Arkiham Posted February 26, 2017 Share Posted February 26, 2017 Yeah it's fine leave them to one side, a new it depends on your needs , check the thread out covering them atm Link to comment Share on other sites More sharing options...
Eldercaveman Posted February 27, 2017 Share Posted February 27, 2017 So with the rule of 1 only letting us cast one of each spell each turn what spells are people tending to pick for which characters from the lore of change? Link to comment Share on other sites More sharing options...
Arkiham Posted February 27, 2017 Share Posted February 27, 2017 Depends on what I need, d6 mortals will likely always be included, + a stat is handy but I'll decide on deployment, if I remember right it's when they are deployed unless it's compulsory for them to be listed Link to comment Share on other sites More sharing options...
Eldercaveman Posted February 27, 2017 Share Posted February 27, 2017 And just spam those two powers across all our wizards? Link to comment Share on other sites More sharing options...
kozokus Posted February 27, 2017 Share Posted February 27, 2017 31 minutes ago, Eldercaveman said: So with the rule of 1 only letting us cast one of each spell each turn what spells are people tending to pick for which characters from the lore of change? Bolt of change is king. I like fold reality too. I take the rest with no preference if my heroes do not have access to Lore of destiny. Firestorm is both hard to cast and not really effective. How many times it did nothing. Link to comment Share on other sites More sharing options...
kozokus Posted February 27, 2017 Share Posted February 27, 2017 5 minutes ago, Eldercaveman said: And just spam those two powers across all our wizards? It happens quite a lot of time that your LOC start the turn more than 18" of the ennemy so it helps to have Bolt of Change on several heroes and spend a couple of destiny dice to ensure that D6 mortal wounds. Link to comment Share on other sites More sharing options...
RoloMcFury Posted February 27, 2017 Share Posted February 27, 2017 So, has anyone had a chance to play test the Duplicitous Host armies that seem quite powerful on paper? I'm about a fourth of the way done painting this list: Lord of Change 300 Lord of Change 300 Blue Scribes 120 Changeling 140 Herald of Tzeentch 120 Gaunt Summoner 100 Gaunt Summoner 100 x10 Pink Horrors 140 x10 Pink Horrors 140 x10 Pink Horrors 140 x10 Brimstone Horrors 40 x10 Brimstone Horrors 40 x10 Blue Horrors 50 x10 Blue Horrors 50 Host Dup + Changehost 110 110 Reserve points, to be used for either a Balewind (against ranged armies) or a squad of Plagubearers (if I need more blockers) As I said, on paper, it looks solid- lots of lane blockers, powerful spells, the LoC melee'ing a flank on turn 1 (buffed with Mystic Shield, Arcane Transformation, + Shield of Fate), but do such lists actually work? I'd really like to work in a third Mortal/Arcanite caster to get access to the other D6 damage spell, as the two Gaunts here will probably roll with Treacherous Bond (protecting the one using the profile spell) and Shield of Fate (too good to pass up IMO). I'm a bit concerned about heavy mortal wound armies (particularly x3 Thundertusk), but I should be able to burst one of them down with the guaranteed first turn. Link to comment Share on other sites More sharing options...
Tokyo Nift Posted February 28, 2017 Share Posted February 28, 2017 2 hours ago, RoloMcFury said: So, has anyone had a chance to play test the Duplicitous Host armies that seem quite powerful on paper? I'm about a fourth of the way done painting this list: Lord of Change 300 Lord of Change 300 Blue Scribes 120 Changeling 140 Herald of Tzeentch 120 Gaunt Summoner 100 Gaunt Summoner 100 x10 Pink Horrors 140 x10 Pink Horrors 140 x10 Pink Horrors 140 x10 Brimstone Horrors 40 x10 Brimstone Horrors 40 x10 Blue Horrors 50 x10 Blue Horrors 50 Host Dup + Changehost 110 110 Reserve points, to be used for either a Balewind (against ranged armies) or a squad of Plagubearers (if I need more blockers) As I said, on paper, it looks solid- lots of lane blockers, powerful spells, the LoC melee'ing a flank on turn 1 (buffed with Mystic Shield, Arcane Transformation, + Shield of Fate), but do such lists actually work? I'd really like to work in a third Mortal/Arcanite caster to get access to the other D6 damage spell, as the two Gaunts here will probably roll with Treacherous Bond (protecting the one using the profile spell) and Shield of Fate (too good to pass up IMO). I'm a bit concerned about heavy mortal wound armies (particularly x3 Thundertusk), but I should be able to burst one of them down with the guaranteed first turn. As you say, weak to massed ranged firepower. Deep striking Stormcast, forest teleporting Kurnoth Hunters, etc. But strong list when I've played it vs Stormcast/Sylv/Nurgle. Out of curiosity, are people playing that the D6 mortal wounds spells from Lore of Fate/Change are different spells? They have the same name. Link to comment Share on other sites More sharing options...
Venrex Posted February 28, 2017 Share Posted February 28, 2017 Played the dubious host for 2 weeks now and really like it scary scary matches against sylvanath with just 9 hunters with bows Link to comment Share on other sites More sharing options...
Goodwin Posted February 28, 2017 Share Posted February 28, 2017 3 hours ago, Eldercaveman said: So with the rule of 1 only letting us cast one of each spell each turn what spells are people tending to pick for which characters from the lore of change? I try to keep one Tzaangor Shaman with Fold Reality hanging out with my Skyfire/Enlightened. Except so far they've been pincushioned to death and I haven't had the chance to use it. *weep* Link to comment Share on other sites More sharing options...
