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Found 234 results

  1. Gaz Taylor

    AoS 2 - Disciples of Tzeentch Discussion

    Here is the new thread for discussing Disciples of Tzeentch. With the imminent release of AoS 2 (and a lot of the info already being out there), now is the time for us to start afresh on TGA. Moving forward, this will be the main thread to chat about and discuss Disciples of Tzeentch in the new edition. I still wholly encourage people to keep their own threads/army blogs within this sub forum and I also think those are a great place to share some photos as I know not everyone frequents the Painting & Modelling section. But this thread is purely for discussion around the faction, things such as (but not limited to) tactics and list building etc. You all know the drill, we've been doing it on this forum since inception! For newer players, I would say the older thread could still be worth perusal and whilst it is now locked for further replies, you can find it here - http://www.tga.community/forums/topic/5998-lets-chat-disciples-of-tzeentch/ Really excited to see what we can come up with as a community and I look forward to reading all your ideas and thoughts.
  2. Lupercal91

    Chaos undivided summoning

    So I play daemons because I like the models and iv3 conveniently collected enough to play aos. I like the idea of playing undivided daemons. I dont want to have to pick 1 type of daemon and in 40k which is what I'm used too it's never been an issue but in aos 2nd ed. It seems like you are punished for trying to do this. Please explain if I'm missing something but does playing grand alliance chaos with all 4 daemons remove my ability to generate summoning points for any faction?
  3. Agent of Chaos

    Battle Report_Khorne vs Tzeentch 2000 Points

    Battle Report Khorne vs Tzeentch 2000 points Knife to the Heart – Realm of Shysh This was my first game in AOS2 and second game ever against Tzeentch (although I didn’t know my opponent would be Tzeentch so I took a “take all comers list”). There is so much pre-game set up at the moment its nuts! We more or less randomly decided on the Realm of Shysh and so got up to speed with the additional command abilities and spells (neither of which ended up being used). The realm effect was +1 bravery to all which was hilarious since most of our units were bravery 10 daemons and 2/3 of our scenery was Sinister (-1 bravery) and so was instantly negated. The only other scenery of significance was an arcane (+1 to cast/unbind) building in his territory and a mystical (6+ ward save) wood in mine. The Tzeentch player had to choose 6 or so spells from his Lore, plus command traits/artefacts, get up to speed with his allegiance ability including new summoning rules and his battalion ability while I brought him up to speed with my artefacts/traits plus blood tithe and its new summoning rules and the effects of my battalion. There were no endless spells and we didn’t bother with the realm spells as Tzeentch had enough going on already! We chose the Knife to the Heart battleplan for its simplicity and I won the roll off for choosing a side. I’m sure the more games you play the faster this gets but it took about an hour before we felt ready to play. My list was a variation on a similar list used in my last Tzeentch game which you can check out here; (http://www.tga.community/forums/topic/15769-help-khorne-vs-tzeentch-2000-points/). I ran the Gore Pilgrims Battalion as I believe its our only competitive option and pretty much a must have in the magic heavy meta of AOS2. From the previous list I dropped chaos knights for bloodletters and adjusted for AOS2 points increases, arriving at something very similar to the Swedish Khorne list from the recent 6 Nations event but with 5 x flesh hounds instead of the 2nd Khorgorath; Allegiance: Khorne Wrath Of Khorne Bloodthirster (320) - General - Trait: Immense Power - Artefact: Deathdealer Bloodstoker (80) Bloodsecrator (140) - Artefact: The Brazen Rune Slaughterpriest (100) - Blood Blessing: Killing Frenzy Slaughterpriest (100) - Blood Blessing: Bronzed Flesh Slaughterpriest (100) - Blood Blessing: Blood Sacrifice 30 x Bloodletters (320) 5 x Flesh Hounds (100) 10 x Blood Warriors (200) - Goreaxes - 1x Goreglaives 10 x Bloodreavers (70) - Reaver Blades 5 x Wrathmongers (180) 1 x Khorgoraths (90) Gore Pilgrims (200) Total: 2000 / 2000 Extra Command Points: 1 My opponent ran the Changehost Battalion which allows him to swap two units on the battlefield with each other as long as they are both within 27” of the Lord of Change. I’m not sure of the trait/artefacts, although I know the Lord of Change was -1 to hit in melee, and his list was as follows; Allegiance: Tzeentch Lord Of Change (380) The Changeling (200) 10 x Pink Horrors Of Tzeentch (200) 10 x Pink Horrors Of Tzeentch (200) 3 x Flamers Of Tzeentch (160) 3 x Flamers Of Tzeentch (160) 3 x Flamers Of Tzeentch (160) 10 x Blue Horrors Of Tzeentch (100) 10 x Blue Horrors Of Tzeentch (100) 3 x Screamers Of Tzeentch (100) Changehost (180) Total: 1940 / 2000 Extra Command Points: 2 The above gave him 4 casters but he was unfamiliar with endless spells and so elected to stay 60 points short for the extra command trait. Photos of the setup are below; Khorne stretched out in a line ready to swarm forward with bloodsecrator and slaughterpriests sitting on mystical terrain near my objective, while Tzeentch’s Lord of Change sat in the centre of his zone surrounded by Pink & Blue Horrors, Screamers and Flamers. With all the info to process at the start my opponent forgot that he could deploy his battalion in one go (at least I think he forgot) and deployed unit by unit. This meant I finished set up first and so elected to go first in round one. I considered letting him go first for a moment to maybe generate some blood tithe for me to use in my first turn but then decided I needed the banner down for rerolling successful casts and to get my Bloodletters into combat before they were mortal wounded into oblivion. A bit like winning the coin toss in test cricket; 9 times out of 10 you bat first, on the 10th time you consider bowling first, then bat first anyway. But I digress… The Changeling was setup in my deployment zone, as he does, and halved the movement of my bloodletters. My hero phase: bloodsecrator banner down, bloodstoker whips the letters, Bloodthirster used command ability to allow letters to run and charge, then used my second command point to use the ability on himself. Slaughterpriest blessings all went off (thanks to gore pilgrims rerolls), +1 save on the Bloodthirster, +1 to hit on the letters and the reavers were blood sacrificed for a blood tithe point. No one was in range for Blood boil/bind except for the Changeling but I couldn’t see him yet. Movement Phase: Flesh hounds and blood warriors ran up the left flank, Khorgorath ran up the right. Bloodstoker ran to be within 3” of the Changeling to reveal him at the end of the phase, reavers moved towards him in order to charge. Priests moved up slightly, ensuring they stayed within 8” of the banner, letters and Bloodthirster ran forward and prepared to charge while the wrathmongers ran up behind the letters. Shooting Phase: Nil, the only two units with shooting attacks ran/were out of range anyway. Charge Phase: Reavers charge the Changeling, letters charge into the centre of the Tzeentch lines engaging both units of horrors and two units of flamers. The Bloodthirster failed to make the distance and sat there looking like a numpty. Combat Phase: Letters only had a couple of models in contact with the flamers so I put all my attacks into the horrors. They destroyed one unit of horrors but only 5 were in range of the second unit and killed 8 out of 10. Casualties were removed such that the last 2 were out of combat. The Reavers rolled well but the Changeling saved 4 out of 5 wounds on 5+ and hung around, doing no damage in return. Battleshock Phase: only the Horrors needed to take a test and my opponent used a 1 from his destiny dice to bring back D6 models (4 if I recall correctly). Blood Tithe Accrued: 2 Fate Points Accrued: 36! Tzeentch turn 1; My opponent used the changehost ability and swapped both units of flamers out of combat for a unit of pink and blue horrors respectively. He then used all 3 of his command points to pop the Lord of Change’s command ability 3 times, giving +3 to cast. Most of his spells and all of his shooting were then put into the Bloodthirster and letters, killing 8 letters and taking 6 wounds off the Bloodthirster. It was at this point I thought to myself that I should have given the Brazen Rune to the Bloodthirster. The reroll successful casting from the banner prevented one spell while the Bloodthirster’s +2 to unbind stopped another which certainly helped limit the damage. The lack of rend on the flamer’s shooting seems odd and the letters made a few 5+ saves to keep the damage suffered from them reasonable. There was very little movement to do, other than moving the flamers into position and retreating the horrors from combat with the letters. At the end of the phase he used 30 fate points to summon 30 Blue Horrors into the back corner, thanks to the position of the Changeling. He then used a 5 & 4 from the destiny dice pool to make the charge with them, engaging the reavers, bloodsecrator, Bloodstoker and slaughterpriest. The reavers put all of their attacks into the changeling and killed him this time while the heroes fought off the blue horrors, killing 8, while they took 2 wounds off the bloodsecrator. A few of the Bloodletters were just able to pile in against a unit of blue horrors and killed 6. The summoned unit of blue horrors needed to take a battleshock test and a 2 from the destiny dice pool was used to ensure none fled. Blood Tithe Accrued: 3 Fate Points Accrued: 10 Tzeentch won the priority roll for round 2 and elected to go first. At this point I was really wishing I had given the brazen rune to the Boodthirster! A very similar turn for the Tzeentch player although no units were swapped around or summoned and he only had one command point for +1 to cast. All of the spells and shooting again went into the Bloodthirster and Letters. I used the brazen rune to auto unbind the Bolt of Tzeentch to prevent D6 mortal wounds on the Bloodthirster which proved to be a crucial decision. The remaining spells and shooting took him down to 2 wounds. He could have shot more at the thirster and probably finished him off but instead decided to try and reduce the bloodletters down to less than 20 models to remove their +1 to hit bonus, managing to kill the 3 models required. The summoned blue horrors killed a reaver and the bloodsecrator before losing several models to attacks from the Slaughterpriest and Bloodstoker. The bloodletters piled into the pink and blue horrors in front of them but only a few models were in combat and failed to wipe out either unit, taking a couple of casualties in return. In Battleshock some summoned horrors fled, as did the reavers while the bloodletters rolled a 1 and recovered D6 models to take them back above 20 :-) Blood Tithe Accrued: 5 Fate Points Accrued: 20 “ish” Khorne turn 2 proved to be a swinger. The Bloodthirster gave his command ability to the flesh hounds while the 3 slaughterpriests blood boiled most of the summoned blue horrors. I also blood sacrificed the Bloodstoker who took the full 3 wounds. The Bloodstoker whipped the Wrathmongers who then ran up behind the bloodletters. The Bloodthirster moved up behind the letters to ensure he would be able to charge and hit something before he died while the flesh hounds ran forward ready to charge the unit of blue horrors in the arcane building, followed behind by the blood warriors. The khorgorath ran up the right flank and was in range to make the tzeentch objective in my next turn. At the end of my movement phase I was finally ready to utilise the Khorne allegiance abilities and did my first ever summon, using 5 blood tithe (which wasted the 1 point I had gained at the start of my turn by blood sacrificing the stoker) to bring in a skull cannon behind the letters… and promptly rolled a 1 for its shooting attack… I would have used 6 BT to summon 10 x flesh hounds but there was nowhere to place them were they could even attempt a charge. Some allegiance ability we have… Anyway here is where I got lucky. The Bloodthirster rolled a 9” charge which meant he could fly over the letter/horror scrum and plonk right in the face of the Lord of Change. The two slaughterpriests who had moved away from the banner now charged back in against the remaining summoned blue horrors at the back and the flesh hounds made their charge on the blue horrors. Knowing he was sure to die I went first with the Bloodthirster against the Lord of Change. With his command trait I was -1 to hit, so 4+ (but with rerolls against heroes) and because he was down to 2 wounds he was 4+ to wound. He rolled like a champ and his 6 attacks caused 3 wounds. The Big Chicken had a 6+ save thanks to my -2 rend, which he failed, although he had mystic shield and rolled two 1’s, but failed both rerolls as well. I then rolled two 5’s and a 4 for damage. Now if you refer to my list you will note the thirster had immense power and the daemon artefact death dealer for +2 damage. That means my incredible rolling with my 2 wound remaining Bloodthirster had caused 14 wounds and outright killed the lord of change! At this point my opponent could see that the remaining summoned blue horrors would die a quick death to the 4 khorne heroes attacking them ensuring I would hold my own objective, his 3 units of flamers had some 20 bloodletters, 5 wrathmongers, 10 flesh hounds and 10 blood warriors bearing down on them and he was basically powerless to stop the khorgorath taking his objective in my next turn which would signal the end of the game. We could have played it out but he had somewhere to be and we called it there with another glorious and bloody victory for the blood god!!! Some takeaways from the game; As stated earlier there is a ton of stuff to remember at start up. Some quick reference cards are definitely a good idea as flipping through the books or PDF’s on a laptop is tedious and can really interrupt the rhythm of the game; The realm rules didn’t have a huge impact and that is probably the way it should be, but then why bother with them at all? Its surely enough to worry about your own command abilities/spells/allegiance abilities/battalion abilities without taking into account a realm specific command ability or spell on top. Remember my opponent forgot about deploying his battalion in one go and I’m fairly certain he would have taken first turn if given the chance. Hard to say if this would have changed the outcome however it was certainly a factor in how the game played out; Khorne has strong unbinding but against an army with so much bonuses to cast its still hard to stop most spells from getting through. I’m very glad that I used up the brazen rune when I did as it kept the Bloodthirster alive for his devastating, game winning charge. This artefact is probably a must have in games like this; Gore Pilgrims is still the business. The Letters really do need the extra attack to do proper damage as the wrathmongers just can’t keep up. The reroll to cast probably saved me from 2 or 3 spells which was handy. Incidentally losing the bloodsecrator when I did meant the blood letters had to take battleshock which ended up bringing them back above 20 models; I really like this list. It has as much unbind as you can probably bring while retaining the punch of the letter bomb, not to mention the Bloodthirster who hits like a truck when using that command trait/artefact combo for +2 damage. The Khorgorath and Bloodwarriors didn’t see any action but they will play their part on another day. That being said, getting the slower melee troops into combat takes time and I’m unsure how to resolve that; Summoning is tricky to get right. Most of the heroes in this list hang back with the Bloodthirster the only one rushing forward and he was almost killed before my second turn. Had he died anything I summoned would have been near the back of the table and near useless for the next 2 turns. Would that have been worth it at the expense of an action or two from the original blood tithe table? Probably not. As you saw the summoned skull cannon did nothing the turn it arrived and I could have used two blood tithe earlier to unbind another mortal wound causing spell. I normally would do that but I was determined to summon something meaningful in my first game of AOS2; For my opponent’s benefit, I don’t think his list was a good match up for me. Slightly better placement of the changeling would help him not get found in turn 1, although admittedly I did make it hard to place him where he could be effective. Had the changeling survived into Tzeentch’s turn 2 he could have summoned more blue horrors in my backfield which may have turned the tide on my objective, especially once the bloodsecrator went down. More heroes would also have been good given they are needed for summoning and he did regret not summoning a herald or two when he had the chance. However there is not much you can do when a Bloodthirster with 2 wounds makes a 9” charge and causes 14 wounds in one swing! Be sure to finish him off next time would be the way to go. Against an opponent with more experience I may have been in trouble but for now, in AOS2, Khorne seems OK. Great game, great opponent, blood for the blood god and skulls for the throne of Khorne!!!
  4. Willow

