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Lou_Cypher

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Everything posted by Lou_Cypher

  1. Just a funny thought, but Nagash can cast Arcane Bolt up to 8 times. Would he be allowed to stock up on them and proceed to just wail on an enemy every phase + his own stomps?
  2. Don't think Archaon Tzeentch lists change too much with this. Though only 5 Pinks from the Summoner might be a little rough when playing the long game with him. Would Hosts Arcanum help him out there? I'm thinking a list of Archaon, Fateweaver, a Sorcerer Lord with the summoning 6 Screamers Artifact, and maybe 2 small squads of Horrors? The rest of it, not too sure.
  3. If your AoS LoC is in combat, it's likely about to die soon. Grab the Stick. 40k.... not sure.
  4. Trying something here that's highly front-loaded. Reminiscent of the old Nagash + Zombie dragon, but with this: Archaon Fateweaver Sorcerer Lord Gaunt Summoner 20 Marauders 10 Acolytes 10 Horrors Not sure which Coven to be at. Thinking of Hosts Arcanum for free Screamers and Archaon rocketing forward. Agenda to hunt down a monster so he gets +1 to his refillable save and tie up the enemy. But I am lacking in bodies so I'm also thinking Guild of Summoners for a potential Lord of Change by the time Archaon dies. Fateweaver is there to provide the threat of Archaon instagibbing anything he looks at. (If there's a 6 on one of the Destiny Dice that he can add to.)
  5. I'd say it's all fine as long as you have your core combo for the first turn. Though I usually like going 2nd. Changeling to deploy close to an enemy and provide an aura. And a block of Horrors to teleport with him. Look at the biggest threat and light it up with some shooting. If the enemy goes next? Hit them with the Changeling's movement and hitting penalty for a minimum of -2 to hit. If you get the double turn. Debuff the enemy with spells for even more -1s to hit. All the units will be looking to kill those Horrors. And whenever they get hit, they will kill them. But first, they must actually hit them.
  6. Considering how Pink Horrors easily fold to stray attacks coming their way.... think blocks of 20 would be more useful for those 1 rolls? I feel groups of 10 die too quickly.
  7. Random thought. Is there no way of gaining the benefits of the Overlords of Chaos Varanguard in anything other than a Host of the Everchosen army? Like say, marking them all Tzeentch for use in a Disciples of Tzeentch army?
  8. I kinda went with something odd in my list. Instead of 40 Marauders, I stuck with 20. Intending for them to teleport, then die. I did go with 14 Iron Golems though instead of the extra 20. Same wounds, 10 pts. Cheaper, 4+ Rerollable save for Objectives. And I try to have one unit of Varanguard with spears. Other than Archaon, we have no other source of Rend 2. Leaves me just enough to have an Umbral Spellportal for a foot summoner and threatening Hordes.
  9. Given the halfway nerf of Changehost's single teleport only now... is it agreed that the Changeling is now the most important tool for it? It can deploy anywhere essentially, providing the loci required for the unit chosen to teleport.
  10. I think that actually might be the case. Destiny Dice of 1 are still unmodified regardless of how many other additional modifiers are added afterwards. Destiny Dice of 1 would trigger both D6 Horrors returning and nothing flees because it's an unmodified 1. But it has to be 1, no other dice. 2 is useable, but no abilities are linked to rolling an unmodified 2 so it gets all the penalties and modifiers that happen after the initial 'roll.'
  11. Might be that the roll counts as unmodified, therefore triggering D6 Horrors back. But then the modifier is applied after to determine how many flee, I think. Also, who really uses Destiny Dice for spellcasting with a Lord of Change? They have a strong, built-in safety net for decent rolls.
  12. Not too sure if you can have that, AND still be Sixth Circle though. Hopefully we can.
  13. Varanguard with Artefacts and Command Traits might be fun in the new book.
  14. Do we have any practical results in playtesting and the like before declaring things like Changehost as broken so far? How do we fare so far against the problem armies like Slaanesh, Petrifex, Skaven, etc?
  15. Do Flamers still keep the Transmogrification Locus? Where every slain flamer turns into 2 Flamers on a 6?
  16. Varanguard naturally hit on 3+ so just a +1 to hit gives them a 2+. I believe the Everchosen Subfaction has an ability that let's you reroll hits and wound rolls of 1 against any single unit on the battlefield.
