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mmimzie

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  1. I mean it's how the game works?? *shrug* Your opponent hates it than you could be a friend and not do it to save the arguement, but i've found no one really seems to care. honestly most of your real summoning comes from killing your own horror the fate points are small potatoes in comparison. It really depends i don't tend to save up as even if i'm out of range for alot of my spells the endless pells iwant to start setting up are important enough to get that +1 on on. Multitudinous horde is actualy quite alright It almost pays for itself on the first turn giving you an average of 220pts on your first of splits, The main problem with our battalions if most of them leave your army seriously lacking in a key area. For instance will take all the killiness out of your list while letting you go truely nutss on pumping out horrors. The main problem being that it's hard to summoning if your opponent pushes out into most of the map.
  2. No because your summons are how you "move" accross the battle field. Aside from that you have enlighted as well who can get to a place and claim it.
  3. A another note on summoning. I've been running pendulum and burning head hitting 3 units of pink horror to summon an average of 30 blue horrors the first turn. I've stopped bringing myshaman. Hes pretty great for further up field set up of blue horrors, and of course his buff is quite nice on a big unit of enlightend, but his worth becomes abit questionable once you also drop the skyfires. The enlightend hit quite hard enough with just the 9 models, and the pink horrors get an extra + to cast when near a hero so they can throw fold reality for you. Edit: a more depth reasoning on the shaman. +1 to hit is basicly +1/3rd to the spear and beam attacks damage. However those two are only about 55-60% of the damage of a whole model. Meaning by bringing the shaman you are basicly spending 180 pts for only about a 83pts worth of bump to your enlightend unit. Which isnt terrible and is pretty good depending on how you see the unit, and gets better when you bring skyfires as well.
  4. I dont really agree I draw more or less all of my power deck every game as @Requizen said its a very passive deck. Most of my actions are drawing power or objective cards. It is true I dont discard my opening objective hand, but with no end of third turn cards I have no reason to. I did though incorporate both keep them guessing and extreme flank in the deck. Replacing fired up and shining example. I also added duel of wits to make up for the minus 1 or 2 draw I cant make when I have a keep them guessing turn. I still have shifting map in the deck as well. It's about a 1/6 chance I pull a none 1 glory card, and near the end of the game I've drawn all or most objectives and i can make a good statistical guess on if it's worth playing the shifting map. Just did a game against a more competitive friend's zarbag's gits. And score 17 pts, and he scored only 6 due to unlucky dice rolls. If had he made those dice rolls we looked and saw he would have still only have had 12 pts. Its a great deck but its maybe bad for the meta as you have little to no dice rolls. Where this war band beats the others in this sort or deck is: Unlike guard and skaven you dont give out nearly as much free glory. Further more, effectively the blue horror has expendable equipped at all time, and basicly has "reaction play there are always more" Silver tether is a 2nd formless key. A blue horror with the tome of glory can activate it twice in one turn should the blue horror die. I think the deck is quite strong as you have a very consistant glory score you get every game.
  5. Hmm those are some good idea. I dont love extreme flank as it doesnt work well with eyes of the master when you consider one of your models could die within 4 activations, so thats3 or 4 guys who would struggle to score both. Keep them guessing doesnt work with how I play them as I spend alot of my activations drawing power and objective cards rather than doing too much with my models. So the card is kind of like "draw 2 less cards score a 2 pts." Which I mean nets out well enough as drawing 2 fewer 1 glory upgrades is an even trade. So then it's that rare occasion were keep them guessing is the last card and i lose a glory from shifting map, versus the ability to have 2 extra glory early on. I think this one is well worth a test to see how it pans out. Probably gonna put it in over skirting danger. Centre of attention! Perfection works really well with the blue horror summon and with using the acolytes 4hex move. It's 100% going in. Think it might take hidden path's spot as the card just feels so low value as it's only good for either vortemis to get out of danger of the tzaangor to get into kill range, but since I have no tzaangor upgrades it is kind of meh.
  6. This is my current eyes of nine deck that i've been having quite abit of success with. Only loss of 9 games has been against farstriders that were using a very banned/restricted list, but i knew ahead of time i just wanted to see if i was up to the challenge. https://www.underworldsdb.com/shared.php?deck=0,N61,N64,282,N75,N69,N70,384,N543,331,N319,N66,N347,373,N539,N83,N62,N546,L24,N303,N342,272,289,N422,N499,362,326,318,321,N417,N85,427,N538 upgrades are set in stone Ploys i might drop hidden paths or frozen in time for another movement card like side step. Hidden paths i'm finding it alittle too restrictive to use early. While frozen in time is very powerful, but obviously very random. objectives: Summoner is weird as its tough to get early. Master of war feels clunky as general the only turn 1 glory is from a spoils of war/ghoulish pack tome of glories or from the few immediate that i have. Ideas on another awesome 1 glory cards that wouldn't be too tough to score would rock.
