DarkBlack Posted January 19, 2017 Share Posted January 19, 2017 7 minutes ago, Changer said: All of the updated rules are in the app. I don't see the Changeling rules bring changed at all. I'm picking up my book later today so I'll check in there. My book will still be a while (the joys of living in Africa). Please share the details. Link to comment Share on other sites More sharing options...
Andreas Posted January 19, 2017 Share Posted January 19, 2017 Do anyone know the exact rules (and maybe points) for the alterkin coven or the tzaangor coven? Please, can't wait. ☺️ Link to comment Share on other sites More sharing options...
Taviscaron Posted January 19, 2017 Share Posted January 19, 2017 28 minutes ago, Andreas said: Do anyone know the exact rules (and maybe points) for the alterkin coven or the tzaangor coven? Please, can't wait. ☺️ Alter-kin coven is 20 pts, Tzaangor coven is 40 pts; Link to comment Share on other sites More sharing options...
Andreas Posted January 19, 2017 Share Posted January 19, 2017 14 minutes ago, Taviscaron said: Alter-kin coven is 20 pts, Tzaangor coven is 40 pts; And the rules? ? I have read that alterkin change the enemy to tzaangors and tzaangors coven adds extra attacks and maybe plus one to wound? Link to comment Share on other sites More sharing options...
Taviscaron Posted January 19, 2017 Share Posted January 19, 2017 Pretty much right) Alter-kin coven consists of 1 unit of Kairic Acolytes, 1 unit of Tzaangors, 1 unit of Tzaangor Skyfires, special rule - Boon of mutation: "In each of your hero phases, roll a dice for each enemy unit" that is within 3" of a nit from an Alter-kin coven. On a roll of 6, the unit being rolled for suffers d3 mortal wounds. If any models are slain in this manner, they are blessed with mutations and transmogrified into Tzaangor, If there is already a friendly Tzaangor unit within 6' of the slain models unit, add the Tzaangor to that unit, otherwise set it up as a new unit within 6" of the slain model's unit" Tzaangor coven rules are not revealed yet) Link to comment Share on other sites More sharing options...
Soulsmith Posted January 19, 2017 Share Posted January 19, 2017 Alter-kin coven sounds like it will be useless for matched play if we need the points aside for the possible tzaangors appearing. Link to comment Share on other sites More sharing options...
Changer Posted January 19, 2017 Share Posted January 19, 2017 Just now, Soulsmith said: Alter-kin coven sounds like it will be useless for matched play if we need the points aside for the possible tzaangors appearing. I don't know. I'd pay 20 points for the chance to replenish my Tzaangor unit if it has already taken hits. Are you allowed to cause the mortal wounds and not setup more Tzaangors (if you're out of range / at full strength)? If so, again, I think I'd pay 20 points for the ability to cause mortal wounds and the extra artefact a battalion would bring. Link to comment Share on other sites More sharing options...
Soulsmith Posted January 19, 2017 Share Posted January 19, 2017 Just now, Changer said: I don't know. I'd pay 20 points for the chance to replenish my Tzaangor unit if it has already taken hits. Are you allowed to cause the mortal wounds and not setup more Tzaangors (if you're out of range / at full strength)? If so, again, I think I'd pay 20 points for the ability to cause mortal wounds and the extra artefact a battalion would bring. Yeah true, depends on the other battalion's really, and whether it is a better choice for those units. Link to comment Share on other sites More sharing options...
Rusty Posted January 19, 2017 Share Posted January 19, 2017 Do we know what the squad min/maxes are set at yet? I see the points and profiles on the app, but it's lacking the minimums. Unless the new warscroll's descriptions are the mins and GW is learning... Link to comment Share on other sites More sharing options...
Maddok Posted January 19, 2017 Share Posted January 19, 2017 Can anyone make a case for taking acolytes? They seem entirely inferior to horrors. Worse save, worse shooting, worse bravery, no casting, moderately better close combat, same points. When I first thought their rules I thought 80-100 points for 10 would be where they'd land. 140 seems insane. Am I missing something big here? Link to comment Share on other sites More sharing options...
The Jabber Tzeentch Posted January 19, 2017 Share Posted January 19, 2017 11 minutes ago, Maddok said: Can anyone make a case for taking acolytes? They seem entirely inferior to horrors. Worse save, worse shooting, worse bravery, no casting, moderately better close combat, same points. When I first thought their rules I thought 80-100 points for 10 would be where they'd land. 140 seems insane. Am I missing something big here? 100% agree, they're just not close to worth 140 points. Bad shooting, bad save, bad in combat... I can't see a role for them Link to comment Share on other sites More sharing options...
Liam Posted January 19, 2017 Share Posted January 19, 2017 This, which is a shame as the models have grown on me. Could see myself taking them if I wanted to complete batallions but that's the only real reason? Link to comment Share on other sites More sharing options...
Malin Posted January 19, 2017 Share Posted January 19, 2017 May I add to this the fact that you must assemble them with the shields, as there is not sufficient left hands with weapons in the box to built 2 hand weapons option... Serious step back GW did with this set. Link to comment Share on other sites More sharing options...
