Host
    Mortal Realm: Aqshy
    Keeper of Secrets (360)
    - General
    - Shining Aegis
    - Trait: Thrill-seeker
    - Artefact: Thermalrider Cloak
    - Spell: Slothful Stupor
    Keeper of Secrets (360)
    - Sinistrous Hand
    - Artefact: Essence of Vulcatrix
    - Spell: Progeny of Damnation
    Shalaxi Helbane (340)
    - Shining Aegis
    - Spell: Pavane of Slaanesh
    The Contorted Epitome (200)
    - Lore of Slaanesh: Hysterical Frenzy
    The Masque (120)
    30 x Daemonettes (300)
    5 x Hellstriders with Claw-spears (100)
    5 x Hellstriders with Claw-spears (100)
    Supreme Sybarites (120)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 104

    My opponent played the attendants at court battalion with 2x9 crypt horros, a ghoul king on terrorgheist and an archregent (and some stuff).

     The table has a big tower in the middle with a few ruins around.

    I put a keeper (my general) and Shalaxi on one side, and the other keeper, the epitome and the daemonettes on the other side. The masque and both units of hellstriders stay behind to prevent my opponent from summoning a unit too close to my objective.

    Round 1: I am given the first turn by my opponent. My magic does basically nothing. My epitome rolled a double 1 for my mystic shield and it is dispelled after the reroll. Almost everything runs except the hellstriders and the masque. My general ends up 3" away from the front line of crypt horros. He only needs a 7 to charge the archregent but I roll a 5. I use a CP to reroll and get another double 1... I score 5 points because I hold my objective and both centre objectives.

    My opponent doesn't manage to cast a single spell (spoiler, we managed to cast 1 spell in total during the whole game). The FEC summon a Varguhulf close to the rest of the army and three flayers behind. Both units of crypt horros and the terrorgheist charge my keeper and Shalaxi. They kill two horrors and deal five wounds to the terrorgheist before dying. I was insanely lucky with my saves and he had to use his command ability to strike again with a unit of horrors in order to kill them. The flayers fail their 9" charge. My opponent scores three points.

    Round 2: I roll a 6 for initiative and cast a mystic shield on my remaining keeper that activats the Essence of Vulcatrix. Everything else fail but I still get a CP with the battalion. The daemonettes move to protect the objective even if a pack of crypt horrors charge them. I summon a keeper with my DP.  The buffed keeper charges and easily decapitates the wounded terrorgheist. The summoned keeper fails his charge. I get the objective back and score 5 points.

    Like last turn, my opponent fails all his spells or I dispell them. The slained horrors come back. A group of 9 crypt horrors move towards the keeper and the other in front of the daemonettes. The keeper strikes first (two times) ands kills 5 horrors (the combo Fane+vulcatrix hurts and I rolled a 2 6's two wound with the claws). The epitome fails his locus both times and the horrors kill 27 daemonettes. I was actually really lucky with the saves. The flayers charge and kill 3 hellstriders but it's not enough to capture the objective. The masque and the hellstrider deal a single wound to a flayer. The FEC only score a single point.

    Round 2: We roll for initiative. I get a 1... and my opponent also gets a 1. We decide to stop the game. 

    I may misremember a few things since I'm not writing immediately after the game. We were both tired since we played after work so we made a few mistakes. I usually play against DoK, Skavensn Seraphon and Legion of Sacrament so this game was a big change. I now understand why some people say that our summoning seems unfair. The keeper cannonball didn't work but he still blocked the FEC for a turn so I guess it was worth it? 

      The rolls were almost always either extremely lucky or unlucky. My keeper has to pass 5 out of 6 saves to survive and force my opponent to use feeding frenzy? Easy. Cast any spell, even with a reroll? No way in hell.

    • Like 1
  8. I will be playing against some FeC in a few days but I don't know the army very well so I wanted some advice. The list will probably be heavy on crypt horrors with some characters around them (including a terrorgheist).

    I think they can bring back (a lot of) dead models but I don't really know how. Are there some tricks to restrict their ability to bring a big blob of horrors back to full? I've only seen the list being played once and they brought back like 5 horrors in a hero phase.

    • Haha 1
  9. So I just played a 2k points against Skaven at my FLGS. I had (still have) some kind of flu so it wasn't the best game I've ever played and I made some mistakes.

    I used the list above but replaced a KoS and 5 hellstriders with Shalaxi and 10 daemonettes. I wanted to try Shalaxi because I love the model. My opponent replaced some stormvermins, his verminlord warbringer and some other stuff from his usual list for 9 jezzails, a verminlord deceiver and a verminlord warpseer. 

    We played Better Part of Valour. I lost the roll to choose the board edge and ended up with 2 deadly terrains and a sinister.