  7. I'd have to agree with @kenshin620 mortal wounds are great againiron jaws. More over ironjaws bank really hard on those power super killy turns. Said turns get completely shut down by a few good screens. So that's the really thing just maureen sure either have enough screen to survive a double turn, or you deploy back enough that you have the time you need to summoning a strong screen.
  8. While this is true, I'd say the blue horror has built I'm expendable and resurrect, as his first death nets no glory and flips himself. More over built into the faction we have some great movement options in bond of fate and deceitful step allow for some fancy objective grabbing foot work in the later turns of the game with those keys.
  9. As I understand it spells of the same name can not be cast more than once per turn. Some folks really like on foot tzaangors. I think they are kind of meh. The way I see them they die to 30 witches or whatever killy unit in the same ount of turns as 10 acolytes. The better killy units are the enlightend (disc or foot) and skyfires. Fold on pinks is nice and for turns 1 and maybe 2 that is the unit you will use fold on, but fold is better when you bring back enlightend on disc as they are more valuable for cleaning up and seizing ground. I'd say the daemons arcanite thing is generally true. The daemons provide generally more summoning and play more toward board control via numbers. While the arcanite stuff pumps out the damage. Never summon pinks. Summoning is strongest early in the game. As that is when you can control the most table space. The first and 2nd turns are the only turns where you can reliable summon onto objectives and claim them. Pink horror take waaay too many fate points so will only arrive later and slow your summoning, and the blues they make won't matter as much as those blues too will only come much later so will have very low value. More over summoned pinks do the same iniatial shooting damage as blue meaning you pay double for the same damage. The pinks are on bigger bases meaning when summoned you cant squeeze as many models into objective range. Lastly, pinks like heralds can not cast the turn they are summoned. So definitely dont do it. I summon blues if I need to stop my opponent from getting some where; if I want to score an objective immediately; or if I want to make sure that on my opponents turn I will have more models on an objective to stop them from scoring. If any of the above are required I will spend every fate point to summon that I can on blues (which is usually the case). If the above isnt true I will summoner flamers. I will also summon flamers if the mission is a hero only objective mission and I need to kill one of my opponent's heros asap to stop them from scoring. You will want 15-20 blues/brims for every 10 pinks.
  10. you can indeed combine the two, or take any amount of mixxing them. Don't take more then 3 battle line though, but you can take more pinks or less pinks depending on how much summoning you want to do, 2 or 3 units of pinks lend themselves to being hit with the pendulum, as the pendulum will do an average of 3.5 wounds a turn so the blue horror count start to really grow. If you bring 3 pink units you might also consider bringing the burning head as it can be used for a nice reroll 1's to hit buff and also be used to kill another average of 2 pinks per unit. The shaman is there for buffing the enlighted. at 2k pts i'd say only bring a shaman if you have 9 or more enlighted in one unit, otherwise it's honestly better just to get more enlightend in your unit. As i beleive 6 enlightend buffed by a shaman will do less damage than 9 unbuffed enlightend. Plus 9 enlightend are more likely to have 1 or 2 models remaining in the unit to be good target for fold reality than 6 enlightend are. The best spells of note: Bolt of tzeentch, Glimpse the future, Fold reality, Unchecked mutation, Tzneetch's fire storm Bolt/ Unchecked/Firestorm are you damage spells. Bolt Tzeentch is just the best it has the most reliable damage output and going off on a 8 means a LoC can safely cast this every turn unbuffed if need be Firestorm is another consider for the LoC's spell as with the +1 to cast a it's as reliable to cast as bolt of tzeentch it's main draw back is you'll see it kind of fizz and do nothing ALOT haven't cared to run any statistics on the spell, feels rude. Lastly Unchecked while lower damage than it's other friends is very reliable. Your LoC can cast it most time with no buff all day, and your pink horrors with LoC buff and hero proximity bonus can also cast this spell very reliably. These 3 spells i'd say are almost exclusive to a LoC or Unit of pink horrors. These spells are all pretty tough to cast so need lots of spell bonuses to make reliable which means either +2 to cast or the LoC's magic cheat. The gaunt summoner could take one of these, but the familiars can be picked off quickly, and he has a spell designed for him already. Fold reality requires a good target to justify taking. a 9 man squad of enlightend on disc make good targets as they are daemons and when they are down to 1-3 models fold them can be a great way to basicly win you the game on the spot. Pink horrors also make decent targets, if you pendulum/burning head your own pink unit, and then fold them, you can chain them up the field to get