The Jabber Tzeentch Posted January 19, 2017 Share Posted January 19, 2017 12 minutes ago, Malin said: May I add to this the fact that you must assemble them with the shields, as there is not sufficient left hands with weapons in the box to built 2 hand weapons option... Serious step back GW did with this set. I wouldn't say so. As with the tzaangors it seems optimal build is to have an amount of your unit with shields taking the wounds at the back out of combat, then have your dual and great weapon guys at the front doing the damage. Best of both worlds. Link to comment Share on other sites More sharing options...
CJPT Posted January 19, 2017 Share Posted January 19, 2017 Acolytes are MUCH better than Horrors in combat - aside from the fact that they don't run away, Horrors really are terrible. And their shooting is comparable as long as there's a wizard nearby (and it's better if you take the battalion that lets them shoot twice.) I do agree that they're a bit underwhelming overall. Horrors do get Arcane Bolt, though (but only once.) Link to comment Share on other sites More sharing options...
Malin Posted January 19, 2017 Share Posted January 19, 2017 Just now, The Jabber Tzeentch said: I wouldn't say so. As with the tzaangors it seems optimal build is to have an amount of your unit with shields taking the wounds at the back out of combat, then have your dual and great weapon guys at the front doing the damage. Best of both worlds. then this front will be limited to 3 models with two weapons at best, will have the exact number in few hours. Anyway this unit is far from being overpowered. Only valid option is taking the battalion allowing them to shoot in Hero phase, otherwise it is really expensive not even glass cannon. Was building list yesterday and took 10 of them to fill in Battleline tax, as I was missing 40 point to take another 10 Tzaangors. Link to comment Share on other sites More sharing options...
Shadowheart Posted January 19, 2017 Share Posted January 19, 2017 2 hours ago, Andreas said: And the rules? ? I have read that alterkin change the enemy to tzaangors and tzaangors coven adds extra attacks and maybe plus one to wound? Tzaangor Coven: 1 unit of Tzaangor, 1Unit of Skyfires, 1 Unit of Enlightened. Beak attacks hit on 4's. If the tzaangors are with 9" of either of other units in the formation in the hero phase, the Tzaangor can fight as if it were the combat phase. If they're within range of both, tzaangor are +1 to wound if they attack in the hero phase. 4 minutes ago, CJPT said: Acolytes are MUCH better than Horrors in combat - aside from the fact that they don't run away, Horrors really are terrible. And their shooting is comparable as long as there's a wizard nearby (and it's better if you take the battalion that lets them shoot twice.) I do agree that they're a bit underwhelming overall. Horrors do get Arcane Bolt, though (but only once.) Horrors also have access to any spells from the lord of change now Link to comment Share on other sites More sharing options...
Maddok Posted January 19, 2017 Share Posted January 19, 2017 Needing a wizard nearby to make their shooting near equal is another issue. So to be on the same level as a unit that is the same number of points they must use synergies. Bad look. From what I've heard, the battalions for acolytes are meh. One allows you to shoot in the hero phase, which is awesome...except for the fact their their shooting really isn't good. Its a "nice to have" few shots that can ping a wound off here and there, but nothing that makes a battalion like that powerful. Bummer because I ordered a box. Guess I'll be returning them the moment they arrive! Link to comment Share on other sites More sharing options...
CJPT Posted January 19, 2017 Share Posted January 19, 2017 Just now, Shadowheart said: Horrors also have access to any spells from the lord of change now Is that confirmed? I wondered if maybe only leaders could roll on the new spell tables. Link to comment Share on other sites More sharing options...
Malin Posted January 19, 2017 Share Posted January 19, 2017 1 minute ago, CJPT said: Is that confirmed? I wondered if maybe only leaders could roll on the new spell tables. It is worded Tzeentch Wizard can have additional spell... Link to comment Share on other sites More sharing options...
Shadowheart Posted January 19, 2017 Share Posted January 19, 2017 1 minute ago, CJPT said: Is that confirmed? I wondered if maybe only leaders could roll on the new spell tables. Yeah, "Each demon wizard in a tzeench army knows an additional spell chosen from the Lord of Change". Link to comment Share on other sites More sharing options...
CJPT Posted January 19, 2017 Share Posted January 19, 2017 That's great news! Thanks guys. My pile of Pink Horrors are happy. Link to comment Share on other sites More sharing options...
Maddok Posted January 19, 2017 Share Posted January 19, 2017 Its a shame destiny dice can't be used for spell effects. Tzeentch's firestorm, where you roll 9 dice and each 6 causes d3 mortal wounds could be devastating if you have 2-3 destiny 6's and you roll 2 or 3. Still very nice that they get more spells Link to comment Share on other sites More sharing options...
Soulsmith Posted January 19, 2017 Share Posted January 19, 2017 24 minutes ago, Maddok said: Bummer because I ordered a box. Guess I'll be returning them the moment they arrive! Hey if you like the models at all, keep them. At least wait to see what battalions there are, might be a buff for them. Link to comment Share on other sites More sharing options...
Maddok Posted January 19, 2017 Share Posted January 19, 2017 Getting the book at the same time, will see. I like the models, but Im a competitive player so I doubt I'll have any use for them. I want to get my tzeentch up and running asap, and I already have 20 warriors, 10 knights, 18 flamers, and 6 exalted flamers ready to add in. So basically I just need the most efficient new stuff to allow me to start using my existing force Link to comment Share on other sites More sharing options...
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