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Enoby

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Everything posted by Enoby

  1. Yeah, stuff like that could be awesome. Slaanesh seems like it should be the opposite of Daughters of Khain - while they end with their best abilities, we should start with ours and lose them as we go on. So we have the tools to kill quickly, but must sieze the opportunity. It would also create an interesting interaction with depravity points, where we get a load of them to begin with, and should use them to reinforce ourselves when we grow weaker. In the end, it'll probably be nothing like this and GW will give us some totally random ability as they seem to be confused about what to do with Slaanesh in most areas. I feel it will be something to do with the hosts, and their abilities may be expanded upon. I really like the idea of the hosts, but I hope it's more along the lines of the legions in Legions of Nagash than it is just splitting a set of abilities between three sub allegiances. I suppose Nighthaunt's abilities changed loads from the GHB to their battletome, so we could see a large shift. That makes me think - I wonder what endless spells we'll get.
  2. I kind of hope they're throwing ideas at the wall and seeing what sticks, and to exemplify that in the battletome. From what I can gather, our core design philosophy is: - fast (everything in the army) - lots of decent attacks (not bad to hit or wound, and army wide rend) (pretty much everything in the army has this, and the keeper's command ability amplifies this) - debuff (the hellstriders, the chaos lord of Slaanesh on boobsnek, the daemonette loci, the allure of Slaanesh command trait, the fiends of Slaanesh) - paper thin defence as a weakness (all Slaanesh specific non-hero units have a 5+ save, and we have no way to boost our defences besides debuffing) This would suggest we were meant to be a controll/finesse army - like assassins. We get into a weak spot, throw a load of stuff at it before it can respond, kill it, and stop them getting a hit back through debuffing. To compare the Chaos gods to D&D style classes, Khorne would be the fighter/barbarian, Tzeentch would be the wizard, Nurgle would be the cleric, and Slaanesh would be the rogue. Unfortunately GW has yet to find a way to have this translate well to the table, but I think it could if everything was amplified on a charge (more attacks, more rend, more debuffs) like a rogue's sneak attack, and we had a way to escape combat effectively (a retreat and charge rule would be great, as would always strike first on a charge).
  3. Fully agree. Kind of wish our heralds were casters (with a points increase, of course), because they don't really do all that much at the moment - not even a unique buff to daemonettes. It'd be cool to have a caster that could wound themselves to get better at casting for a turn. I think one of the things that would really make Slaanesh shine, and will probably be one of the most likely things to be added in the new faction, are more buffing heroes/abilities/spells in general.
  4. Might be really good control with the Masque; you could place it in such a way that, when their movement is reduced to something like 2", they'd only be able to get one more model in LoS after movement. The only thing is that it's easy to dispell, so it'd probably be removed before doing anything.
  5. At first I went with the artifact that gave +1 damage on the sword of the exalted keeper, but found that it was too swingy. I like the -3 rend on the claws, mostly to deal with 3+ save pests. I would consider sticking the d6 mortal wounds on a 6+ onto the Chaos lord of Slaanesh on foot, as he has +1 to hit against heroes. It likely isn't worth it in any competitive sense, but it could be fun. It may be good on the claws of the keeper, as if it piles in, it'll almost certainly get 1d6 mortal wounds. The only issue is how common -1 to hit is
  6. Sounds like a really interesting list. The combo with the varanguard sounds cool. I think the only issue is that the opponent may be able to stop/slow down the varaguard before they make it into combat. Also, kind of by the by, but I wish Archaon had a Slaanesh head, otherwise he looks quite misplaced in the army I get why he doesn't in the lore, but that's stopped me from buying the model.
  7. To take a guess, I think he's more popular because his spell does decent damage (and we have very little access to mortal wounds), and he has a lot of wounds so generates decent depravity points when injured.
  8. That sounds very interesting! Good luck at Blackout
  9. Hmmm... looks interesting. I'm torn between Destruction (as it looks badly put together) and Chaos (because skin capes are in). Reminds me of Fabius Bile. Fabius's cloak, for reference:
  10. I'm still very much on the fence about buying this book, and I was hoping someone here could help me make up my mind. I'm not interested in reading about Stormcast or Nighthaunt (just not my cup of tea), but I do like other factions/characters (Neferata and Slaanesh primarily, but there are others I find interesting). Does this book have much in the way of information about other factions?
  11. List: Host: seekers - 1 exalted greater daemon of Slaanesh (blade of symmetry atifact) - 1 keeper of secrets (general with devotee of torment) - 1 chaos sorcerer lord - 1 daemon prince of Slaanesh - the Masque - 30 daemonettes - 30 daemonettes - 5 hellstriders -5 seekers (would have traded for another prince but didn't have the model on me) I can't remember their list exactly, but they did have a colossal squig which my keeper killed, and two (including the one that spawned after the colossal squig's death) units of squigs. Most depravity points came from my models being hurt - all of the heroes that were there originally died.