them into turn 1 spell range if you roll well. I've stopped giving this spell to my shaman. It's just too tough for him to get off every game even if he is being baby sat by a LoC. Glimpse the future is quite nice. I think it still holds pretty true that we still ahve one of the most powerful alligence abilities in the game, and this spell fuels this. It's tough to cast however and will require a wizard with access to +1 to cast to make it reliable. it's a great gaunt summoner spell. He's got 2 spells and he's going to be casting his signature spell every turn. his second spelsl might as well be glimpse the future, he'll likely always be in LoC range and thus he can be pretty reliable at casting this fantastic spell. Also i haven't touched on an important model that, the ogroid is a great wizard. His spells is very strong. Not only is it basicly a Bolt of tzneetch that comes with +1 to cast, but it also has a powerful effect on objectives. Objectives for the most part (with some missions being exceptions) are controled by the player with the most models. The ogroid spell swings the target unit's are control count by potentially double d6. As you kjill d6 models and spawn d6 brims that can potentialy be placed right in control range of an objective. During movement you can just retreat with the brim stones and claim and objective with little or no work. Any objectives being held by lone heros will trimble, as this one spell will flip that objective in your favor while also doing signifigant damage to said hero. On the untis you mentioned: Flamers are good for summoning only if you have enough blue horrors. blue horror suck at shooting they are there to control the game and win the game. Some times though you want more killing power. Flamers i would say are you go to "i need alittle more damage" summoned unit. They are tough to spawn at something like 18 fate pts, but by turn 2 or 3 one unit of flamers can make a HUGE difference if you need to pull a wound or two of a dragon or finish off a unit. They don't do much damage, but if they jsut get a wound threw they can cause mortal wounds good enough for pulling off 1-3 wounds. On foot heralds are nice summons to missiosn that require heros to control objectives usualy though they are very slow, and i'll say this is the best use of a tzaangor shaman, as the tzaangor shaman can zip onto this objectives protected by his enlightend cohort to score early points. Heralds take alot of pts to summon (meaning you wont get them till turn 2 or 3) and with most hero objectives can't score them the turn they appear. More so since they join in the movement phase the herald kind of sucks in that he can't cast spell the turn he arrive. All that said he does have one cheeky use. You can summon a herald and them from that herald summon blue horrors/brim stone, allowing you very suprizingly long summoning range when combined with the movement speed of your LoC. Keep one on hand just incase the day comes. Screamers and chariots are currently not worth the investment.
  11. I've actualy been playing this and it's gone well thus far. I have spoils of war for the extra upstage, and I'm considering adding the ploy that cost a wound to put on an upgrade. It's got both deathly fortitudes in it slumbering, blahs blahs blahs glories. I think the free upgrade ploys are important, as deathly fortitude is pretty worth throwing on when you can.
  12. So a summoning arm win on pts. In fact for the most part almost all battle plans require you to score more pts than you opponent. By summoning you can create walls of bodies that allow you to secure and score objects and get in the way of your opponents advance. The shooting attacks being only secondary. The LoC and Gaunt summoner exist to take out important threats alone. You wont be tabling your opponent, but you will kill key targets with the two wizards. To fight the list you posted I'd use the LoC to try to kill the warp flame throwing (which might be cause for running the spell portal in your list). The clan rats the gaunt summoner will handle, and the rest you ignore or kill when you get a chance. Use the blue horrors to keep your opponent from advancing on you and to score points.
  13. It's a position thing. Pinks walk up 6" blues can be summoned in with fate and spit points 12" away from a hero and 9" from an enemy. Which means they can split the battle field in half. And almost always appear in range to shoot with a shooting attacks good(bad) as the pinks. And likely the pink unit will leave and have a shot and rolling for battle shock to get more models In the unit. Tldr: Cutting the board in half can be near auto win against some armies, and part of a win otherwise You dont kill all pinks and get more than normal battle shock test, which means more free pink horrors
  14. So kairic are great shields. They seem squishy, but when you realize how combat works they are really durable. They all die in one tuturtuturn of combat, but they can stop up a 400pt unit for a turn of fight, and then the 2md turn the 2nd unit can hold the line and so on. They are durable in the way a shield that can only take one hit before breaking is. Sure it dies in one hit, but if that shield absorbs the damage of a nuke than that was worth it. I recommend just getting the box set. Honestly of all the armies DoT gets the most use out of them.
