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mmimzie

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Everything posted by mmimzie

  1. part of the problem there is he might do more damage jut casting his own personal spell.
  2. I think if you have an LoC with buffs on a gaunt summoner Arcane suggestion is really really good its diverse, but more than likely you'll take -1 save or -1 hit/wound. If destiny dice stay alittle broke like they are or if they let LoC's use the dice, right glimpse is pretty alright. Honestly though i don't rate the mortal lore spells highly due to either weak affects or overly high casting values with limited access to buffs. So thier spells are hit and miss. As for daemon spells they all remain the same with treason of tzneetch getting a bump and uncheck mutation being quite a lot worse. Treason gives that nice little -1 to hit debuff and combine with suggestion is really strong for shutting down units. More so if the gemnids get involved.
  3. untrue it does make both. The directions just tell you to make 3 of each, but it's just 2 boxes of enlightend.
  4. Thanks a lot for the fix. Since you took the effort to fix it up. I'll do the effort of giving you my thoughts. For the guild of summoners I might consider an LoC in the list. It does a lot to help you reach that spell threshold to summoning another LoC. If you do guild you want to make sure you will summon an LoC. I love the 200 man pink squad. You may also consider sneaking in the bridge. I'd also find room for gimnids and pendulum Etneral coonflag: I'd drop the skimmer for a change casters and make the unit of 10 Pinks a second 6 man flamer squad. Maaaybe? That's knit picking, but I feel it lacks some punch. Host arcanum: if get the enlightend to 9 man. You want to hit really hard.otherwise you've got all the important tools. Definitely use the -1 to hit and wound spell on the gaunt summoner. So you can protect your enlightened.
  5. Post em up as text but use the spoiler thing so we can hide them. Some of use use our phone or don't want to download a file, but are interested in commenting.
  6. I wouldn't tell anyone thinking of buy more model to build a list with this in mind. This is very liable to change with an FAQ, and change is what our god does. That said by this same token your destiny dice also ignore rend It interest me Abit as well. It definitely would have to be a wizard heavy list and likely no battalion. Thankfully, that +1 save artifact looks quite good on a LoC. LoC and 2 or 3 change casters would be a powerful spell engine and you'd like cast almost all your spells letting you maybe summon some blues up the table to contest. The command ability is us less, but the no retreat is amazing even more so against armies like skaven. It the one coven that threats to take me from guild of summoners.
  7. Endless spells also exist. YOu can pretty reasonably get up to maybe 10 mortal wounds kill like most small characters and dramatically injurying others. using this in DoT can be worse as you can even take battleline wizards for 100 pts a pop. Gaunt summonerr also make this worse as each gaunt themselve spawn another wizard unit each in the form of pink horrors. here is a easy slaves version: 4x Gaunt summoner One as general with master ritualist or whatever Lord of change allie 5x marauder horsemen 5x marauder horsemen 5x marauder horsemen Splinter fang Untamed Geminids Prismatic palisade suffocating gravetide Umbral spell portal Rift The lord of change uses CP to give +1 to cast and then you sac splintered fang for the cabal and heal a snake back later. The unmade because you can screen up another 6" out to be all tactical or whatever. Rift can do 14 damage per unit, and thats on top of access to a spell portaled tzneetch's inferno, geminids, gaunt sumoner anti horde, 40 shooting pinks, and whatever else. List could be made better with min maurder squads charging from teleport.
  8. More terrain in aos tends to make the game bar for everyone you lose a lot of melee effectiveness if you have the really crowded tables and house ruling 40k requires to be playable. @Gwendar I think the flamers are quite strong. If they are too strong it's a nerf to flamers that is required and not needing all of change host. I'd much sooner see flamers removed from change host as horrors are quite fine in change host. That said I don't quite see flamers as particularly over powered. They have great shooting but they are glass. 30 sisters of the watch with nomad prince buff against any unit of any size can put out the exact damage out as 12 flamers hitting and wounding on 2s for the points. The sisters of the watch can use the living cities paths to appear from board edges so movement is more restricted, but they don't have to take a battalion and have a few more wounds for the points Flamers seem quite good, but they also feel fair enough. It's not much worse than stuff cities can do and the most extreme part is that it's a one drop. I think if a nerf is in need for flamers I'd drop them from change host or make them 12" range. As +20-30pts would make them worse than sisters or the watch.
  9. So this actually is a good drop amount. You'll out drop a number of top meta list so long as you stay under 5 drops. Every pick over 6 sees your chances of out dropping a random tournament opponent considerably. 6 drops for instance will see you out dropped by all of my lists save for one of my skaven list, and some likey deepkin are brutal if you get out dropped. Where as 4 drops put you under everything but my tzneetch list. 4-5 drops or less is the only time you should care about drop 6 and more I wouldn't even think about my drop count and focus more on just making the list as solid as possible.
  10. It was that you could definitely mix weapons as per previous FAQs. That's why they had to do an errata and reword it. Otherwise they would have made it a question and given that answer that all models had the same weapon. It was worded in a way that you could mix weapons. People who said you could mix weapons were completely correct they changed that. Shield if you have outside buffs from a word Lord or warscrhine for your rerolls arguments can be made for the 2" weapon in big units. It's be a 0 pt artifact and cp and reduced drop count. Many if not most battalions a e taken for thier impact on drop, artifacts, and cp and less so on the ability they provide.
