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Magnus The Blue

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About Magnus The Blue

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  1. Magnus The Blue

    AoS 2 - Disciples of Tzeentch Discussion

    I mostly play pure Demons and they are good fun, but you've got to be really careful building list, especially at low points. Almost every unit is low on wounds (for the points) except for Blues and Brimstones, which means is very easy to get wiped out before you can summon in reinforcements (from Pinks splitting if nothing else). So at 1k, I'd have 1 endless spell max to make sure you have enough bodies. I don't think the blue scribes are worth it at this points level, once your pinks are dead you've only got 3 wizards left. Better to have a herald (on foot) to boost the MW output. If you really need a spell to go off, you've always got destiny dice. Treacherous bond doesn't feel like the best choice on the Gaunt Summoner, it already has 9 wounds thanks to familiars. I'd recommend making it your General with Arcane Sacrifice and Bolt of Tzeentch spell, since it has two casts and doesn't want to get close, so makes a lot of use from the extra range and re-roll. I'd loce to say put in some flamers and screamers, but neither are very good and you don't really have the spare points at this level for any.
  2. Magnus The Blue

    AoS 2 - Disciples of Tzeentch Discussion

    You can change your entire deployment to try and counter it, but that's cool too. Changling can stay hidden as long as necessary while disrupting movement and waiting for the time to strike. Also helps to have spell options (Geminds work really well against a Zig-zag formation). I obviously waited until I'd drawn out the auto-dispel ;). Still not entirely convinced, but the unit is very hard to counter and feels very Tzeetchy. The Changeling did a few more wound by charging a character and using their weapon against them before be torn up. This, also means to get to keep all the familiar goodness until your opponent has got through 4 of it's wounds. Such a strong hero now. I'd definitely consider dropping the Spellportal, just doesn't feel like it's worth 60 points now it's one spell or endless spell a turn. Personally I don't think you're going to be casting enough spells to make the LoC, Mark of the Conjurer, Cogs combo worth it (assuming that's what your going for). Lots of points and potentially pinning your LoC down to your side of the battlefield and you'll still only get an ok summon turn 2 and maybe another turn 4. I'd concentrate on max making the LoC tanky (Gryph feather and Incorporeal form is a personal favourite) and use it aggressively to keep the heat off the Tzaangors.
  3. Magnus The Blue

    AoS 2 - Disciples of Tzeentch Discussion

    Played a game last night with my endless spells galore list: Actually played really well, against a reasonably competitive storm-cast list . Ended up wiping them off the board by the end of turn 4, they really don't like that many mortal wounds. My favourite play had to be The Changling DDing a 11 to cast the pendulum down there battle line turn one. 15 mortal wounds done in total, but could have been ever better (6 units hit for D6 wounds each). Ended up using both the Vortex and Cogs on the Guant summoner most turns (with arcane sacrifice), so it was throwing out 4 spells a turn with +2 to cast (familiar and LoC command) and +15" range and rained death everywhere thanks to the nice offensive realm spells (Ghur). Couldn't recommend this comb enough if your using realms and the Summoner with familiars is the best caster to do it with in my opinion (effective 9 wounds make's it hard to shift). 10 Tzaangors did great too throwing out about 2 mortal wounds a turn before taking out a full unit of Evocators followed by a mounted mage (can't recall the name).
  4. Magnus The Blue

    AoS 2 - Disciples of Tzeentch Discussion

    Yup, with Skyfires and big blocks of Tzaangor nerfed, Enlightened really are the stand out unit, we have some nice Heros too but nothing crazy.
  5. Magnus The Blue

    AoS 2 - Disciples of Tzeentch Discussion

    Yup, hoping to drop a nasty endless spell deep in the opponent territory. Also generally give Changling an outing, I'm dubious it's worth 200 point, but want to have a try.
  6. Magnus The Blue

