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Well of Eternity

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112 Celestant-Prime

About Well of Eternity

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  1. Tzaangor Horror Combo

    Sorry. You gain only one dice for horror unit.
  2. Changeling and Balewind Vortex

    @"How is this even a discussion" - becasue why not? Ability on Changeling scroll allow him to use/know any spell from enemy casters so we discussed WHAT IF he will try to use Summon Balewind Vortex spell. BTW. Changeling can only summon units from CHAOS GAlliance. Otherwise - interesting idea
  3. Changeling and Balewind Vortex

    Hi, My favourite topic - Balewind Vortex I had a discussion with my friend about Changeling and Vortex. As we know - Changeling can "steal" spells from wizards within 9". Let suppose that Changeling is within 9" from enemy caster which know summon balewind vortex spell (because your opponent has Vortex model). You don`t have that model but You have enough summoining points. Now - you have initiative in round I. Changelling cast Summon Balewind Vortex spell and.... (?) a) Changelling can`t use that spell because you dont have Vortex model b) Changelling can use that spell and summon vortex (-100 pts from your summoning pool) BUT if your opponent has only one model... he can`t use his vortex until Changelling is on table/on top of the Vortex? c) ...?
  4. Let's chat Kharadron Overlords

    Good question. Fleetmaster allow me to do that? [edit] Aetherspheric Endrins - at the beginning of any of your hero phase [...] set it up on the battlefield more than 9" from the enemy Fleetmaster - Once both armies are set up but before first battle round you can remove friendly skyvessel that was set up on the battlefield and set it up again according to the battlepln's rules.
  5. Let's chat : Nurgle

    . [edited ]
  6. Let's chat : Nurgle

    Meanwhile.
  7. The Rumour Thread

    Right now
  8. Yet another question about Balewind Vortex

    Loaded dice is clearly cheatting meanwhile looking for new possibilities even if not obvious is not. For me this is still not obvious that you cannot set-up model on balewind via spell just because there are some different rules about moving your units and set-up units. There is a difference between moving unit and set-up unit so if on the balewind scroll i find information only about "moving" and I know that I can put my model somewhere on the battlefield via "set-up" i connected the dots and asking about other rules making my plan invalid. I fully understand Arkiham and his point of view. It seems logical BUT still - there is no rule that clearly not allowed me to do, other than "move used in more basic "normal" term". Fully agree with your point of view. Thanks for your comment!
  9. Yet another question about Balewind Vortex

    Arkiham - Thanks for your answer! So it`s more like "common sense" ("move used in more basic "normal" term") that indicates that there is no way to transform Vortex into "Two-seater" than confirmed "hard" rule.
  10. Yet another question about Balewind Vortex

    I don`t want to use that rule/trick. I don`t need to. I`m just curious if there is something that doesn`t allow me to do that (other than "Try to not be THAT GUY").
  11. Yet another question about Balewind Vortex

    Traitor Mist allow to set up unit on the table. Set up as stated in FAQ: Q: What is ‘set-up’, exactly? A: ‘Set-up’ is typically when a unit is placed on the table during deployment, but can also refer to a unit being deployed in a location other than on the battlefield, or being put into play once the game has started (a unit using the Stormcast Eternal Warrior Chamber’s Lightning Strike, the Chameleon Skinks’ Chameleon Ambush, or the Treelord’s Spirit Paths ability, for example). Models can set up within 3" of the enemy, even if they are set up in the movement phase, unless noted otherwise in the rules for the ability that allows them to be set up once the battle is under way ...So it`s not move (or i missed something).
  12. Yet another question about Balewind Vortex

    Because restriction apply only to move units within 3" not to set-up them on top of the balewind votex (set-up via spell or ability)
  13. Yet another question about Balewind Vortex

    Hi! As we know, there can be no other model within 3" of Balewind Vortex and we cannot move any other models within 3" of Vortex but what about teleport/set-up another wizard/model/unit on top of the Vortex (e.g. with Sayl the Faithless spell). Is it possible to make Vortex "Two-seater" (and use Vortex to double te casting range for both mages on top of it if it is viable)?
  14. Let's chat : Nurgle

