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Re: Slannesh Roster

Posted: Tue Jul 05, 2016 9:41 am
by babass
Bakunin wrote:But would it make the fiend (the team) to great? It would look like a powerful frenzy-less snow troll. +MV & Regeneration & No hands for 10k.
to be tested i guess...
- With regen, i guess, it should be 160k.
- Without, 150k sounds fine.

i don't like the roster name : there is only max 5 daemon in this team. (and we could play without them)


nice roster by the way :)

Re: Slannesh Roster

Posted: Tue Jul 05, 2016 12:26 pm
by Bakunin
babass wrote: to be tested i guess...
- With regen, i guess, it should be 160k.
- Without, 150k sounds fine.

i don't like the roster name : there is only max 5 daemon in this team. (and we could play without them)


nice roster by the way :)

Well.. 5/5/2/9 (Loner), (Negatrait), (Damage Skill) -- 160,000 gold
So:

WildA (0k) + Claw (10k) + DP (20k) + Tail (20k) + 2MV+ (30k) + Regen (20k) = 260k

260K - -1AV (10k) - -1AG (20k) - no hands (20k) = 210

110/2 = 55

So final price is 155k =>> round down to 150k

EDIT: but I think it needs playtesting

Yeah the name seems a bit off.
Again looking at the CRP teams names, "Daemons of Slaanesh Teams" seem a bit long - why not just "Slaanesh Teams"

So it looks like this:

Image

and without Regen:

Image

Re: Slannesh Roster

Posted: Tue Jul 05, 2016 2:28 pm
by Bakunin
TV1000 Roster:

7 Cultists
3 Daemonettes
1 Fiend
2RR
30k left

7 Cultists
4 Daemonettes
2 RR
1 APO
20k left

7 Cultists
4 Daemonettes
3 RR

TV1100 tournament roster:

7 Cultists
4 Daemonettes
1 Fiend
2RR
1 CL
1 AC

6 Cultists
4 Daemonettes
1 Fiend
2RR
1 APO
1 CL
1 AC

TV1250 tournament roster:

6 Cultists
4 Daemonettes
1 Fiend
3RR
1 APO
Starplayer Lewdgrip Whiparm


Edit: Apo

Re: Slannesh Roster

Posted: Tue Jul 05, 2016 8:45 pm
by babass
No apo for this team?

Re: Slannesh Roster

Posted: Tue Jul 05, 2016 9:51 pm
by Bakunin
babass wrote:No apo for this team?
Yes forgot about the apo, made one with one.

Re: Slannesh Roster

Posted: Thu Jul 07, 2016 8:17 am
by mushoomy
Testing regeneration is hard to do when my fiend doesn't die :D
I do think regeneration would be good for the thing though.
One thing I've recently considered it's another positional. I find the current roster amazingly fun to test out and find nothing wrong with it besides it's lack of speed. I think one of the things I've found so far is that when I do gaze the screen, I don't have much movement to move away from it/break free. I think this is a fun challenge and it did imposed the risk of rerolls but I was thinking a runner type player would be a good optional for people wanting to try out the roster. It would also see more playability in tournaments I find and would see interesting rosters figuring out what to take.

A runner would be the obvious choice for a theoretical third position but I think a brand new position type would be fun. For example, an interceptor!

0-2 Interceptor - 7/3/3/7 - catch, very long legs, pass block - GA/SPM 90k

Which could also be used as a runner. The only thing I see wrong is that the passing game of the opposition could be blocked. However, it already kinda is by gazing their catchers.

Thoughts on a third? Personally I don't think the roster needs it but it's as though idea

Re: Slannesh Roster

Posted: Thu Jul 07, 2016 2:28 pm
by Bakunin
I think the roster is fine as it is, no need to add more special players...

After playing a bit of stunty leeg on fumbbl, one of the funny things you find is that a counter to a no-hands-team, is bombardier:
Since you can just throw the ball on the nohands player, and not worry about a catch, and the bomb is an auto hit, if it hits the square with the player (no need for 4+).
So all the teams that can take Drippelsnot and Boomer Eziasson has a hard counter to Slaanesh teams (Goblins, Orcs, Underworld, Chaos Pact, Ogres, Dwarfs, Norse).

(One of the most cheessy things a guy from my league would do with his underworld team is this: Have his 'extra arms' 'accurate' Thrower stand 6 square from the line of scrimmage, and Drippelsnot 3 squares behind the Thrower (so 9 squares that is hard to reach). Then quick passes the bomb to the Thrower, that afterwards sends it flying for a short pass to your cage. Very hard to play against, since he made sure you could not reach the thrower or Drippelsnot - (as long as Drippelsnot made that 3+QP, it was like playing against a fireball every turn). This was much better than a HMP Bombardier and would just be even better strategy against No Hands.)

