Davor Posted January 29, 2017 Share Posted January 29, 2017 I don't know Age of Sigmar very well. I was making the Icewind Assault box for my army. Taking a small break from it. I played 2 games so slowly learning. But man those Tzeentch minis are beautiful. So I realized some of the minis from Silver Tower can be used for this so I took them out and trying to make an army out of them. I pre ordered the Lord of Change mini. Looking at the Disciples of Tzeentch battletom (that is the correct name for codex correct?) wanting to know what I should make. Just curios how come Karios Fateweaver costs more than a Lord of Change. Looking at the pages, I don't see what makes Karios better over Lord of Change. Can someone please explain to me as to why. Just trying to learn and see what I am missing. Link to comment Share on other sites More sharing options...
Shadowheart Posted January 29, 2017 Share Posted January 29, 2017 Kairos has an ability to modify any (apart from priority rolls) single dice roll to the result of your choice once throughout the game. He also knows any spells that friendly wizards within 12" know. The Regular Lord of Change does not. Link to comment Share on other sites More sharing options...
Davor Posted January 29, 2017 Author Share Posted January 29, 2017 I have missed the part of him modifying any rolls. Thank you Shadowheart, Going to double check right now and see how I missed it. *edit* Oh once a game. I didn't think it would have been worth that many point difference. I the big one is knowing any spells from friendly wizards. Is that really that powerful? Link to comment Share on other sites More sharing options...
mhsellwood Posted January 30, 2017 Share Posted January 30, 2017 2 hours ago, Davor said: I have missed the part of him modifying any rolls. Thank you Shadowheart, Going to double check right now and see how I missed it. *edit* Oh once a game. I didn't think it would have been worth that many point difference. I the big one is knowing any spells from friendly wizards. Is that really that powerful? Part of the strength of this ability is that it is ANY roll apart from priority and it applies to opponents rolls. So as an example, Archaon uses his ability to determine who goes first next turn. Bang, you can choose the outcome. Or, your opponents general is on his last wound, is rocking a 2+ save and you have managed a grand total of one wound? Bang, he fails that save. Or, your opponent is taking a battleshock test which on a 6 will remove a unit and give you control of an objective. Bang, it is a 6. In a pure Tzeentch army it is slightly less potent because you have a pool of your own destiny dice so it just enhances an already significant strength, but in a mixed Allegiance army it is also very helpful for your own rolls. Basically if you are playing a game, and you or your opponent pick up a dice and you find yourself thinking "I really hope I / my opponent roll a X" then think about the fact that if you had Kairos you would be able to choose the result of that roll. Additionally, the knowing other spells gives him access to spells from the Lore of Fate (iirc) that Daemons don't normally get. This gives him access to an extremely potent combat buff. Overall I prefer the Lord of Change for flexibility of weapons, a command ability, and access to general traits and artefacts. But I also see the strength of Kairos. Link to comment Share on other sites More sharing options...
Davor Posted January 30, 2017 Author Share Posted January 30, 2017 Wow, even your opponents roll? Didn't figure that out. Thank you very much Mhshellwood for pointing that out. Also thank you for your explanation as well. That has help me out a lot. Greatly appreciated. Link to comment Share on other sites More sharing options...
Aeonotakist Posted January 31, 2017 Share Posted January 31, 2017 Kiros is also powerful cause he learn all the spells of other Tz wizards. A lot of Tz spells are very powrful that can do D6 MW instead of D3 . But they are almost impossible to caste by its original owner cause they have a cast value of 8 or 9. Kiros can learn these spells, shot them with his superb casting ability. It is very easy for him to roll a 10 or 12 in casting dices which also makes it almost impossible to unbind. Link to comment Share on other sites More sharing options...
daedalus81 Posted January 31, 2017 Share Posted January 31, 2017 On 1/29/2017 at 5:08 PM, Davor said: I the big one is knowing any spells from friendly wizards. Is that really that powerful? Considerably. Let's say you've got two other mortal/arcanite wizards who know Infusion Arcanum (+1 to hit; +1 to wound) and Treacherous Bond (2+ look out sir). Kairos is the only caster able to 'get' these spells and cast them both on the same turn along with Warpfire Blade. The Warpfire Blade gives extra mortal wounds on 6s to wound and you can stick it on his beak... Link to comment Share on other sites More sharing options...
PJetski Posted January 31, 2017 Share Posted January 31, 2017 Combo him with D6 damage attacks and get guaranteed 6 results, or force opponents to guarantee a failure on a crucial ability/attack. Worth the points! Link to comment Share on other sites More sharing options...
Nico Posted February 1, 2017 Share Posted February 1, 2017 Kairos can also use a single destiny dice of 5 (plus the LoC command ability) to cast something on an 11. Quote The Warpfire Blade gives extra mortal wounds on 6s to wound and you can stick it on his beak... Is this an artefact (generic term)? If so, he cannot do that. Otherwise agree with post. Link to comment Share on other sites More sharing options...
daedalus81 Posted February 1, 2017 Share Posted February 1, 2017 Oh right, named characters cannot take artefacts. Damn you GW! Link to comment Share on other sites More sharing options...
Allornone Posted February 1, 2017 Share Posted February 1, 2017 Let's also remember the sheer psychological effect of the dice. Until it's spent the opponent is guaranteed to never take high risk high reward actions that could be easily foiled by Kairos. Even if never used that dice can put his weight on an entire game. Link to comment Share on other sites More sharing options...
redbeardboss Posted February 2, 2017 Share Posted February 2, 2017 he can also cast the spell to return 6 models to a unit and change the dice if he rolls a 1. Normally a roll of a 1 kills the unit. So he could return 6 tzaangor enlightened on disks or return 2 burning chariots in a unit of 3 with no risk once per game Link to comment Share on other sites More sharing options...
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