Jump to content

mrbedlam

Members
  • Posts

    103
  • Joined

  • Last visited

Posts posted by mrbedlam

  1. 3 hours ago, Kasper said:

    I wouldn't run Bullgors. They are super swingy, and math-wise Enlightened are by far the most damage-pr-point unit in the entire BoC list. Getting a 1-drop army plus access to incredible fast battleline/screen (10 Ungors for 60 pts) is most likely why people prefer BoC over Tzeentch if all you want to do is bring Tzaangor models.

    I guess thats kind of my thoughts on the battalion in general. If you are running it, is it better served being a Beast of Chaos army than a Tzeentch list? Does the access to Tzeentch Daemons and Destiny Dice do anything better than the Herd stone and the Greatfrays? I could see a Cygor using Destiny Dice to make it a straight wizard sniper but Bolt of Tzeentch kind of does that already on a Lord of Change and from a longer distance if you have spell portal up.

  2. probably been asked a zillion times since the book dropped but does the Fantasmagoria of Fate actually add anything to Tzeentch crews that we are lacking? I could see it bringing in some punchy units like Doombulls, Shaggoths and Bullgors and maybe some cheap chaff, but do any of these really mesh with what Tzeentch lists are wanting to do?

  3. Hey Changers!

    Just picked up a force of Tzeentch deamons and I'm thinking of testing the waters with this silly list:

    Allegiance: Tzeentch

    Leaders

    Kairos Fateweaver (380) - Lore of Change: Bolt of Tzeentch

    Gaunt Summoner of Tzeentch (180) - General - Trait: Nexus of Fate - Artefact: Mark of the Conjurer - Lore of Fate: Treacherous Bond - Lore of Change: Treason of Tzeentch

    Daemon Prince of Tzeentch (160) - Artefact: Warpfire Blade - Lore of Change: Tzeentch's Firestorm

    Battleline

    10 x Pink Horrors of Tzeentch (200) - Lore of Change: Fold Reality

    10 x Pink Horrors of Tzeentch (200) - Lore of Change: Unchecked Mutation

    Endless Spells

    Umbral Spellportal (60)

    The Burning Head (40)

    Prismatic Palisade (30)

    Total: 1250 / 1250 Extra Command Points: 0 Allies: 0 / 200 Wounds: 47

     

    The basic idea being that the Burning Head gives the 2 units of horrors rerolls on 1s to hit and if it does damage to them, that's ok because I can use Destiny Dice or Fold Reality to bring them back and gather Fate/Blue Horror points. Kairos uses Spell Portal plus Gift of Change to snipe any heroes that get to close and turn them into Chaos Spawn and the Pallisade is just in the list to be a road block on a crowded board or hole up against shooting lists.  The Daemon Prince is a melee bruiser who can also go hero hunting when needed.

    I know its not competitive but I'm hoping it is a list to help me feel out where I want to go with Tzeentch as I build my forces up.

     

  4. 1 hour ago, That Guy said:

    Pretty Solid. Definetely swap out the Thundertusk Beastriders for another Huskard on Thundertusk, if you want to run 2 thundertusks. You have the leftover points for it and lets just say. That blood vulture and the extra heal/buff is gonna help you out. Definetely. Also you can’t have 2 artefacts without battalions? If you pick one definetely the Ethereal Amulet on the Frostlord on Stonehorn.

     

    Well it’s always better to go at least 6 man yhetee, because of sustain and punch. And use of abilities on them. So yeah. 2 x 6 maybe.

    Alright. Sounds perfect. I will drop in an order for 12 Reaper Yetis at my LFGS and start painting them up. What's the height of the GW Yhetees roughly so I can keep that the same through creative basing.?

  5. 34 minutes ago, That Guy said:

    It really depends on what you want to run besides it. Heck, there’s even lists that mainly run yhetees. Give us some input on what you like to run besides them. If I may suggest, Huskards on thundertusks are great. Synergizes with yhetees. Possible heals/combat buffs. The more you have, the easier the heal/buff can be pulled off. With some cats to initiate charges and control your opponents attack activations you can pull of some true shenanigans. Of course our old frostlord on stonehorn is an all rounder star player too within the mix. Give us your thoughts.

    Mostly I was just thinking to use a unit or two of them to hold points and work as a soft screen. I've played at 1k A frostlord, Cave Shaman, 2 x2 units Mournfang and 4 kitties and a lifeswarm so far.

  6. 5 hours ago, lord_blackfang said:

    Yep that was a fantastic story, and it's a  huge deal that even enemies can get caught up in the Delusion.

    I wish we could see it in the model rules somehow. Perhaps an aura on our abborants that made them -1 to hit in melee because of the Delusion.

