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Satyrical Sophist

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Everything posted by Satyrical Sophist

  1. Thermal rider cloak gives some guaranteed movement. It's kind of painful when you roll a 4 for movement or something.
  2. The shaman spiders intrinsic spell is so good. Ran the artifact that triggers venom on 5+. Cast spell. Did 14 mortals in one combat. I've done the shaman first. (In general gloom spite, slightly squig focused). My second will probably be warparty. Especially since you can just have the howdah removable and run as skitterstrand too.
  3. Had a funny small game Vs a Trogherd yesterday. Won 33 to 22, but the kill point difference was astonishing. In a 1k I killed 400 points. He killed 1200 points.
  4. You are mistaken. Bestigor are battle line with either beastlord or great bray shaman as general. All the BoC hero choices unlock additional battle line if they are the general.
  5. The current Tzeentch book is ... not accurate. It doesn't contain the new summoning rules, and almost every warscroll has had a lot of errata. I think Kairic Acolytes might legitimately be the only unchanged warscroll (and that's only because they should have been and I think GW forgot). Maybe the blue scribes? Several traits don't do what the book says anymore, same with spells.
  6. I've been playing it something like this. One thing I have been doing differently is rolling them separately. You can command ability the run result into a 6. So I declare my bounders are going to run. Roll for their movement. Then roll for the run dice. Once I've declared that they are running I'm locked in, even if they rolled high enough that I wouldn't choose to run them. Another way would be a different coloured run dice.
  7. Then their damage numbers fall. Dropping to 2 for a 4+ and 2.43 to a 5+. Bullgors are definitely 160. I don't think I've ever seen anyone running them with shields though (not saying it's wrong, just don't tend to see it).
  8. Lot of that isn't quite right. I play BoC. They have the same (not better) save. They have a much more situational heal. Sure it's nice when you get it off, but they need to wipe out a unit while injured. Damage wise they can be quite effective, but Vs a 4+ save they are doing an expected 2.25 wounds each to a 4+. (2.66 to a 5+). That's factoring in the mortals. The horrors are a pain to work out, but they get about 1.67 to 4+ and 2.2 to a 5+. ( I may be straight up wrong on working that out, the 3 damage on a 6 to wound is odd). Are horrors more than 160 now? I haven't got my book yet
  9. I'm struggling to assemble the squig herds. A lot of them have details in the mouth that look impossible to paint while fully assembled, but you also look like you want to assemble the model in order to have less visible gaps using the plastic glue.
  10. Anyone know the cauldron base size? Because a doofy idea occurred. If you teleport an A-Rok shaman to within 9, then cast the cauldron. You are 9 away, the cauldron is now 1" ahead of the shaman as close to an enemy unit as it can get. If the base is 5" long, then you can get the cauldron and therefore the spider within 3, do the mortal wounds, and be in combat.
  11. 10 bestigor without the buff (using 4+/3+) do exactly the same expected damage as 5 bestigor with the buff (using the 3+/3+ is very close to the same as well). Rerolling failed hits and wounds is a very very powerful ability, and it gives it to all brayherd units in a 36 inch bubble around the beast lord. It's very powerful, but situational. It also gets better the more and more units you are charging. So if you charge your bestigor and beast lord in you might not want to risk it (that said, you are also talking about a dead enemy hero here which really isn't nothing), but if you are charging two bestigor units alongside the best lord then even if they wipe out one with their first activation, the second strikes at double effectiveness. I really like that there are powerful abilities that have potential downsides.
  12. What was the problem with the beast lord command? I run one and he is a solid hero. He's really really good in gavespawn, since you can give him the unique artifact and he can pretty reliably one phase kill most heroes and trigger reroll failed hits and wounds. Sure, it can be situational, but it's a powerful buff to breyherd. Plus in gavespawn when he dies you get a spawn on anything but a one.
  13. Turns out the converted ones I made are now on the right base size, hadn't realised I got it wrong at first.
  14. My understanding was that it is clarifying that stuff like daemonic gifts counts as an artefact for the battleplans where you need an artefact
  15. I'm a lunatic and have been converting my own centigors, pretty pleased with them. Figured I'd try chariots next. One problem I've been having is getting the bases for chariots (somewhat for centigors as well, but I'll have a fair few from the boars for the chariots), the only source seems to be £3 from GW direct, which seems pretty pricey. On a gaming front, anyone tried chariots much? I want to try them in both nurgle and khorne lists for different reasons. For nurgle they are a cheap fast unit that takes advantage of the battalion bonus and for khorne I think they are one of the cheapest sources of blood tithe points (other than spawn, which are considerably reliable). For nurgle the centigors also work well with blades of putrefaction (since they have a native hit bonus and 4 attacks each) and are very very fast. (14 + 3 + d6+1 + 2d6 for an expected 28.5 charge).