  17. Got a win against Clan Pestilens in an escalating league, 1500 pts. Played Focal Points in the Realm of Beasts and each of us had a store-provided Ghorgon to use. My list: No Tribe 1 Tyrant w/ Trophy rack 1 Slaughtermaster w/ Questionable Hygiene 2 x 12 Gluttons. One w/ Double weapons, one w/ Ironfists. 4 Leadbelchers 40 Gnoblars Balewind Vortex Skaven List (from what I remember): Pestilens Verminlord Corruptor w/ Sword of Judgment Plague Priest on Furnace 3 x Plague Priests 2 x 40 Plague Monks 15 Plague Censer Bearers Failed all my spells the whole game so that was useless. Managed to go first. Bullied a big 12 Glutton block, parked the 40 Gnoblars in front of them to prepare for a charge as they moved towards the center. Charged the Gorgon into a group of Censer Bearers, and did a grand total of 3 damage. Retaliation did a few wounds. They would be there for half the game, but the Ghorgon would eventually kill them, eat a plague priest, and kill the other plague priest. The center area got charged by all the Plague Monks, and the Ghorgon. Gnoblars were nearly wiped out by one unit of Monks, and then both unit of Monks got halfway wiped by Gluttons piling in, before they themselves took a fair number of losses from the second squad of piling in Monks. It was a back and forth after that. Gluttons get wiped, another squad charges in to wipe out a unit of Monks. The Tyrant charged and killed the Ghorgon though. The Leadbelchers also moved forward to provide support, but they simply acted as a roadblock. The second unit of Gluttons held their own against the remaining unit of Plague Monks, the Furnace, and the Verminlord though. Enough for me to constantly claim the central and two objectives every turn. At the end of it, I got tabled. And only the Furnace and a single Plague Priest remained. But I was far enough ahead in Victory points to grab the victory. Odd rulings in Focal Points though. Does a monster you control for a turn in the Realm of Beasts in that scenario count as a unit for the purpose of claiming objectives? Only applied at the end of the game there where I was tabled, but since my opponent has the closest models to it, the Ghorgon's control shifts to me. Can I use that to grab objectives?
  18. Hmmm.... it also seems you don't choose between Tyrant weapons. He has all of them at once. A way to give him +1 attack on his weapons might be good.
  19. Oh! The Tyrant doesn't seem to need to stay alive for a unit to receive immunity to Battleshock. But it can only be Gutbusters so I don't think Gnoblars would count anymore.... would they?
  20. So uh.... potentially a very powerful combination but what do people think of this? Sorceress for sacrificial duties. Umbral Spellportal. Empowered by Ulgu so it can be placed anywhere. + Vitriolic Spray to strip anything of its armor save. An unlimited range save negation that can be used by anything with a lot of weak attacks. Or better yet, fine long range low-quality shooting. Dark shards with run and shoot maybe?
  21. Black Guard changed a little it seems. No more reroll 1s to hit. But received +1 to hit when WW 12 of a Darkling Covens Hero.
  22. Seems like there are a lot of Deepkin Eels in a local event here. What are our tactics against those? Is it better to stick close together or split our army in two? Objectives appear to be a problem too since they're much faster.
  23. Minor question but.... what's the main use of the Slaughter Troupe? It allows units to retreat and still charge, sure. But Sisters of Slaughter can just retreat + run outside 3", and then pile-in 6" anyway. And for the price of the battalion, you can get a few extra things instead. Is it for less drops? Utility for the Heartrenders?
  24. Question about Sisters of Slaughter. Can you have them wait outside 3" of an enemy without charging. Then charge a different unit with something like Witch Aelves, choosing to activate them first. The Sisters of Slaughter would be safe from retaliation because the enemy is outside 3" pile-in. But when you can activate next, you pile-in the Sisters 6" forward and attack the enemy that couldn't attack you. Possible?
  25. About to face a Stormcast force in a few days in the Realm of Fire. I've got Nagash, an Ethereal Zombie Dragon, a Necromancer, and 30 Reapers + basic battleline + Portal. I know the Stormcast has around 20 Sequitors and 10 Evocators supported by Liberators and other heroes. They're the Host with Deathless Minions-lite and resurrect units on a 5+. Anyone have any tips fighting such a list? Those reviving Sequitors appear to be especially deadly.
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