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Reezark_SP

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About Reezark_SP

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  1. Thanks for the feedback! I do realize that the Gaunts only cast 1 spell when they summon, but luckily they make up for it by summoning in the hero phase so the Pink's spellcasting is their "second" spell of the turn Completely agreed with you on the Enlightened. They were my favorite Tzeentch unit before the new book and used to run 9 in nearly all my lists. I'm not bummed so much by their price hike I think they make up for it by being able to to easily complete most agendas. Good call on trying to maximize the minus to hit debuffs. Arcane suggestion might be a better pick for the Tzaangor Shaman who will likeley be sticking by them most of the time anyway.
  2. Thanks bud I appreciate that! My lists that got lost in discussions are either not Tzeentch lists or I've since been playing them to the point where I don't really need advise on them. HOWEVER! Since you're offering your help I'll share my Guild of Summoners list that I've been messing with . At the moment I think GoS best suits my current Tzeentch collection but personally I'm more excited to eventually run Eternal Conflagration/Changehost and Pyrofane Cult/Wytchfire Coven. once I get more Flamers and Acolytes. I suppose this list is a little unconventional because I don't have Kairos Fateweaver and I'm not ready to get another $140 model but I do have 2 regular LoC which I think I can rely on having 1 on the first turn and both by the 3rd turn. Curseling (General) Prophet of the Ostensible Glimpse the Future The Changeling Treason of Tzeentch Tzaangor Shaman Brimstone Familiar Shield of Fate The Blue Scribes Tzeentch's Firestorm Gaunt Summoner Arcane Suggestion Gaunt Summoner Unchecked Mutation Battleline: Tzaangors x20 Kairic Acolytes x10 Kairic Acolytes x10 Other: Tzaangor Enlightened on Discs x6 Endless Spells: Balewind Vortex Obviously the Gaunt Summoners will each bring with them a unit of 10 Pink Horrors. Thats 13 spells on turn 1 I should be able to cast and then 17 from turn 2+ so I can expect to get those big birds out early and they will have Bolt of Change. Changeling hangs with the foot Tzaangors and gives whatever they fight -1 to hit. The Tzaangor Shaman supports Tzaangors and Enlightened even further by giving them immunity to battleshock. The Blue Scribes sit on top of the Balewind Vortex so he can cast his warscroll spell and give all my wizards rerolls to cast and still cast another spell, such as Tzeentch's Firestorm, an endless spell, or a spell that he's learned over the course of the game. If anything I might drop the Curseling. I'll still have a decent chance at getting 9 fate points on turn 1 without him and then I'll have enough room for Gemenids, Purple Sun, and Pendulum, which might serve me better in the long run.
  3. Having 1+ printed in the battletome may be a shorthand way of saying the attack wounds on a 1+. This contradicts the core rule that says 1s always fail. If this isn't a contradiction then there is no reason for the authors to have printed it this way. Also side note, I find it hilarious in this community one can ask for advise with a list and get zero responses for weeks/months but as soon as you post your thoughts about a rule oddity someone within minutes is ready to tell you about how you're wrong lol.
  4. My guess is that if you follow the rule of thumb laid out in the designer's commentary for the core rules that says whenever there is a rule conflict between something in a battletome and the core rules, you side with the battletome. Following that logic, it seems to me that the battletome is trying to say that this model wounds on a 1+, basically is auto wounds unless its under a -1 to wound debuff.
  5. Hello all so it looks like thanks to the xmas presents I've received from my wife this year, I'll be putting together a gits army lol Model wise I love Squigs and Rockgut Troggoths and rule wise I love Skraggot so thats what she got me I've been trying to come up with a way to implement them all into a single list so far this is what I've been able to come up with. What do you all think? Skragrott (General) (Call da Moon) Fungoid Cave Shaman (Squig Lure) Loonboss on Mangler Squig (Ignax's Scales or Sword of Judgement) Loonboss on Giant Cave Squig BATTLELINE 20x Stabbas 12x Squig Herds 12x Squig Herds OTHER 10x Boingrot Bounderz 10x Boingrot Bounderz 3x Rockgut Troggoths 3x Rockgut Troggoths 5x Loonsmasha Fanatics 6x Sneaky Snufflers Any suggestions to make the list more competitive or do you think its pretty good as is? So far I own (and painted) Skragrott, 10x Boingrots, 20x Stabbas, 12x Squig Herds, and 5x Fanatics... so those units are "locked in" lol.
