Denneysman Posted March 26, 2017 Share Posted March 26, 2017 Ah the memories. Reminds me of the weather or not special characters should be allowed. believe it or not there was a time when they weren't even legal on lists and the dreaded forgeworld debates of old. Lol Link to comment Share on other sites More sharing options...
Mirage8112 Posted March 27, 2017 Share Posted March 27, 2017 Ah the memories. Reminds me of the weather or not special characters should be allowed. believe it or not there was a time when they weren't even legal on lists and the dreaded forgeworld debates of old. LolLord. I remember that. Taking a named character in a list meant some opponents wouldn't play you. Named characters were banned from nearly every tournament I played in. Even now, when I field a named char I get this little twinge of guilt, like I'm doing something underhanded.....Sent from my iPhone using Tapatalk Link to comment Share on other sites More sharing options...
Denneysman Posted March 27, 2017 Share Posted March 27, 2017 I think it was Commander Farsight in the first Tau book to be the first allowed on list without permission. Then the flood gates opened. Link to comment Share on other sites More sharing options...
AverageBoss Posted March 27, 2017 Share Posted March 27, 2017 Thinking about trying something like this next. Allegiance: TzeentchLeadersLord Of Change (300)- General- Trait: Magical Supremacy - Tzeentch Daemon Hero- Artefact: Wellspring of Arcane Might - Lore of Change: Bolt of TzeentchThe Changeling (140)- Lore of Change: Unchecked MutationTzaangor Shaman (120)- Lore of Fate: Shield of FateOgroid Thaumaturge (160)- Lore of Fate: Infusion ArcanumGaunt Summoner (100)- Lore of Change: Arcane TransformationBattleline10 x Pink Horrors Of Tzeentch (140)- Lore of Change: Fold Reality10 x Pink Horrors Of Tzeentch (140)- Lore of Change: Fold Reality20 x Tzaangors (360)- 4x Pair of Savage Blades- 8x Savage Greatblade- 8x Savage Blade & Arcanite ShieldUnits10 x Blue Horrors Of Tzeentch (50)10 x Blue Horrors Of Tzeentch (50)10 x Brimstone Horrors Of Tzeentch (40)10 x Brimstone Horrors Of Tzeentch (40)10 x Brimstone Horrors Of Tzeentch (40)6 x Tzaangor Skyfires (320)Total: 2000/2000 Link to comment Share on other sites More sharing options...
Drillz Posted March 27, 2017 Share Posted March 27, 2017 On 3/26/2017 at 4:46 AM, Drillz said: daemon cohort of Tzeentch is really strong but is it better than the changehost? so back to my original question Link to comment Share on other sites More sharing options...
Malfallax Posted March 27, 2017 Share Posted March 27, 2017 It is different than the Changehost... Definitely cheaper. And with a Kairos' in there you get a guaranteed 28 wound LoC Link to comment Share on other sites More sharing options...
Malfallax Posted March 28, 2017 Share Posted March 28, 2017 As far as the the Daemon Prince of Tzeench is concerned, if you intend to give him the +1 Attack and make him your general (-1 rend and -1 to be hit) for a 1000 point army then what is the best weapon option? Axe or Sword? Link to comment Share on other sites More sharing options...
Nico Posted March 28, 2017 Author Share Posted March 28, 2017 It's a tough one - the answer is probably the Sword, since -2 rend is "enough" (it beats all the ignore -1 rend abilities, there's only one ability I can think of which ignores -2 rend, but not -3 rend; and significantly, -3 rend is wasted against anything with a 5+ save or worse), while hitting on 3+ makes a big difference (especially as (a) you can use Destiny Dice of 3s on them (which don't have a lot of other uses) and (b) they make the ubiquitous -1 to hit debuffs less awful (since -1 to hit vs 3+ is only a 25% damage reduction, rather than a brutal 33.3% reduction for a 4+ to hit). Quick maths suggests that the Sword is 11% more damage to a 4+ save (which I normally use as a benchmark). The difficulty comes from the fact that sometimes -3 rend is invaluable - e.g. vs Nagash (who laughs at mortal wounds) or against Treelord Ancients or Fulminators or Stardrakes (rerollable saves) - making these things die reliably is a big deal. Link to comment Share on other sites More sharing options...
