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About Warfiend

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  1. Warfiend

    D6 Movement profiles & Running

    So according to this you're saying it's alright to first roll for your move distance and depending on the result decide if you're going to run or not.
  2. Warfiend

    AoS2 - Dankhold Troggoth Discussion

    I guess that depends what kind of oppositions you're expecting. I've been using the dankhold troggboss with ghyrstrike a few times now and the friend I played against doesn't like it very much after a few games. played against fyreslayers, beasts of chaos and sylvaneth/wanderers. The fyreslayers was a ~850 pt battle and it ended with me losing 3 fellwater troggoths and him losing his entire army by the end of turn 3. I used a defensive artifact on the throggboss but in the end he didn't need it. Against the wanderers/sylvaneth I used the same list you have except I switched one group of rockguts for fellwaters. My friend was set on killing the hag asap and he succeeded in doing so yet this time I had given ghyrstrike to the boss and as the hag fell he reached the main meat of my foes army and absolutely laid waste to it. As his main killing power had gone down killing my hag he didn't have enough guys left to destroy the dankhold. (also used the loonskin trait which worked wonders). Against the BoC I used him as an ally in a 2000pt Ironjawz list and yet again gave him the Ghyrstrike, we played The Better Part of Valor mission and I got first turn, using my mawkrusha and goregruntas I flanked his right objective and managed to take it and ended burning down all four I controlled for four points to force him into a defensive position. The Troggboss walked up the middle of the field surrounded by some ardboyz for the look out sir. My opponent decided to charge the boss with a group of dragon ogres, they managed to put three wounds on the guy, yet his squigly beast follower managed to already put a mortal wound on them and using ghyrstrike he managed to inflict 9 more wounds, enough to kill two out of three guys. After this I rolled a 6 on crushing grip and we laughed about how awesome it would be to see a troggboss grab the head of a perfectly healthy dragon ogre and reduce it to naught but a fine mash of blood, brains and small pieces of cracked skull in a single squeeze. He won the double turn and ended up charging his cygor into my troggboss hoping to hold it down and to prevent it from reaching his chaf holding one of the last two objectives. The cygor is pretty weak and only managed to put two more wounds on the boss, and one of the strongest parts of the throggboss is that he doesn't weaken from losing wounds. In retaliation the cygor got dealt 7 wounds that turn weakening it. In the next turn the cygor dealt another two wounds against the boss yet when it was time to strike back the boss managed to deal a whooping 12 wounds after saves slaming the cygor into the dust. In my turn 3 a group of ardboys and the warchanter managed to kill most of the chaf guarding his objective and burned it down for 5 points. This forced my opponent to hold on to his last objective until turn 5 (in which he could burn it for 8 points) to win. In the end the boss also ended up killing a lonely bray shaman as he was to far away and to slow to reach my friend's last stand in the left corner. In the end I took the last objective before the end of turn 5 and burned it for a major victory. Lumbering Dagr: mollog but he isn't finished yet:
  3. Warfiend

    D6 Movement profiles & Running

    Some units instead of having a set movement distance can instead move an amount decided by a dice roll every turn. For example Chaos Spawn and Boingrot Bounderz each have a 2D6 movement profile. When you choose a unit to make a move you can at that time declare it will also run in addition to it's normal move. This creates two possible scenarios for units with variable movement profiles: 1: Choose a unit of Chaos Spawn. 2: Declare it will run 3: Roll 3D6 to determine it's maximum movement distance. 4: Move the unit or 1: Roll 2D6 to see the movement characteristic of each Chaos Spawn unit 2: Choose a unit of Chaos Spawn 3: Declare it will run 4: Roll 1D6 and add it to the predetermined movement value 5: Move the unit So far we've been playing it as described in the first scenario however we're wondering if we've been doing it wrong?
  4. Warfiend

    AoS 2 - Gloomspite Gitz Discussion

    But she can only cast one spell and the cauldron doesn’t give her an extra one even when cast successfully unlike the balewind vortex.
  5. I've fought my friend's BoC a few times with my stormcast, and they're relatively easy to control. They're almost always going to keep a weak unit and a hero near their herd-stone to sacrifice them for more summoning points, it's basically another objective they need to defend because if you take out the unit and shaman it's pretty crippling for them. Only played once vs gitz and it was a fairly even game, but I was using a weaker list because the strong list isn't fun to play with as I haven't lost a single match with it yet, most often I end up tabling my opponents by turn 3 or 4.
  6. Okay I was wondering something about the Lord of Change's rule Mastery of magic and how it works in relation to Destiny Dice What happens to the casting value of a lord of change's spell when a destiny dice is used? If I use a single 6 before rolling to cast a spell, will the casting value of the spell become 12?
  7. Warfiend