    Tzeentch caster/summoning list

    Hello all, I am getting back into the hobby after a four year break and am looking at starting a 1000 point Tzeench aligned force as I love both the Thaumaturge and pink horror models. Just wondering if I could get some feedback on how competitive this force would be and if you have any recommendations for improvements I may be able to make. Ogroid Thaumaturge Magister Changeling Pink Horrors Of Tzeentch x10 Pink Horrors Of Tzeentch x10 Wondering whether a unit of ten Tzaangors would be better than the second unit of horrors versatility wise. This would come out to 920 with two units of horrors or 900 if I switch out a unit of horrors for Tzaangors. Possible endless spells: - Umbral spellportal - Chronomantic cogs - Soulsnare shackles Thanks in advance
  5. Changer

    Path of the Changer

    Tzeentch be praised!! Welcome to my Tzeentch AoS PLOG. To start with, a little background. I'm based in Manchester in the UK and I've been on these forums for a few months now, mainly as a lurker but also an occasional poster. I've recently moved house and have been itching to get back into painting - all of my stuff has been packed up for a couple of months now. The birth of my son last year really impacted the amount of time I had to paint; but I suppose that's what comes with fatherhood. I've decided to start this PLOG to give me an additional incentive to find time to paint - I'm a painter first with my hobby, and a gamer second. I've been to numerous Throne of Skulls tournaments held at Warhammer World, where my armies have been nominated for best painted twice and I've won the coveted award once. I'm a perfectionist, and I've been known to strip a model and start again just because I've not been able to get a blend right. Anyway, enough of that rubbish. My favourite Chaos god has always been Tzeentch; the magic, the mystery, and the fact that even in the face of losing game after game I know that it's all part of Tzeentchs' plan. I've had Silver Tower since it was released - I love all of the models in that box and really wanted those to form the basis of my AoS force. I want my force to be striking, and draw the eye - basically, I'm aiming to paint an award winning force again. I've decided to start by painting the Gaunt Summoners (I have both the one on foot and on disc) and the familiars to get a feel for an overall colour scheme. From these, I'm starting with the familiars - basically because if I ****** them up I have replicas from the box. So without further ado, here's a completed Blot, and a WIP of Slop. Bases will be completed at a later date, once we have a better idea of how the realm of metal looks. C&C is always welcome.
  6. Hello. Just a few things for sale or trade. USA based. KC, mo. UPDATE: JUNE 1st STORMCAST ETERNALS x1 Steelhearts Champions (one set of cards so let me know if you want those as well) 1 female stormcast is removed and half assembled but not painted. $10 a piece. TZEENTCH Started and project just wasn't for me. X10 Tzaangors mostly built. Started painting. Custom unit champ from enlightened, so actually 11 with one unbuilt. X4 sword shield, x2 duel wield, banner and musician, both with added great weapons, two great weapons. X10 Tzaangors mostly built. Started a custom unit champ from enlightened, so again, actually 11 with same loadoat as above X6 Tzaangor Enlightened / Skyfires. (Unbuilt) Some painted discs. Kits are all there and most still on sprues. X1 Tzaangor Shaman. Started painting disc. Started building. X2 extra discs that came from the single enlightened ordered for unit champs conversions. All bits and pieces of all kits are here from whats left of built so far. $90 for all. (Reduced from $110, much rather sell as a whole) NECRONS X5 Lychguard/Praetorians (new in box) $15 Things I'm willing to trade for: Preferably new on sprue. I'm a converter. Heh. IRONJAWZ DEATH Grimghast Reapers (starter is fine) Chainrasp (starter is fine) ------------------------------- Don't be afraid to throw up any offers.
  7. Hanskrampf

    Allegiance Cards: Disciples of Tzeentch

    Version 3.10.00

    104 downloads

    Age of Sigmar started out simple enough. But the first General's Handbook changed a lot of things. Suddenly you could personalise a few things for your army with command traits for your general and artefacts for your heroes. Then dropped the first battletomes which included allegiance abilities. And the amount grew rapidly. Because I don't like flipping back and forth in my books for every other ability, I created some cards to help keep the important rules right at the table, beside your models. All cards are available as print files with 3mm bleed and cutting marks, as a 'web' version (for viewing on smartphones/tablets), US letter and DIN A4 printing sheet. each set contains: cover / card backside, Battle Traits, Command Traits, Artefacts, cards for spell lores and faction specific skills card size is 63 x 88 mm (same as Pokemon, Magic, 40k Datacards, etc.) language: English I tried to keep the original wording, but sometimes I had to abbreviate it to fit on the card without scaling down the font size. The rule intentions should still be clear. 'Dice' was continuously replaced with D3 or D6, 'wound roll' with 'To-Wound roll' (same for hit), 'Mortal Wounds' sometimes with 'MW' each set can be stored in a faction specific card box, with contents listed on the back (instructions) I will expand these cards further, but don't count on any release schedule or certain timeframe after release of new stuff. If you find any errors or have suggestions, please let me know. I had fun creating these cards and hope people will find them useful and have fun using them in their games. All rules, artwork and the Age of Sigmar logo © Games Workshop PLC These cards are for personal use only and you should always keep your General's Handbook and/or Battletome nearby to solve any conflicts from bad wording on the cards. These cards are only a playing aid and never could nor should replace an official publication. Please let me know if I have used anything you would like to be removed. Overview and changes
  8. Hi all, I've started writing my own custom rules for some of the AoS miniatures I own that don't have anything for WHQ yet. Starting off with some of the basics for Skaven. I'd love to hear your feedback! EDITED https://drive.google.com/drive/folders/0Bx8gylc9SlsBc1pNS0M5bDZTZEU?usp=sharing
  9. Firstly - who's giddy with excitement? Secondly - how am I the first to think of creating this thread? I'm sure you know the drill by now. This is a convenient place to discuss all things Disciples of Tzeentch - particularly tactics, rules and hobby. Change-oriented puns will be encouraged but not mandatory*. *Subject to arbitrary revision at a moment's notice.
  10. TheOtherJosh

