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Enoby

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Everything posted by Enoby

  1. I put her into the side of 20 squigs (around 5) and the squig hero who buffs them. I used finest hour for a +1 to wound and save, and charged into the hero allocating three attacks to him and six to the squigs. I believe all hit and wounded, but the four wound hero had used finest hour and all out defence and rolled two 6s and a 5 on his save, meaning he survived somehow, despite his four wounds and 6+ save. The squigs, with no save, took 12 wounds for that depravity. If she'd have killer the hero then it would have definitely have been worth the trade, but in the future I think I'll either use her to kill screens/shooters, or lone buff heroes - but I'd only want to use her going first.
  2. I've had another game with the book, again vs trolls, with the following list: - Army Faction: Hedonites of Slaanesh - Army Type: Pretenders LEADERS Lord of Pain (135)* - General Lord of Pain (135)* Lord of Hubris (135)* Glutos Orscollion (480)** The Contorted Epitome (190)** The Masque (140)** BATTLELINE Blissbarb Archers (150)* Myrmidesh Painbringers (145)* Symbaresh Twinsouls (140)* Myrmidesh Painbringers (145)** OTHER Slickblade Seekers (200)** CORE BATTALIONS *Battle Regiment **Battle Regiment TOTAL POINTS: 1995/2000 Overall the game was really fun, and I love how varied we can be with our tactics now. Our Battle Tactics are super easy to get and I achieved every turn, alongside denying theirs. One of my favourite "techs" is to use Phantasmagoria for movement - so have your slickblades go into a weak Unit A, which has Unit B nearby, charge into A to attack and then pile into B. The weak Unit A should die, and the activation of Unit B should allow you to retreat, getting an extra 14" move. When Painbringers actually got into combat with a 5+ ward, they absolutely weathered all attacks, from charging bounders to a Troggboss. Twinsouls really held their ground when it came to surviving and fighting back against a herd of buffed squigs. In combination with attack on death from the Lord of Hubris, they helped secure the centre point. Glutos tanked very well this game, only taking one wound overall (when accounting for his heal) from the Troggboss, 6 Rock guts, and 3 fell water. The -2 to hit really helped here. As mentioned, Slickblades were great for their movement. Blissbarbs seemed a bit too strong to me, but it's hard to say. I wouldn't want my entire Army consisting of them, but 2 attacks at 2/3/-1/1 with a LoP nearby nearly killed the mangler outright. The Masque was fantastic, and netted me 12dp first turn - she is pretty squishy though, so I may use her more cautiously next time... The Lord of Pain and Hubris are great support pieces - almost too good in some respects, but they're relatively easy to kill. Overall, very impressed with the book.
  3. I really do love the new book for its options - not just that it really encourages creativity, but also that it's a fantastic that there isn't a terrible or too good unit in the book. Everything feels like you can experiment with it, and that's brilliant - even the units I've been a bit dissapointed in, it's never been because they're really bad, they're just not quite as creative as the other ones. It's definitely a book everyone will have to experiment with. I was really impressed with Twinsouls recently - they tanked (and hurt) squigs really well.
  4. I've had another half a game and, as a quick comment, Blissbarbs with a Lord of Pain are absolutely fantastic. I've not been as impressed by Painbringers - not their stats, but I struggle to get them where they need to be. The Masque was really strong - with a +1 to hit and wound from Finest Hour and the command ability, she does a respectable amount of damage for her points and nets some good depravity alongside dispatching an important target.
  5. Had a short game, though unfortunately had to be called early - only got to the end of turn one, though Glutos had died to a trogboss after failing his saves and after saves to a huge damage roll Bad luck more than anything really!
  6. Hopefully going to try this tonight - Army Faction: Hedonites of Slaanesh - Army Type: Pretenders LEADERS Glutos Orscollion (480) Lord of Pain (135) - General Lord of Hubris (135) Lord of Pain (135) The Contorted Epitome (190) BATTLELINE Myrmidesh Painbringers (145) Myrmidesh Painbringers (145) Symbaresh Twinsouls (140) Symbaresh Twinsouls (140) Blissbarb Archers (150) OTHER Slickblade Seekers (200) TOTAL POINTS: 1995/2000 I think I'll put Strength of Godhood on the Lord of Pain, as well as the Crown of Dark Secrets. I'll be against Gloomspite Gitz. Phantasmagoria will be on the Contorted Epitome and Born of Damnation on Glutos. Will hopefully have a battle report to write out!
  7. I totally agree - the book looks incredibly exciting, and more, I don't think there's some clear winner that everyone will end up spamming, at least, it's not an obvious clear winner. I've been messing around with a few lists and it all feels much better now - a lot more light synergy and actual decisions that have to be made. It seems like it could be a tactically demanding book, which is exactly what I want to see; I'm especially excited as I doubt many games will look the same with the Temptation Dice added.
