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Reezark_SP

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Everything posted by Reezark_SP

  1. Alright now that I've had some sleep and thinking about how to best hurt those blasted Kurnoth Hunters hiding in trees, how would you think a Warpflame Host would perform? Something along the lines of: Herald of Tzeench of Burning Chariot (General) Herald of Tzeench on Disc Lord of Change Battleline: Burning Chariot x1 Burning Chariot x1 Burning Chariot x1 Other: Exalted Flamer x1 Exalted Flamer x1 Flamers of Tzeench x3 Flamers of Tzeench x6 Warpflame Host 1980 points so there is a decent chance I'll get a triumph reroll. Maybe against other armies I'd spend the last 20 on Soulsnare Shackles but since Sylvaneth don't really need to move, just teleport from trees to trees, the reroll might be more useful here. Everything flies, so shooting and magic nukes aren't blocked by trees, chariots can cause mortals when they move, and I figure from the mass shooting of the Flamers, 1 or 2 wounds are bound to get through, and with luck, Capricious Warpflame will deal another D3 mortals as well. I guess now my question about the Warpflame Host special ability, if an enemy unit is within 9" of multiple units from the battalion, can I roll 1 die for each of my units within the range or do I only roll 1 die regardless the number of units?
  2. Thanks for your advise I will try to keep that in mind but why would Skyfires have a hard time? Its my understanding that the protection trees provide is void if the shooter or spellcaster is flying.
  3. Yes the Lord of Change was pretty much the only thing that did anything of note against the whole army. Vs. trees though everything else you suggested will be hitting on 5s and no rend. Meanwhile the troops in the trees (dont know their name, but the "mini" large treemen with sythes) have a 3+ save and get to reroll failed saves, then heal at the end of the combat, so I'll be very lucky if they get a wound in and if I did it'll just be healed in the next phase anyway. Maybe mass Skyfires since they have a decent chance of causing mortal wounds? Heralds on disc and chariot could work too I suppose.
  4. Hey guys what do you recommend to use vs. Sylvaneth? Just played against them last night and the army was essentially immune to spells and shooting because of the trees they spam all over the entire map.
  5. Regarding the rule change for Tzaangor's shields but not Acolyte's shields, the rule for both units is called Arcanite Shield and since Arcanite Shield was updated in the Tzaangor's warcroll in the BoC book, the update still applies to Acolytes as they also have Arcanite Shield. Yes I agree its very convoluted to refer to a warscroll to a different unit in a different book thats just what I've been told.
  6. It probably doesn't matter that much anyway since the rules were updated so that only one model in the unit needs a shield and the whole unit get the extra save.
  7. Hmm it would be really lame and annoying if they cannot use their shield while armed with a glaive since building the models as instructed they are clearly holding the glaive in one hand and their shield in the other.
  8. I like to make mine as annoying as possible. Multiple groups of 10 with Scroll for extra shooting range the the bird to maybe put a mortal wound on enemy wizards. Everybody else gets shields/blades and shields/glaives.
  9. Mmimzie, ideally how many Blues do you try to get on the table throughout the game before you spend your fate points on to summoning something else? What else besides Blues do you like to summon?
  10. Hey thanks for the analysis I think thats exactly what I'm looking for. For your information this is the list I am building towards: Lord of Change (General) (Tzeench's Inferno) Wellspring of Arcane Might Mark of the Conjurer Tzaangor Shaman (Fold Reality) Gaunt Summoner with Familiars (Glimpse the Future) Battleline: Acolytes x10 Acolytes x10 Pink Horrors x10 (Bolt of Tzeench) Other: Enlightened on Disc x9 Skyfires x6 Endless Spells: Quicksilver Swords Cogs I am not sure if the shooting from the Skyfires will be better or to try more aggressively to get as many Blues out as possible. If Blues is the better way to go, I can drop the Skyfires in favor of a Curseling, a 2nd unit of Pinks, and a Pendulum.
