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Well now you have neither the Ogroid nor the Magister, who are your only two ways of tying up units turn 1, nor do you have the Soulsnare Shackles. As a result, fast armies like Ironjawz and Nighthaunt cavalry will kill you almost instantly.

Why are you so intent on keeping Fateweaver? 

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I need your opinion on a list. We play a lot of 1500 games as we talk to much to fit 2000 in an evening most of the time 😂

Idea is to sit back turn one and prepare for a possible incoming double turn. Our group seldom plays alpha strikes, so not too much threat there. Ramp up fate points with 7 spells (although not that reliable) and sacrifice on pinks. Shaman will then follow Tzaangors, rest sits back more. 

 

Allegiance: Chaos

Leaders
Curseling, Eye of Tzeentch (160)
- Lore of Fate: Shield of Fate
Gaunt Summoner (180)
- General
- Trait: Arcane Sacrifice  
- Lore of Fate: Bolt of Tzeentch
Tzaangor Shaman (180)
- Lore of Fate: Treacherous Bond

Battleline
10 x Pink Horrors Of Tzeentch (200)
- Lore of Change: Fold Reality
10 x Pink Horrors Of Tzeentch (200)
- Lore of Change: Treason of Tzeentch
30 x Tzaangors (480)

Endless Spells
Geminids of Uhl-Gysh (40)
Quicksilver Swords (20)
Aethervoid Pendulum (40)

Total: 1500 / 1500
Extra Command Points: 0

 

Endless spells are for the curseling to make him to do some damage. 

What I was thinking, can you increase the setup range of them with the sacrifice?

 

With our points increases we are severely light on bodies... 😑

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On 7/17/2018 at 5:18 AM, SleeperAgent said:

General:
Lord of Change (Incorporeal Form, Blade of Fate, Tzeentch's Firestorm)
Kairos Fateweaver (Bolt of Tzeentch)
Gaunt Summoner (Shield of Fate)
Curseling (Glimpe the Future)
The Blue Scribes (Arcane Transformation)

10x Pink Horrors (Fold Reality)
10x Pink Horrors (Unchecked Mutation)
10x Pink Horrors (Treason of Tzeentch)

Endless Spells:
Chronomantic Cogs
Geminids of Uhl-Ghysh
Umbral Spellportal

2000/2000

Without deviating much from this, I think I might suggest:

Lord of Change (Incorporeal Form)
Lord of Change (Ghur: Gryph-feather Charm)
Gaunt Summoner
A Curseling

10 Pink Horrors
10 Pink Horrors
10 Pink Horrors
10 Pink Horrors

Geminids of Uhl-Ghysh
Umbral Spellportal

2000/2000

I think the standard LOC is better than Kairos (for many reasons but let's go with wounds + command ability at the least), and with the Charm they've both got -1 to be hit in combat (and also in shooting for the LT LOC). Then I wanted to give you more dudes on the ground, even if they're really really expensive dudes. Blue Scribes are cool and good but the most expendable of your heroes, so they got ground up with the Cogs (the most expendable of your Endless) to make more pinks. Alternatively you could make a unit of 20 but this way you keep a spell in the game, plus more objective claiming if that's actually a thing in this game.

Edited by Boss Salvage

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4 hours ago, Boss Salvage said:

Without deviating much from this, I think I might suggest:

Lord of Change (Incorporeal Form)
Lord of Change (Ghur: Gryph-feather Charm)
Gaunt Summoner
A Curseling

10 Pink Horrors
10 Pink Horrors
10 Pink Horrors
10 Pink Horrors

Geminids of Uhl-Ghysh
Umbral Spellportal

2000/2000

I think the standard LOC is better than Kairos (for many reasons but let's go with wounds + command ability at the least), and with the Charm they've both got -1 to be hit in combat (and also in shooting for the LT LOC). Then I wanted to give you more dudes on the ground, even if they're really really expensive dudes. Blue Scribes are cool and good but the most expendable of your heroes, so they got ground up with the Cogs (the most expendable of your Endless) to make more pinks. Alternatively you could make a unit of 20 but this way you keep a spell in the game, plus more objective claiming if that's actually a thing in this game.

I actually very much like this list. But do you really think double LOC is better than 2 different chickens? Kairos has Gift of Change which is another spell I can cast. 2 LOC means only one get to attempt Infernal Gateway and the other has to just use a spell of change.

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Thanks to the Endless Spells I think they'll both have plenty to keep themselves busy with, on top of Spell-thief potentially giving them even more to cast in later turns. Gift of Change is fine, and the spawn are free now, but it's not a huge loss vs the benefits.

Also, am I wrong that both LOC could pop their command ability and give +2 to cast for all the daemon wizards (i.e. not the Curseling)? If you somehow had 2 CP stored up.

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18 minutes ago, Boss Salvage said:

Thanks to the Endless Spells I think they'll both have plenty to keep themselves busy with, on top of Spell-thief potentially giving them even more to cast in later turns. Gift of Change is fine, and the spawn are free now, but it's not a huge loss vs the benefits.

Also, am I wrong that both LOC could pop their command ability and give +2 to cast for all the daemon wizards (i.e. not the Curseling)? If you somehow had 2 CP stored up.

You could do this with one also, no? Just use it twice with one of them.

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52 minutes ago, Myzyrael said:

You could do this with one also, no? Just use it twice with one of them.

It doesn’t look like it is worded to stack from a single model:

“Beacon of Sorcery: [...] If a Lord of Change uses this ability, then until your next hero phase you can add 1 to all casting and unbinding rolls made for friendly TZEENTCH DAEMON WIZARDS that are within 18" of the Lord of Change.”

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2 hours ago, Myzyrael said:

You could do this with one also, no? Just use it twice with one of them.

I thought you could only attempt each spell once per turn regardless of how many units know it, is that not correct? 

EDIT: Quoted wrong person. 

Edited by SleeperAgent

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10 minutes ago, SleeperAgent said:

I thought you could only attempt each spell once per turn regardless of how many units know it, is that not correct? 

EDIT: Quoted wrong person. 

He's talking about using command abilities twice, not the spells.

 

After a few games I've had I've realised the usefulness of big block zaangors. Is 2 units of 30 too much in 2k? 

 

 

Screenshot_20180718-224204.png

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1 hour ago, obmik1 said:

He's talking about using command abilities twice, not the spells.

 

After a few games I've had I've realised the usefulness of big block zaangors. Is 2 units of 30 too much in 2k? 

 

 

Screenshot_20180718-224204.png

In my opinion, the more tzaangores the better. 

There is nothing else in tzeentch that can put out as much damage as 30 tzaangores and still have staying power. 

Stacking command points for battleshock immunity combined with destiny dice will ensure they wont melt away. 

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