  12. Reckon we'll be seeing top tables anytime soon? I feel our summoning is incredibly strong, but we're still lacking in too many other departments to reach the top - I'd like to hear other people's opinions though.
  13. I've played 4 games so far (each at 2000 points), and have found depravity points to be very easy to get: Vs Sylvaneth: 73 by turn 3 Vs Moonclan: 74 by turn 3 Vs Sylvaneth: 104 by turn 4 Vs Chaos Dwarves: 62 by turn 3 I lost the two last games, the first due to getting greedy with depravity points and forgetting about the minor victory condition that my opponent triggered - this was entirely preventable and I had the upper hand model-wise. The second game was strange - my army was shot with 6d6 mortal wounds at range + some more shooting with -2 rend, and there was very little left of it by turn two; next time, I should try play around the warmachines first.
  14. Found an interesting leak in the depths of a Reddit comment section; again, nothing too groundbreaking, but it was a black and white picture of daemon Fulgrim fighting Logar/Pertubo (can't tell the difference). I'm hoping it's a sign of things to come in AoS, and I hope they keep the aesthetic they used for Fulgrim - he looks great. (I would post the picture, but it's against site policy to share leaks)
  15. I think it'd be really cool to have more heroes that could buff units; the army has a few buffs, but most things are self contained (fittingly) or debuffs. Some kind of twisted and beautiful harp player would be awesome. That said, a Pied Piper would also be interesting and thematically fitting.
  16. Me too Also kind of wish they were 100 points rather than 120; they're very fast, but don't quite have the punch or staying power to make them feel worth it. It'd be quite nice if they got something to make them do more on a charge. Their distraction abilities are top notch, though.
  17. I think it could be really cool, so long as they didn't change anything major with anyone else's factions. It's fine for them to suffer losses which have a perminent effect on the story, but I'm more talking about something huge like the death or corruption of Sigmar which could be an awesome story but may upset fans. It's a difficult one, because too little change means the story never actually advances in important ways, or too much and fans become upset and dislike the faction.
  18. I think the issue with killing/merging/consuming/splitting Slaanesh is that it may upset some Slaanesh fans, and make them unsure about wanting to buy into the release. I know I wouldn't be too keen on Slaanesh no longer being Slaanesh, and I feel there are others who feel the same way; it may make for a good story, but it could also upset the core fans of the faction. A bit like if Slaanesh broke free but was released into the Gladitorium in Azyr and ate Sigmar (as he's under a lot of strain due to Nagash), leaving the SC without a safe way to reforge - it might make for an interesting story, but it would likely upset Stormcast fans (which I wouldn't want).
  19. I'm a bit on the fence about this - I wouldn't want his entrapment to be the new status quo, but I agree that it wouldn't be cool to return to the old status quo either. Perhaps she could be released, but come back much more/much less powerful; it would shake up the status quo, and also be the possible start of a narrative event. That said, I think a Hosts battletome will be released before their god is, so Slaanesh will have a full force to use in any narrative events that come up about the release. I'm still unconvinced we'll see a release by January, though - I feel they're trying to get through the habringers first. I also think we would have seen something about the Emperor's Children in 40k by now, and they are very very likely to be released alongside the Hosts.
  20. Is there a rule that says you have to take your general as a leader? I know they have to be a hero in matched play, but I couldn't see where it said leader. Edit: wait, I just found it - unfortunately you have to be a leader to be a general (pg 49 of the GHB 2018)
  21. I sometimes feel the FAQ is going to end up longer than the GHB.
  22. What endless spells, if any, are people using? I was considering the cogs (for more speed) and the gemnids for a debuff, but I'm unsure whether the gemnids are too dangerous to use as they hurt us loads if they come back on us.
  23. After thinking about it, I think that the exalted keeper is better off in its new state; looking through the core rules and the GHB, it can still be the general without being a leader so there's no issue there (if anything it's a tiny buff because we can include 7 heroes now). The lower save hurts, but hopefully she'll be able to kill anything that threatens her before she needs a save in the first place (and she should reach her target first turn). Other than that, her spell wasn't that great in the first place (needing needing what was effectively two casting rolls before working) so I don't see it as much of a loss. From test games I've played, she could probably get enough DP over the game to summon herself back.
  24. I'd suggest the hellstriders, the cogs, and the gemnids - the more -1s to hit, the better. Also, our exalted keeper has been changed! She's now 440 points.
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