    • Like 1
  7. gotcha. and I agree. The chalice can absolutely make a unit tankier you just need to have the numbers in the first place to take the hit. a 20 man unit is still probably going to go down before a killy force whereas a 30 or 40 ghoul unit will hang out and be almost unwipeable

     

    • Like 1
  8. Just now, TheadTheOgorSlayer said:

    The chalice of usharun I think (misspelled it I bet haha) and endless spell that counts how many models died within 12 inches, then for roll a die for each, on a 4 up beak o wound to a friendly flesh eater courts unit nearby. If the unit has one wound models (basically if it’s ghouls) then bring back a model for every 4 up

    But they don't bring a unit past its starting value. So a 10 man unit can only ever have 10 models in it.

  9. I'll add to this madness! (see what I did there?)

    Morgaunt Masses

    General- Ghoul King on Zombie Dragon (Morgaunt Command Trait, Decrepit Crown) (440)

                      - Mount Trait: Gaping Maw

                      - Lore: Spectral Host

    Archregent (Aetherquartz Brooch) (200)

                      - Lore: Transformation

    Crypt Ghast Courtier (60)

    Crypt Ghast Courtier  (60)

    40 x Ghouls (360)

    40 x Ghouls (360)

    30x Ghouls (300)

    Ghoul Patrol (150)

    Chalice of Ushoran (40)

    Charnel Throne (0)

    1970/2000 points.  1CP. 2 Artefacts.

    Tactics on this are pretty simple. Keep a crypt ghast and a 40 block off to one side to use to pressure your opponent. Run everything else up the middle. Use the GK to summon a Varghulf to keep everyone in command aura. Archregent drops a 20 pack where its need to cap objectives or just be a road block. Center the chalice in a good place and simply capitalize on your opponent having to chow through a million ghouls.

    • Like 1
    • Thanks 1
  10. 5 minutes ago, Gwendar said:

    Hey all, sorry if it's already been asked.. I've tried searching with little luck.

    Am I correct in assuming that Majestic Horror\similar abilities only let us summon in 1 unit per use (just that the single use doesn't require a CP anymore) or are you still able to summon in 2 units per 1 use? I'm going with the former but.. needed to be certain. Been awhile since I've looked through my FeC stuff.

    Also, is the consensus still on the Horrors over the Flayers outside of Deadwatch?

    Just once. And the jury is still out on Flayers/Horrors. I think right now people are in the camp of spam flayers or spam big monsters.

    • Thanks 1
  11. 1 hour ago, Deadkitten said:

    Yeah, where's this guy's store?  We'll all show up for the next tourney and just play real AoS and show him how it's done.

    Basically, this guy is format building.  He's shaping the game to what his vision of AoS should be.  Personally, I have no issues when a local group does this but it becomes something else when it is imposed top-down like this.  Unfortunately, it sounds like your options are restricted.  All you need is one other mate to break off and do your own thing.  Community building is another thing but maybe something to consider.

    Ugh...  The bookkeeping for that house rule must be a nightmare.  do you just point out eveything on the table every turn?  That would get real annoying real fast.

    @RocketManOn the other hand, this is definitely a new format which means there's a build floating around that over-performs.  I'd look to that.  Actually the FEC muster ability is pretty nice here.  If you can only summon up to 2K then the Summoning abilities that stay at that limit are going to be ace.  LoN is a perfect example here.  The FEC Muster ability seems like it will play nice here as it allows you to hover at that 2K mark.  I'd go with large blocks of the Flayers or Horrors backed up with characters to muster them back.  Or the lean real hard into Royal Menagerie.

     

    In that case, ****** it, just play traditional ghoul spam and use courtiers plus chalice to keep you forces on the board, and when they die 50/50 chances they come back. If the dice gods love you, the sheer weight of numbers will spin in your favor.

  12. 2 hours ago, RocketMan said:

    Up ...

    you are going to seriously have a hard time if you just gimp yourself by restricting summons. The current rules of the game are fixed with summons in mind working the way they work. FEC loses too much momentum if they don't have access to summons as all our models are costed with that particular thing in mind. You wouldn't play Stormcast without Deepstrike, or Idoneth without their Tide Tables, there's no reason to play Flesh Eaters without their summon mechanics.

  13. 2 hours ago, RocketMan said:

    any suggestions on a list for a tournament in which i cant' summon folks if the total amount of the actual miniature exceed starting list points? 
    (i know it's a non sense hr but still valid here)
    was thinking about blisterskin and spamming flayers

    I honestly wouldn't play FEC in that kind of tournament. A lot of power comes from being able to summon on turn 1 and put immediate pressure on the board.