    Gaunt Summoner

    Gaunt Summoner Of Tzeentch from the Silver Tower
  11. S133arcanite

    Non-Game Ruining Competitive Tzeentch

    I'm attending a local tournament, and have a reasonably large Tzeentch army. Naturally, I would like to win some of my games, but wouldn't like to be that guy who brings a Changehost to a local Tournament. Would this work? PyrofaneCult (1).pdf
  12. S133arcanite

    Non-Game Ruining Competitive Tzeentch

    I'm attending a local tournament, and have a reasonably large Tzeentch army. Naturally, I would like to win some of my games, but wouldn't like to be that guy who brings a Changehost to a local Tournament. Would this work? PyrofaneCult (1).pdf
  13. S133arcanite

    Tzeentch Freeguild and Friends

    Hi all! this plog shall be part strategic, part painting and modelling: This is the current army list for my Tzeentch Freeguild: TheGuardofMourn'sCreek.pdf Please tell me what you think! This is going to be Tzeentch themed, with the heroes all converted, the demigryphs kitbashed and some kairic filling in for the troops. Will update later!
  14. So it's clear enough that if you give a non-wizard the Disciples of Tzeentch "Arch Sorcerer" command trait they get the spells but can't actually cast them because they aren't a wizard and have no ability to do so. Now if you specifically have a fatemaster as a general, give him the Arch Sorcerer trait, and then include him in an Arcanite Cabal battalion, can he cast those spells? The cabal allows "each model that is within 9" of at least two other models from the same battalion" to "attempt to cast one additional spell." So if he's near friends does that give him one spell to cast? I'm leaning towards yes, but I'm curious as to what others think.
  15. Hi all. As before i have some questions about matched play and StD. If i would choose to field the Godsworn Champions of Ruin Battalion, can i give them all the Mark of Tzeentch and benefit from destiny dice, but at the same time field an slaves to darkness battalion?
  16. So today was an epic clash between my disciples of tzeentch and my friend Dan's vicious mixed elf army! His elves are all linked by a firey colour scheme and pheonixes hence the name fire elves. My tzeentch are instead linked by the fact they all refuse to die. I may be bad at killing but at least I hold out well For our scenario we had to try and hold both objectives with no enemy models near them to win. It was a super fun and close game with lots hinging on lucky (and unlucky) dice rolls. I tried out 6 skyfire and oh boy is it much better than 3! Though had difficulty displacing dans eternal guard and his phoenix tore through my warpfire dragon. I had a lot of units hold on well though and my 20 tzaangors took MVP for me for just holding their corner for practically the whole game! fending off dragon knights, bleaksword and a hydra! I made a lot of mistakes and forgot some things as it's been a while since my tzeentch force came out to play. As usual they did really well at holding their ground and a few tricks allowed me to keep some of his units locked in combat to keep my objective safe. I also played some of my units a bit poorly, although they did well my tzaangors were locked in a corner all game and my warpfire dragon drawing the attention of a phoenix and his guard really hurt. He should have instead launched forward to mess with the eternal guard on Dan's objective. I also didn't use my destiny dice enough which was very silly of me. It's a powerful mechanic and I need to utilise it better. Unfortunately I forgot to take notes for a full batrep so I shall remember for next time but it was nice to get more playtime with my tzeentch and tzaangors and they definitely remain a firm favourite for me. So many attacks! Next steps with the army (besides painting) are gonna be test out horrors some more as extra shooting and cheap wounds could be useful and see about maybe a second tzaangor squad. I also need to really practice different things with them and nail down a good list mixing the DoT and STD units. Regardless I'm constantly learning new things and really got to see my strengths and weaknesses today. Below are a couple of late game pics (apologies for my lack of paint, it pains me too). And sorry for this odd and sparse recount! Better to remind me to write it down next time! Regardless it was a fun clash and ended in a draw. I shall have to organise a rematch sometime and do a proper writeup. Me and dan will join forces next week for a 3v3 vs khorne where my order boys will come out for a spin. I'll try and get notes and a batrep for that!
  17. endtransmission

    Tzaangor prototype

    Tzaangor prototype; follower of the King in Yellow
  18. Quinzo7

    Archaon Tzeench list help

    hi all, I am looking to make a Archaon list want the destiny dice ability from tzeentch. this is my first draft and would like some tip and advice. The only thing that needs to stay is Archaon himself and i would like to avoid pink and blue horrors(i just don't like them). also if you have any suggestion for a fun nurgle list with archaon in it feel free to share it. Allegiance: Tzeentch Leaders Archaon (700) - General - Lore of Fate : Bolt of Tzeentch - Lore of Change : Tzeentch's Firestorm - Lore of Virulence : Sumptuous Pestilence - Lore of Foulness : Magnificent Buboes Gaunt Summoner of Tzeentch (120) Magister (120) Lord Of Change (300) Units 3 x Varanguard (300) -Fellspear - 3 x Fellspears - Allies 10 x Chaos Marauders (60) -Axes & Shields - Damned Icon - Mark of Chaos : Tzeentch 10 x Chaos Marauders (60) -Axes - Damned Icon - Mark of Chaos : Tzeentch 10 x Chaos Marauders (60) -Flails & Shields - Damned Icon - Mark of Chaos : Tzeentch 1 x Chaos Chariots (80) -Greatblades - Mark of Chaos : Tzeentch 3 x Tzaangor Skyfires (200) Total: 2000 / 2000 Allies: 300 / 400 Leaders: 4/6 Battlelines: 4 (3+) Behemoths: 2/4 Artillery: 0/4 Wounds: 108
  19. Rungi