  15. So we summon via successful spells, but if you look at it that is sort of bad. Basicly you get 1 pt per success, but each pt ow effectively only worth 10pts in game. Meaning even if you have 10 wizards that that's only 1 unit of blue horrors <IF!> you successfully cast all of your spells. Now that gets us to pinks. Pinks are great/bad because you are also paying for 2 units of blue that you only get once they die. The bad part is that them alone means you have to wait several turns your opponent to kill the pinks, and that hoping they aren't smart enough to just not kill them and deny you the blue horrors. What makes them great is that with a command trait and endless spells you can kill your own models. With quick silver swords you can get an average 4 pink kills a turn or with the pendulum you can kill 3.5 per unit of pink you keep in range. This is great as its quick summoning that let's you quickly claim the board. More over with destiny dice you can regen yours pinks by forcing battle shock rolls of 1. Lastly, you can get more pinks or kill more pinks after you have damaged the unit, by using fold reality on them. If you want to go summoning heavy sacraficing your own pinks is the way to go. For 1k pts you can do alot of things. You only have space for one big bad so I'd go either LoC or a decent sized enlightened squad. Always start with a gaunt summoner as he is our most reliable anti horde option. Example 1: summoning heavy LoC mark of conjuration & magical supremacy Gaunt 10 Pinks 10 Kairic acolytes 10 kairic acolytes Cogs Quick silver swords Example 2: killy Gaunt summoner Tzaangor shaman 10 tzaangors 10 kairic acolytes 10 kairoc acolytes 6x enlightens of disc Shackles(?) The first kills big units with gaunt summoner and elite ones with LoC and pink horror spells. While primarily relying on heavy summoning to control objectives. The balewind also give you more summoning power The 2nd has very much a list about just killing stuff with enlightened Honestly the 2nd one I want a unit of 9 enlightened, but it's hard to fit it in, as the gaunt summoner is too good. I guess if you drop the shaman for a magister and swap the tzaangors for kairic acolytes you could get the 9 man squad. Hope this long post helps.
  16. DoT is a rather strong force currently I'd say it's the 2nd most powerful of the chaos God factions under nurgle. Magic is definitely one of our stronger points as we can very quickly dismantle an enemy army's hero back bone and leave the rest of the force fight at unbuffed power. That said we do have some powerful melee options. Enlightens are currently our strongest melee unit bringing some serious pain at high speeds. They are kind of frail, but big units can be maintained by fold reality. While the power house unit is definitely quite strong it will only be the bread to your butter. Our next most important aspect I'd say is summoning. A unit or 2 of blue horrors places well on turn 1 can be game winning. Our best army to compare ourselves to I would say would be seraphon. As controlling the board with summoning will be your most reliable win condition. However, while we dont get quite as easy summoning as they do (atleast not with out some careful list design), we have the above hard hitting unit and many high damage spells that we use to tip the tide of battle in our favor.
  17. @MrRoff it's free as there are no reinforcement pts anymore and endless spells cost points specifically specifies endless spells, and a spawn is not an endless spell. You can actualy retreat the spawn (atleast for the magister spell). As the spell has no movement requires. Meaning the spawn can act as a road block for your opponents following turn.same with the ogroid, and not moving as I understand it is linked to the spell not any outside rules.
  18. Let's see. For the gaunt summoner I'd take arcane sacrifice. The ability to kill your own pinks and the bonus range is tradmendous. Mark of conjuration to me is LoC exclusive as doubles are un reliable. Spell wise I'd also give the gaunt summoner either treacherous bond, bolt of tzneetch, or uncheck mutation. I lean toward mutation as your bonus range combined with the summoners on spell can really help you kill stuff. Cogs are great, but I dont like them here. I think if cogs as a balewind vortex for a LoC. Where as the gaunt summoner could just get a valet wind vortex. The bonus range could compound your early game threat level. If you take the vortex you could also take quick silver swords. With the swords you can kill your own horrors and then heal them with fold reality and battle shock test. Allowing you to reap the rewards of your horrors sooner. Last horrors might do better having unchecked mutation and/or bolt of tzneetch. A horror unit you fold reality on turn 1, I believe, can sneak into range to attempt to cast either of those spells..since they roll around at almost always +1 to cast bolt of tzneetch becomes abit morereliable. Anywho the list looks mostly solid as is. Those are just my few coins thrown into the pile. Good luck.