  14. 2 minutes ago, Reuben Parker said:

    Will see a lot of conversions / proxies is my guess as I think most armies will want at least 3. 

    I don't think so. Not after the intial hype at least.  If you are playing the ghoul horde court (can't remember the name), then you might want 3, but honestly they just dont pack the punch that a King on Ghiest does, and neither does a unit of 20 ghouls. In the end, 200 points is a lot for a hero even if he does give you ghouls and if you jam up your list with them you are going to be left with a bunch of chaff and mediocre heroes (after summoning). 1 or 2 is probably as high as you wanna go, just IMO

    • Like 1
  15. 2 minutes ago, swarmofseals said:

    The bonuses for battalions rarely justify the costs by themselves. The extra CP is nice, particularly for this army, but the real question is whether or not you actually want to be sure that you go first. If you are trying to play a very aggressive game, then you pretty much have to. I think FEC are under more pressure than most to go first because getting alpha striked and losing your characters before they have a chance to summon is incredibly devastating. All of the abhorrents are kinda undercosted, but only if they get their summon off. If they don't, then they are pretty much all overcosted. So perhaps there are competitive FEC builds that can afford to go second, but I suspect they will require you to be running a lot of ghouls to make sure that your characters don't get smashed turn 1.

    I've actually been thinking of the Grand Court that brings Ghouls units back on a 4+ (can't remember the name off the top of my head) and buffs heroes who also buff ghouls. It might actually be an ok attrition army with the chalice. Once again it will just require getting it on the table and seeing if its worth the frustration of moving 40 blobs of ghouls all over the place.

  16. 2 minutes ago, swarmofseals said:

    If you haven't already, I'd suggest taking a listen to the Facehammer battletome review. Those guys are some of the best players in the world, and they convincingly make the argument that one drop is really not the norm. There are a handful of armies that can one drop, but most cant and the average number of drops is actually pretty high. A battalion doesn't need to let you one drop to be good -- trimming your army down into the 4-5 drop range will still let you go first in a high percentage of games, and taking one of these battalions really helps make that possible. 

    That's probably true. It seems to me that if you can't get to 1 drop then you should probably shoot for 4 or 5 because 2 or 3 won't really matter. Do any of our battalions really give a decent enough bonus to warrant cost atm?  Once again, I need to look over them on paper to really see. Deadwatch seems good if Flayers are gonna be the new norm, but that starts to feel like an all the eggs in one basket strategy and I'm not sure I want my games to become "Toss as many flayers into my opponent on turn 2 as I can and hope they kill everything important"

  17. So I've been thinking about it and I'm really very glad that Majestic Horror and Grand Tournament got changed. I didn't like that it was too much of an auto take before. I think now there can be a bit more experimentation and some of the other command traits seem pretty good without being the bonkers necessity that Majestic Horror was.  To a lesser degree Grand Tournament is the same though I imagine +1 to run and charge rolls is still gonna be the dominant pick for Delusions.

    Still sad about the state of our Battalions over all though. Not having a large 1 drop battalion is frustrating and almost none of them feel worth the points at first glance. When the book gets here I'm gonna take a good look at it and probably step away from the internet for a few days to fully digest it and maybe get a game or two. Gut instinct tells me there's some juicy bits that might get overlooked on first glance.

    • Like 1
  18. 53 minutes ago, PUFNSTUF said:

    I thought flayers looked better than horrors to me thanks to movement etc, why are people saying horrors are better?

    Honestly I'm still of the thought that you should drop them each on the table when you need them. Regardless of how good flayers are, there are still points where I want those 2 and 3 damage swings over 1 damage rend 1.

    The caveat to this is unless you build your list around them like Deadwatch

  19. 8 minutes ago, Graywater said:

    GKoTG are absolutely brutal at 1000. There isnt much that will stand up to that, and the amount they summon in relation to the gamesize at 1000 points is unmanageable. Glad to hear it went well for him.

    Was a slaughterfest for sure. After 3 rounds and 27 attendees (should have been 4 rounds but we didn't have time): FEC, Seraphon and Nighthaunt were the 3 left undefeated. 

  20. 21 minutes ago, TheWilddog said:

    I would say the moves are different and it checks at the start of each.  However, for charge blocking it seems real easy to put it in front of a unit 3 inches away, then after it takes its reduced movement forward its still within 3 inches in the charge phase to get shafted again.

    That's my thought on it as well. The Wall will be a solid defensive spell as long as its cheap. I was really hoping that the throne helped our casting out when we were near it, but we are still gonna be outmatched by some armies.  (read: popular armies atm. Gitz and LoN)

×
×
  • Create New...