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The Cyclop Owl

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Posts posted by The Cyclop Owl

  1. 3 minutes ago, christophe said:

    they really want us to use their new technical paint :)

     

     

    The end result is actually really good. Not the biggest fan of the green glow myself, I'd probably do a blue variant myself, but I have to recognise that it can look good!

  2. 1 hour ago, AaronWIlson said:

    I appreciate where people are coming from with the whole Blue / Brimstome horror points. I know we can mix and match them and use them with Fate points but my self reading it as RaW it's fairly clear they wanted us to get to 10 Fate points before we summon. Otherwise they could of simply stated "If at the end movement phase you have 10 or more Fate, Brimstone or Blue horrors points" etc. That said I can understand why people see that GW may have intended it for that to be the case, I think it's all worth us dropping a email to the FAQ team to see if they can clarify it :)

    Again for my self FSWB is very clear, It is a Everchosen allegiance Batallion, if you army is using the Tzeentch allegiance (Command traits, lores, artefacts etc) then any units from the Everchosen Batallion are considered allies in said army. Again, I can appreciate people are frustrated by that if they've worked on a FSWB army for a while or just bought units for it. Again, woth dropping a email to the FAQ team to see if they can yes / no. 

    All that said I'll leave that topic alone now, people have there opinions :)

    I've been thinking about a Tzaangor Spam list, it doesn't really interact with Fate points but it does have a loooot of damage output. 

    Tzaangor Shaman - 180
    Tzaangor Shaman - 180
    Chaos Lord on Deamonic Mount - 160

    Tzaangor - 480
    Tzaangor - 480
    Kairic Acolytes - 80

    Tzaangor Skyfires - 440

    It's light on MW, though the Skyfires, Bolt of Tzeentch, Unchecked Mutation can help out with that a little. 


    Agree with you on both points.

    As for the list, it's fun but you're gonna struggle so hard to get control of objectives...

  3. 6 hours ago, stickybluetoffee said:

    Allegiance Abilities (from WHLive)

    -1 bravery to units within 6” of a Nighthaunt unit

    6+ ignore wounds for a unit wholly within 12” of a hero

    Half of your units can be in the underworld. Auto arrive, but must arrive by turn 4

    10”+ unmodified charge - immediately attack (and can then attack again later)

    New Command Ability for General. Remove a unit and set it up within 12” of general / more than 9” from enemy.

    - Nice touch, with quite a strong potential.

    - Would help our somewhat fragile heroes, and potentially be super annoying in the hands of a strong tactical player.

    - That’s borderline OP

    - I don’t quite understand the implications of this one. Can you specify?

    - Borderline OP again

     

    All in all, that would make the NH incredibly strong in close combat, and give them insane flexibility of engagement. I’m very curious to see where they end up in the meta, but my guess is they’ll be ranging from fairly to super competitive.

  4. 1 hour ago, GeneralZero said:

    do you think it'll be faster to airbrush them (rather than regular brushing them)?

    Yes. The potential to batch the robes is really good, plus your gradients are guaranteed glaze free which is what would take the most time.

  5. 8 minutes ago, RuneBrush said:

    One of the dangers with doing black last is that you could end up with speckling as black and white sprays have different densities and black seems to travel a looong way.  Also it's quite a jump from black to white for using washes.

    I tend to use grey as my dark colour when doing a Zenithal undercoat and then airbrush the white (or in my case Ulthuan Grey) on - using an airbrush means you've got quite a bit of control to push the edges of the robes and leave the centre parts dark :)

    I mean, if there’s an army that’s gonna get me to make the transition to airbrushing, it’s this one.

    • Like 1
  6. 39 minutes ago, Lord Panther said:

    I was thinking a reverse Zenital might work. Base white then black on the top areas.

    That’s an interesting thought! I really want to start NH but the time investment is scaring me :D

  7. 23 minutes ago, Nuradin said:

    Yeah, what tickles me about Reikenor is the horde killing capabilites, which from what I've seen so far Nighthaunts are lacking (please correct me if I'm wrong.. pretty new to the game and not familiar with all the synergies)

    The grimghast reapers have the same ability. We'll see which option is cheaper and synergises best with the optimal lists. Reapers are summonable battleline, while Reikenor's a mobile wizard.

  8. Notice Olynder's frightful touch rule. The 6 is the unmodified roll, which is a slight buff to the entire faction if I'm not mistaken (the Spirit Torment allows us to re-roll 1s but we don't have a support hero that gives attack rolls +1, correct?)

  9. 51 minutes ago, TheOtherJosh said:

    I think the challenge would be that you have over half your army points in Skyfires and not much casting. Which decreases the available fate points available for summoning. Look out sir will decrease the effectiveness of your Skyfires at deleting enemy heroes... that list looks to have some uphill challenges.

    I agree with you. It's gonna be the list I end up running, just because I don't want to have to paint hordes. It's definitely gonna be a very glass canon list, that will look to snipe quickly and efficiently; I'm not sure it'll be competitive but we'll see.

    Tzaangor Shaman 180

    Gaunt Summoner 180

    Curseling 160

    30 Tzaangors 480

    3x10 Acolytes 240

    9 Skyfires 660

    Umbral Spellportal 60

    Æthervoid Pendulum 40

     

    I was also considering Cogs, due to Tzaangors having the ability to charge very fast, but ultimately I think the flexibility of the pendulum will be more useful. Everything in this list says "kill", but controlling objectives...

  10. 8 hours ago, Nevar said:

    So far we know for sure that we can use all of the model in the Soul Wars box, plus the foot Knight of Shrouds, in Legions of Nagash.

    I would not be surprised if they were the only ones to be allowed, but neither would I be surprised to see them all allowed across the allegiances.

    We do however know that all of the Legions of Nagash have 'Nighthaunt' as valid allies.  So no matter what you will be able to use all of the Nighthaunt models in a Legion of Nagash army.  I am 90% sure that includes the Mourngul as well.

    I've been trying to find a point count for the mourngul, does it exist? Couldn't find it in the leaks or the GHB17, but the warscroll is so powerful!

     

    3 hours ago, ClockworkGeo91 said:

    Yeah this is how I see them too, rather than the MW aspect. Very resilient 'attrition' army that will wear down an opponent.

    Attractive to me as I currently play DoK which is the polar opposite Glass Cannon!

    That, plus the CC abilities are just disgustingly good. The support characters that give +1 to hit and +1 to wound will be so good with the battleline, especially the spirit hordes now doing a MW on a 5+. Not necessarily something you want to bet on, but a solid bonus that will help churning through enemy lines. I guess that's why they didn't want to implement it across the board, it would be tricky to balance with the presence of so many buffs.



    All in all, if they're good I'm definitely starting an army with them; I think they'll be the perfect way to get introduced to competitive, as they tend to simplify several aspects of the game and focus on table presence.
    I started a Tzeentch army in the winter hoping to run a skyfire list, but now the only list that seems viable is a massive horde summoning / magic twisted army that seems super costly and would take ages to paint...

  11. 1 hour ago, NemoVonUtopia said:

    I've been thinking about what use slaves to darkness and mortal tzeench lists can get out of the new summoning rules. The list I've been slowly building to will have around 4-5 casting attempts per turn so unless I face a magic heavy opponent I figure I won't get 10 fate points until turn 3 or so which seems lacklustre though I guess a free unit to hold objectives or screen for a turn isn't bad.

    Check out the old thread, we have played with the idea a little bit.

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