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Reezark_SP

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Posts posted by Reezark_SP

  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. 27 minutes ago, Sinfullyvannila said:

    List requests get lost pretty quickly in the traffic that comes in a new release. If you post it now I will advise to the best of my ability.

    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 :D. 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. 10 minutes ago, decker_cky said:

    There's no contradiction.  1+ on the chart is consistent with unmodified wound rolls of 1 always failing.

    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. 31 minutes ago, The_Dudemeister said:

    Can it maybe be that they finally give units points costs depending on which army takes them? So Morghasts 210 for Bonereapers, 200 for LoN and Nighthaunt just everything -75%? 😭

    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. 

    • Like 1
  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. On 11/20/2019 at 7:46 AM, readercolin said:

    While this list looks like an excellent deathstar, I would have concerns trying to actually play the objective game with it.  The way that you have your force built you are wanting to keep your mages all together, and gotrek probably wants to be near them as well to get buffed.  Then you need to keep some of your battleline forces near your mages to protect them, which means that you can probably toss the freeguild guard down to take a local objective early and then sit around while the rest of your force tries to move forwards.  In some games this is fine (ex. knife to the heart), as there are just 2 objectives.  In other games this will lose you the game very quickly (ex. scorched earth, shifting objectives) as there are too many objectives for you to take and hold without splitting up your force, and once your force is split up it loses cohesion and becomes much easier to pick off in pieces.

    This isn't to say that this is necessarily a BAD list.  However, it is going to be very battleplan dependent on whether or not you can win.

    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. On 9/10/2019 at 7:56 AM, Oreaper84 said:

    so dumb question....which may have been asked before but i cant find the answer, can a spell be "cast" even if there is no one in range? Based on wording it seems like ranges and such are checked after a spell is successfully cast, so Im wondering if we can still willy nilly cast spells for fate points. I've been back and forth on this with friends, so if possible please let me know a reference because there seems logical arguments on both sides.

    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. On 8/2/2019 at 11:13 AM, dmorley21 said:

    Yeah, that's a great point. Even without the horde discount they are pretty cheap and I think we underuse them as a community based on what I read on here and on Facebook. I get it - they're not a fun choice but I really think having a good number of them allows our other units to be more effective at specific tasks. 

     

    On 8/2/2019 at 11:15 AM, Tropical Ghost General said:

    I love rasps, they are so good, 21 attacks that can be buffed up to be much more. They aren't ever going to rock the world, but they can certainly give it a good shake.

    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!

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  14. 23 hours ago, Ahn-ket said:

    More chances to get Wave of Terror proc

    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?

  16. Hello again so I'm tinkering with the Nighthaunt army in the AoS app and I think I'm starting to  come up with a list that looks like something that I'd like to run. What do you all think?

    Knight of Shrouds (mounted version) 120
    General
    Terrifying Entity
    Headsman's Judgement

    Lady Olynder 220
    Spirit Drain OR Spirit Drain (haven't decided)

    Reikenor the Grimhailer 170
    Soul Cage

    Guardian of Souls 140
    Chillblade
    Shademist

    Spirit Torment 120

    Battleline:
    Chainrasp Horde x20 160

    Chainrasp Horde x20 160

    Grimghast Reapers x10

    Other:
    Black Coach 260

    Bladegeist Revenants x10 180

    Bladegeist Revenants x10 180

    Chainghasts x2 70

    Endless Spells:
    Ravenak's  Gnashing Jaws 30

    Suffocating Gravetide 20

    Malevolent Maelstrom 10

    2000 points

    I suppose if the real strength of a NH army is fishing for those 10+ charges, I can take all my divide all my units by half to double the drops and Terrifying Entity can hopefully make more charge opportunities happen. Gnashing Jaws and Gravetide for the -1 Bravery debuffs which is nice especially with all the cool things that can happen based on failed Battleshock tests.  Maelstrom only because I had 10 points leftover and who knows it might come in handy.

     

  17. Hi everyone!

    I have roughly 3000 points worth of Deepkin that I was considering selling but one of the guys I play games with offered me to trade his Nighthaunt collection for it. Assuming his collection is about equal to mine (money wise) do you think I should make the trade? Why or why not? What does a typical competitive Nighthaunt army look like? I really like the models for Lady Olyander  and the Black Coach. Would including those 2 models in a 2K list do well?

    Thanks!

    BTW if you're wondering why I gave up on Deepkin its because I'm not a fan of armies that spam the same/similar units over and over again and so the fact that the eels are objectively better at everything than everything else in the army and so as much as I loved the models they're just not my style in gameplay, so they've been shelved about a year ago and I've been playing Tzeentch / Beasts of Chaos ever since.

  18. 18 hours ago, kleinemade said:

    Hi,

    i have a question regarding the the mechanic of the Changeling within a changehost.

