Jump to content

mmimzie

Members
  • Posts

    1,486
  • Joined

  • Last visited

Everything posted by mmimzie

  1. There are no standard rules for summoning and if they can move. Each rule is it's own thing. This ability happens at the start of the hero phase.
  2. it's the cost of progress but think you get to roll play change every time they come out with a new book and change your models.
  3. I think it's strong enough the ignore battleshock artifact is quite nice and the bonus CP artifact is also great. SO it's a 4+ every turn more +1 to cast for daemons within 12, and your pink horrors are less afraid of thier biggest weakness. Right now just rolled my 9 destiny dice just to see and only got a single 1, and heck no 6s v.v what sad day. So that battleshock immunity can really matter in saving you cp which is more +1 to cast. Outside of that it's the only place to make summoning worth something. 9 spells you get a LoC, he's abit chubby with 14 wounds on a 4+ its about 28 effective vs the blue horrors 24 effective wounds. The damage out put is quite abit higher than the blue horrors as well as the blues won't be in units of 20 and what be casting the +1 to hit buff on themselves they will only do a wound or 2 to a unit with a 4+ save. The LoC also brings his own -1 to hit aura for melee making him that much tankier. You'll get more out of a lord of change in that department. Where the blues are obviously better is they count as more models if they can get in range of a poorly defended objective. So it makes your summoning a little faster as the first is on 9 meaning one less spell than our standard lowest, and more impactful as it gives you a more powerful piece for cheap. I think if you are running change host a lot of the endless spell options change abit as stuff like pendulum and purple sun coming out at the top of turn 1 running through large swofts of an opponents army is quite impactful.
  4. wizards with the right keywords. Gaut summoner on disc and the sorc lords can cast the StD varients. Tzaangor shaman on disc can do the BoC varients.
  5. I think it would be 300 but looking at it I think they'd lose the option to be battleline listening to the guerilla miniature's guy.
  6. Change host is definitely good. It just depends on the list and using what you have. Just change host is also restrictive as it can limit your number of mortal wizards for spells like gaze of fate. The bridge though too can be used to Port units about and isn't as limited. With an LoC you can undispel it with impunity. The daemon fire rift is also pretty great in our army if you are bringing ant greater daemon who can Auto unbind the thing before it has a chance to hurt your own army. Only concern is getting the wizard in range to cast the spell.
  7. Brims cost 80 for 10, blues cost 100 for 10, and pinks cost 200 for 10. So the 10pink + 10 blue unit is 300pts
  8. If your dropped change host you could just take the bridge endless spell. Then you aren't locked into change host and can still sling shot models up the table ..... Maybe I should do that.
  9. The list I'm looking at is guild of summoners with change host Guild of summoners LoC general + feather charm Fate skimmer Fluxmaster Changecaster Changecaster 10pinks +10blues 10 pink horrors 10 pink horrors 10 brimstones Purple sun Pendulum Gravetide Bale wind vortex 1990 Debating swapping grave tide for burning head for the reroll 1s aura as the Pink's.might be enough of a wall. Both do about the same damage otherwise.
  10. The list I'm looking at is guild of summoners with change host Guild of summoners LoC general + feather charm Fate skimmer Fluxmaster Changecaster Changecaster 10pinks +10blues 10 pink horrors 10 pink horrors 10 brimstones Change host Purple sun Pendulum Gravetide Bale wind vortex 1990 Debating swapping grave tide for burning head for the reroll 1s aura as the Pink's.might be enough of a wall. Both do about the same damage otherwise.
  11. I agree but I'd make a unit of 10 Pinks and 10blues. Alittle more cost effective. Likely letting you take such units in change host and let those shots fly. Less durable more damage it's a trade off. In melee from the locus yes unit can be affected by Thier own aura unless it says other.
  12. Well technically you can Auto kill the blues and brings as you put them down to make it cheaper.
  13. ghetto commet/warplightning/chain lightning Fatekimmer (herald of chariot) with his new spell on a bale wind. HIs range gets buffed from 9" to 15" and in the book he rolls for 3+s letting him teleprot up and throw down an area hurt. For summoning points i also like the vortex because it gives you back a spell. With it's own built in auto unbind you can unbind and recast every turn for another fate point. An important note for summoners guild is that it has that artifact that lets you ignore battleshock for units in range. battle shock is a big weakness to horror as you might have 50 wounds but it's waaay easy to get that pink unit to take like 40 models worth of death and die later to battle shock. Which you'd have to be gamie about the artifacts placement if you have any ones in your bank ready to use on your pinks you'd want to use those instead. Edit: also damage wise if you wanted to pump number with horrors pinks are more effcient. as it's 20 shots for 100 rather than 30 for 200. This mean you could take a unit of 10pinks with 10 blues. for a total of 50 attacks and they get the +1 to hit for being a bigger squad. Meaning you get to 3's to hit. moves the need on damage abit more, but reduces durability sort of.
  14. You break my heart. But thanks for clarifying. I guess he's just an enabler not a doer. Either way I think I'm still more on the LoC and make it more of a choice between the two of them. LoC let's you do fancy stuff and army buff. Kairos gives you +1 destiny die and +1 spell cast.