    This was basically the worst scenario for me since he could use his screens very effectively. He deployed his gnawholes as close as possible from my objectives. The verminlord deceiver was deployed close to his board edge so I wouldn't be able to unbind his teleportation spell. The jezzails were deployed in the middle, just 3" behind the screen of rats. I deployed the mask in a gnawhole and my unit of hellstriders close to the other one to prevent a teleportation on the objective.

    First turn, the rod of misrule gave my opponent 1CP and I only managed to cast Shalaxi's spell and healed the wound the KoS took from the Fane.

    My KoS, Shalaxi and 30 daemonettes were 18" away from his clanrats with a piece of terrain in the middle. I used my 3CP to run 6" the daemonettes (rolled a 2) and reroll the charges of both my KoS (he still mised his 5" charge...) and Shalaxi. I couldn't hit with all the daemonettes because I didn't want his stormvermins to be able to hit me. The daemonettes killed 8 clanrats and shalaxi did nothing at all but took 2 wounds from the rats.

    During his turn, my opponent managed to teleport his verminlord deceiver within 6" of the units behind my front line. The verminlord warpseer dealt 6MW with his spell to my KoS and they all went through the aegis. During the shooting phase he dealt an extra 6MW with his orb. The 9 jezzails finished him just to be sure. Shalaxi also took a few wounds. During the combat phase I lost the 25 remaining daemonettes because he kept the stormvermins 6" away from Shalaxi. His verminlord deceiver killed the epitome but still took 4 wounds because of the locus. Shalaxi was wounded a bit more after killing 4 rats.

    Luckily I kept the initiative. I didn't managed to cast a single spell and didn't get a cp from the supreme sybarites. I had just a bit more than enough points to summoin 30 daemonettes but no enough for a KoS. The enrapturess killed 2 rats with her shooting attack.

    My unit of 10 daemonettes and the masque charged the verminlord deceiver while Syl'Esske charged the jezzails (there was a hole small enough in his line). I didn't roll high enough to actually charge them but reached another unit and still ended up within range of his 2" attacks. The daemonettes failed their 9" charge even with a reroll. Syl'Esske got the locus on the Verminlord Warpseer that was 3" away and Shalaxi got it on the clanrats. The masque failed the locus on the Verminlord Deceiver so my first activation was the 10 daemonettes that charged him. They dealt 3 more wounds to it.

    My opponent then activated the Verminlord Deceiver. I thought that Skavens could disengage during the movement phase and still charge (it's actually from the clanrats banner) but apparently they could also do it during the combat phase. He rolled quite high on his run roll and ended up within 6" of the objective that the masque was previously holding. We decided to stop the game here because he would burn it at the end of his turn and there as no way I could burn any of his objectives.

    Basically not the funniest game I've ever played.

  10. I will be playing vs Skaven very soon. I don't know whether it will be Skryre or Verminus. 

    Here is the list I will use:

    Allegiance: Slaanesh
    - Host: Invaders Host
    Mortal Realm: Aqshy
    Keeper of Secrets (360)
    - Shining Aegis
    - Artefact: Icon of Infinite Excess 
    - Spell: Progeny of Damnation
    Keeper of Secrets (360)
    - Sinistrous Hand
    - Spell: Slothful Stupor
    Syll'Esske, the Vengeful Allegiance (200)
    - Host Option: General (Invaders Host)
    - Lore of Slaanesh: Pavane of Slaanesh
    The Contorted Epitome (200)
    - Artefact: The Rod of Misrule 
    - Lore of Slaanesh: Hysterical Frenzy
    The Masque (120)
    - Host Option: General (Invaders Host)
    Infernal Enrapturess, Herald of Slaanesh (140)
    - General
    - Trait: Glory Hog 
    30 x Daemonettes (300)
    5 x Hellstriders with Claw-spears (100)
    5 x Hellstriders with Claw-spears (100)
    Supreme Sybarites (120)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 104

    I also considered replacing a keeper and 5 hellstriders with Shalaxi and 10 daemonettes but I'm not sure it's really better. 

  11. As said above, a lot of comments will be anecdotes until we see some big tournaments.

    I had a lot of success with the gitz. Right now the splintered fangs feel a bit outmatched in every way. I need to play the nighthaunts a bit more to make my own opinion on them.

    • Thanks 1
  12. 3 hours ago, Oath Stoned said:

    Thats sad. Have you played again? I got the battleplan card without terrain cards and it plays great. Ive been teaching my gf so ive picked through the deck quite a bit. Ill slowly add the complexity back.

    I meant that we picked new cards to play again. I really like warcry.

    Though now I usually use the matched play battleplans even if we sometimes use the cards for fun.

    1 hour ago, Grimrock said:

    I think the main problems with the cards are the random nature of how they can combine. I pulled the stand on terrain objective, but each side only had a small piece in each corner that was tall enough, which would create a stalemate. Pull a different terrain card where there was one big piece in the middle and that objective would suddenly become really interesting. I like the way drawing each card makes for a totally different game, but there are quite a few combos that just don't work even if you're only using the 'balanced' cards. I wonder if someone will come up with a recommended combo list or something similar. 

