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Magnus The Blue

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  1. Magnus The Blue

    AoS 2 - Disciples of Tzeentch Discussion

    You forgot to allow for Mutants, but generally, I agree with what you're saying, Tzaangor have (post BoC changes) ok melee damage, a great banner and top notch resilience per point (8 points per wound with a 5+ and 6++).
  2. Magnus The Blue

    AoS 2 - Disciples of Tzeentch Discussion

    2 LoC wouldn't help as you can only have one general. Personally, I don't think the Mark is that good, worth at most 3 extra fate points a turn (with Cogs) but usually only 1 or 2. which means an extra many 100 points worth of summoning over the entire game (so of which will arrive too late in the game to have much impact). Usually, I'd rather have -1 to hit in combat for the LoC or Arcane Sacrifice for a mortal hero.
  3. Magnus The Blue

    AoS 2 - Disciples of Tzeentch Discussion

    Screamer don't really have the damage output to justify increasing their resilience. If you really want to stack to-hit modifiers, Lord of Change is the way to go. Easy access to -2 in combat (Incorporeal form and Gryph Feather/Miasmi Blade), -3 if the firer has been Geminids, good damage output and innate spell protection (the easiest way to kill a to hit modifier stacked unit).
  4. Magnus The Blue

    AoS 2 - Disciples of Tzeentch Discussion

    The problem with the Eternal Conflagration is that it contains a warpflame host , so tough to fit into a standard list unless you use burning chariots as battleline (but they are awful and don't get the -1) . Tried it once but you end up with so few models on the table that no amount of -1 to hit will keep you alive past a few turns. I imagine it'd be ok at 3k, as you could really cram in a lot of flamers at that point, but I rarely get to play at that level.
  5. Magnus The Blue

    AoS 2 - Disciples of Tzeentch Discussion

    Nope, no reason not to take max mutants. With the latest warscroll there is no benefit to having more than one shield in a unit, but it isn't a major issue having a few in there, it's rare you'll have all in range to fight and you can just take off the shields first. I always equip the command models all with Greatblades,, requires a bit of conversion but means you don't end up with tough choices between removing great blades or command models. Especially true of the Twistbray who is a mini blender with extra attack, +1 to wound, +1 to hit and a great blade. No harm taking max musicians and banners, also makes it easier to switch between unit sizes.
  6. Magnus The Blue

    AoS 2 - Disciples of Tzeentch Discussion

    So with BoC now out and are Tzaangors geting 'Brayherd' keyword, very tempted to for a Tzaangor heavy list with Brayshamman (s) and Beastlord as allies. Annoyingly you also need an Arcanite character nearby too to get the +1 to wound, but if buffed up Tzaangor units become a lightning fast blender of a unit. Tzaangor Shamman 2* Beastlords 2* Great Bray Shamman 3* 20 Tzaangor 6 * Enlightened on Disk Simple tactics of rush across the board turn one and start smashing face. With 9" move and run before charge you should get at least one unit of Tzaangors and the Enlightened in combat turn one. By turn two it should be a big bloody melee where the Beastlords command ability shines. The core question is do I run it as BoC or DoT. Destiny Dice are great, but are they worth giving up Ambush, Herd stone and potentially a Great Fray for?
  7. Magnus The Blue

    AoS 2 - Disciples of Tzeentch Discussion

    I think some BoC units as regular allies is the best thing about the new Beasts book (for Tzeentch armies), Great Bray Shamans and Beast lords would be great in any force with lots of Tzaangor. Dragon Ogres are a greatand cheap tanky unit which we don't really have access too inside our book. Also, can't wait to convert a Tzaan-Ghorgon with spare LoC bits.
  8. Magnus The Blue