  6. I certainly hope so. As a Tzeentch player I was really annoyed at the points increase of Enlightened on Discs and the reason given was that they were an auto include in the Beasts of Chaos book over Bullgors and Dragon Ogors.
  7. Hey all I'm just getting into Gits and in my head I'm really digging the idea of playing Squigs backed up by Troggoths. Please have a look at my list and pick it apart for any glaring weaknesses or what not so it can be better on paper before I start investing money in the models. Thank you! LIST 1 Loonboss on Mangler Squigs (General) Fight Another Day Sword of Judgement Loonboss on Giant Squig Fungoid Cave Shaman (Hand of Gork) Fungoid Cave Shaman (Squig Lure) BATTLELINE: Squig Hoppers x10 Squig Hoppers x5 Stabbas x20 OTHER: Boingrot Bounders x15 Rockgut Troggoths x6 Fellwater Troggoths x6 Sneaky Snufflers x6 ENDLESS SPELLS: Cogs Between the Cogs and the Loonboss on Giant Squig I together adding +5 to my Squigs movement that should hopefully mitigate the Squig's random movement somewhat. And if the Snufflers can buff the Boingrots, that 90 attacks they'll get to do on top of their 15 chances to cause a mortal wound on the charge! The Stabbas are basically just there to sit on an objective and give the Fungoids Look Out Sir while they help move units around with their spells. LIST 2: The next list is more "traditional" I suppose? Tons of Stabbas essentially. I haven't played horde armies before and Gits seems like a fun army to jump into the horde aspect of the game Skraggot, the Loonking (General, Itchy Nuisance) Loonboss Fungoid Cave Shaman (Hand of Gork) BATTLELINE: Stabbas x60 Spears and all the trimmings Stabbas x40 Spears and all the trimmings Stabbas x20 Swords and all the trimmings OTHER: Loonsmasha Fanatics x10 Boingrot Bounderz x10 Sneaky Snufflers x6 Sneaky Snufflers x6 Sneaky Snufflers x6 Sporesplatta Fanatics x5 ENDLESS SPELLS: Gemenids Should be getting plenty of command points due to Skragot and Fungoid. Can teleport a big unit of Stabbas then release Fanatics (fun dirty trick... very in line with Gits lol). Can also potentially buff Stabbas to having 5 attacks each causing mortal wounds on 6s and being -1 to hit (-2 if the enemy unit is also affected by Gemenids). Sporsplattas screen the Loonboss on foot so he can't be snipped right away.