    AoS 2 - Disciples of Tzeentch Discussion

    Hello guys, I'm new to the disciples of Tzeentch, but I'm going to make a list because Tzeentch is my favorite chaos god, and I love the scheming and magicey aspect of it all. The thing is I recently got Archaon, because when I started playing warhammer fantasy over15 years ago I played chaos and archaon was my main man back then. So I want him to be part of my army. I usually play with some of my friends and we don't play the most competitive of lists most of the time but they're not bad either. So I was wondering if it's possible to have Archaon in a Tzeentch list that features around casting a lot of spells without the list being bad. But preferably without horrors as I prefer tzaangor or even the acolytes for battleline units Currently I got: Archaon Gaunt Summoner with familiars or a disk (got one from Ahriman) Curseling Changeling Tzaangor Shaman 3x Tzaangor Skyfires Demonprince (metal be'lakor) I was thinking of making something like this: Archaon (660) Gaunt Summoner of Tzeentch (180) The Blue Scribes (140) Curseling, Eye of Tzeentch (160) Lord of Change (380) 10 x Tzaangors (180) 20 x Kairic Acolytes (160) 10 x Kairic Acolytes (80) Umbral Spellportal (60) Anyways would love some insight in this as the armies I currently play aren't as hero/magic focused.
  8. Warfiend

    AoS 2 - Moonclan Discussion

    Looking at the spoiler images and the fungoid shaman I think (and hope) some moonclan grot character will be riding a giant centipede like insect.
  9. I played a game with my stormcast vs my friend's nighthaunt. We used a random battleplan/realm and realmeffect. We got relocation-orb and chamon the realmeffect was the one where double casting rolls are always a succes and can't be unbind but cause mortal wounds to the caster and units around it. It was a pretty one-sided game because my lord could get within range of the orb on turn 1 and for the follow two turns the orb moved away from my opponent who's slow units couldn't catch it. At the end of turn 3 I had 12 points and couldn't lose anymore. However the realm rules where pretty fun, my evocator on a balewind vortex threw mortal wounds all over the place as she casted four double rolled casts in the battle.
  10. Warfiend

    AoS 2 - Ironjawz Discussion

    They can, they got the Ardboy keyword.
  11. Warfiend

    AoS 2 - Stormcast Eternals Discussion

    I've thought of something ridiculous, yet there are no rules I know off that say it's not allowed to do this; A wizard on a Dais Arcanum on a Balewind Vortex (accompanied by cogs because why not right). Now my Knight-Incantor can cast three spells and unbind two, it gets +2 to save resulting in a 1+ save and she can reroll failed saves. But wait, it could get even better (I'm somewhat confused here), what if instead of putting a wizard on a Dias Arcanum on a Balewind Vortex, you put a wizard on a Balewind Vortex on a Dais Arcanum. It reads "A wizard on a Balewind Vortex can not move" but it also reads "...the caster and the Balewind Vortex are treated as a single model" and the Dais Arcanum reads "A model on a Dais Arcanum has a Move characteristic of 12" and can fly". One could argue that "can not move" negates any move characteristic, but then again a "wizard on a Balewind Vortex" isn't a "wizard on a Balewind Vortex on a Dais Arcanum".
  12. Warfiend

    AoS 2 - Ironjawz Discussion

    You could add ironskulls boys for 80 points and maybe another endless spell worth 20. I was wondering if the endless spells and battalions count as units, since the rules states you get an extra command point for every 50 points not spend on units. In your case that yould mean you'd get 7 extra command points since you spend 300 on battalions and 60(or 80) on endless spells
  13. Warfiend

    AoS 2 - Stormcast Eternals Discussion

    thanks for the clarification makes a lot of sense.
  14. Warfiend

    AoS 2 - Stormcast Eternals Discussion

    Just played a game with the new starter set which me and a friend bought, I got the Stormcast part. There is something I'm unsure about; the evocator's Celestial Lightning Arc reads "...after resolving this unit’s attacks in the combat phase, pick one enemy unit within 3" of this unit and roll 2 dice for each model in this unit. For each roll of 4+, the enemy unit suffers 1 mortal wound." It seems somewhat overpowered against single wound units. We might be reading this wrong but the way we understood it says that if I for example charge a group of 20 chainrasps and attack them I get to use CLA right after and before he gets a chance to fight back. If i'd for example manage to kill 3 on the charge and pick said unit for the ability I get to roll 34 dices with a 50% chance per dice of dropping a mortal wound on said unit. That's how we played our first match and although everything seemed somewhat balanced the evocators evaporated any unit it came into contact with.