    AoS 2 - Disciples of Tzeentch Discussion

    Sword is my favourite option too, great with Arcane Transformation and amazing if you have some 2s and 4s in your destiny dice, Nothing like hitting someone with 3 rend -2 damage 3 attacks without rolling a dice. Entirely depends on the rest of your list, casting along is probably not worth it. That said, an undamaged LoC does average 6 MW from it's spell, which is more than most wizards can do with 2 casts. In a mostly demon list it's ability to hold it's own in combat (unlike any other Tzeentch demons) and the command ability makes it a reasonably priced addition. Firing the command ability 2-3 times in a turn when your rocking lots of demon wizards can make for a devastating magic phase, easily capable of throwing out 20+ mortal wounds and gutting an enemies heroes or elite units. Also easily the best unit for getting the most value from artefacts and command abilities. Against some armies, a -2 to hit monster with buckets of wounds (that you'll struggle to take down with spells) is an absolute nightmare to deal with. If your feeling particularly nasty, hit a unit with Germin of light before charging with the LoC, nothing if very scaring with -3 to hit!
  9. Magnus The Blue

    AoS 2 - Disciples of Tzeentch Discussion

    Arcane cabal seems like a waste of points with only 2 casters in it. You could use those points and the two 20 point endless spells to upgrade your acolytes to pink horrors. Means you've got the same number of spells, don't have to keep those 3 heroes together and tonnes of blue horrors later in the game. Also Q swords is just a bad idea if you've got demon's in the list.
  10. Magnus The Blue

    AoS 2 - Disciples of Tzeentch Discussion

    Feels very fragile to me, if you lose the two characters you can no longer summon all those blue horrors the Pinks will be producing. Would prefer switching one of the units of Pinks for 10 Tzaangor to provide some combat punch and protection for the Gaunt Summoner. Also, if you have the models, Gaunt Summoner is about a million times better with the familiars. As for traits/items, if you feeling mean stacking minus to hit on the LoC is nasty at this size game: incorporeal form and Gryph Feather charge would make it a nightmare to take out.
  11. Magnus The Blue

    AoS 2 - Disciples of Tzeentch Discussion

    It's in the Silver tower errata. Yup, big deal and makes it an outstanding hero. Yes, got to keep it away from heroes. Not useless but definitely harder to use now.
  12. Magnus The Blue

    AoS 2 - Disciples of Tzeentch Discussion

    I think Ungor raiders are a completely different kettle of fish (and only Allies in DoT, which is the focus of this thread). 18" range and 40 models to get in range is very different from 3-6 models at 24" range (ambush helps you get in range, but you're still in charge range of most units after shooting them). That said, this last nerf feels like it's a bit too far (after the point rise) and doesn't make them unplayable but I can't see them making it into many competitive lists.
  13. Magnus The Blue

    Tzaangors -- Tzeentch or Beasts of Chaos?

    Also, it'd be awesome to convert some of the larger Beasts of Chaos units to Tzeentch version. Tzaan-itors anyone?
  14. Magnus The Blue

    AoS 2 - Disciples of Tzeentch Discussion

    Horrors are such an odd unit and take some getting used to, but can be really powerful. Also a great use of and 1s for destiny dice, I once got a unit from 10 to 20 just by using arcane sacrifice and 1s for battle shock every turn (and some nice rolling). The problem with them is their 1 of their 2 main abilities requires them to die (spells and splitting, their shooting is meh for a 20 point model), so if you play them too aggressively they get killed off and no more magic for you but if you hold them back too much no splitting and you have just got an overpriced caster unit. The trick is to get them engaged with units that will cause some but not allow of casualties to them so you can make the most of splitting and cast spells. They work best if there are demon characters around for locus and LoD for further casting bonus (again LoC better with more demon characters). Very little reason to ever take more than minimum size units. Tzaangors are a bit more point and click, but don't forget how devastating their banner can be if your wizard heavy. I'd got for units of 10 if you are going to reliably get 5+ dice for the banner or 20 if your not.
  15. Magnus The Blue

    AoS 2 - Disciples of Tzeentch Discussion

    If Enlighten had the Skyfire ability, they would be crazy good alright. Best way to use the Enlighted in my experience is a big group (9) so they can soak wounds, fold reality for crazy healing and Karios to save them from those pesky 1s. Obviously, not a valid tactic for Beasts, but those rerolls are so powerful it is often worth them taking some beatings.
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