  16. +1 bravery for each full 10. So if they got knocked down to 32, they'd be base bravery 4 +1 +1 +1 for 7 total.
  17. Its pretty easy to do. They actually sort of stick in place without a magnet anyway. A reasonably small magnet in the chest will do it,
  18. I like exalted flamers over flamers generally, that said I tend to run a more Tzaangor based list with no LoC (I still need to paint mine, and want to magnetise it). I'd quote but on phone and keep mangling. Someone asked about destiny dice use, I'm rather fond of the magister as well, the spawn spell is rather good and a pair of 4s casts it and gets you another spell. I quite often use 5s with the OT, since it means you cast his fire blast on a 2+. As a native spell for him, I like infuse arcanum, since it moves his attacks up to 2+/2+ on the good ones.
  19. Mark of the Conjurur was FAQ'd. Now adds an additional fate point if you roll a double on successful cast. Since LoC always rolls doubles it means that he gets double fate points on each of his spells.
  20. The thing about the SC box that other people have said already is right, most of the stuff does not get included in most Tzeentch armies. HOWEVER, I did find it really useful for summoning. The exalted flamer is probably my most commonly summoned unit, flamers are a touch expensive to summon in, but certainly possible. I haven't gotten round to painting screamers yet (started off daemon heavy, then moved to tzaangors, then beasts of chaos), but they are a fast unit that is cheap to summon. The chariot bits allow you to assemble a set of blue scribes, or just have the option to summon a herald on disk or foot. The changecult box is just really good.
  21. Had some very well performing Disc Enlightened yesterday. Six ended up wiping out 3 dracoline evocators, lord arcanum on dracoline, 10 sequitors and a knight incantor . Ended up having to fold reality back up after really messing up a morale check in sinister terrain, but otherwise ended up with 4 of the 6 alive at the end.
  22. My speculation was that Dark Oath might function like another mark of the gods essentially, which is sort of how it works now. You can't mark the Chief or Queen, so if you are running them in God allegiance they need to be allies. So if you want a Dark Oath Army, you start with StD base, and season with Dark Oath. That was my guess anyhow, and means that they don't give the God armies any more options. Also the Godsworn Warband is one of the StD battalions.
  23. Number of attacks New 10 man #wounds vs 4+ #wounds vs 5+ #wounds vs 6+ Paired Blade 17 3.777777778 5.037037037 6.296296296 Regular Blade 3 0.5 0.6666666667 0.8333333333 Beak 20 2.9 3.333333333 4.166666667 Glaive 6 2.666666667 3.333333333 4 Boss Glaive 2 1.185185185 1.481481481 1.777777778 Total 11.02962963 13.85185185 17.07407407 That's what I get from the 10 man, which is pretty brutal. While they don't delete a unit of Evocators, generally expecting to kill 4 of 5 is pretty brutal (Assuming one mortal from wizard bonus). My Tzaangor use has mostly been to smash into a unit I want hurt, and be surprisingly difficult to finish off while doing chip damage. Enlightened # of attacks Enlightened 3d #wounds vs 4+ #wounds vs 5+ #wounds vs 6+ Spear 10 5.925925867 7.407407333 8.8888888 Spear Rerolls 0 0 0 0 Beak 3 0.33333 0.44444 0.5555499777 Beak Rerolls 0 0 0 0 Disk 6 2.66666664 3.3333333 3.99999996 Disk Rerolls 0 0 0 Total 8.925922507 11.18518063 13.44443874 # of attacks Enlightened 3dr #wounds vs 4+ #wounds vs 5+ #wounds vs 6+ Spear 0 0 0 Spear Rerolls 10 10.53497943 13.16872428 15.80246914 Beak 0 0 0 Beak Rerolls 3 0.7407407417 0.9876543223 1.234567853 Disk 0 0 0 Disk Rerolls 6 5.333333334 6.666666668 8.000000001 Total 16.6090535 20.82304527 25.03703699 Enlightened get nuts with their rerolls.
  24. The rend one ( glaive) does the least expected wounds. The 6 attack one (crusher) and the 2 damage ones (paired) do an expected 1 and a third damage to 4+ armour. The rend option does 1.19 to 4+. Edit. Forgot to mention some things. One advantage of glaives I guess is the range. I'm not at home at the moment, so didn't look at sequitors rerolling saves, since it's much more of a pain to work out, that might push them ahead vs sacrosanct. One disadvantage is that night haunt are a pretty common enemy, both themselves and as part of legions of Nagash. That leaves me feeling leery of relying on rend. Personally I think the crushers are the best option for Gavespawn or anything else with buffed attacks) and the paired are the best for reliability.
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