Eldercaveman Posted February 28, 2017 Share Posted February 28, 2017 Think I'm going to run Fateweaver in my list alongside 2 Lords of change to have some more mortal wounds powers going off as well as the spawn he creates as annoying hassle units. To clarify his spell does he create a spawn per model he kills or just one spawn even if you kill 6 models? Link to comment Share on other sites More sharing options...
Malakithe Posted February 28, 2017 Share Posted February 28, 2017 My mixed list. It's tempting to go full Hosts but I'm starting to think a good mix would be better in order to mix the best of both sides. Link to comment Share on other sites More sharing options...
Hobby Heresy Posted February 28, 2017 Share Posted February 28, 2017 7 hours ago, Eldercaveman said: Think I'm going to run Fateweaver in my list alongside 2 Lords of change to have some more mortal wounds powers going off as well as the spawn he creates as annoying hassle units. To clarify his spell does he create a spawn per model he kills or just one spawn even if you kill 6 models? If anything is killed by the spell set up a spawn. doesn't matter if its 1 or 6. its not one for every model killed though. Just bear in mind you will need to keep points back for it as its a new unit and classes as summoning. Link to comment Share on other sites More sharing options...
Arkiham Posted February 28, 2017 Share Posted February 28, 2017 Was that the same in the previous version of karios ? Link to comment Share on other sites More sharing options...
Eldercaveman Posted February 28, 2017 Share Posted February 28, 2017 I don't think it would count as summoning? Link to comment Share on other sites More sharing options...
Arkiham Posted February 28, 2017 Share Posted February 28, 2017 New unit, counts. Link to comment Share on other sites More sharing options...
AverageBoss Posted February 28, 2017 Share Posted February 28, 2017 Yep, even the Ring of Immortality that revives the user after he dies counts as summoning. Link to comment Share on other sites More sharing options...
Eldercaveman Posted February 28, 2017 Share Posted February 28, 2017 Where does it say it counts? Link to comment Share on other sites More sharing options...
Eldercaveman Posted February 28, 2017 Share Posted February 28, 2017 Ah because it's anot effect of a spell even though it's not just a direct summon. That sucks. I guess I'll just leave Fateweaver out and have the points there to summon with depending on my opponent. Link to comment Share on other sites More sharing options...
Eldercaveman Posted March 1, 2017 Share Posted March 1, 2017 Ah because it's anot effect of a spell even though it's not just a direct summon. That sucks. I guess I'll just leave Fateweaver out and have the points there to summon with depending on my opponent. On the back of this does the split and split again rules take up reinforcement points? Link to comment Share on other sites More sharing options...
Gaz Taylor Posted March 1, 2017 Share Posted March 1, 2017 On 2/27/2017 at 10:00 PM, RoloMcFury said: So, has anyone had a chance to play test the Duplicitous Host armies that seem quite powerful on paper? I'm about a fourth of the way done painting this list: Lord of Change 300 Lord of Change 300 Blue Scribes 120 Changeling 140 Herald of Tzeentch 120 Gaunt Summoner 100 Gaunt Summoner 100 x10 Pink Horrors 140 x10 Pink Horrors 140 x10 Pink Horrors 140 x10 Brimstone Horrors 40 x10 Brimstone Horrors 40 x10 Blue Horrors 50 x10 Blue Horrors 50 Host Dup + Changehost 110 110 Reserve points, to be used for either a Balewind (against ranged armies) or a squad of Plagubearers (if I need more blockers) Silly question here, but is that a legal army with seven characters for 2000 points? I know you can get round it with summoning but just curious Link to comment Share on other sites More sharing options...
RoloMcFury Posted March 1, 2017 Share Posted March 1, 2017 43 minutes ago, Gaz Taylor said: Silly question here, but is that a legal army with seven characters for 2000 points? I know you can get round it with summoning but just curious Woah! I had literally no clue there was a limit on heroes. So, one Gaunt summoner is getting the boot. Back to the drawing board! Link to comment Share on other sites More sharing options...
Hobby Heresy Posted March 1, 2017 Share Posted March 1, 2017 1 hour ago, Eldercaveman said: Ah because it's anot effect of a spell even though it's not just a direct summon. That sucks. I guess I'll just leave Fateweaver out and have the points there to summon with depending on my opponent. On the back of this does the split and split again rules take up reinforcement points? Yes, Unless you can split them into an existing unit, but you are unable to take said unit past its starting number. Link to comment Share on other sites More sharing options...
Eldercaveman Posted March 1, 2017 Share Posted March 1, 2017 That kind of sucks. Good to know though because it isn't painfully obvious. How come I don't see more skyfires in lists. They seem like a great unit with 16" fly and 24" range shooting. Link to comment Share on other sites More sharing options...
Arkiham Posted March 1, 2017 Share Posted March 1, 2017 24 minutes ago, Eldercaveman said: That kind of sucks. Good to know though because it isn't painfully obvious. How come I don't see more skyfires in lists. They seem like a great unit with 16" fly and 24" range shooting. alpha strike lists. you need a decent combat unit. skyfires are squishy so tbh with the increasing amount of long ranged shooting its slowly putting me off using them as theyll just be shot off an battleshocked the rest Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.