Re: Slannesh Roster

Posted: Tue May 22, 2018 7:13 pm
by Bakunin
Updated for BB2016

Image

Re: Slannesh Roster

Posted: Thu May 24, 2018 8:58 pm
by Beldkardis
Hello,

Sorry to do another proposal after 10 pages of discussion.

In my point of view, if we want to create a new roster, it is to use a "new" concept of team.
To create a new concept, we could create a team based on a skill (like block for norse, dodge for amazon, leap for smann, ...) unused.

So if we think about Slaanesh, the team should be fast, deadly and fragile.
About the skill, I think that the best skill who represent the s&m and fast way of Slaanesh is jump up. (Improve mobilty and a little bit block, and looks like "give me more" pain).

So I will see someting like :
0-16 Slaanesh cultist /6337 / jump up (ar 7 : fragile ; jump up : team skill)
0-4 Daemonette / 8337 / Claws, dodge, disturbing presence, regenerate (mv 8 fast ; ar 7 : fragile ; claws : deadly ; dodge & dp : the grace of slaanesh ; reg : daemon)
0-2 Slaanesh warrior / 6438 / jump up, piling on (mv 6 : fast ; ar 8 : fragile for a st 4); piling on : deadly ; jump up : team skill).
0-1 Fiend of slaanesh / 6518 / claws, sure feet, sprint, wild animal, no hands, regenerate.

This is only an idea for the discussion.

My 2 cents...

Re: Slannesh Roster

Posted: Thu May 24, 2018 10:14 pm
by Christy42
Jump up might be a bit more interesting than thick skull. Certainly it would create weirder matches.

I see no reason for a big guy on the roster. I see it as a dark elf team with a bit more toughness (or just more subs) and a distinct lack of mass ag4.

Re: Slannesh Roster

Posted: Fri May 25, 2018 8:31 pm
by harvestmouse
Why would a human start with jump up? In my opinion and how the original teams were created. There needs to be a good physical reason for a skill to be added to an existing race. You can still make an interesting team without feeling the need to add skills that haven't been added to a starting race yet.

Re: Slannesh Roster

Posted: Wed Jun 06, 2018 8:46 pm
by Bakunin
Beldkardis wrote:Hello,

Sorry to do another proposal after 10 pages of discussion.

In my point of view, if we want to create a new roster, it is to use a "new" concept of team.
To create a new concept, we could create a team based on a skill (like block for norse, dodge for amazon, leap for smann, ...) unused.
I think daemonettes should have hypno gaze, so ag4 linemen would be very powered.

If you want a skill to build around, my choice is "No Hands" for the above team. It would be a new hypno team, but with the greatness of the daemonettes,
their no hands would feel distinct. Not every player ofcourse cant have no hands.

Re: Slannesh Roster

Posted: Mon Jun 11, 2018 7:24 pm
by SlannMann
To quote Beldkardis "Sorry to do another proposal after 10 pages of discussion" but why did you not want a Slaanesh team to be like an alternative (now known as Chosen) Chaos team like the Nurgle roster? With them being the known as the fastest and most agile of the Chaos teams? Rather than demon based like the Khorne team?

0-16 Cultists 7337 Thick Skull 60k G ASPM
0-4 Pleasgors 7337 Extra Arms, Horns 80k GAM SP
0-4 Slaanesh Blockers 6438 Very Long Legs 110k GSM AP
0-1 Enlightened Minotaur 6528 Loner, Frenzy, Horns, M.Blow,T.Skull, W.Animal 160k SM GAP
Re Rolls 70k

The stat line theme is +1 mv, -1 av
I like your idea of Thick Skull on the cultists representing their tolerance for pain (or pleasure!)
Extra Arms for Pleasgors comes from the Keeper of Secrets having additional arms (no good for BB in his case though). So the Pleasgors are no better at moving around the pitch than normal ag 3 Chaos (or other) players, but have the agility when it comes to handling the ball. It also doesn't break the no ag 4 and st 4 player positionals on the same roster rule. I also thought to change their S access to A in keeping with them being an agility specialising Chaos team.
Blockers got Very Long Legs idea from the 2nd ed Dorjak Sureclaw Star Player. This is another way to make the team a more agile oriented Chaos team and I feel does so in a more passive way.
Minotaur is no different than a normal Chosen Minotaur except for having +1 mv
If I was to add Daemonettes to this roster then they would be much like the 4th ed rules? (in by you had a Chaos team with 0-2 Daemonettes, Bloodletters, Plagues Bearers, etc). 0-2 7337 Claws, Hypnotic Gaze, No Hands, Regeneration 110k GA SPM

And speaking of Dorjak Sureclaw....
Dorjak Sureclaw 7438 Loner, Claw, Dodge, Sure Hands, Very Long Legs 220k

Re: Slannesh Roster

Posted: Fri Jun 15, 2018 9:33 pm
by harvestmouse
Direct translation would be:

6349 claw, pro or leader, sure hands