    In my opinion Plague Claws are unpredictable and add two drops to your list (with Sayl and Gaunt - total 5). Crown of Conquest is also not so reliable as earlier. I`m testing Plaguetuched Warband: Allegiance: Chaos Harbinger of Decay (140) - General - Trait: Cunning Deceiver - Artefact: Chaos Talisman Festus The Leechlord (120) Sayl The Faithless (120) Gaunt Summoner and Chaos Familiars (120) - Artefact: Favour of the Gods 5 x Putrid Blightkings (180) 5 x Putrid Blightkings (180) 30 x Chaos Warriors (480) - Hand Weapon & Shield - Mark of Chaos: Nurgle 40 x Chaos Marauders (200) - Axes & Shields - Mark of Chaos: Nurgle 10 x Chaos Marauders (60) - Axes & Shields - Mark of Chaos: Nurgle 1 x Chaos Warshrine (180) - Mark of Chaos: Nurgle - Blood Blessing: None Plaguetouched Warband (100) Balewind Vortex (100) Reinforcement Points (0) Total: 1980 / 2000 I have big unit of 28 warriors as a "wall". Thanks to low drop number (3) I gain priority in first round and teleport them in front of the enemy to grind him down on his own deployment zone, as far from objectives as it is possible. With Harbinger Command Ability, Warshrine aura and MShield, warriors have 3+, re-roll 1 sv, "ward save" 5+ and "ward save 6+". Even more - in my opinion Cunning Deciever combined with Plaguetuched is one of the best method to make your army immune to all attacks in Round 1. Harbinger with Chaos Amulet and his Command ability is a "must have" in mortal nurgle army. Gaunt for his anti-horde spell (with balewind). Putrids are nice as anti horde slow, objective grabbers and Marauders help me in board control (against teleporting units).
  15. Let's chat Kharadron Overlords

    Hi! Still trying to improve my KO list. I`m playing in copmetetive local meta so nerf after GH2017 hit me pretty hard. I think that the biggest issue with KO atm is lack of staying power. We still have lot of firepower, ability to snipe enemy heroes and thanks to riggers and wardens a nice ability to move across the board (for objective grabbing or contesting). Even more - small number of drops even without battalions (ships and riggers/wardens). IMO - Vulkite bersekers are now best options for KO armies. Wall of 20-30 32mm bases with 5+/4++ should give arkanauts (2 x 30) buffed by khemist time to snipe monsters/enemy heroes. Without them there`s a slight chance to win grind war with hordes ("horde meta"). Wardens with grapnels can hunt enemy units decimated by arkanauts and grabbing objectives. I know that my lists have few issues - only one fragile khemist but i belive i can hide him near board edge and conga-line arkanauts. I`m still torn between deepstriking with vulkites or use them as a wall. In "deepstrike option" i have them in reserves so they are save from potential alpha strike and rest of my army is on frigate - only 2x30 arkanauts on table and a "transport-frigate"). SO. I think about two lists: Allegiance: Kharadron OverlordsSkyport: Barak-Urbaz- Additional Footnote: There's No Trading With Some PeopleAether-Khemist (140)- General- Trait: Prospector - Artefact: Masterwrought Armour Auric Runesmiter (80)- Runic Iron30 x Arkanaut Company (360)- 9x Light Skyhooks10 x Arkanaut Company (120)- 3x Light Skyhooks30 x Arkanaut Company (360)- 9x Light Skyhooks20 x Vulkite Berzerkers (240)- War-Picks & Slingshields6 x Skywardens (200)- 2x Grapnel Launchers6 x Skywardens (200)- 2x Grapnel LaunchersArkanaut Frigate (280)- Main Gun: Heavy Sky Cannon- Great Endrinworks: Incredible Self-healing HullTotal: 1980/2000 OR Allegiance: Kharadron OverlordsSkyport: Barak-Urbaz- Additional Footnote: There's No Trading With Some PeopleAether-Khemist (140) - General- Trait: Prospector - Artefact: Masterwrought Armour 30 x Arkanaut Company (360)- 9x Light Skyhooks10 x Arkanaut Company (120)- 3x Light Skyhooks30 x Arkanaut Company (360)- 9x Light Skyhooks30 x Vulkite Berzerkers (330)- War-Picks & Slingshields6 x Skywardens (200)- 2x Grapnel Launchers6 x Skywardens (200)- 2x Grapnel LaunchersArkanaut Frigate (280)- Main Gun: Heavy Sky Cannon- Great Endrinworks: Incredible Self-healing HullTotal: 1990/2000
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