  11. Most we saw coming to be honest. The archaon stuff was all weird. I'm not overly suprized by his command ability change. I think its still quite good know whose going first next round is quite good insurance. It lets you play around a double only when it's coming up. Very freeing that. Disappointed but not suprized by the nurgle daemon prince change. It definitely needed to be changed, but now it's not worth the cost of admission. Atleast the khorne one is still quite good.
  12. My 3 man scream squad objectives for most of the game tying up a 20 man unit of mortec guard for 2 turns as they stayed just out of objective grabbing range.
  13. I summoned two and we called it in the third turn. My list was LoC W/ Feather Charm General (Bolt of Tzneetch) Fateskimmer W/Brimestone familiar (Tzneetch's Firestorm) Change Caster (Unchecked Mutation) Change Caster (fold reality) Fluxmaster (Treason of Tzneetch) 10xPink 10xpink 10xpink 3xScreams Change Host Pendulum, Purple sun, Geminids, Suffocatiing grave tide, balewind Would swap out grave tide and sun for spell portal.
  14. Deepkin are quite Hardy against shooting bringing allies to soak shooting is definitely an option. All shooting attack gave to be picked at the same time for each unit. So the tzneetch player can only attack the outside of your bubble. Also multiple soulpriest the +3 charge guys can let you get on that quick flamers. Heck even a shark could ruin the day for a unit of flamers. I think the shooting is strong, but hollow heart has had just as strong if not stronger shooting and magic.
  15. I went and got 2 more the 2nd I found out I could easily summon them. Did guild of summoners with them last night and have no regrets
  16. I have them. Built all 3 ways but did the general with the sword as he's painted. Both melee options are about the same. And only really matter if you take the artifact. I think the rod is a hair bit better. It does a tiny bit more damage on your turn, and sort of acts like a 3rd spell. Also has more threat range than melee. Of the two melee the beak is best out of the box with no upgrades. Sword does most damage with buffs.
  17. Ran my LoC in guild of summoner and man it was pretty strong. He was general of my change host, and I gave him the feather charm. I think with access to one drop I'd probably give the Lord of change a more aggressive artifact. As you can keep your LoC relatively safe from most attacks by just picking to go first or 2nd depending on match up. So mutability if you have lots of shooting. Otherwise wellspring is not a bad artifact making his cast and unbinds pretty much unstoppable.
  18. @Gwendar yeah this is my point. You must use 2 dice for these rolls, now the other destiny die changing is fine. I guess it gives you something to do with your 2s it your bring a Lord of change. But you have to lock the whole roll using destiny dice as per the new wording is Abit different and tighter than the old ruling as it says you must use dice for 2d6 rolls. It would require another faq just as before required the FAQ to turn it back.
  19. Most melee stuff will find Thier biggest assistance in beast of chaos or slaves to darkness endless spells. From tzneetch the +1 attack agenda is relatively easy to get and last the whole game. Then we have the sigil endless spell for more damage buffs. Our powerful wizards can use geminids and treason of tzneetch to borderline neuter enemy units of thier offensive ability. Fatmaster also give blanket hit rerolls which is another very strong melee buff. This is where you'll find most of your melee bonuses that you won't get in beast or slaves
  20. For casting spells with destiny dice are we required to spend 2 destiny dice? When reading the rule its seems that may be the case Also seems like Lords of change can't really use destiny dice any more?? As the dice can not be modified or rerolled?
  21. Yeah it is now. That post is 3 years old. The rules have changed.
  22. Yes both enlightend units work as they have the same name with a sub title.
  23. They are the opposite of glass cannon. 50 wounds for 200pts is really durable mind you. That durable to point is like sequitors reroll saves and clanrats base. So they are well worth it and even at min size squads can potentially survive some powerful charges as long as you have battle shock protections. This durability can be buffed with access to a few -1 to hit buffs. Damage output wise they are Abit lower than some and I wouldn't call them a can. They can be buffed alot to make them quite decent, but they aren't at the level of hand gunners and such for Thier points. As for slow this is list dependent. As a ranged unit they can make great use of the bridge and in a powerful magic army bridge is very reliable, and the bridge can be used to protect said Pink's behind it or to help block charges if placed right. Alternatively one can use change host to move them around. This said while they are quite cost effective for tier job, they have a high base price meaning full squads will take a decent and they quickly become and investment, and not something you add as an after thought. Lastly, using destiny dice to protect Pink's from heavy battleshock loss isn't really an option as Pink's die first and thus your banner dies after 10 wounds. Meaning you loose your banner quite quick under any really pressure, and with it the protection destiny dice rolls of one provide your horror squads. This is the real down side as battleshock immunity will be very important to them, and having cp I'm the bank to protect them will matter. For this reason I think guild of summoners is quite good. While you lose your damage buffs fr eternal conflagration and the extra -1 to hit. You gave battle shock immunity and bonus cp which is the real benefit from taking the coven. While summoning cheap LoC is quite a decent buff/trade off. Pinks outside of the guild should really consider vortemis to run along side your Pink's as he can generate CP for ignoring battleshock on his own and now has a reduced price tag.
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