    Fire and Feathers

    Greeting Fate with a Smiling Eye The two runelords sat an uncomfortable distance apart, their common clan the only thing keeping them side-by-side. Lunn was beside Smakki, with Norgrim, Alaric, and Rungi almost completing the circle save for one space. The night before a Boartemper scout had delivered tales of unnatural creatures and mutated, mindless beasts. Tonight Svala was finishing a tale of an oddly armored squig and proudly brandishing the tusk she had kept as a trophy from her kill. And then Norgrim rose. He described an encounter with cultists lead by a foul shaman. The creature was said to be over seven feet tall with a bent beak poking out from beneath a shabby cowl. As the cultists were battered away into nothingness, the coward escaped on a flying chariot pulled by glimmering sky fish. Norgrim spat with disgust into the flame, the alcohol in his spittle causing The fire to crackle loudly before complaining that had the men not attempted to rise and lash out futilely on maimed limbs, they would have captured the leader. Rungi was troubled by this. These devout fanatics were being uncovered in larger and larger groups and the crude bird shrines had often now given way to statues of polished stone with trinkets hung from its neck and hands. His concentration was broken when Grimwold brought up the realmstone veins. Alaric excitedly interjected that these could be harnessed to fuel great machinations, but his suggestion to call in miner teams was cut short. Norgrim insisted that the bird-shaman was a pressing threat. Rungi’s quiet nods decided the matter. Speaking with the authority of an endorsed advisor, Norgrim restated the need for the miners to continue building a stable roadway so that the hammerers could advance and the ironbreakers could guard in lines instead of being thinned out and trapped by the seemingly endless swarms of grots. “Brother Lunn,” called Rungi over the muttering commentary, “ you asked to speak with us tonight?” “Yes my king. I've noticed rubble pilings and sloppy burial of places where the reamstone would seek to protrude from the earth. They’re frantically covered, as if greenskins are scared of them. The Rowsers, as they call themselves, have reported some indicators of crude removal. I’ve never studied the material myself, but if the designs from the Ironweld engineers are to be trusted, enough of it could be formed into a nearly impenetrable barrier. “Sounds blasphemous,” Smakki mused. “Realmstone is not merely neutral stone, nor is it sentient being,” Lunn explained. “Supposedly it can be activated by channeling energy through it. What that actually means though, I’m simply not sure.” “And we’re supposed to trust ‘not sure.’ With respect brother bookkeeper, but runelore unlocks powers far beyond the energy generated by water wheel or oxen-crank.” Grimwold argued, “There would be a real threat of combustion from overloading without a mechanism for maintaining control over the whole production.” “You seem quite amused Lord Smakki,” pointed out Rungi in reference to the chuckling elder of the group. “You don’t believe it can be done?” “Young Lunn is not completely dreaming,” explained the ancient runelord. “Supposedly during the Age of Myth, Gods used runes to call the world into desired form. Some believe that the remnants of their construction is this ‘realmstone.’ “ Smakki took a deep breath and stared deep into the fire. “The Skaudaziwyr’ve successfully channeled ancestor spirits an’mountain powers before, but never on this scale and never to any degree of mastery. I must agree with my clan-brother. I’ve simply no way ah knowing how the dormant powers within realmstone might react t’the introduction of the energies channeled by a rune.” “Actually my lords,” interjected Lunn, “I might. Have you heard of the Master Rune of Krol Kraggson? Legend states that he reshaped whole mountain ranges by carving his namesake into the foundation and...” “It was called Age of Myth for a reason ye blubbering babe!” growled Smakki. “Noone has ever successfully recreated the rune. We don’t even have a record of it.” Lunn looked to Rungi. “Friends, you know that long before the throng was assembled, some benefactors re-established the Librarian guild. Those benefactors were in fact me, at the suggestion of Lords Proudsong and Boldmane. The Boldmanes understood the changing landscape of the realms at war, and no general is more respected than uncle Norgrim, but we knew that a quest of this scale would require the accumulated experience of the ages to guide us. Loremaster Lunn has distinguished himself amongst a hall of impressive scholars,” asserted the meticulous ruler. Turning and nodding, Rungi continued, “He may have something of interest to you.” The fire danced in the eyes of the lorekeeper as he unrolled a deeply yellowed scroll... Loremaster Lunn Librarian Guild of the Karakigrom One Defining Moment: Wave after wave of the sickly grey grots broke against the shield walls of stout Duardin clansmen. Teams of hammerers emerged from openings in the lines while rangers and quarrelers thinned the charges with volley after volley. There didn’t seem to be any end to the creatures though; always another tunnel, cave, or shanty-hall for them to scramble out from. In the distance, Rungi could see their master. His frenzied orruk slaves pulled at the chains that restrained them, hungry to join the fray. His eyes played tricks though, as one moment he saw a single figure, and the next the image would twitch into a ring of the things. Stromni’s lads were smashing their way from beast to beast, pulverizing troggoth and squig-beast alike. They should reach the cultists soon. That’s when the real chaos would start, as there was no telling what these tortured greenskins would do without the cultists lashes to drive them forward. Then there were the ironbreaker teams. While the miners shored up their roads between these islands amongst the gorges and tunnels, the ironbreakers were pushing hard to clear space for the Skaudaziwyr to etch their runes of power into the exposed realmstone veins and uncut bluestone deposits. Runes of stability, runes of power, runes of protection… While so many in Azyr had lost faith, Rungi was staking his people’s survival on the notion that the ancient artisan-priests wielded a power greater than the magics that proliferated this realm. “How much longer wise lord?” the king called to his elder. “Depends on the Stonespeaker. You near completion lad?” Smakki impatiently shouted to his fellow runelord. “Nearly brother. I’ve no idea how long I’ll have control of the stones though. This rune has never been carved into a substance so volatile as realmstone.” “You focus on waking ‘em up. I’ll control’m.” The last double-hornblast cut through the noise and reached Rungi’s ears, a welcome reprieve from the bickering of the rival elders. Before he could turn to signal the next phase though, the earth’s rumbling reached a deafening volume. Though conscious, it was as if his surrounding has been slowed to a crawl and he could no longer hear his own thoughts, or the voices and clashing of the combatants all around. A bluish light radiated from countless points in the ground and cliffs. The only sounds discernible in the madness that had crept into his mind was a screeching chant. As quickly as it they had been torn away, his senses began to return. This was no relief to the king though, as he heard the rumbling of the ground splitting and saw islands of stone raising, shifting, and popping upward when in other places the ground fell away to rivers of unnatural warpfire, burning away grot and dwarf alike. “It’s now or never my lords!” cried Rungi. Grimwold looked to Smakki, the usually-steady veteran needing his elder more than ever. The nod returned to him was sufficient. With a final strike, Grimwold Stonespeaker hammered the final strike of Kraggson’s rune into a flat plate of realmstone. Nearly instantaneously fingers of power reached out in all direction, lending a glow to stones or adding similar animation if it touched other substances of power. Boulders sprung to life and the very ground rushed to reshape into beings. Exhausted by the outpouring of energy, Grimwold leaned on his dear friend Lunn as the later hurriedly jotted down everything he could see happening. On the shoulders and fists of these manifestations of the mountains fury, the entire range climbed skyward while further boulders forged themselves into a single road into the peaks. Where these stones had been the earth fell away into the warpfire and madness the sorcerer was fueling, leaving only literal islands of nature amongst the hell-scape around it. Some floated in the air, others perched impossibly on fragile points. All around, those duardin who had survived the initial blasts of warpfire had hunkered down behind their shields, their faith in the ancient runes that adorned these heirlooms being tested as never before. Though the road to their future had finally appeared, it was just out of grasp. Moving from behind the shieldwall meant death, for though the greenskins were but burnt-out husks, the cultists were calling out incantations, stoking the color-changing flames and encouraging their assault on the Karakigrom. And then suddenly… silence. Like before, the silence was deafening. Although this time, rather than signal the coming of powerful magic, it signaled its death. Brothers in Arms “Gather round lads, for as bad as you all smell from the march, you'll soon be missing eachother’s stench when th’sour of tortured and corrupt’d greenskins fills your nostrils. These aren't the squabbling raiders and their waves of skinny slave grots we hunted in Azyr, men. The Rangers tell of rock hard growths and metallic claws grown on sickly grey bodies by fell magics.” Heavy-bearded warriors exchanged sideways glances. One uttered grim curses while his neighbor spit a thick wad into the dust, each hoping the other wouldn't notice the chill raising the hair on his neck. “An who has the pleasure of smashing through this toxic tide?” Stromni railed on. “The same brutes they always call for when they know the work will get messy. This ain't gonna be no neat rows’a Sigmar’s shiny tin men marching over some nekid cannibals or bustin’ back up a bunch of bones. The hooded bird man on that there hill is twisting and mixing up any poor wretch he can grab the soul of to enslave for his scheme. An’ that scheme will see all’a our people burn, same as they tried t’do ages ago! They called us to break through an’ send ‘im back where he come from. “Now me boys, you might be thinkin I don't see the twitch in your leg or the white knuckle grip your flexin, that I don't know yer scared. You'd be a fool not to be! Those claws are sharp, their hides hard to pierce, an those fires will burn the beard right off ya mug! But you ain't some soft lordlings. No ones polishing yer pauldrins or hangin’ jewels in your beards. The only one paying for your treasures is you, and you done that with the blood money from grim work. The lucky of you lot’r ******, the less lucky: rejects.” Stromni paused before he continued, allowing the growls and grinding of teeth to fill the void left by his thunderous voice. He could feel the heat from their anger. “Today you carve out yer space in this new world. Today you earn your place in the clan. Today, yer deeds lay the foundation for a great new hold where your grandchildren will lay their heads and dream of fighting alongside the heroic grandpappies they keep hearing tale of.” They were ready. Stromni’s voice roared, “Today, brothers, is your day!” Stromni Stormbeard, Champion of the Brotherhood of the Red Bull, Thane of the Karakigrom ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... Norgrim walked slowly up the right flank of the dense block of hammerers. The morning sun gleamed off of polished heart-stone armor. Light as metal, cool to the touch; the material was priceless and had not been seen since the fall of the Gharaz-Wyr. To see 48 Chosen champions of the clan wearing their ancestral mantles in resolute commitment to the king’s orders brought a slow smile to his face. As he turned to face the ranks, the rune priest Cranneg placed a meaty dwarven hand on his shoulder. Norgrim returned his embrace and locked eyes with the devoted warrior. “They've said their prayers to their forefathers, offered their pledges and received any blessings that are coming brother. No dawi souls will be stolen today,” asserted Cranneg. “Thank you Cranneg.” Replied Norgrim. “Should any of these great warriors die today, I'm sure they will be lead by Ghazul to feasts and ale in Grungni’s halls. We thank you for watching over us through this trial, brother.” The great white-bearded lord strode to the center of the line and unslung his glittering warhammer. He methodically shifted the haft from hand to hand, squeezing the purple-dyed leather and testing its balance. The smile turned to a chuckle before fading under long whiskers. The great lord stared directly into the eyes of his Chosen. With an earth-shaking boom he planted the hammer-butt into the rocky dirt before lifting it in salute. “Thrynaz!” Roared the response of 48 Chosen in unison. Norgrim pivoted into place amongst his clans prized warriors. As one they marched through the battle-line and set to their task. Norgrim Proudsong, Lord & Captain of the Chosen of the Karakigrom ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... Broken grey bodies littered the ravine as new ones hurtled forward only to be battered away by the massive steel warhammers of the Brotherhood. Ribs cracked, skulls were pulverized, and blood splattered with every duardin swing, and yet more of the unfortunate things scrabbled forth from every crack in the wall or ramshackle hut they passed. Still, onward drove Stomni’s force. Gore made the ground slick in their wake. Frenzied clawing and hacking rebounded off of the blood-tempered steel across their front. Progress was arduous at best and more than once doubt poked through the great thane’s resolve. A foul odor scraped at the inside of his nose and dried the roof of his mouth. Seemingly as soon as he noticed it, the oddly mutated greenskins redoubled their onslaught as though they too sensed the presence of a greater threat than combat. Stromni had never encountered warpfire, but he new this was how it started. “Push dawi! PUSH!” He bellowed. “The creature on that hilltop is calling to the flames that burnt yer kin alive. You planning on cooking today?” “Not today!” “Nay!” “Won’ be this dwarf!” shouted the duardin between grunts of exertion. The hammerers flattened wave after wave of enslaved grot and plodded through the grisly remains. As they neared the foot of the slope’s face, Stromni called out orders. Half of the unit fanned out as a rearguard while the others thrust forward in clusters of frenzied warriors. The Stormbeard lead the center spear, swinging his weapon in massive arcs that ruined anything in his path. The ferocious duardin grew more desperate with every indecipherable utterance that reached their ears over the din of battle. They would either fulfil the king’s orders or be engulfed in the flames of defeat, nothing left of them to be buried in shame afterwards. ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... Coordinated maneuvers and precise strikes easily bested the unsophisticated attacks of the grot horde. Norgrim’s Chosen pressed deep into the pathways carved into the earth between the islands of safety. He had never seen such a maze of mayhem look so natural. It was if the land had been made to shelter these scum and as though they had always lived in these shallow ravines amongst the patches of woodland. The rangers said the maze crisscrossed the entire width of the foothills, creating a virtual moat in both directions around the cluster of mountains, and by their estimate housed no less than ten separate tribes of grot. Norgrim struggled to call them such, as these hardly resembled the greenskins he had hunted in his youth or used as training fodder in Azyr. There was no infighting or snickering at eachother's misfortunes. These beasts were barely clothed instead of painted in bright heraldic splatters of color, and where crude markings were seen, they were faded beyond recognition. Most odd of all though was their resilient hides and piercing claws. The lord was most thankful for his heavy plate as bladed fingers slashed wildly about him. No, these tortured creatures were mere shells of the devilish raiders he was familiar with, twisted nearly beyond recognition and put to foul purpose by the bird-witch on the hill across from the clan. How the young king was so certain that the mountains ahead were destined to be their new home, he was not sure. But it was clear the shaman did not want them to reach it. Norgrim wondered how much of this treacherous landscape had been by its design. Had the trickster architected some puzzle where these mindless savages were trapped as unwitting guard dogs of the tall, icy peaks the Karakigrom desired? Or were the mountains simply bait to draw homesick duardin into battle with his experiments? In truth, Norgrim hardly cared about his foes. He felt exhilarated by a fight with purpose. His pride swelled as the troops split off. Mundri planted his banner and held the center while the lord and his captain, Kemril, each drove in diagonal paths, clearing wide swaths through the enemy. Behind their line, teams of ironbreakers protected Skaudaziwyr runecrafters as they hammered their inscriptions into hunks of precious bluestone and coursing veins of realmstone that protruded from the side of the ravines. The youthful exuberance of the dawi that battled all around him breathed life into his old lungs. Norgrim did not know how many years he had left, but he was glad to spend them in this king’s service. He had given life to the Proudsong dreams of a life full of honor and old traditions. Rungi had shown him a vision to chase. ...Norgrim had waited his entire life for this quest. These adversaries’ deaths were the cheap cost of the clan’s destiny. The Chosen of the Karakigrom earned their title as they carried out the ice’s vengeful promise on the fools in their way. The Chosen of Karakigrom ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... Pillars of rainbow colored light erupted from the earth, searing everything they touched in grotesquely beautiful flames. The explosions of unnatural color and overwhelming heat were as unpredictable as they were horrific. Lunn ducked low at the first one, less so at the second, until he simply swung his head in awe at each new terror the caster called forth with its beaked maw. His plan had been working. The rare materials that were oddly common in these foothills had proven easy enough to inscribe, but they had run out of time. And then suddenly his entire world seemed to explode with blue light. The loremaster tensed his still-muscled body with a force he had not put forth in centuries, expecting to be burnt alive by warpfire. Instead, he was surrounded by compete silence and seemed to be watching an unbelievable scene unfold in slowed time as the very landscape came to life. Entire islands became airborne, somehow released from earthly shackles. Giant fists of stone punched upward alongside massive beings of living boulder, lifting the landmasses the Karakigrom traveled on higher while the floors of the ravines fell away to reveal flickers of the mutating fire. As quickly as it began, the burgeoning cataclysm ceased. Lunn had just managed to pull his head from the runelords pulsing with unnamed powers to look across the battle towards their feathered enemy. His eyes focused in time to see a rush of midnight-colored beard followed by the swirl of a red cloak, the arc illustrating the force the dwarf surged forward with despite the magic restraining every attempted movement around him. The glint of his hammer disappeared in a burst of blue-grey smoke and ash, as though it's strike had crushed stone to dust instead of sorcerer to corpse. ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... Stromni lifted his hammer from the dent it had beat in ground, shaking the dust off of it with a frustrated muttering of vulgarities. He studied the ground to the left and right but saw no gore or splatter. At his feet was the battered remains of the bird-caster, though it was shriveled and dried as though he had struck pottery instead of a living thing. He did see, however, fire-kissed duardin survivors standing over the burnt bodies of friend and foe alike.There were few who remained more than husks after contact with the warpfire, and those not of their throng were dispatched swiftly. ...they had won. The triumphant thane let out a roar of exuberance and pride, the defeat of this enemy the greatest victory of his life. Stromni quickly regained his dwarven composure as he felt the eyes if the throng on him. Cheers and battle cries answered him as the survivors began to grasp the miracle they had experienced. Stromni knew he was but a small part of an unfathomable feat, but that did nothing to diminish the swelling of his chest or euphoria coursing through him. For the first time the warrior had been tested not by arena challenger or swindling band of thieves, but by a true force of the dark powers. And he and his charges had emerged victorious. The Stormbeard’s eyes found Lord Proudsong’s, an acknowledgement of relief briefly shared between them before his mentor furrowed his brow forcefully and scowled something about haughtiness. Stromni hardly saw Norgrim about-face and march his hammerers back to the body of the throng though, as his gaze had traveled upwards towards the ravine-edge. Rungi the Revenger raised his axe into the air in a salute which Stromni returned. The Brotherhood of the Red Bull had won the day with their dismantling of the enemy command, and Stromni Stormbeard had written his legend. Brotherhood of the Red Bull, Outcast - Warrior Cult of the Karakigrom
  20. Hi party people! So, I've read these things for years and always appreciated the ideas they gave me. So i thought I would set one up myself and detail the progress I'm making on my AoS army(s). Firstly, just a little background on myself. I'm actually a classically trained figure painter. I've been painting professionally for about 15 years off and on (though more off than on since becoming a father 3 years ago.) I originally got into warhammer as an alternative to playing online MMORPG's about ten years ago, and since I specialize in miniature paintings, I figured painting miniature soldiers would be an easy transition. I currently have an 8th edition Warriors of Chaos army (my first army) a 8th ed Wood elf army as well as an AoS Sylvaneth and am currently starting A Disciples of Tzeentch army (although that army is still more in the planning stages). This PLOG will probably heavily feature my Sylvaneth army, since it's my first real dedicated AoS army in progress. There will probably be some Tzeentch stuff thrown in as well, to give myself a break from the trees, and who know where it will lead (I'm as excited to see that as you are). So i'll start by showing what currently finished and what's in progress. If you want receipts, thoughts or anything just ask. I'm always here to help. Happy painting -Frank
  21. Nezgor