  8. Hey all I'm just getting into Gits and in my head I'm really digging the idea of playing Squigs backed up by Troggoths. Please have a look at my list and pick it apart for any glaring weaknesses or what not so it can be better on paper before I start investing money in the models. Thank you! LIST 1 Loonboss on Mangler Squigs (General) Fight Another Day Sword of Judgement Loonboss on Giant Squig Fungoid Cave Shaman (Hand of Gork) Fungoid Cave Shaman (Squig Lure) BATTLELINE: Squig Hoppers x10 Squig Hoppers x5 Stabbas x20 OTHER: Boingrot Bounders x15 Rockgut Troggoths x6 Fellwater Troggoths x6 Sneaky Snufflers x6 ENDLESS SPELLS: Cogs Between the Cogs and the Loonboss on Giant Squig I together adding +5 to my Squigs movement that should hopefully mitigate the Squig's random movement somewhat. And if the Snufflers can buff the Boingrots, that 90 attacks they'll get to do on top of their 15 chances to cause a mortal wound on the charge! The Stabbas are basically just there to sit on an objective and give the Fungoids Look Out Sir while they help move units around with their spells. LIST 2: The next list is more "traditional" I suppose? Tons of Stabbas essentially. I haven't played horde armies before and Gits seems like a fun army to jump into the horde aspect of the game Skraggot, the Loonking (General, Itchy Nuisance) Loonboss Fungoid Cave Shaman (Hand of Gork) BATTLELINE: Stabbas x60 Spears and all the trimmings Stabbas x40 Spears and all the trimmings Stabbas x20 Swords and all the trimmings OTHER: Loonsmasha Fanatics x10 Boingrot Bounderz x10 Sneaky Snufflers x6 Sneaky Snufflers x6 Sneaky Snufflers x6 Sporesplatta Fanatics x5 ENDLESS SPELLS: Gemenids Should be getting plenty of command points due to Skragot and Fungoid. Can teleport a big unit of Stabbas then release Fanatics (fun dirty trick... very in line with Gits lol). Can also potentially buff Stabbas to having 5 attacks each causing mortal wounds on 6s and being -1 to hit (-2 if the enemy unit is also affected by Gemenids). Sporsplattas screen the Loonboss on foot so he can't be snipped right away.
  9. While I can't comment on on how this list plays exactly because I just barely started collecting the models for it, it's not far off from the type of lists I enjoy playing that I've built with other armies. I'm a Nighthaunt main and so spreading out outside of range of my Hero buffs is almost always very risky. While it's true games with many objectives on the board can be challenging, they're not impossible. On the other hand, the scenarios that do not involve a high number of objective locations tend to lean quite heavily in my favor 😁 In most games I play where there are many objectives the opponent tends to spread their army over multiple objectives to score early points and so I like to throw everything I have at just 1 or 2 objectives and completely obliterate whatever is there, then move onto the next objective. My whole army vs. pieces of their army, one battle round at a time. While it is an uphill battle, it does make for a fun and rewarding game. And on paper this list looks to be more flexible and can adapt to changing situations better than what I'm playing right now. It has range, it has deathstar melee, it can turtle up, and it has a speed, buffs, and heals. I see this army typically playing like a moving castle. Only this castle has lots of range and can wouldn't have a hard time taking out all the support heroes the enemy army needs to keep being effective. The early game is spent taking a close objective or two and when they're completely locked down use Darkling's movement advantage to rush the next objectives while being supported by long range spell slinging. That said only time and gameplay will tell how effective it really is. Once I've had a few games with this list under my belt, I'll report back.
  10. I accentually came up with a Gotrek list while trying to come up with a mean Hallowheart list 🤣 Sorceress (General), Warden of the Flame, Thermalrider Cloak, Ignite Weapons, Elemental Cyclone. Hurricanum with Celestial Battlemage, Ingax's Scales, Sear Wounds Battlemage (Azyr, Adjutant) Roaming Firestorm, Sear Wounds. Battlemage (Ghur) Ignite Weapons, Warding Brand. BATTLELINE Black Guard x30 Darkshards (Honored Retinue) x20 Freeguild Guard x10 OTHER Gotrek BATTALION (Whitefire Retinue) ENDLESS SPELLS Balewind Vortex Emerald Lifeswarm The list can cast 8 spells per turn with fantastic pluses to cast, has access to 7 different spells that do d3 damage at 18 inches, 2 great shooting attacks, can be fast when I want to be aggressive and has defensive buffs when I need to be defensive. Also plenty of healing available if things go bad for Gotrek and the rest of the army and generateds 1-3 Command Points per turn. If you're at range you're blasted with magic and shooting. If you come at me bro then you'll have 30 Black Guard hitting and wounding on 2s and Gotrek to contend with. Or if I have to come to you or take a hard objective the Sorceress can command the Darkshards to run and shoot and the Black Guard to run and charge, and the Ghur Battlemage can give one of them +2 to their run and charge rolls.