  19. A note gaunt summoner is good is most if not all metas as even against only a 10 man squad he drops and average 5 mortal wounds which is more than most other spells can do. The meta would have to shift pretty hard toward just big models for the gaunt summoner to start struggling to find a use for his particularly powerful spell, and even failing that he is a two spell wizards for only 180 pts and gets +1 to cast. Do you think at any time going to 6 enlightend over 9 might have been better????? So far i feel 9 is idea, not only is it our number <.< and as such just feels right, but it gives lots of space for fold reality, that same it makes fold reality with only 2 or 3 dead kind of feel like a huge gamble, and geting all 9 into combat can be abit of a struggle. LOC felt like he was worth while with out the mark of conjuration??? He is definitly jsut there for his spells and small shooting attack support, he does have a nice spell that is almost tailor made for killing small heros like necromancers and hags. I like pairing him with the spell portal, as it give him with cogs as the extra spell and re-roll to save makes him more deadly and durable. Also has synergy with mark of conjuration. Did you find the pinks worth using without a way to kill them yourself???
  20. It's not arch sorcerer is mark of conjuration I believe. ??? As arch sorcerer is just 2 more spells that you dont particularly need. I personally prefer the mark with cogs. Getting 60pts a turn is pretty nice on your best wizard, also cogs open up more turn 1 charge possibilities if that's what you need. On the ethereal amulet one real weakness is a really good shooting list (that doesnt currently exist in the current meta). The amulet can help some against that, but that's all I see it being useful for. I agree with the tzaangors. They aren't bad persay but i find the amount of space and multiple small units you get from having kairic acolytes.
  21. I agree with alot of the thoughts her, though a full blown battle tome i don't think is realy needed. honestly the next GHB should just have like 1 or 2 factions picked out and elevated within it's page. Then they could release another malign sorceries of sorts, but for those said factions. seraphon already has battalions and lots of units, along with a pretty fair alliegence. All the need are spells and potentially endless spell to round them out. Competively the saurus need to have thier pts mildly re-evaluated and most of the sink/slann stuff is already pretty great.
  22. One thing on the bullgors that give them a fairly decent advantage over gors/bestigors is that 6 fit comfortable in alot of the same situations where you can only get 10 bestigors into a fight. In this way bullgors and do some significant damage, and even more so when getting gavespawn buffs.
  23. I did miss a few things, and your number definitely check with mine. Reguardless the point still stands that the tzaangors still suffer from the glaring weakness of fall off once they lose 2 models and the issue of lacking surface area. Charging in and only doing 10 wounds is not enough for a killer squad when your running into a unit of witchs/evocators/morrsarr fuard/plague drone/ghoul king of terrorghiet/etc. Where as a 9 man squad of enlightened on disc can hit with 8 model to the only 10 of a tzaangor foot squad. As about 8 enlightened on disc is enough to pop a squad of witch elves or any of the above in about a round of combat, or atleast kill so many that the target unit wont matter. I will definitely concede that tzaangors can definitely hit rather hard, however I still contest they work better as a tanky unit in DoT than as your kill squad. Again tzaangors aren't bad and I'd even say they have some pretty decent damage out put looking at the mutants adding to your punching power, and the temporary +1 attack, but they are easily nuetared and in the current meta you just cant enough models into base. Right now the meta is about units you target with your killer melee unit dying or being made near useless with a single charge. Tzaangors cant bring that. They do bring a great tank unit with decent damage output and a cool ping attack
  24. i mean this isn't really true i'm afraid to say. First durability we can look at most the units in the game to see how tough the tzaangors are. If you do the math they are a step down durability wise from the chaos warrior and 2 steps down from a liberator durability wise when you factor in thier points. They also ahve mild mortal wound protection and still retain a save against even -3 ,4,5 rend. Damage wise i think for those who have been around and have played for some time you realistically just can't get more than 10 32mm bases into melee with the same target unit, and focusing down specific units is waaaaaaay more important than splashing some damage over multiple units. So much so that it's almost not even worth doing in some cases. Big units that skirt this sort of rule are units that are on 25s that can fight in 2 ranks or even 3 ranks depends on weapon range, and units with a force multiplying effect that propogates despite the number