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DarrinTheOccult

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About DarrinTheOccult

  • Birthday October 20

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  1. So, I've been thinking about this list. The general idea behind the list is a punchy alpha-strike with the 15 thunderers + navigator's Flarepistol artefact + extra first turn command points for being Barak Nar that you can spend on Admiral's tricks and so on.
  2. Finally my Ogroid Thaumaturge (hero+monster) will be relevant and useful 😭
  3. Do you like chaos warriors and Tzeentch but slaves to darkness are ****** with all of that? Don't worry! I have the solution for you for free
  4. Wasn't the last rumour engine picture a horse leg? Blood Knights sold out? I think we can relate concepts right here 🤓
  5. Two days ago I tested this unusual list: I played against Seraphon and I won. We played Total Commitment. My plan was engaging his 2 bastiladons with pinks or warriors so the rest of his army had to deal with my tzaangors and magic stuff. The fatemaster would use his command aura for tzaangors and for skyfires to try those 6s for mortals on his heroes and bastiladons. However, in the first turn his bastiladons killed my fatemaster, changecaster and 2 skyfires. In that moment I thought that the game was pretty lost not gonna lie. In my first turn I ran with the tzaangors for getting a 9+ charge and complete the +1 attack agenda. Obviously I used two destiny dice for that and engaged 30 skinks and a carnosaur (who had received 6 mortal wounds from the ogroid spell). It worked somehow without anymore buffs and destroyed the carnosaur and 18 skinks (they didn't fail battleshock test because of a spell). The other part of the army advance to the enemy trying to hide my heroes from bastiladons's sight and my chaos knights tried to charge one bastiladon but they only achieved to reach 20 skinks in front of him. In second round I lost iniciative. Host duplicitous allowed me to mantain my tzaangors protected in combat as the remaining skinks couldn't retire, my opponent had to charge me with the bastiladon behind or, if I killed his skinks, in my turn I would charge him and capture one of the points. However by piling in in both turns I achieved it anyway. For the rest of the game, the tankiness of chaos warriors and summoned horrors didn't let my opponent getting close to my objetives, as his only fast unit (terradons) was swept by the ogroid. Pretty fun game with a pretty fun list 🤣
  6. I've only played tzeentch all this time and I have to say that this new battletome gives you the feeling of incredible internal balance as you can use all the units through the different cults. Of course there's always some subfactions better or worse than others, but everything feels right and playable (I'm looking at you OBR, you could learn something man) I have started buying things for kharadron and I love their battletome. Depending on which skyport you take it changes completely what you should take for synergies. I appreciate that sort of variety.
  7. Yeah arcanite battalions seems pretty expensive and limits too much what you must take, Tzaangor coven is great but there's too many units in there, and witchfyre is nice but I don't plan to take 50+ acolytes (although it could work). Screening with MSU units seems nice but taking the fatemaster rerolls away seems like a lack of damage output for tzaangors (stupid 32mm bases) and makes skyfires less reliable. It's interesting taking 9 enlightened on foot instead of 6 on disc if the tactic is wait for them to come and wait to fatepoints. However it could be better having more ranged attacks or damaging spells to weaken enemy units while they are bussy dealing with so many bodies. I think giving shield of fate to chaos warriors is a bit redundant as they already repeat all save rolls while they are 10+ models. I don't see the bridge so reliable as you must start the phase within 6" to be allowed to use it, but it also resolves mobility problems. It will take a lot of practice to dominate the list as there's so many units (and that means more possible mistakes) Overall, I see some problems with screening kairics on cult of the trascient form. If you screen with them, you are feeding tzaangors and probably wasting them as you are not going to hit with more than 12-13 tzaangors at once. That ability probably works better in mid-late game when you can take advantage of positioning new tzaangors, etc. I think it would work better on Host duplicitous as rejecting enemy opportunities of retreating with sooo many units helps a lot when we are talking about fatepoint race. It's indeed a strange list as you fight well in combat, you have shooting and you have magic, but they don't stand out in nothing at the same time. It is the sort of list that makes your opponent go mad (but also yourself xDDD)