    Beast chaos army Mix chaos

    Hello I tell you how I want to organize the army. I love beastmen from always the only thing that in AOS are not very competitive and I would like to make a list that compensates for that. I present my list to 1000 points. CG lord of change (300) Doombull (120) Line Ungors x10 (60) Tzaangorsx10 (180) Units Bullgors (180) Brimnstone horrors x10 (40) Behemonts Jabberslythe (120) 1000 points. In general lines, I want the vast majority of my army to have the appearance of a beastman (minotaur, goat men, birdman, ect ...) I would like to ask you for advice to reinforce my army up to 2000 points with ideas and combos that You see effective. Using chaos and monsters, I would not mind adding to the list other units as a slave to the dark or demons, as long as they are some effective combos. Thank you very much.
  22. Terry Pike

    Chaos Shooting units - Updated 12/10/16

    Updated 12-10-2016! I have also added in "Terry's Meta Picks for Chaos Shooting!" So here are my thoughts and views on chaos shooting, what I think is currently "hot or not" on the tournament scene. The current hotness in shooting Chaos in general is anything with the Clan Skryre keyword. A pair of Warp Lightning Cannons is a very popular choice to fill the shooting gap in some close combat armies and allows them to reach out and kill buffing characters. Stormfiends are all the rage at the moment nearly always equipped with Warpfire Projectors and more often than not fielded in the Clan Skryre Coven that allows them to appear anywhere on the board. My list of shooting units is in a rough order of what's being fielded at events right now and potential strength. Green: Hot right now / Orange: Some presence at events / Red: Rarely seen Stormfiends - Warpfire Projectors - Very popular right now, very reliable high burst mortal wound output Warp Lightning Cannons - As above, reliable mortal wound output, great value Skaven Weapons Teams - Make up part of the Skryre tunnelling formation, lots of these knocking around Warplock Jezzails - Being seen a bit more now with the "Lord of War" command trait Flamers of Tzeentch - Being seen less and less, still have a space in mono lists Soul Grinders - Seen a bit less now they got hiked up in price in the Generals Handbook Plagueclaw Catapult - Were used quite a lot during SCGT and pre Generals Handbook, may make a comeback in the horde meta Skull Cannons - Still useful in mono-Khorne, sadly doesn't even compete with Warp Lightning Cannons for points cost Hellcannons - Great long range, but the crew are easily removed making it a very expensive investment Burning Chariot of Tzeentch Pink Horrors of Tzeentch Infernal Guard Fireglaives Iron Daemon War Engine Deathshrieker Rocket Launcher Magma Cannon - I'm going to give a pair of these a run out in upcoming events, has great unexplored potential Dreadquake Mortar In-depth comparisons and descriptions of Chaos shooting units The units below are described in this order for ease of finding them! Flamers of Tzeentch Burning Chariot of Tzeentch Pink Horrors of Tzeentch Soul Grinders Skull Cannons Hellcannons Warplock Jezzails Warp Lightning Cannons Plagueclaw Catapult Stormfiends - Various options Skaven Weapons Teams Infernal Guard Fireglaives Iron Daemon War Engine Deathshrieker Rocket Launcher Magma Cannon Dreadquake Mortar Flamers of Tzeentch : 200pts / unit size: 3-12 / points per model: 66 / wounds per model: 2 A fast moving and flying unit with the standard 18" shooting range. Against large units of low armoured 1 wound models these can do a significant amount of damage when concentrating fire with 3-6 Flamers. The D3 damage per shot and possible extra D3 mortal wounds at the end of the shooting phase can lead to a somewhat large Battleshock test which could wipe out an entire unit in one go. I've also had good use in summoning them 18" away from a Lord of Change giving them an effective 36" (can get to 40+" using a spaced out summoning line) shooting range for sniping out a very important buffing wizard on turn 1. These targets usually have a weaker save and 5-7 wounds which is ideal for Flamers as they do struggle when it come to killing models with a 2+/3+ save. I think the best strength the Flamers have to offer is the increased shooting range via summoning, which as I said above allows for those far in opponent deployment zone killing very early in the game. This can then be furthered utilised by flying the Lord of Change 10" up behind the Flamers keeping them in range of 9" of the Flamers to make use of the Locus of Transmogrification, so when they do start being removed you at least have a chance to roll those 6's and keep the unit healthier a bit longer. The 18" summon range is also complemented nicely by Mystic Shielding them on arrival to bring them up to a 4+ save which makes a huge difference. If you can summon them in cover for the 3+ save and keep the Locus of Transmogrification buff running you end up with a seriously threatening unit that will have to be dealt with pretty quickly. I used 6 Flamers in pretty much every list I ran at AoS tournaments for the first 8 months or so then dropped down to 3 and now have completely replaced them with that I believe are more optimal shooting units. I summoned them for the increased shooting range in most games and they were my go to unit for shooting until the Chaos Grand Alliance became usable and more shooting options opened up. If you are running mono Tzeentch or want to stick to mono Daemons they are your only real option for reliable shooting and a long ranged threat due to no Tzeentch artillery/warmachines (Soul Grinder sort of fills this role but at a shorter range). They effectively become your long range warmachine when used in the summoning method described above for that sweet 40"+ range. At 120-160 points I would consider these an optimal shooting choice. However at 200pts a unit for 6 wounds, they come in very expensive at 66pts a model. I've also listed the D3 damage part under cons as for the premium points you pay the damage is just to random and inconsistent to be as high costed as it is. I realise that Tzeentch is meant to be fickle and potentially healing your target for D3 wounds is still a risk you have to consider. In general I'm not a fan of D3 damage as I would rather know roughly how much damage I should be doing and as it always seem to happen if my opponent hits me 5 lots of D3 im taking 12-15 wounds, whereas if I shoot them with the same I'm doing 5-6 wounds! Pros: Fast, flying, small footprint, small model for hiding, has good damage potential, can achieve very long range with summoning, easily fits in terrain Cons: low basic save of 5+, only 2 wounds, expensive cost per model, out classed by other available shooting options, inconsistent damage with D3 rolls Burning Chariot of Tzeentch : 160pts / unit size: 1-3 / wounds per model: 6 Makes sense to do these right after the Flamers as they are essentially the same shooting attack with a different number of shots. The thing that makes the shooting attack different is the wording of the Warpflame effect that happens at the end of the shooting phase. The Flamers special rule only works once per target unit regardless of how many different Flamer units shoot at them. The Warpflame effect from the chariot works slightly differently because you make a warpflame test for each chariot that causes wounds, so a unit of 3 chariots or 3 separate chariots could do 3xD3 mortal wounds to the same target at the end of the phase (assuming each chariot scores a successful wound), which could be a nice chunk of damage and finish off the target. Similar to the Flamers the chariot has the fly ability and a slightly longer move of 14" giving it a 32" range without summoning (about 40" if summoned). The extra rules it has aren't related to shooting but its worth giving the Wake of Fire a mention as it can be used to pop a few more mortal wounds onto 1 unit it moves over, this can also be triggered by moving over a unit during a retreat move. If we consider the cost of a Flamer at 66pts then the chariots fire power costs 132pts with an additional 2 wounds and a bit of extra movement for 28pts. You also get some decent combat stats included with the Lamprey Bites from the Screamers pulling the chariot. One advantage the chariot has over the Flamers is taking damage, even at 5/6 wounds taken you are still putting out the full damage potential, where as the 6 wound unit of Flamers would be down to only 3 shots (4 if the champ is left). This obviously comes at a trade off that you are on a much larger footprint so won't be able to position as easily, can be attacked by more models in combat and would be harder to fully fit in terrain. So points wise these are actually a decent choice overall in a Tzeentch based army, especially if you are taking advantage of Tzeentch allegiance and are using them as your Battleline requirement. But in doing so you are limiting yourself to number of bodies on the table if you are also taking units such as Flamers, Lords of Change etc. Its worth noting as well that as these can be fielded in units of up to 3, you can focus your buffs / abilities on multiple models at the same time. Mystic Shield has pretty good value when all 3 chariots are increased to a 4+ save. The Lord of War trait giving the whole unit +1 to hit would make for some pretty nasty shooting, this of course can be used on any of the units in this discussion and would work even better on a unit of 9 Flamers for example. Pros: Fast, flying, retains full damage output until killed, can be fielded in units for buffing potential, has some okay combat stats, can be made Battleline Cons: basic save of 5+ means those 6 wounds won't last to long, large footprint Pink Horrors of Tzeentch: 140pts / unit size: 10-30 / points per model: 14 / wounds per model: 1 The staple Battleline unit in a Tzeentch army... or is it? With the recent introduction of the Three Rules of One Horrors have lost a bit of there appeal. Horror units were great for multiple Mystic shields and Arcane Bolts which made them much more of a firing platform and utility piece. They have the most basic of shooting with 4's to hit and wound, no rend, 1 shot and 1 damage each. The 18" inch range is okay for a standard missile weapon, but its about as basic as it gets with no way to buff the damage output without the use of a formation I believe is in the Everchosen Battletome (I'll check this after work). The unit does benefit from the awesome Chaos Icon rule for taking Battleshock tests and replenishing D6 models on the roll of a 1. If you are taking casting based heroes such as Kairos / Lord of Change / Heralds / Scribes then you probably won't ever be casting with the horrors, making them a poor choice when it comes to points invested in the unit. However if you are taking combat heroes such as Bloodthirsters that don't actually have access to magic you may want to put Horrors in your core as an alternative. The cap on Leaders has actually given Horrors a place in a competitive list if you are going down this route and allows you to spend the precious Leader slots on the stuff you may really want to take without having to completely lose out on some use of Arcane Bolt / Mystic Shield. So far Horrors haven't made it into the mountain of new lists I've been making the last few months as the Wizard heroes available to Chaos are to powerful to ignore. With the other powerful shooting outlined in this thread it also makes the shooting Horrors have a pointless investment and so every time are being shunned for Plaguebearers which are one of the strongest point for point Battleline units Chaos have access to. Pros: Access to spells outside of Leader slots, Chaos Icon for survivability, Battleline Wizard Cons: Rule of 1 takes away a lot of their appeal, much better Battleline options available to Chaos making them a non-optimal choice Soul Grinder: 280pts / unit size: 1 / wounds per model: 16 I would class this as more of a combat monster that has some additional shooting, however the shooting is pretty good, the model is quite survivable and it can run and shoot giving it a quite a long reach. So starting out with a move of 12" and the ability to run and shoot you could potentially be getting an effective range of 34" on the Harvester Cannon and 38" on the Phlegm Bombardment. At best the Harvester Cannon can offer D6 shots with rend 1 damage 1, not amazing and a bit to random to rely on. The Phlegm Bombardment is a decent single shot rend 2 damage 3, which can be useful for killing off a couple of models with a good armour save or a few wounds on a monster to drop its stats down a bit before you engage it in combat. If you are looking for units to include in your army for shooting, this is not a good option. If you are looking for a sturdy combat monster with a couple of pokey shots to chip a few wounds here and there its a solid choice. Nurgle/Khorne Soulgrinders are especially good when used in combination with Epidemius(Nurgle) or Run/Charge Bloodthirster Buffs(Khorne). Maybe I'll revisit these in a combat focused discussion as they fit nicely into that style of list. Pros: Can run and shoot, good save and high wounds, fast, also great in combat when they get stuck in, pretty solid value for points invested Cons: Limited shooting, not really a good choice in a shooting based army with access to proper Artillery, loses damage output as it gets wounded Skull Cannons: 180pts / unit size: 1-3 / wounds per model: 7 For any listeners of the FaceHammer podcast you'll know I have a love/hate relationship with Skull Cannons swearing I'll never use them again and they are rubbish, followed by me using them at an event a few weeks later giving them a high five on how awesome they are. Unfortunately they have now been relegated to the "absolute rubbish" section of list building and I could only see them being used in a Mono Khorne allegiance. More on this shortly. So its a standard cannon in regards to rend 2 and damage D6, it hits and wounds on 3's but gets +1 to hit if you are targeting 10 or more models, unfortunately its only a single shot, however it is quite mobile with move 8", has 7 wounds and some decent close combat attacks and more importantly an attack that lets you fire the cannon again at the end of the combat phase if it successfully wounds during the combat phase. In the 80 odd games of using Skull Cannons I can only ever recall firing the cannon from combat using this special bite attack maybe 5 times and only 2 of those times did I actually roll a hit with it. Looks amazing on paper, but it just never does what you imagine its going to. I'm sure other people have some great stories with it, I just haven't had the luck! The release of the Generals handbook unfortunately made Skull