  8. I think it would definitely be worth trying. I think, average damage wise, twinsouls aren't the powerhouses they were - but I don't think they're meant to be. I think they're meant to be a tricky unit like you're suggesting - something to disrupt and annoy rather than truly threaten. Have a look at the average damage graph: I think Slickblades (into 2 wound units so they have four attacks) will be key, but they're still flimsy and so will keel over after their first go over. A good alpha strike, especially when combined with a Keeper for the double pile in, but I think the support of the Twinsouls and Painbringers will be important - and Blissbarbs hold up really well too. I think a Pretenders Keeper with Strength of God hood and the Crown of Dark Secrets would be a good idea. Use the crown and dump it into the Fane to be wounding on 2s for the rest of the battle, and always all out attack so they're on 2s and 2s, which when combined with Strength of Godhood, makes their damage look like this: I'd be tempted running a Keeper with Flaming Weapon and leave Phantasmagoria on a different unit. With the ability to give three commands, you can let three units such as Slickblades and Blissbarbs run 6 to get into a better position. Better yet, I believe this can be used with reposition, allowing for some really complex maneuvers. If they have Flaming Weapon, their damage becomes rather silly:
  9. I'll hopefully have the chance to write my thoughts in full later, but at a glance I really like the Painbringers as an elite option now - having a 3+ (potentially a 3+1) save, and very easy access to +1 to hit and wound. They do slightly less damage than the old Painbringers, when accounting for the loss of Exploding 6s (around 5.6 damage vs 4.7 vs a 4+ save), but they're much tankier - especially if you get to 36 depravity quickly. Also, when you get to 24 depravity, their damage beats the damage of the old ones by 5.6 vs 7.4. If you do get them to 2s and 2s (which won't come from their own scroll), then they'll be doing around 10 damage vs a 4+. I really love Painbringers, so I'm glad I have so many. More than that, I'm glad nothing seems to be stepping on toes - Twinsouls have gone from blenders to more 'tricky' with potential high damage, and Slaangors have moved to take their place as the glass cannons. It should hopefully lead to more varied lists. It is a shame about the Twins though!
  10. The Honest Wargamer is going through the tome now Spell lores for each host!
  11. I didn't notice it do anything - may have been intentionally on the low.
  12. Does anyone know when the battle reports for Warhammer+ tend to come out? I have access to a subscription so would be happy to try and transcribe the new Slaanesh and Khorne abilities a bit later on.
  13. While I think we're all on the Chaos Dwarf hype train, I'm just going to insert some rumours from the Slaanesh rules by the person who predicted temptation points:
  14. Here's the rest of the rumours from the person who predicted the Temptation Dice...
  15. https://www.warhammer-community.com/2023/03/14/use-guaranteed-sixes-to-tempt-your-foes-with-battletome-hedonites-of-slaanesh/ Finally, what looks to be flavourful rules!
  16. I'd really love this if it were true - nice way to tie in the temptation side of Slaanesh in a very narrative rule that's still strong. Of course, the Rumour could be false, but let's hope not. I'll also try to watch the Battle Report on Wednesday and get the new stuff written down.
  17. Haha, thank you - but as @AronQ_ said, we all deserve it. I think the Slaanesh subforum has been one of the most active and passionate about the state of the tome, and there's a lot of buzz elsewhere on social media too. I've got a lot of hope for this battletome - and I'm hoping that's not misplaced! I totally agree with this. I think the Locus of Diversion (both instances) were the right idea, but the first incarnation was too "Tonker Toys" easy, and the second often felt like it rarely mattered. I hope they look into Locus of Diversion again, or a similar rule, that allows us to play in this flighty style. My biggest fear is we end up like the first tome all over again, and it just turns into "do tonnes of damage quickly". This rule makes me feel a lot more comfortable.
  18. I really like the new Hero's ability. I think it looks very strong, but even if it's a bit too tricky to pull off, I think the design space it occupies is exactly the type I think our battletome should. To answer the discussion earlier in the thread, the one thing I would love our book to focus on is tricky tactics - things where both you and your opponent need to think about positioning and activation order very carefully, lest they lose a lot of efficiency. Things like this which can shut down a unit, but the opponent can avoid on their turn it by charging properly (thus making him area denial) are fantastic. While something like "Choose a Hedonite unit within 6" and it does +1 damage until your next hero phase" would be better, it would be both boring and tactically blunt. I'm hoping for a tactically interesting book, and this ability seems to be pointing in the right direction!
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