  8. Wow thanks for the reply, your point of view is really interesting. I think you are right, 6-7 tzaangor is not very much when compared with other abilities that other factions have. My meta is mainly fec, slaanesh, nighthaunt, LoN and destruction, so maybe it could be worth it at some point. Personally, I don't like very much screamers so I prefer to keep them away hehe. One point that maybe it's unnoticed is the command trait from Cult of the trascient form (+2 bravery to nearly units) that can avoid some flying away tzaangors as their bravery is pretty lame. I like very much your Host duplicitus approach, but maybe in that case I would change the 40 kairics to 20 chaos warriors, as they hold the line much better (however I'd be losing 1 potential fate point each turn). But well, it's all about testing so we'll see how it works. For the question: if you mean artefacts and stuff... I'd probably take Paradoxical shield or Wellspring of Arcane Might to the gaunt and Nexus of fate or Daemonspark for the general.
  9. I would suggest you never take tzaangors in units of 10, as they need to be 9+ miniatures for getting +1 attack, so they would lose that bonus really quick. Also if you don't take fatemaster, the list loses its principal trick: rerolling all hit rolls on a 9" bubble (I'm looking at you Tzaangors and Skyfires). Also I've chosen 2 units of 20 kairic acolytes for battletline and for the ability of Cult of the trascient form (each time a acolyte is slain roll a dice, on a 6+ you can add a tzaangor to a tzaangor unit on the battlefield) so 40 acolytes is an average of 6-7 extra tzaangor, but 20 is an average of 3.
  10. Do you think that Cult of Transient Form could be worth it? Allegiance: Tzeentch- Change Coven: Cult of the Transient FormLeadersOgroid Thaumaturge (160)- Artefact: Chaotica Amulet- Lore of Fate: Shield of FateTzaangor Shaman (150)- Lore of Fate: Arcane SuggestionFatemaster (120)- General- Trait: Defiant in their PursuitGaunt Summoner of Tzeentch (240)- Lore of Fate: Bolt of TzeentchBattleline20 x Kairic Acolytes (200)20 x Kairic Acolytes (200)20 x Tzaangors (360)Units6 x Tzaangor Enlightened on Disc (360)3 x Tzaangor Skyfires (200)Total: 1990 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 141
  11. While it's true that extra pieces of aethergold is a pretty powerful mechanic, I don't like at all the rest of abilities when comparing them to Nar, Zilfin or Zon -the endrinwork it's an absolute garbage xDDD- and it can turn to only 1 extra piece. (However I love the gunhauler battleline option) But this is probably 'cause of my style of play so I cannot be objetive with it. I'll probably go with Zon as I like the combos I see on the battletome (maybe later in game don't work 🤣). I agree that Mhornar is the most mistreated, I can't find any synergies with them
  12. Hi! So, several days have passed since the release of the new battletome and judging by the KO thread, there's a lot of people going into this faction. Kharadron Overlords seems to be that sort of faction that depending on which skyport you pick, you have to play an entire different playstyle, so I was wondering which one are you considering to play for (from an early point of view of course) and what makes you think that way. I'm sure this will help a lot of new people that are interested in the faction with the new release, so... go ahead!
  13. Hi, we have had a question about boon of tzeentch of blue scribes on balewind vortex. It says: "Boon of Tzeentch has a casting value of 4. If successfully cast, you can re-roll casting rolls for friendly Tzeentch Wizards wholly within 18" of the caster for the rest of that phase." So the thing is, does that 18" count as range of the spell for adding the balewind extra inches? In my opinion it doesn't count as the wizard casts the spell on himself and then he has that ability, which has 18" of range and is independent of the casting itself. My friend opines that the range of the spell are those 18". Who is right and why?
  14. Yeah, with the spanish translation we have similar problems. As example, according to spanish battletome, Ironclad can reroll wound rolls instead of run rolls 🤣
  15. I think I'll go for this list: Barak-Zon LeadersEndrinmaster with dirigible suit (220) (General) Command Trait: Bearer of the Ironstar (revive at 2+) Artifact: Aethersped Hammer (+2 attacks to a melee weapon)Aether-Khemist (90) Artifact: Spell in a bottleBattleline10 x Arkanaut Company (90)9 x Skywardens (300) skypikes 9 x Skywardens (300) skypikes Units10 x Grundstok Thunderers (240) special weapons War MachinesArkanaut Frigate (250) heavy sky cannon Endrinwork: Prudency chutesGrundstok Gunhauler (150) sky cannon Endrinwork: Zonbarcorp Debtsettler Spar TorpedoGrundstok Gunhauler (150) sky cannonBattalionsGrundstok Escort Wing (140) Endless Spells Geminids of Uhl-Gysh (60) Total: 1990 / 2000Extra Command Points: 1Wounds: 89 EDIT: Forgot the endrinworks hehe
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