Cannons a bit worse by tagging them as Artillery (they don't have the Warmachine keyword). Which now means they take up a slot of the 4 Artillery pieces allowed and with them costing the same as Warp Lightning Cannons and Plagueclaw Catapults I don't think they will have a space in a competitive army as you would always take the other 2 as they are just much better at being Artillery than the Skull Cannon could ever be. The only saving factor the Skull Cannon has is the ability to be fielded in units of 3 similar to the Burning Chariot meaning you can efficiently buff all 3 with +1 to hit rolls or re-rolls of 1 to hit from Chaos Sorcerers. If you want to kill units the Plagueclaw is much better suited and if you want to kill single targets / high armour save units you would take the Warp Lightning Cannon. Pros: Can be taken in units for efficient buffing, 4+ save and decent number of wounds, long threat range with move 7" Cons: Same cost as other better Artillery choices making it a bit of a pointless unit entry now Hellcannon: 300pts / unit size: 1 / wounds per model: 7 (10 total with crew) So this thing was removed from the tournament scene about 5 months into AoS with the introduction of "Legacy" in the South Coast Grand Tournament pool system and pack. It caused people a lot of grief and most people were glad to see it gone. Its now pointed and able to be used under matched play (assuming the event you are attending allows Compendium unit choices) so I'm sure we'll see a few of knocking around again soon! So why do people hate seeing them on the table? The reason for the hate the Hellcannon receives is pretty straight forward. It has a 48" range which when positioned central in your deployment zone on a 6x4' table it can reach any point on the board and what makes it even better is it requires no line of sight to actually target something. Further more hitting something you can't see doesn't make the shot any more likely to miss The Doomfire shot hits on a 4+ and does D6 mortal wounds when it hits, this is incredibly strong as you are removing the wound roll step giving you one less dice roll to fail on. If the Hellcannon doesn't move in the previous movement phase it gets +1 to hit, bringing it to a 3+, and now with the Lord of War Chaos command trait you can give it a further +1 to hit, this combo's really well with a Chaos Sorcerer and Demonic Power allowing it to re-roll ones. The could quite happily make the Sorcerer your general and hide him behind the hell cannon buffing it all game long. Which may seem an expensive points investment, but when you are doing 2D6 mortal wounds on target anywhere on the board its points well spent. 2D6 you say? Yes it fires twice a turn if it has 2-3 crew available. The machine itself also has a 4+ save and crew have a 4+ save while within 1" of the Hellcannon. The crew are the Hellcannons weakness as they are required to fire the machine. They can be hidden behind the Hellcannon to help reduce being shot. The Hellcannon also has to pass a Caged Fury test at the start of the your movement phase, failing on a 1 at full crew and getting 1 worse each time a crew member dies. Failing this test makes you move towards the nearest enemy unit, which will lose you your +1 to hit for not moving. The Hellcannon is not actually bad in combat so can defend itself against quicker units that can reach it very early on in the game (Seekers/Prosecutors etc). The easiest way to deal with a Hellcannon is having something that can kill the crew as early as possible in the game, you can target the crew separately meaning you only have to do 3 wounds against a 4+ save to make it unable to fire, killing 2 of the crew halves its damage output to 1 shot a turn. The Hellcannon also has a minimum range of 12" so once you are in range its only the crew (and the rest of the their army!) and the Hellcannon melee attacks you have to worry about. Pros: No line of sight required, massive 48" range, huge damage potential, causes mortal wounds, doesn't require a roll to wound, very survivable machine Cons: While the machine is survivable the crew not so much, minimum range of 12", quite expensive at 300pts Warplock Jezzails: 140pts / unit size: 3-12 / points per model: 46 / wounds per model: 2 Right time for some Skaven shooty goodness. At a lowish points cost a unit or two of Jezzails can offer any Chaos list a nice boost for its shooting. Their long range of 30" means they can often impact the game from turn 1, however they do need to be deployed correctly to avoid having to move them which will remove the re-roll 1's for shooting and the 4+ save from shooting attacks. Set up in a piece of terrain these guys will gave a solid 3+ save making them hard to shift without high rend, more wounds or close combat. Rolling a 6 or more to hit replace the normal wound roll with 2 mortal wounds, removing the need for a wound roll is a pretty big deal as I mentioned above in the Hellcannon summary, the less time you have to roll, the less chance of failing! So even if you don't roll the 6 or more, the shot is wounding on 3's and is rend -2 and damage 2, amazing for sniping off those 5+ save wizards or even thinning out units of Saurus that ignore rend -1. The new boost these units can a huge benefit from is the Lord of War command trait which gives them +1 to hit. This increases their hit roll to 3+ and the special damage shot to 5+, this can further be boosted by Damned Terrain (although a bit risky as you will most likely kill a Jezzail and cause a Battleshock test, which you certainly don't want. To get full value out of the Jezzails you may want to put them in a unit of 6 or more to efficiently buff them, however this can lead to some pretty shaky Battleshock tests if you lose a few to shooting/spells, bravery 4 is dangerously low! The unit is fairly costed in risk vs reward, the damage output has good potential and they can be quite survivable when deployed correctly. The biggest drawback to this unit however is the introduction of the "Artillery" tag/keyword in the Generals Handbook. A unit of 3 of these takes up one of Artillery slot, which is quite an investment seeing as this would limit the number of real artillery pieces you could take in your list. You could still take 2 units of these guys and 2 Warp Lightning Cannons for example, so its not all bad and is probably for the best as they are quite cheap, they could easily be spammed and make for super gun-line style lists. Pros: decent points cost, long range of 30", very high damage potential, great save in terrain, rend of -2, smallish foot print in units of 3-6 Cons: very low bravery meaning you could lose the entire unit with only a few casualties, artillery tagged meaning less real warmachines in a list Warp Lightning Cannon: 180pts / unit size: 1 / wounds per model: 6 Now we're starting to get into the cream of the Chaos shooting. This tasty cannon has a shortest range of the warmachines available to chaos (excluding the Magma Cannon 16/24" with the nearby Daemonsmith) coming in at 24" with a 3" move giving it a decent range, but something you can play around and stay away from if you are worried about being shot by one. No separate crew for this and a good amount of wounds meaning its unlikely to killed off by a single shot. It also gains +1 to its save roll in the shooting phase giving it a 4+, great sat in terrain for a 3+. Its fairly weak in combat, so this is something you should avoid doing! It can also never make a charge move. It has a very unique shooting attack as it neither rolls to hit or to wound so cannot be buffed with any modifiers (however dice re-rolls or adjusters like Kairos can be used on it). The shot requires line of site as it follows the normal rules for picking a target. You start by rolling a D6 and this determines the 'Strength' of the shot, next you roll 6 more dice and any dice roll that equals or beats the first dice roll scores a mortal wound. Rolling a 1 automatically does 6 mortal wounds without the need to roll the 6 dice, as you can't fail to roll a 1 or more! As this is a unique attack it is not affected by the Three Rules of One. When combined with Kairos (Kairos changes the dice roll to a 1 using his ability) this shooting attack can be very powerful and used to guarantee killing a 6 or less wound hero that may be holding an objective or providing some Locus/Aura buff and needs to gotten rid of as soon as possible. The key selling factor of this unit for me is the absence of the hit and wound roll. This means even if you roll poorly on the first roll of the shot and get 6, you should still do at least 1 wound, making it reliable for cleaning up units/heroes with few wounds left. This is why I would always take a Warp Lightning Cannon over a Skull Cannon if I had the option, as over the course of a game you are more likely to score successful damage every turn and some turns do pretty hefty damage. Pros: Reliable mortal wounds, decent range, high damage potential, not over-costed, no to hit or wound roll Cons: Aside from a slightly shorter range than other warmachines there really isn't anything negative about it I can think of right now Plagueclaw Catapult: 180pts / unit size: 1 / wounds per model: 6 The Plagueclaw has been one of my favourite choices in Chaos after all the factions were opened up in tournament play allowing me to use 1-2 of these with my Nurgle Daemons. It shares some similar rules with the Warp Lightning Cannon in that it can never make a charge move and gains +1 save against shooting attacks. It has an extra rule called Arcing Shot which allows it to hit units that it has no line of sight to. It has a bit of a strange range of 31", the only reason I can see for this is its 13 (number of Skaven) backwards, otherwise its just an odd amount. The Plaueclaw fires a single shot hitting and wounding on 3's with the standard cannon damage of rend -2 and D6 damage. The shot gains +1 to hit of you are targeting more than 10 models, which is slightly different to most other warmachines which gain benefits from targeting 10 or more models. If you successfully score a wound the damage is increased to 2D6 instead of 1D6 if the unit contains more than 10 models. The strength and true value of this model is unlocked by utilising the Nurgle keyword it has. Plagueclaws combo nicely with Epidemius by filling up his tally very quickly and early on in the game by bombing large units of single wound infantry. This then further buffs the Plagueclaws by giving them re-roll 1's to hit and wound and +1 save. Pros: very strong Nurgle synergy, no line of sight required, long range, high damage potential, not over-costed, great at wiping out horde armies Cons: outclassed by the Warp Lightning Cannon for single targets but otherwise a solid artillery slot choice Stormfiends - Warpfire Projectors: 300pts / unit size: 3-9 / points per model: 100 / wounds per model: 6 So at 300 points for a unit of 3 you may be thinking these are really expensive, however with a 4+ save and 6 wounds a model you really are just paying for a small unit of heroes. The Warpfire Projectors have a limited range of 8" but the lack of range is more than compensated by the raw damage output of 2D3 mortal wounds per Stormfiend. There is no hit or wound roll, so you will always be outputting damage (unless they are getting those dirty mortal wound saves!). A unit of 3 is going to do between 6 and 18 moral wounds, this backed up by a couple of Warp Lightning Cannons is going to delete units with minimal effort. They have a decent move of 6" and a not so awful bravery of 6, which can be an issue if you are taking Stormfiends in units of 6 and take a few casualties in one round. The limited range and combined move gives the Warpfire Projectors a threat range of 14" which is still strong but can be overcome in a number ways. Putting a Stormfiend with a Grinderfist in the unit allows them to tunnel in and appear anywhere on the battlefield as long as they are more than 9" away from an enemy unit. But as they cannot move they won't be in range to fire the turn they arrive. The Warp Grinder Weapons Team can also be used to place a Stormfiend unit closer up the battlefield, again though this is limited to 9" away from enemy units. There is another option using a Skryre formation which allows the units top pop up 3" away from enemy models (can be within 3" but you take damage on your own units) and start firing right away. This is quite a costly formation to build, but the damage it can output is amazing and if you get a double turn off as well and get 2 rounds of shooting the formation is a worthy investment. Another option is to use spells/abilities that can alter your move characteristic, such as Sayl the Faithless who can give the Stormfiends move 18" and fly from his spell. This gives them a 26" threat range and believe me, the threat is very real! As the models have no buffable stats when it comes to shooting (number of shots, hit and wound roll), they are a very strong choice and to my knowledge there is currently nothing in the game than can de-buff their shooting. Stormfiends are also Battleline if you have Skryre allegiance meaning you can take an entire army of them, while this wouldn't be a very efficient army or probably do all that well in a competitive environment it could still be a lot of fun and really give your opponent something to worry about. 18 Stormfiends in a 2000 point list is no laughing matter! That's 108 wounds assuming none of them have the wound upgrade from close combat weapons! Pros: no hit or wound rolls, huge damage potential, tanky unit with a 4+ save, decent move of 6", options for ambushing, still decent in combat with damage 2 melee attacks Cons: expensive investment if you can't minimise the short range drawback, shaky bravery tests Stormfiends - Ratling Cannons: 300pts / unit size: 3-9 / points per model: 100 / wounds per model: 6 Lots of people have these built from back in the days of 8th edition where the Ratling Cannon was the premium choice of wrecking face. Now however they have been toned down a fair amount and provide a high volume of reasonably low strength damage output. 