of models in base contact (evocators shooting all there mortal wound attacks into 1 unit despire only 1 model being in range, or fireslayer vulkite berserkers doing same). Tzaangors attempt to do this by giving you +1 attack at 9+ models in the unit. However this is not good enough. For one only 8 out of 20 of the models in a 20 block would benefit from this effect to it's fullist, while the other 2 of the 10 hypothetical models in range to your target would have paired weapons who do not benefit as hard. Next we need to realize that the tzaangor core weapons don't do enough damage on there own to even be worth buffing when compared to other units both in faction and out. Let us compare 3 enlightend vs 10 tzaangors (not getting the +1 attack buff and with). (before comparing note: paired savage blades and greatblades actualy average the same before getting +1 attack so i'll just calculate for 8 greatblades and 2 paired) 3 enlightend with no hero near by and not benefiting from guided by the past vs 4+ save: will do 7.36wounds ( dmg per points: .0526) 10 tzaangor with buff with near by arcanite hero cs 4+: <<with +1 attack buff>> 8 great blades: 3.55 dmg <<7.11 dmg>> 2 paired blade weilders: .888 dmg <<1.33>> 10 beaks: .833 dmg << 1.67>> total damage 5.213 (per pts .0289 worse than your average shooting unit)<<10.11>> Now if we compare with out the +1 attack the 3 enlighted for only 140pts do more damage than 180pts worth of tzaangors. If we double the tzangor unit they almost double thier damage out put for those 10 model, but you are also paying double so it's a wash. You'd think if you run all 20 into maybe multiple different units this would help, but it wouldn't help you, as that just mean more attacks swing back at you that will cut down your now spread thin tzaangor unit on the counter swing... for a trade that wasn't really worth it. To bring more shame to this comparison the enlighted don't even have a hero near by to buff them, but i gave the tzangors thier hero buff. Also note where you can fit 10 tzaangor in the same place you can fit 8 enlighted. The tzaangor ping is nice, but again you can use this ability with a 10 man unit. in fact if you have 2 10 man units you'll do it twice as many times. This abiility is part of what makes it a decent tank unit, if it holds the line and lives with 1 guy remaining. It gets to do some free mortal wounds to your opponent's units. Not to mention the need to be within 9" of multiple of your squishy vulnerable wizards to get those mortal wounds in the first place. It can even use this ability after retreating which is great as it lets you retreat and still put out some great mortal wound generation, while clearing up valuable melee surface area. Anyway it's not that i think tzaangor are bad infact i think they are very durable and have a great punish mechanic that lends itself well to an enlightend counter charge, and a vengeful mage battery. The unit however, does not bring enough frontal damage to be worth while. They don't bring it by value of buffs nor do they bring it by value of surface area. Both of these things prove to be enough to keep tzaangors from being real melee threats offesnively. So i'd say tzaangors should be veiwed almost exclusively as a tanky battle line choice, with a great revengre mechanic.
  25. Depends on what you want out of them. Kairics are nice as they all provide shooting back up for whatever ends up in engaged. Durabiliy/pts wise they are our middle of the road option, but they bring numbers and a ranged attack that can help tip the scales if you need it to. Tzaangors are tanks rather low damage out put out side of something like beast of chaos giving them +1 attack. So they are all meat shield and about being durable rather than really putting out damage. Pink horrors are expensive kairic acolytes that can cast a spell at +1 or better. The extra spell value is questionable at best well. IF you bring them you definitly want to bring a way to kill them yourself to farm blue horrors. As you won't get them out via your opponent killing them any time soon. That said these guys can do alot of tricky stuff. For instance, you can summon quick silver swords with another wizard (likely out of range for thier normal spells turn 1). Use the swords to kill an average of 4 pink horrors. You can also use arcane sacrafice from your general to kill more. Then use fold reality to summon d6 more back (or just kill the rest for points, both is good). These pink can be set up forward of the unit and getting average is more than +6" to your spell range and can allow you to get them in range to cast spells turn one. Also during you battle shock you can use a 1 to get another 6 pinks. (going first for tzneetch is general quiet poor for tzneetch as there isn't alot we can do to the enemy turn 1, and we don't want to unwrap out wizards from their bubble of safety). So pinks give us a thing we can do if we are stuck with such a worse case scenario. For your list i'd look at pink or kairic acolytes if you don't care to bring thing to kill your own pink horrors.
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