  11. What is a sufficient amount of Pink Horrors to start out with to be able to hopefully get 2 groups of Blue Horrors on the table by turn 1 or 2? Is 1 Unit of Pinks and Quicksilver Swords going to do the job or would I want 2 Pinks and a Pendulum at minimum?
  12. So I began playing Tzeench recently by picking up a Changecult box, a LoC, Curseling, and Gaunt Summoner. Loving the magic superiority however ever since my Curseling sent a Comet back into the heart of a Stormcast army, the people in my playgroup dont even put wizards into their army anymore just to keep the Curseling neutered lol. Now I really like the idea of adding in the Changeling and dropping a huge endless spell like a Purple Sun or Pendulum in the worst possible area and nobody can stop it since they thought they "got" me by not bringing a wizard lol. So now that I've read through some of the advice I've seen here and my own personal experiences such as Tzaangors looking good on paper but rather meh on the table, and 6 Enlightened of foot being way more scary than I originally thought, here is what I am going for now: Lord of Change (General) Incorporeal Form Phantasmal Weapons or Ethereal Amulet Gaunt Summoner with Familiars Curseling Changeling Tzaangor Shaman Battleline: Acolytes x10 Acolytes x10 Pink Horrors x10 Other: Tzaangor Enlightened on Disc x9 Endless Spells: Quicksilver Swords Purple Sun of Shyish
  13. Hello everyone I picked up the BoC book over the weekend. I gotta say its a really neat army and the new fluff is really cool. I may have to start collecting Beastmen soon when the models become available again. Love the color scheme of the Darkwalkers and that greatfray's abilities happen to be really cool also. I think being able to "deepstrike" so many units also pairs really good with the Desolating Beasherd battalion which looks really fun to run. This is my first take on the army I'd like to run. What are your thoughts? Greatbray: Darkwalkers Doombull General Cleaver of the Brass Bull Nomadic Leader Great Bray Shaman Desolate Shard Tendrils of Atrophy Battleline: Bullgors x3 Bullgors x6 Ungors x10 Ungors x10 Gors x30 Other: Ghorgon Cygor Bestigors x20 Cockatrice Endless Spell: Wildfire Taurus Battalion Desolating Beastheard. Everything except the Cygor, and Cockatrice are in the battalion so its a 3 drop, 2 Artifact, +1 command point at the start army.
  14. I love my Reavers. I only use 1 unit of 10, but wow do they get the job done. I really don't understand why they have such a bad rep on this site. Last time I played with them they put a ton of wounds into a unit of 6 Hexwraiths and brought down a Mourngoul from full health down to 3 wounds, making it easy for my eels to finish off. I think the key is you have to keep them in the backfield until you tie up their target with something else like a unit of Ishlaen. On turn 2 they should be in a position to pincushion the enemy (move 8, reroll runs, and Flood Tide should be more then enough help to do this). I also think that them being only 1 unit of 10 they don't appear to be a threat compared to everything else on the table so they're rarely targeted. I also try to keep them close to a table edge and make my opponent think that whatever he commits to attacking my Reavers may be on the receving end of an apperance of my Soulscryer and friends. I'm not saying Reavers are the end all be all but they're definitely FAR from bad and personally I can't see not including 1 unit of 10 at the very least in any of the lists I make up.
  15. Nighthaunt guy plays Mournghoul, a bunch of Spirit Hosts, Hexwraiths, and the character that lets everything generate mortal wounds on 5s instead of 6s. Nurgle guy plays the Maggoth lord who resembles a Nurgling, some 10 blightkings, 20 plague bearers, a couple of blightkings on drones, and Spume w/some blightkings to deep strike from the edge. Sorry I can't be more descriptive I don't know all of their units by heart. While yes it is a pain facing the Nighthaunt because everything is immune to rend and it sucks when they get lucky and generate a ton of mortal wounds, you just got to be careful. I use Volturnos as my general and tend to save up all my command points so I can give 3 units +3 attacks. I also use a soulscryer to keep my morsarr and allopex units off the board until I need them. The best defense IMO is to not be on the board at all lol. If all goes according to plan my Leviadon, morsarr, and allopex are in combat with what they want to be in combat with on turn 3 and they all get Volturno's bonus. So far that has been enough to wipe out whatever it is I want dead.
