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Re: Slannesh Roster

Posted: Mon Nov 02, 2015 11:18 am
by babass
or thick-skull : those slaneesh-adepts do love sm things

Re: Slannesh Roster

Posted: Tue Nov 03, 2015 12:19 pm
by Chris
Late to the thread but in general I think Demons work well as secret weapons, either on roster or preferably as stars (since they don't develop and are created with all their attributes?).

That leaves the team to be mortal worshippers who summon the demons as required (and use bribe money to fund ostentatious sacrifices to try and keep them ont eh pitch longer!).

Re: Slannesh Roster

Posted: Tue Nov 03, 2015 12:26 pm
by JaM
Oh... that's nice! No hands, secret weapon. Truly unique then.

I do like the idea of thick skull, wrestle linos. Well, perhaps not on all linos.

Thick skull, wrestle, jump up? 6337, 80K (to be on the safe side), 0-2, gimp-blitzer or something? :D GS - A ?

Btw, I really like this thread. Love to try them, too.

Re: Slannesh Roster

Posted: Tue Nov 03, 2015 12:28 pm
by Chris
Having now read through the thread - Jump up on the linemen is a great idea. No idea if it fits or not, just love the idea of them poping back up all over the place the roster becomes far more mobile than basic statlines suggest.

Re: Slannesh Roster

Posted: Mon Nov 09, 2015 7:13 am
by fidius
I'd do something like this, only with slightly modified skills (if we're gonna dream about new races we might as well dream about a new ruleset while we're at it):

Cult of Slaanesh
0-16 Slaaneshi Cultists - 6337 - none - GA/SPM - 45gp
0-4 Slaangors - 6338 - Horns, Prehensile Tail - GASM/P - 90gp
0-2 Devoted - 7347 - Arresting (Foul) Appearance, Claw, Dodge*, Jump Up, No Hands - GA/SPM - 120gp
0-1 Keeper of Secrets - 5528 - Loner, Claw, Sure Feet, Bonehead, Disturbing Presence - S/GAPM - 150gp
Rerolls 70gp, Apothecary: Yes

* Dodge is dodging rr only, not defense

Re: Slannesh Roster

Posted: Fri Nov 13, 2015 8:52 pm
by Bakunin
After doing the math and for toning it down, I would go with 70k rerolls:

Slaanesh Cult Teams
QTY Position Cost MV ST AG AV
0-16 Linemen 60 6 3 4 7 GA SPM
0-2 Deamonettes 100 6 3 4 7 Claws, No Hands, Hypnotic Gaze, Regeneration GA SP
0-2 Witch Elves 110 7 3 4 7 Frenzy, Dodge, Jump Up GA SP

Reroll: 70K, Starplayer: LEWDGRIP WHIPARM, ELDRIL SIDEWINDER, HORKON HEARTRIPPER, ROXANNA DARKNAIL, HUBRIS RAKARTH, MORG ā€™Nā€™ THORG

Re: Slannesh Roster

Posted: Tue Nov 24, 2015 11:52 am
by babass
70k is better than 50k for ReRoll indeed :)

But, still no mutation access ? :(

i do like this (with spam on foul appearance):
0-16 Linemen 70 6 3 4 7 Foul Appearance, GA SPM
0-2 Deamonettes 100 6 3 4 7 Claws, No Hands, Hypnotic Gaze, Regeneration GA SPM
0-2 Witch Elves 110 7 3 4 7 Frenzy, Dodge, Jump Up GA SPM
or this one (with spam on Thick Skull : cultists are used to suffer) :
0-16 Linemen 70 6 3 4 7 Thick Skull, GAM SP
0-2 Deamonettes 100 6 3 4 7 Claws, No Hands, Hypnotic Gaze, Regeneration GA SPM
0-2 Witch Elves 110 7 3 4 7 Frenzy, Dodge, Jump Up GA SPM

Re: Slannesh Roster

Posted: Wed Nov 25, 2015 1:22 am
by Bakunin
babass wrote:70k is better than 50k for ReRoll indeed :)