Nico Posted March 28, 2017 Author Share Posted March 28, 2017 I'm considering the Lord on Daemonic Mount as a superior choice. While he cannot get the -3 rend, he can still take Phantasmal Weapons (including on the Horse - for 4 attacks at 3+, 3+, -2, 2 damage - a great profile) and is insanely tanky, with a 4+ rerollable (who can benefit from cover) and a 5+ ward save vs mortal wounds; he also comes with a command ability; and is cheaper by 20 points. The downside is that it doesn't have a spell, but none of the Daemon Lore spells are buffs that affect the caster only, so this is less of an issue. Link to comment Share on other sites More sharing options...
Malfallax Posted March 28, 2017 Share Posted March 28, 2017 Besides the weapon the Prince has the claw profile which is also savage with a -1 rend. And I tend to get Uncontrollable Mutation on him to soften whatever I am charging... Notable was that one Time when I did 6 MWon a unit of ? revenants Link to comment Share on other sites More sharing options...
FunkyPunk Posted March 28, 2017 Share Posted March 28, 2017 1 hour ago, Nico said: I'm considering the Lord on Daemonic Mount as a superior choice. While he cannot get the -3 rend, he can still take Phantasmal Weapons (including on the Horse - for 4 attacks at 3+, 3+, -2, 2 damage - a great profile) and is insanely tanky, with a 4+ rerollable (who can benefit from cover) and a 5+ ward save vs mortal wounds; he also comes with a command ability; and is cheaper by 20 points. The downside is that it doesn't have a spell, but none of the Daemon Lore spells are buffs that affect the caster only, so this is less of an issue. Agreed - Ive been eyeing up the lord a lot, I think I'm going to play around with it a lot after SCGT. 10 chaos knights to go with him are expensive but could be a good objective grabber, and not awful on the charge with the command ability. Link to comment Share on other sites More sharing options...
Nico Posted March 28, 2017 Author Share Posted March 28, 2017 Quote Agreed - Ive been eyeing up the lord a lot, I think I'm going to play around with it a lot after SCGT. 10 chaos knights to go with him are expensive but could be a good objective grabber, and not awful on the charge with the command ability. I'm thinking as part of the Fatesworn Warband, which also puts the horse attacks from the Lord on DM up to -2 rend when combined with Phantasmal Weapons. It also let's the Lord on DM cast Arcane Bolt (for what it's worth). That way the Knights become decent (rend with Ensorcelled weapons and rend on the horses - and we all know that the mounts do more damage anyway*). Thinking 9 Knights. With a 5+ vs Mortals and a 6+ outright Ward they might even survive 30 seconds of the game against 18 Skyfires and other pew pew boredom. *With the glorious exception of Dorghar the Everderping. Link to comment Share on other sites More sharing options...
Arkiham Posted March 28, 2017 Share Posted March 28, 2017 Hmm might build towards this for my first tzeentch army. Link to comment Share on other sites More sharing options...
LLuck Posted March 29, 2017 Share Posted March 29, 2017 Hey guys, with the following lisr I would have 120 points for a reinforcement pool: LeadersChaos Sorcerer Lord (140)- Mount: Steed- Runestaff - Mark of Chaos: Tzeentch- Lore of Fate: Bolt of TzeentchDaemon Prince Of Tzeentch (160)- General- Trait: Incorporeal Form - Tzeentch Daemon Hero- Artefact: Phantasmal Weapons - Lore of Change: Bolt of TzeentchBattleline5 x Chaos Knights (200)- Chaos Glaives- Mark of Chaos: Tzeentch10 x Chaos Warriors (180)- Hand Weapon & Shield- Mark of Chaos: Tzeentch10 x Pink Horrors Of Tzeentch (140)- Lore of Change: Treason of TzeentchBattalionsGodsworn Champions of Ruin (60)Total: 880/1000 What are the typical units/heroes I would need? Probably something to stand on objectives, something to spam wounds against high model count armys, maybe something with high rend? Any help with the models needed for a good reinforcement pool is highly appreciated. Link to comment Share on other sites More sharing options...