    The matched play battleplans are good if you don't want totally random games. 

     

     

  13. My first game was basically the worst combination I've ever seen.

    We played with the starter box set warbands and terrain. I played with the untamed beasts vs the iron golems. The terrain card was 2 big lines of terrain near the board edges and nothign in the middle. The twist was that both player roll a dice and the winner gets a chaotic beast as an extra fighter. The victory condition was that you gain points for each fighter 3" from the ground or higher. 

    I deployed my fighters on top of the terrain in my deployment area. My opponent couldn't mathematically win the game since I had 10 fighters (9 from the untamed beasts + a fury) vs 8 for him on top of the building round 1. He'd lose if he didn't leave his terrain since I had more fighters, but if he did he wouldn't score enough points to win.

    The game ended quickly and we decided to play another one.

    • Like 1
  14. The whip is really underwhelming so I'd do the same. It's absolutely trash on the one with the shield but it can be okay on the one with a blade since you trade 1 attack for 3 small attacks at 3". You never know when you may need it.

  15. Ok first of all I will make a summary of matched play:

    You don't draw the deployment and victory cards. Instead both players roll a dice. The winner decides which table will be used to roll for the combination of deployment/victory.

    The first thing you see is that all the deployments are symmetrical. The shield/dagger/hammer from both players will always arrive at the same round. This means that the only difference between red and blue will be the terrain.

    Here's the summary for each table

      Table 1 Table 2
      T1 T2 T3 T1 T2 T3
    Shield 5 1 0 4 2 0
    Dagger 3 3 0 3 2 1
    Hammer 2 3 1 1 2 3

    If you only consider the deployment, you will be able to get your warband earlier in the first table. 

    However you can't only look at the deployment. Overall the first table will only focus on the shield. Your dagger and hammer will often arrive later. The second table will require you to have both a strong dagger and hammer.

    I made a few lists and I put only 1 or 2 fighters (either fast or with a ranged attack) in the hammer since it will usually arrive late and a weaker dagger. I will probably reconsider since the second and fourth scenarios both require you to have a strong dagger while the fifth requires a strong hammer. That's 50% of scenarios where you can't put everything in the shield and pray for the best.

    My book is in french so I have no idea about the names of the scenarios in english.

    As for tournaments I think the hidden intents (not sure about the name) will really depend on your warband.

    • Like 3
  16. I think our quad has a very niche use. You will usually use either a triple or the universal quad.

    The more attacks you have, the more damage you will deal with the quad but the damage will be lower than an additional attack with a low quad (too lazy to do the maths for each unit). I think you shouldn't use it on the Trueblood since you already have the double.

    I'd probably use it on the serpent caller or a pureblood that is already in close combat. It is more effective on the snake but it's unlikely that it will manage to survive a round in combat.

  17. I bought the Splintered fang and I plan to put them in a coliseum so the bases will be sand. I already downloaded a few pictures for reference but I'm still thinking about the colour scheme.

  18. Well a lot of the damages come from critical hits so an extra toughness doesn't change as much as you'd think. A clearblood with blades has 4 attacks vs 2 for the shield (who can use the double). However I intend to put 3 clearbloods with shield in my hammer so they will often only need to take an objective and not use a lot of attack actions.

  19. At first I made the difference between cards where all the units from both player arrive at the same time vs the ones where they don't (symmetrical/asymmetrical) and  run some probabilities since we have all the data. It ended up kinda complicated and not much more useful than simply looking at the table.

    edit: yes it only takes the battle plan cards into account, I haven't looked at the 12 pitched battle plans yet. Maybe I can add them in parentheses in the table since they're from the battle plan cards.

  20. Hey Everyone,

    I finally managed to get my hands on the battleplan cards. Since we are supposed to chose the Shield Dagger and Hammer before the game I wanted to know if there were some differences between groups. I think a lot of people have already done that but I just wanted to hear everyone's opinion.

    I checked all the cards and split the data in 3 tables (red player, blue player, both) with 3 lines (shield/dagger/hammer) and 3 columns (turn 1, 2 and 3). I'm not sure it was very useful to also make some tables for red and blue since you make the groups before revealing the cards. Blue will usually be on the table before red.

    If a card had two groups arrive on different turns, I put it in the highest number (e.g. if blue hammer arrives on turn 1 and red hammer on turn 2 then the card will be put in turn 2).

    Spoiler there are some differences:

      Total
      T1 T2 T3
    Shield 29 7 0
    Dagger 20 14 2
    Hammer 12 15 9

    Basically put the toughest group in the shield and the fastest in the hammer. Maybe dagger is the expendable group?

     

    • Like 6
    • Thanks 1
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