But, still no mutation access ? :(

i do like this (with spam on foul appearance):
0-16 Linemen 70 6 3 4 7 Foul Appearance, GA SPM
0-2 Deamonettes 100 6 3 4 7 Claws, No Hands, Hypnotic Gaze, Regeneration GA SPM
0-2 Witch Elves 110 7 3 4 7 Frenzy, Dodge, Jump Up GA SPM
or this one (with spam on Thick Skull : cultists are used to suffer) :
0-16 Linemen 70 6 3 4 7 Thick Skull, GAM SP
0-2 Deamonettes 100 6 3 4 7 Claws, No Hands, Hypnotic Gaze, Regeneration GA SPM
0-2 Witch Elves 110 7 3 4 7 Frenzy, Dodge, Jump Up GA SPM
if you want mutation, then I would give them all mutation on double.
I would go with the think skull roster - FA seems to strong and the skill description doesn't fit.

But if you insist on giving the linemen a skill, then I would take the reroll back down to 50k, or else the team strength at TV1000 (and naf tv1100) just becomes worse.

Re: Slannesh Roster

Posted: Wed Nov 25, 2015 9:02 am
by babass
depends if you want to make a "tier1" or "tier2" roster, for tourney formats or not.

with cheap lino, you will have a team with almost everything at start, at TV100.
but complete for naf-standards (TV110) : 12+apo, including the 4 positionnal, and 3 team RR.
if i compare this roster to ProElves, it think it would be a tier1 for sure.

Re: Slannesh Roster

Posted: Wed Nov 25, 2015 6:14 pm
by Bakunin
babass wrote:depends if you want to make a "tier1" or "tier2" roster, for tourney formats or not.

with cheap lino, you will have a team with almost everything at start, at TV100.
but complete for naf-standards (TV110) : 12+apo, including the 4 positionnal, and 3 team RR.
if i compare this roster to ProElves, it think it would be a tier1 for sure.
I would allways make new team tier1 - new players could be the first one to master it, and force old players to play differently.
The idea that new teams can only be added by the grace of the gods and if its tier2/1.5, is just to conservativ.

If going the gimmick way, then add stunty leeg's Squig herder team, at least it forces players to come up with new schemes:

SQUIG HERDER TEAMS

0-16 Squig Herders 40K 6/2/3/7 Dodge, Right Stuff, Stunty A/GSP

0-4 Squigs 80k 5/4/4/8/ Blood Lust, Claw, Juggernaut, Leap, Mighty Blow, No Hands, Really Stupid, Sprint, Very Long Legs AS/GP

0-2
Squig Hoppers 110K 6/4/3/8 Blood Lust, Juggernaut, Leap, Pro, Sprint, Two Heads, Very Long Legs A/GSP


... sorry about the rant :orc:

Re: Slannesh Roster

Posted: Wed Nov 25, 2015 7:34 pm
by dode74
I would allways make new team tier1
Do that and make them slightly too powerful and you risk upsetting the entire meta. Far better to go for slightly underpowered (T1.5) then tweak up after testing.

That's not to say new teams can't be T1, but that it's better to get them there by increments.

Re: Slannesh Roster

Posted: Wed Nov 25, 2015 9:22 pm
by plasmoid
...on the other hand, with 5 years collecting data - maybe more because nobody can be bothered to play the tier 1.5 team - getting them to tier 1 could be a loooong way off :wink:

Re: Slannesh Roster

Posted: Wed Nov 25, 2015 11:30 pm
by Bakunin
IMAG0373.jpg
:D

Re: Slannesh Roster

Posted: Wed Nov 25, 2015 11:35 pm
by Bakunin
dode74 wrote:
I would allways make new team tier1
Do that and make them slightly too powerful and you risk upsetting the entire meta. Far better to go for slightly underpowered (T1.5) then tweak up after testing.

That's not to say new teams can't be T1, but that it's better to get them there by increments.
If a new team would become the "best" team, it would still be a better situation than we have with the cookie cutter wood elfs and boring Undead.

Re: Slannesh Roster

Posted: Thu Nov 26, 2015 2:35 pm
by dode74
plasmoid wrote:...on the other hand, with 5 years collecting data - maybe more because nobody can be bothered to play the tier 1.5 team - getting them to tier 1 could be a loooong way off :wink:
Got enough data from Khorne within about 6 months.