Arkiham Posted March 29, 2017 Share Posted March 29, 2017 14 minutes ago, LLuck said: Hey guys, with the following lisr I would have 120 points for a reinforcement pool: LeadersChaos Sorcerer Lord (140)- Mount: Steed- Runestaff - Mark of Chaos: Tzeentch- Lore of Fate: Bolt of TzeentchDaemon Prince Of Tzeentch (160)- General- Trait: Incorporeal Form - Tzeentch Daemon Hero- Artefact: Phantasmal Weapons - Lore of Change: Bolt of TzeentchBattleline5 x Chaos Knights (200)- Chaos Glaives- Mark of Chaos: Tzeentch10 x Chaos Warriors (180)- Hand Weapon & Shield- Mark of Chaos: Tzeentch10 x Pink Horrors Of Tzeentch (140)- Lore of Change: Treason of TzeentchBattalionsGodsworn Champions of Ruin (60)Total: 880/1000 What are the typical units/heroes I would need? Probably something to stand on objectives, something to spam wounds against high model count armys, maybe something with high rend? Any help with the models needed for a good reinforcement pool is highly appreciated. blue horros and brimstone horrors pretty much. high armour combat with mortal wounds from spells objective = horrors Link to comment Share on other sites More sharing options...
Nico Posted March 29, 2017 Author Share Posted March 29, 2017 With 120 points you can get a Herald, which can potentially dump 12 mortal wounds if you spank all your destiny dice with Pink Fire and Bolt of Tzeentch. Or you can summon a Balewind or 10 Plaguebearers. Link to comment Share on other sites More sharing options...
Drillz Posted March 31, 2017 Share Posted March 31, 2017 So after reading more in the GH and the DoT book I don't believe we can take Daemon Cohort of Tzeentch. The battalion warscroll is a daemon of chaos warscroll so it would cause us to lose our DoT allegiance Link to comment Share on other sites More sharing options...
Nico Posted March 31, 2017 Author Share Posted March 31, 2017 Read point 4 on page 95 of the DoT Battletome. You can take the Daemon Cohort (and the Fatesworn Warband) and keep Tzeentch Allegiance. Link to comment Share on other sites More sharing options...
Mirage8112 Posted March 31, 2017 Share Posted March 31, 2017 As long as all the units in the battalion have a specific keyword, the battalion is considered to have that keyword as well. The reverse is true as well, if the battalion has a keyword, all the units in it are considered to have that keyword as well (for the purpose of determining allegiances)Sent from my iPhone using Tapatalk Link to comment Share on other sites More sharing options...
Arkiham Posted March 31, 2017 Share Posted March 31, 2017 1 hour ago, Mirage8112 said: As long as all the units in the battalion have a specific keyword, the battalion is considered to have that keyword as well. The reverse is true as well, if the battalion has a keyword, all the units in it are considered to have that keyword as well (for the purpose of determining allegiances) Sent from my iPhone using Tapatalk This should be a pinned post somewhere Link to comment Share on other sites More sharing options...
Mirage8112 Posted April 1, 2017 Share Posted April 1, 2017 Not sure if this has been covered. But thought I'd ask: We've all been eyeing the Sorcerer Lord on a Manticore with Paradoxical Shield. Tanks with 12 wounds and a 4+ save. With paradoxical shield, that jumps to a 2+. Not a strong save vs mortal wounds, but if he casts Treacherous bond on a unit of Chaos Warriors with chaos rune shields, wouldn't they then get to take their 5+ save against any mortal wounds that get through? (since their shields give them a 5++ vs mortal wounds). Link to comment Share on other sites More sharing options...
Nico Posted April 1, 2017 Author Share Posted April 1, 2017 Yes - definitely - just like a Tomb Herakd gets a 6++ when he takes mortal wounds (in place of Settra taking a wound or mortal wound). Link to comment Share on other sites More sharing options...
Nico Posted April 1, 2017 Author Share Posted April 1, 2017 Of course that begs the question - who is going to cast Wind of Chaos? Kairos/Changeling? Otherwise the Sorceror on Manticore is just going to sit there as an expensive tank. The Ogroid with Paradoxical Shiekd and casting Treacherous Bond can still do impact hits, heal and bash noggin and tank well for only 160 points. The Manticore swings pillows unless you cast Infusion Arcanum (which you cannot also do). Link to comment Share on other sites More sharing options...
