Tasman Posted August 31, 2017 Share Posted August 31, 2017 Spoiler everchosen.pdf Link to comment Share on other sites More sharing options...
Tasman Posted August 31, 2017 Author Share Posted August 31, 2017 Or this: Archaon.pdf Link to comment Share on other sites More sharing options...
Darksider Posted August 31, 2017 Share Posted August 31, 2017 If you take everchosen as allegiance, don't you need to take 3 units of varanguard, as the warriors and Marauders don't count as battleline cause they are allies? Btw i like your second list more, gives Archaon good spells, but you need to kick the varanguard, cause you can't mark them tzeentch so you break your allegiance. Link to comment Share on other sites More sharing options...
Nico Posted August 31, 2017 Share Posted August 31, 2017 If you take one of the 4 Everchosen Battalions, then you could put Marauders or Warriors in as Battleline units. You can then stamp all the contents Everchosen for allegiance purposes. Link to comment Share on other sites More sharing options...
Darksider Posted August 31, 2017 Share Posted August 31, 2017 2 minutes ago, Nico said: If you take one of the 4 Everchosen Battalions, then you could put Marauders or Warriors in as Battleline units. You can then stamp all the contents Everchosen for allegiance purposes. Oh sorry, didn' knew that. Link to comment Share on other sites More sharing options...
Tasman Posted August 31, 2017 Author Share Posted August 31, 2017 2 hours ago, Nico said: If you take one of the 4 Everchosen Battalions, then you could put Marauders or Warriors in as Battleline units. You can then stamp all the contents Everchosen for allegiance purposes. Much better than my original idea of using the v-guard as allies. BUT. I was hoping to still be able to use the Tzeentch allegiance so as to get the spells and dice..... I can still do that with Everchosen allegiance? Link to comment Share on other sites More sharing options...
Nico Posted August 31, 2017 Share Posted August 31, 2017 Nope. You could take DoT including Archaon and take 1 unit of VG - then Tzeentch. Link to comment Share on other sites More sharing options...
Tasman Posted August 31, 2017 Author Share Posted August 31, 2017 27 minutes ago, Nico said: Nope. You could take DoT including Archaon and take 1 unit of VG - then Tzeentch. That's what I was shooting for. Thanks. Link to comment Share on other sites More sharing options...
Nevvermore Posted September 1, 2017 Share Posted September 1, 2017 Never thought of taking one unit of VG as allies and Archaon in the main force... that's clever! Might do it myself. Link to comment Share on other sites More sharing options...
Tasman Posted September 28, 2017 Author Share Posted September 28, 2017 On 8/31/2017 at 2:35 PM, Tasman said: That's what I was shooting for. Thanks. After using him in a game recently v BCRs he did quite well, Treacherous bond on him is totally ridiculous. He ran around just messing things up while I dumped the wounds on warriors and Marauder units. DD are awesome for his autokill ability as well. I'm going to be bringing him off the shelf more often now, I think.... Link to comment Share on other sites More sharing options...
tolstedt Posted September 29, 2017 Share Posted September 29, 2017 I've got gorepilgrims with arcahon set for a game in two weeks (grad school kills my hobby time so nothing gets assembled) He's amazing. I think 640 would be more appropriate and varangaurd should be 280. Link to comment Share on other sites More sharing options...
Tasman Posted September 30, 2017 Author Share Posted September 30, 2017 14 hours ago, tolstedt said: I've got gorepilgrims with arcahon set for a game in two weeks (grad school kills my hobby time so nothing gets assembled) He's amazing. I think 640 would be more appropriate and varangaurd should be 280. I'm in complete agreement on the varanguard...... not being able to mark them prior to set up is a real deterrent to fitting them into any list except as allies. [unless of course you're playing a mixed army] in that case you are limited to a 2k or higher list. Archies points are about right, IMO. 20 wounds, 3= save, flying monster with instant kill capability and two spells.Run with Tzeentch and using treacherous bond on him, you end up with an unkillable $h!t$torm of a character. One man wreaking crew. Link to comment Share on other sites More sharing options...
tolstedt Posted October 1, 2017 Share Posted October 1, 2017 12 hours ago, Tasman said: I'm in complete agreement on the varanguard...... not being able to mark them prior to set up is a real deterrent to fitting them into any list except as allies. [unless of course you're playing a mixed army] in that case you are limited to a 2k or higher list. Archies points are about right, IMO. 20 wounds, 3= save, flying monster with instant kill capability and two spells.Run with Tzeentch and using treacherous bond on him, you end up with an unkillable $h!t$torm of a character. One man wreaking crew. I'll be doing fatesworn next. Amazing with all the spell casting and instant kill potential with destiny dice. Link to comment Share on other sites More sharing options...
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