    AoS 2 - Disciples of Tzeentch Discussion

    Fold reality is a demon spell
  7. Magnus The Blue

    AoS 2 - Disciples of Tzeentch Discussion

    I've just noticed another minor buff for Tzaangors, Shields work for all wounds on the unit as long as you have at least one Shield (so don't have to be assigned to the shield bearer), so one shield is enough and everyone else might as well have paired blades. Absolutely, I think lots of min Tzaangors with all the casters that have spells that produce free models will be very competitive: Orgoid, Mangister, Shaman, Fateweaver, and blue scribes for rerolls to cast, maybe changing if your feeling tricksy. Round off with Pinks and endless spells to taste. Tonnes of mortal wounds, healthy combat threat and up to 4 free annoyance units a turn. Would not be fun to face. On a less competitive note, I'm looking at fun build for a game this week: Guant summoner with familiars: General with arcane sacrifice. Lord of Change with Gryph-feather charm Herald of Tzeetch The Blue Scribes The Changling 2 * 10 Pink Horrors 10 Tzaangors 2* 10 Brimestone Horrors Malign Sorcery up the wazzoo: Pendulum, Balewind Vortex, Chromatic Cogs, Geminids, Gnashing Jaws and Shackles Hoping to clog up the mid field with endless spells and pink horrors (who I don't mind taking some mortal wounds) while the characters blast mortal wounds like it's no tomorrow. Vortex (probably for the Herald) and Sacrafice very important to make sure I can get spells across the storm of spells that the middle of the table will hopefully be. Brimstones obviously there to screen and Changling hoping to get a nasty Pendulum across enemy lines. Is this complete madness or will I just get wiped off the board (mostly by my own spells)?
  8. Magnus The Blue

    Endless spells: your thoughts?

    Worth saying you can however move them through the spell portal. Just don't forget that your opponent can theoretically move them back through, so either swarm you end of the portal so there is no-where to place them or just use the Pendulum
  9. Magnus The Blue

    Endless spells: your thoughts?

    Thanks for all the responses, lots of food for thought. Very curious about Purple sun as good, always look to be as over-costed and not very effective. How have you used it to good effect?
  10. Magnus The Blue

    Endless spells: your thoughts?

    I suppose my views are slightly biased, as I mostly play Tzeentch with LOTS of magic buffs, so opponents casts are rarely doing much. But yes I take your point, for 20 points and with the risk of not being dispelled it's a solid options. Anyone have any positive experiences with the rests of the endless spells?
  11. Magnus The Blue

    Endless spells: your thoughts?

    Really? I've avoided using it because it's so easy to dispel and only has an effect in the enemies movement phase.
  12. Is it just me or are the vast majority of endless spells not that great? I like the pendulum (D6 mortal wounds and easy to cast), vortex (extra range is very useful), Cogs (versatile and rarely backfires) and Germinds (good range with nasty debuffs), but the other are just so incredably naff. The template for the rest of the damaging spells seems to be meh range, D3 mortal wounds and -1 bravery. Combined with the potential to backfire, these feel inferior to almost all damage spells in spell lores, hell I'd often prefer an arcane bolt. Shackles are just so easy to dispel that there uses becomes very situational (at least they are cheap). Spell mirror has just been nerfed to death (one spell or one endless spell) and I can't see it being worth all those points. Would love to hear others thoughts? MOD EDIT: Changed the title & couple of other tweaks to make this a positive discussion
  13. Magnus The Blue

    AoS 2 - Disciples of Tzeentch Discussion

    LOL, love it. I'm usually running 90% of my units in a change host, so usually get choice of first turn.
  14. Magnus The Blue

    AoS 2 - Disciples of Tzeentch Discussion

    Will they? 9 shots, means 3 will do mortal wounds (assuming Shammy is near by) of those average 6 wounds, he'll ignore half so 3 wounds done Another 3 will hit without mortal wounds, 2 of those wound and one saved, so average 2 more wounds. So your 660 point units (with 180 point support character) has done 5 wounds (on average). Sure you can use destiny dice to improve it slightly, but it's still going to take 3 turns at least (assuming your skyfires remain intact).
  15. Magnus The Blue

    1500 point Tzeentch army

    Lots of numbers are way off, Blue horrors only have 10 attacks (5+,5+) and 10 shots (4+,4+), which actually give them similar damage output to screamers Screamers are usually slightly harder to kill than Blues if they are in range for their locus (-1 to hit). The main difference is movement and bonus damage to monster, against range (shooting) and splitting. The problem with screamers is that Enlighten provide such a better option (having a good damage output), whereas blues are probably the best screening unit available to us (when they get mushed turn 1, you get another screen for free).
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