  16. Interesting that you called out Nighthaunt and Nurgle specifically as being bad matchups. Out of the 3 people I play with on a regular basis (at least once per week) one plays Nighthaunt, the other plays Nurgle, and the third has a bunch of armies and changes what he plays a lot. The Nighthaunt and Nurgle guy I win against most of the time but lost to the third guy's old Empire army.
  17. Still experimenting with my list but so far its been this and its been a lot of fun to play. Enclave: Dhom-Hain. General: Volturnos Soulscryer (Coral Ring or Kraken's Tooth) Battleline: Morrsarr Guard x6 Thralls x10 Thralls x10 Other: Leviadon Allopexes x3 Reavers x10 Khinerai Heartrenders x5 I'm considering dropping the Thralls for 2x3 Ishlaen Guard. Thralls are amazing if they can get into combat with something big on turn 3 but if not they are pretty meh. Ishlaen Guard are more "all purpose" which is what I need. As long as they stick close enough to the Leviadon thats a 2+ save thats immune to Rend. They seem perfect for holding the line and then follow up with Reavers just behind them and shoot 30 shots into whatever the Ishlaen are tanking, or charge in with Alloplexes or Morrsarr guard that the Soulscryer brings in.
  18. Thanks for the rules clarification I'm glad we played Volturnos correctly but wow is that ability powerful now I mean I can't see playing anything other than Volturnos as my general lol Anyway yeah the endless spells really were only considered because I had 80 points left and if I had 20 points free I would totally add a Soulscryer. I suppose I could drop the Reavers and then ally in those sweet new Sequitors. That would give me the points I need to get the scryer. Or drop the spells and use the last 80 points for allied Heartrenders.
  19. Also quick rules question regarding Voltrunos. If I save up command points so that I have 3 by turn 3, I can spend all 3 command points to use his command ability 3 times correct? Meaning, I can potentially have 9 units get +1 attack or 3 units getting +3 attacks? This is how my group interpreted how command abilities work now and I was the Deepkin player so I was happy to have such an advantage but wow when that turn 3 came around my Morrsarr, Aspect of the Storm, and 20 Thralls got +3 attacks and it was pretty insane lol.
  20. Hey guys what are your thoughts on something like this? Enclave: Undecided but leaning towards Dhom-Hain. General: Volturnos Tidecaster (Coral Ring or Kraken's Tooth) Battleline: Morrsarr Guard x6 Thralls x10 Thralls x10 Other: Leviadon Allopexes x3 Reavers x10 Endless Spells: Lifeswarm Maelstrom Some thought: I usually prefer to run Thralls at least 20 strong but I needed the 3 battle line however in the games they will stick close together and essentially act as 1 single unit. Reavers I know are not looked at very fondly but to be honest they've been doing great as long as you tie up other units so you can safely get within 9" and unleash 30 shots. Reavers and Thralls can also crowd around objectives where model count matters.
  21. Same here! BTW they also said that any official changes will include designer's notes so if you see any changes in the app that are out of the blue and don't have designer's notes just ignore them and stick with the book
  22. It was announced that the points values and the rules in the app are wrong and to stick with the book, so you still get the cool 3+ save on charges are rend immunity
  23. I like the Nautilar Akhelian Corps as it allows you to take 2 Leviadons One list I was playing around with before the points in the app got messed up was the following: Enclave: Nautilar Volturnos (General) Tidecaster (Coral Ring) Morrsarr Guard x6 Ishlaen Guard x3 Ishlaen Guard x3 Alloplex x1 Leviadon x2 Endless Spell: Malevolent Maelstrom Battalian: Akhelian Corps Before the points got messed up I believe this was exactly 2000 points.
  24. In the app I am seeing the Talumhook doing 2 damage.
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