3D6 shots is just so random giving you anything from 3-18 shots per Stormfiend. The rend -1 and damage of 1 is okay but nothing to be really be worried about if you are on the receiving end. The have a relatively short range of 12" which is only a small increase over the 8" of the Warpfire Projectors. With 4's to hit and wound on the average number of shots you're likely to score around 5 wounds which then get a save at -1. Overall probably only a couple of wounds per model caused. As Warpfire Projectors are costed the same, have a much higher chance of damage and are not effected by any shooting debuffs such as negative modifiers to hit, I just don't see a reason to ever take Ratling Cannons in the current state of the game. The one advantage they do have over Warpfire Projectors is the ability to shoot the turn the ambush 9" away from an enemy unit. Even stacking to hit and wound buffs on the unit won't really bring them up to the same level as Warpfire Projectors so for me these will probably never be a viable option. Pros: Potential high volume of fire, can shoot the turn the ambush 9" away, good at killing large low save units Cons: Warpfire Projectors exist and do much a better job Stormfiends - Windlaunchers: 300pts / unit size: 3-9 / points per model: 100 / wounds per model: 6 I keep looking at these thinking they could have some awesome uses, but always end up back with more Warpfire Projectors! The range of 16" is pretty good so you'll probably be hitting stuff a turn sooner than you would with Warpfire Projectors or Ratling Cannons. They also require no line of sight to hit their target and gain +1 to hit units of 10 or more models. With the Generals Handbook requiring larger units and more bodies on the table for objective control these could end up being a viable option for just sitting back and clearing off objectives all game long. I then look back at the potential damage output of a Windlauncher and at its best you roll 2 successful hits, 2 successful wounds and your opponent fails both saves at rend -2 you are left with between 2 and 6 damage. This could have been achieved by the Warpfire Projectors without rolling to hit or wound and ignoring the opponents save roll. Like the Ratling Cannon the Windlauncher is quite situational when it comes to achieving a solid roll in an army list, when you don't know what your opponent will be running you're safest option is to probably ignore both and just opt for more Warpfire Projectors! Pros: High potential damage output of 6 damage per model, longest range of the Stormfiend options giving a threat range of 22", no line of sight required Cons: As with the Ratling Cannon, the existence of the Warpfire Projector just makes everything else a non optimal choice Poisoned Wind Mortar Weapon Team: 60pts / unit size: 1 / wounds per model: 3 A lesser scene unit in Chaos lists, but has the potential for some really nice gap filling when rounding out a list. A single shot each with a 4+ 4+ to hit and wound, rend of -2 and damage D6 sounds pretty good and is essentially a 22" range cannon equivalent. +1 to hit when shooting at 10 or more models and even better still the damage changes to 6 instead of D6 when you are shooting at 20 or more models. In the current state of the game and body spamming on the table, these could actually offer some pretty good chaff clearing and make a dent in those 40 man Savage Orruk units. You can pump the range to 30" by passing a risk test of 2+ or take D3 wounds, but with 22" range and a 6" move they do have a very nice 28" range reach. They also require no line of sight so can happily sit in an invisible spot to your opponent and lob fire power over at them all game long. Stick a few near your general with the +1 to hit order buff and rain poison down on those dirty Stormcast! These don't count as artillery and you can also get 3 of these for the same price as a single Skull Cannon... just saying. Pros: No line of sight required, rend -2 and damage D6, cheap, smallish footprint, does not count towards artillery allowance, 28" threat range Cons: 6+ save and 3 wounds each (although this can be negated by hiding them!) Warpfire Thrower Team: 60pts / unit size: 1 / wounds per model: 3 These are currently making a big appearance on the UK tournament scene in the infamous "Skryre net list". The are super cheap at 60pts a piece for the damage output they can cause and make up one of the most powerful formations currently usable at events. Similar to the Stormfiends Warpfire Projector they have an 8" range, do not roll to hit or wound and cause mortal wounds. While only D3 on the basic shot they can be boosted to D6 damage by passing a risk test of 2+, failing this causes D3 wounds to the firing unit. The limited range is negated by either the horrific "Skryre Coven" or using Warpgrinder teams to get them up the table at a quicker rate. I don't think you'll see many of these outside of the Coven lists as they do require further points investment to make them optimal. Pros: High mortal wound potential, cheap filler unit, smallish footprint for sneaking around Cons: 6+ save and 3 wounds, very short range without investing in a carrier unit or formation Ratling Gun Weapon Team: 80pts / unit size: 1 / wounds per model: 3 Not a bad little unit at 80pts for 18" range of 2D6 shots, capable of boosting to 4D6 shots on the same 2+ risk roll the other Skaven weapons teams have. These could be nice little filler units if you find yourself with 160pts left over and are lacking high output low damage shooting. They also get +1 to hit when they are 9" of their target, which works out nicely if they are sitting behind a tankier unit and just shooting into combat. With a sideboard event these could be quite a nice option in case you end up fighting hordes of low save infantry. As with all the weapons teams they are low on wounds and only have a 6+ save and would be easily picked off by a unit of Judicators. Pros: Decent threat range of 24", very high damage potential against lightly armoured models Cons: 6+ save and 3 wounds each, potential for no damage output when rolling to generate number of shots Infernal Guard Fireglaives: 100pts / unit size: 10-40 / wounds per model: 1 I really like the value of 10 of these with a 4+ save for 100pts, then I remember that Savage Orruks are also 100pts for twice as many wounds and it makes me a bit sad Yes I know these guys have a 4+ save are are always rend -1 but still it leaves a bitterness behind! They can be Battleline which is great, but only in a mono Chaos Dwarf army, which is cool if you are going that route, but with how big the Chaos Alliance is its really nice to mix and match. They also get to re-roll saves of 1 against shooting attacks which is a pretty decent basic ability to have. The unit can be further buffed by an Infernal Guard Battle Standard being planted which allows them to re-roll wound rolls against Order & Destruction (who are both very popular right now!). The Castellan can also be used to buff the unit and give them +1 to wound against a targeted unit using his command ability. If the unit contains 10 or models they also get to fire twice against units with the Monster keyword. Its also worth noting that rolling a 6 on the wound roll inflicts double damage (2), this cannot be modified however with +1 to wound as it just a 6 that triggers this and not a 6 or more. As a stand alone unit they are reasonably priced at 100pts, however to get full value out of them they would need to be part of a Chaos Dwarf army, as adding in the characters to buff them would end up quite expensive and you would probably be better off with just adding a Chaos Sorcerer Lord instead for the re-roll 1's Daemonic Power spell. They have an okay threat range of 20" and are reasonably tanky and could quite easily hold an objective in or near terrain while shooting at advancing units. Pros: reasonably pointed, good save of 4+ re-rolling 1's against shooting, basic rend of -1, optional Battleline, decent threat range of 20" Cons: true value not unlocked without relevant Heroes buffing them, low bravery, slow movement 4", other better options available Iron Deamon War Engine: 200pts / unit size: 1 / wounds per model: 11 I added this one in here for completeness or the Chaos Dwarf shooting available, unfortunately I just can't see anything good about it. The only thing is really has going for it is a 4+ save and 11 wounds. That's really all it has to offer though. It has 3 lots of random rolls to contend with, random move, random number of shots and random number of attacks in combat. At 200pts this thing is honestly rubbish. It can be used to move the other artillery pieces I'll be talking about next, which is situational at best, most of them have a very long shooting range anyway so it's not really that useful unless you are trying to drag a Magma Cannon into range of something further up the table. Even if this thing gets maximum move, maximum shots and maximum attacks in close combat its still to expensive to justify putting it in a list. A Soul Grinder is 280pts and soooo much better value than this at 200! Pros: Honestly I just can't see anything good about this Warscroll Cons: Random, Random, Random - to much randomness to pay good points for. Deathshrieker Rocket Launcher: 120pts / unit size: 1 / wounds per model: 6 On my first glance of this some time ago I dismissed it as not being all that good, now it has points and appears to be quite cheap it looks like a good shooting option to slot in to most lists lacking in some shooting. 36" range with a 3" move gives it a great threat range, it sports a 4+ save which is 3+ against shooting, also great! More importantly it has no crew and 6 wounds, meaning you can't snipe the crew off, putting it in the good artillery category with the Warp Lightning Cannon! It also does not require line of sight, so all very good so far. You get to re-roll wound rolls of 1 against units with 10 or more models and any unit that has a model slain by a rocket attack is at -1 Bravery until the start of your next hero phase meaning that if its going into their turn they will still be at -1. The Deathshrieker also gains +1 to hit with shooting if any Daemonsmith model is within 3" at the start of the shooting phase. Everything so far is amazing value for a 120pt artillery piece, the lacking part where the unit falls down though is the actual damage output. It can fire 3 rockets a turn, 4+ to hit 3+ to wound and then -1 rend with D3 damage, while each shot is not as powerful as a cannon/Plagueclaw, it does have the potential for 9 damage and can separate out its shooting to cause -1 Bravery on multiple units. Its much cheaper and survivable than the more powerful artillery options but is lacking in overall kill potential. A Daemonsmith is also a 100pt tax on the model if you want to fully utilise the buffs it has available, but as a single Daemonsmith can man multiple machines this cost is somewhat nullified when fielded with multiple Chaos Dwarf artillery options, the Daemonsmith is also a wizard with a great spell, so you get something else out of him other than a buffing piece. Pros: cheap at 120pts, survivable, doesn't have separate crew, long range, no line of sight required, useful in a Bravery bomb list Cons: lacking in damage compared to other artillery options, requires a Daemonsmith for full value Magma Cannon: 140pts / unit size: 1 / wounds per model: 6 The Magma Cannon is also rocking a 4+ save and 3+ against shooting with 6 wounds (no crew) putting it in the good artillery category! Its reasonably priced at 140 as well and can be buffed by a Daemonsmith similar to the Deathshrieker above. The Daemonsmith increases the shooting attack range to 24" from 18" which is a very good range for mortal wound shooting. The Magma Cannons shooting attack is not effected by hitting modifiers so you can't buff it, but more importantly it cannot be de-buffed. On a 1-2 it does nothing, on a 3-6 thats how many mortal wounds it does. Against units with 10 or more models you roll 2 dice and pick the highest. Its slightly cheaper than the Warp Lightning Cannon and offers a 1 better saving throw, on its own its shorter ranged but works out a really good alternative to a pair of Warp Lightning Cannons if you are trying to keep the long range mortal wound threat and gives you an additional wizard! 2 Warp Lightning Cannons will Set you back 360pts, where as 2 Magma Cannons and a Daemonsmith will be 380pts. So for an extra 20 points you get a wizard and a great spell! Obviously the Daemonsmith can be sniped off leaving the Magma Cannons with an 18" range. Pros: High damage potential damage, mortal wounds, high threat range when buffed, well pointed, no crew, survivable Cons: Requires a Daemonsmith for full potential, has a 1in3 chance of doing nothing with its shooting attack Dreadquake Mortar: 200pts / unit size: 1 / wounds per model: 8 The Dreadquake Mortar is very similar to the Plagueclaw Catapult for its damage output but can be boosted to have the highest damage potential of any artillery currently in Age of Sigmar allowing it do a maximum of 24 damage in a single shooting phase. While this is quite unlikely to do the full whack it can still yield some big damage. It doesn't require line of sight, packs a 40" range, hits and wounds on 3+ and has rend -2 damage D6. It does 2D6 damage to units that have 10 or more models and stops the target unit from making a run move if any of its models were slain by the Dreadquake Bomb. The part where it gets its even higher damage output is when accompanied by a Daemonsmith who can slap the crew about causing them to on a roll of a 1 attack the Dreadquake for D3 mortal wounds and cannot fire this turn, on a 2-3 it fires normally (1 shot) and on a 4-6 it can fire twice in that shooting phase. So you can either bombard separate targets to stop them running, or put both shots into a large unit of say 40 guys and cause that sweet 24 damage rolling 4 6's! Its only 20pts more than a Plagueclaw which is its closest competitor for long range unit destruction, but really does need a Daemonsmith to get its full potential. A pair of these and a Daemonsmith comes in at 500pts, which may seem expensive but the ranged threat they offer is quite stupid in terms of damage output! Using something like Kairos to also change the result to guarantee 2 shots from a single Dreadquake in a turn is still a nice option as well. For 300pts with a Daemonsmith its probably a better purchase than a Hellcannon at the same cost due to the fact you cant pick the crew off! Pros: Incredible damage potential, survivable 8 wounds and 4+/3+ against shooting, very long range, reasonably priced compared to Plagueclaws Cons: Requires some points investment to get the full damage output, comes with some risky ogre slapping rolls Up next: Thanquol, Great Unclean One, other notable characters with shooting attacks
  23. This could easily be titled 'A tale of one (split personality) painter'. I love this hobby and pretty much every army and model. I have painted up a number of warhammer armies over the last few years and hope to continue adding to each grand alliance with this plog. Im also finally starting to play a couple of games at my local store in a path to glory with ironjawz being my first project. However I couldn't help but pick this guy up last Saturday. I havent got any of the new tzeentch stuff yet but may do once I have the ironjawz done.
  24. Ryan Taylor