    1st Turn – I place the The Changeling within enemy’s territory, in my round I swap it with a unit of Pink horrors with the Changehost.

    So Arch-deceiver is still working due to there was no enemy within 3’ of the Changeling.

    2nd Turn – At the start of my Hero Phase, my Pink’s are still alive and in combat with an enemy unit ( no Hero around ) – I swap this unit back and replace it by the Changeling.

    So from my point of with Arch-deceiver is still working until an enemy Hero comes or I made an action or I am wrong ?

    Thanks in advance

    As long as the Changeling didn't do any of the things that would cause Arch Deciever to deactivate (cast spells, unbind, attack, etc) then I dont see a reason why this would not work.

  19. 13 hours ago, Draconaught said:

    Currently all we have to go off of is the FAQ about the realm of metal trait and how it affects changing the dice roll which that only applies if the initial roll before the change was a double. If you go off that ruling then only if re-roll is a double before the dice get changed it would do the mortal wounds But it's GW so who knows for sure.

    To your second question you're correct that no it wouldn't since the start of the combat phase is a separate sub phase of the combat phase.

    Tzeentch main here! We have an artifact (Mark of the Conjurer) that's been FAQed to give us 2 Fate points instead of 1 when our casting roll is a double. It uses the exact same wording as the Enrapturess so unless we've been playing our artifact wrong since GH 2018 I would agree that the Enrapturess ability pretty much auto wounds LoC/Kairos. Ouch! 

  20. 5 hours ago, Paniere said:

    Yesterday I had my first changehost game ever and it was a blast! I was able to enjoy it only 2 rounds because my LoC was oneshotted in turn 2 by an alpha strike Braggoth's big hammer hero with themalrider cloak+cogs . However due to the great amount of mw , shooting and luck on rolls off , I was able to win the game anyway. A couple of question arose, apologies if they are trivial but as said I'm fairly new to the game:

    1) assuming I want to changehost 2 units which are both out of combat but close to enemy lines, let's say 5" for example.  Am I allowed to end with one or both within 3" from the enemy, exploiting the 9" radius to engage the enemy?

    2)Assuming I cast all my endless in turn 1, Can I unbind one of them at the start of turn 2   and recast it  later in the same turn?

    3) Paradoxical shield question. My GS saves  at 6+. With PS (assuming no rend) he has to reroll 6s, he will save successfully with 5s and 4s, fail the rest.  If he's on a balewind vortex and in cover (+2 save) how does this work? Do I reroll on my first save roll only 6s or also 4s and 5s?  Basically my question is: the save modifiers due to BW and cover are added up to the PS or to my basic save? How do we take rend into account?

    Thanks to anybody providing insight on this matter!

    Not sure about #1 as I haven't gotten a chance to play Changehost yet.

    #2 I believe you can only make dispell attempts against Endless Spells before any casting so at the start of your Hero Phase if you dispell one of your Endless Spells off the table you can cast it later in that same Hero phase.

    #3 from the FAQ: Page 77 – Fated Artefacts, Paradoxical Shield Change the rules text to: ‘Re-roll successful save rolls for the bearer. In addition, add 2 to the save rolls for the bearer (after any re-rolls have been taken).’

    I believe the order of operation for Paradoxial Shield on GS would be make your armor save, then reroll any 6s, then add +2 to the result. So 4s and 5s don't need to be rerolled.

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  21. How is everyone else finding Flamers now at 140? I just gave some a spin in my last game and they were absolutely awesome. A unit of 3 and a unit of 10 Acolytes were able to hold one of my rear objectives and melt away 10 ungors, 10 bestigors, and the beastlord general. \

    I feel their shooting is much better than the Skyfire's. That extra shot per model plus that bonus d3 mortals at the end of the shooting phase really adds up the wounds. 

    I think I will try to include at least 1 in my lists going forward and get a 2nd box of them for summoning. I think I can expect to have enough fate points by turn 2 or 3 for the Changehost list I have written down and will start playing once I get the chance to buy a few more Horrors boxes.

  22. 41 minutes ago, Caspeur said:

    Apparently so... it sucks but it doesn't really matter to me. Still an incredible hero with the most powerful anti-horde ability in the game. Gotta love that 20 point decrease on him 😄

    The app just updated and the Summoner with Familiars is still there for 180 points and the one without familiars is a separate choice for 160. 

  23. On 6/16/2019 at 5:05 AM, Asimov said:

    Changeling at 180 + purple sun of shyish at 50

    For 230 points you get à really deadly trick, instead of 300 before

    I just started playing with this combo for fun and found it to be really disruptive for my opponent plus it's not that hard to pull off.  Now at a 70 point discount I'll happily try incorporating this in my more competitive lists.

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