  11. Hi all I have been daydreaming of a full Steam Tank list since I've picked up the Cities battletome when it came out. I know the obvious city for these clanking behemoths would be Greywater Fastness but the more I think about it the more I think The Living City has great potential for Steam Tanks. Every tank will be able to globally heal itself by 1. The General Tank takes the Druid trait and the Lifesurge Spell. Empowered Emerald Lifeswarm for even more healing. Tanks can ambush so they can always be in a good starting position. At the moment I'm thinking of this as possible list. Everything is subject to change but my intention is to run a minimum of 3 tanks. Steam Tank Commander (General) Druid of the Everspring Circle Lifesurge Cogsmith Battle Wizard Fireball Ironoak Skin Battleline: Steam Tank x3 Freeguild Guard x40 Sword & Shields Other Gyrocopters x3 Greatswords x20 Shadow Warriors x10 Endless Spells: Emerald Lifeswarm Malevolent Malestrom +1 Command Point I really would like to try to make something like this work. What are your thoughts?
  12. Yes, you absolutely can cast spells while there are no targets. The rules state you roll to cast the spell first and once successfully cast, you choose a target and resolve the spell. It doesn't matter if there are no legal targets because you technically check for legal targets after the spell has been cast, and our Fate point mechanic give points when the spell is cast not when the spell affects a target. Many a round 1 spell has been cast "up into the sky as an impressive fireworks show" just to make Fate points in my games lol
  13. Rasps are great. Last game I played against Beasts of Chaos, one unit of 10 rasps not only held off a unit of 30 ambushing Gors, they eventually wiped out the unit! I figured that these particular rasps must have been the spirits of Leonidas and the 300 lol! Another unit of 10 rasps elsewhere in the battle were also able to keep a unit of Bullgors tied up and wound up finishing them off after a couple of rounds as well, mostly thanks to being buffed up by a nearby Spirit Torment and Guardian of Souls. Tempted to try 2 units of 20 in my next game but so far I'm very happy how my 3 units of 10 have performed!
  14. I've been playing a 14 drop MSU list and I have yet to roll 10+ on any charge roll in any of the games I've been playing so far lol Being able to deep strike 7 different units where ever they're needed on the battlefield, however, is incredibly tasty.
  15. Ok so my friend and I have reached a trade agreement and I'm excited to soon by playing Nighthaunt! I've come up with a list that I believe I can run two ways as they both use the models. List 1: Battalions The Condemned Shroudguard Leaders Knight of Shrouds on Steed (General) Ruler of the Spirit Hosts Cloak of the Waxing Moon Lady Orlynder Spirit Drain Spirit Torment Pendant of the Fell Wind Guardian of Souls Wychlight Lantern Shademist Battleline Chainrasp Horde x20 Chainrasp Horde x20 Spirit Host x3 Other: The Black Coach Bladegeist Revenants x10 Bladegeist Revenants x10 Chainghasts x2 Endless Spells Malevolent Maelstrom List 2: Leaders Knight of Shrouds on Steed (General) Ruler of the Spirit Hosts Lady Orlynder Spirit Drain Kurdross Valentain Spirit Torment Pendant of the Fell Wind Guardian of Souls Shademist Battleline Chainrasp Horde x10 Chainrasp Horde x10 Chainrasp Horde x10 Hexwraiths x5 Hexwraiths x5 Other: The Black Coach Bladegeist Revenants x5 Bladegeist Revenants x5 Bladegeist Revenants x5 Chainghasts x2 Endless Spells Chronochromantic Cogs List 1 uses Battalions to buff up the Chainrasps and Bladegeists even more, list 2 uses is MSU with speed due to Cogs and Pendant. I'm also getting a Mourghoul as part of the trade, so I can also use that in List 2 instead of the 2 Hexwraith units. What do you all think of either list?
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