  15. Kairos is abit better now but only in that now his damage table is flat 6 bringing him to where infernal gateway is. That said i give it to the LoC if for no other reason that a bonus -1 to hit from feather charm (getting to -2 to hit in melee?? -1 to shooting) or other artifacts like eternal amulets, his command ability being a summoning and damage force multiplyer, and his ability to fit into the good Battalions. Infernal gate way off the pop is average 6 mortal wounds that's pretty beefy. This combines to a model that can teleport up close turn 1 throw out 6 mortals to break an important enemy hero, and then lay a pendulum down the vitals of an enemy army or a purple sun (which is more likely as it sure up some of our anti horde power). Also Kairos lost the thing that had him taken before. His oracle no longer works on fold reality. It's not just 1 free 1 or 6 destiny die which was big with enlightend. I don't think he's bad, but i saying more recognize he's goals are to be a buffed caster with psuedo +1 to cast and who bring +1 destiny die to the game. He'll definitly want spell portal. Personally i prefer the LoC he can do more and be a start in more ways, From being only summoned which make them alittle slow as they won't start doing stuff til lthe next turn, as force multipliers to your casting army, or as power house sneaky rogue assassin pieces.
  16. also i couldn't make it out but it looked like pinks also have a spell on thier scroll they might able to spam.
  17. @Gwendar just so you know the lore is each horror splits into two. Pink splitting into 2 Blues each modeled individually as they enough to count as one model though only just. The brims also split into two, but the two brims are modeled together on the same base. I'm the faction focus they said Pink's still split into two blues, and so I'd assume each blue then split into one brimbase (containing two little flames). As for how they separate them. From what I could see on the war scrolls. The pinks have a 6+ extra save against mortal wounds and regular wounds ontop of the 6+ save. While brims and blues only get the 6+ save. I think Pink's are great battle line options but if you want spell density in your list acolyte's are better, while Pink's are VERY tanky being 50 wounds at 200 pts that more staying power than clan rats Becoming more durable -1 to hit. This all said battleshock is real as each dead model will count against battle shock for the Pinks. So destiny dice rolls of one will be HUGE. I think the book is great. DoT needed very little and all the changes just make the books feel great
  18. I'm thinking you'll want to max out your change host loading up in horror hero's is the way to go to make room for endless spells which you'll need to increase the LoC usefulness. Flamers and screamers can also be used to make way for endless spells. Only change host downside is your really pressing yourself to get 9 spells out a turn. While you'll have +2-4 on everything a few fella and you'll fall short of 9 spells in your first hero phase.
  19. honestly i'm pretty on the lord of change, but if you want just run guild of summoners and summon 2 for nothing. LoC has always been great in the army and can really boost your spell out put. With better change host just letting you teleport units you are in pretty good shape. But now he just eats endless spells where ever during your hero phase with no cost to your spell out put. This means you can play endless spells with impunity. Honestly thinking of figure out a 3 LoC list with 1 on the table and getting 2 more with guild of summoners. Then maybe mixing in some more endless spells where possible Edit: this in change host seems pretty cool as they can teleport where ever for free, set up endless spell that you can immediately or later pick up with your lord of change(s). You'll have a better buffs from your lord of change in guild of summoners as well as every turn on a 4+ you get more CP meaning you could get up to +3 to cast on your pinks. With each pink squad being effectively 50 wounds it actually an insanely durable list depending on how much of what you end up beable to fit in.
  20. Slaves are all buff dependent for sure. The reroll save being a free spell helps a lot. I think as @Rors says you can take the shrine/sorc combo to make sure you get the buff you need. It's redundant if you get one off, but you just need it to start punching at a good level. I think alternatively you can take cabalist. Getting the bonus to cast is enough to make your spells reliable, and you only need to get a few of the peaces working to win a game as the slaves spell lore is so powerful. I think knights are good with lances and buffs. The 4+ rerolling save is pretty good, that can either go nurgle for more durability or slannesh for more punch. You can easily fit 2 5 man squads into the army so if you do with the shrine/sorc you could buff 2 seperate units. I think on the topic of cav MSU marauders horsemen with darkoath warqueen support in ruinbringers is no joke. While the gorebeast chariot can potentialy hit hard its surface area and points increase don't get you very far. However the horsemen bring shooting attacks, access to similar movement buffs, and lots of wounds to the table. Charging 6 horses into various targets after lauching those 60 tickle attacks addes up really fast. It also doesn't even need any particular buff as the warqueen just lets you boost the range of the charging power. Also it's very easy to get 6 horsemen units to connect with most other units.
  21. This has never held him back before. 260 is rather cheap when you consider he starts as a 2 spell wizard with a free range bonus trick, and later is a 3 spell wizard, and flocks in at about 56 wounds that can split appart and do separate things. Plus he has the daemon keyword in slaves to darkness getting him -2 to be hit with look out sir and locus He ain't cheap for sure, but I think a one of is going to be a strong take in about any list. On another note with feather charm the LoC with locus should be at -2 to hit as well. Honestly I'm mostly excited to summon multiple LoCs.
×
×
  • Create New...