    Fun and Competetive-ish Archaon

    Good Morning folks, I am terrible about writing lists but looking to run Archaon soon at a team event. Due tot he team event nature I am looking for a list that won't auto lose but something fun. Been looking at the Tzeentch and Khorne allegiances to make a fun aggressive list. What ideas do you have running the big guy and getting the most out of this 700pt Behemoth?
  25. So i am in between deciding for an upcoming tournament, in which i can go mixed chaos or khorne with gore pilgrims. 1250 Khorne: 1 Bloodsecrator 1 Slaughterpriest 1 Slaughterpriest 1 Bloodthirster of Insensate Rage 10 Blood warriors 10 Blood Reavers 5 Chaos Knights/ Mark of Khorne This comes in on 1190 in Points or 76 Wounds, with 2 artefact options and a minimum amount of drops, plus allegiance abilities. For mixed Chaos i have the following: 1 Chaos sorcerer lord 1 Ogroid Thaumaturge 1 Bloodsecrator 1 Aspiring Deathbringer 10 Blood Warriors 10 Tzaangors 10 Pink Horrors 10 Bloodreavers 5 Chaos Knights This comes in at 1250 Exactly. For expanding to 1500 on both armies i am thinking adding allies ( 300 points ) to Khorne, 10 pink horror + 1 Chaos sorcerer lord for magic and shooting. And for the Mixed army, i would add the same Bloodthirster, while making the aspiring death bringer 20 points less, and a little worse, clocking in at 1490 points and 1470 for the other. I would love to hear feedback!
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