Mirage8112 Posted April 1, 2017 Share Posted April 1, 2017 1 hour ago, Nico said: Of course that begs the question - who is going to cast Wind of Chaos? Kairos/Changeling? Otherwise the Sorceror on Manticore is just going to sit there as an expensive tank. We've sort of skirted around this issue a couple of times, but I think this illustrates the differences in how we (you and I) build lists. My thought was if I'm going to build a unit as a tank, I want him to be the tankiest tank I can build, because that's the role I intend to use him in. The Thurmaturge has respectable 8 wounds and natural 5+ save. With paradoxical shield, that clocks in at a 3+. It's not bad, but 3+ rerolling successes will likely mean he'll fail half his saves. Which means if 10 wounds are coming at him, he's likely to take out 2-3 chaos warriors with treacherous bond. 2-3 chaos warriors are roughly 36-54 pts worth of support units that should figure into his price. So while a respectable 160 pts, the real cost of this build is more like 210-260 spending on how much a target of a fire magnet he is. If the battleplan is 3 places of power, he's likely to draw a lot of fire. However, the Sorcerer Lord is 12 wounds, has a natural 4+ save (paradoxical shield increases that to 2+, and since he can reroll 1's it amounts to a true 2+ save) If he's rolling to save 10 wounds, he'll only take out 1 chaos warrior every other turn. At 240 pts, considering the cost of support units he's likely to lose, that puts his real cost somewhere around 255. So the posts cost is relatively the same when you factor in the collateral damage. So, I'm my view it really depends what you want to use him for. I tend to build units for a primary role and often keep them in mind for a secondary role. Sometimes it can be hard to require that a unit perform as anvil/hammer/tarpit/chaff/glasscannon all at the same time, because often something that does a little bit of everything doesn't do anything particularly well. With 12 wounds, a better save, a buffing ability and better movement (+ the ability to fly). It's more likely the sorcerer lord will be able to be where he is useful and very likely he will last longer (which is important given our lack of easy access to healing spells). The fact that he sits there taking damage while not dishing out a tremendous amount of his own doesn't bother me. After all, I do have an entire other selection of units that are worth picking based on their damage dealing abilities. This allows the Sorcerer and the Chaos warriors to basically sit on objectives while losing very little to attrition while the rest of army does the heavy lifting. Furthermore at some point, the enemy will probably realize that it's useless to pour firepower into the Sorcerer lord since his initial save will soak a stupid amount of damage. At that point, you can switch your spell casting priorities, since the chaos sorcerer lords spell is a capable damage dealer. I'm not so sure the Ogriod will fare quite as well in that regard, since his natural save of 5+ means he'll lose his bodyguards at a much faster rate. With only 8 wounds I'd be slightly concerned that the enemy would be able to pull him and his bodyguards down with shear weight of fire. (Especially considering the prevalence of pew-pew.) Nobody want to wear a bullet proof vest that works "fairly well". If your going to build a unit as a tank you really want it to be as bulletproof as you can make it. A 160 pts Thurmaturge might look like a bargain, but for an extra 80 pts (which we've seen isn't really extra) you get something that can really stand in the fire and not get burned, and then when it becomes obvious that he can't be killed and the heat dials down, he can really put out some fire of his own. Link to comment Share on other sites More sharing options...
Nico Posted April 1, 2017 Author Share Posted April 1, 2017 I can see the logic of that. He can go tank a Stonelord pretty happily. I would almost see it as better if the opponent does try to put damage into the Target. The 2+ rerollable Sorceror is so obviously unkillable, that people might not make the mistake of wasting shots/time. I would also just dump the mortal wounds into Marauders (if they have a 6++ from Fatesworn then even better). When I did this with Kairos He was very tanky (and I didn't feel the need to put Mystic Shield and Shield of Fate on). What's great about that is that he has the extra spell and so can go right into the middle and project an extra spell deep into the enemy lines. The way the Shield works - it's actually more valuable on a mediocre save than a great save. For the Ogroid, you would pass saves of 3 and 4 on the initial roll. You would have to reroll 5s and 6s. Then on the reroll a 3+ would be a save, which is pretty sweet. The Ogroid can also get a cover save for what that's worth. I think they are both good options. Given how little we can fit into 2,000 points, I find that cost efficient combos are valuable as well as optimal ones. Link to comment Share on other sites More sharing options...
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