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Magnus The Blue

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Posts posted by Magnus The Blue

  1. 1 hour ago, The_Yellow_Sign said:

    Tzaangor Shamans are mandatory for Enlightened. If you do the math on their output, the +1 hit makes a massive difference, especially when they're rerolling everything.

    The +1 helps sure, but I have never found it necessary, there are few units they won't auto kill when they have the rerolls on. If nessary you can pop a command point with a summoned spawn to up the damage output but I've usually found that to be overkill.

    Worth saying those enlightened are on disks, so will likely a Tz shaman will only be able to buff 1 unit at a time.

  2. I've been thinking about what are best hard core competitive build is at 2k and come up with the following

    Great bray Shaman *3  300

    3 * 6 Enlightened  840

    8 * 5 Centigor   640

    3 * 10 Ungor 180

    Germids  40

    So 3 killer hammer units, 3 casts/dispells a game and lots of wounds (197).  Obviously dependant on the Enlightened to do the heavy lifting in terms of killing stuff but the Centigors can keep up and protect then. 17 drops, so won't get choice of turn one very often (ever) but with lots of screens and massive charge range it should be happy going first or second.  

    I'd probably got for Grave Spawn for the free spawns and command ability.

    Only major weakness is low hero count, so might have to play quite defensively with them. Could possibly drop one/two units of centigors for a Beastlord and/or another shammy, but love the object claiming potential of 40 lightening fast goats.

    Any thoughts or ideas for your own 'killer' build?

     

  3. 23 minutes ago, Tasman said:

    Looks like it could be fun, but I'm thinking that it could be problematic ambushing all of those units.  A canny player will do his best to deny tabletop to you although the dark walker ability may mitigate this somewhat. I just feel that you're spreading yourself a little thin for any first turn shenanigans your opponent might throw at you. You have 5 drops, so first turn is not guaranteed for you.  You can expect some kind of Alpha strike. Let us know how this worked out.

    Yes, I think I'll have to really pay attention during deployment.  I'd drop my Dragon Orgors and Centigors first, so by the time I have to make a choice on ambushing I will know if I have first turn and the extent to which my opponent is trying to Zone out my Ambush.  

    The home is that that if my opponent is spread out then I can ambush the ranged units turn one and combine them with the Dragon Ogors to carve out space for the Bestigors.  Also, as you say Savage encirclement reduces the risk of ambush being completely blocked (units can always ambush near my herd stone shammy and go straight for encirclement.

    In theory anyway, will hopefully try it out next week.

  4. Soooo, being thinking of trying out a Desolating Beastherd for a change and came up with the following 2k Dusk Walkers list:

    6 Dragon Orgors (4 Crushers, 2 Glaives)

    6 Dragon Orgors (4 Crushers, 2 Glaives)

    5 Centigors

    5 Centigors

    Desolating Beastherd (containing all of the following

    Beastlord with Volcanic Axe

    Shaman General

    Shaman with trash duskwalker artifact.

    30 Bestigors

    30 Ungor Raiders

    10 Ungor

    1 Chariot

    1 Cygor

    Idea is simple, Dragon Ogors, Centigor, one shaman and the regular Ungor deploy while everything else ambushes.

    Mostly I will want the Beastigors to come on with a shaman and the beastlord, while the Cygor hangs with the raiders to focus on taking out support.

    Anyone tried anything like this out?  Any thoughts on optimising it (except removing the Cygor, unreliable but can't wait to try and headshot some wizards (two hits on 6s, yum yum yum).

  5. Hey all,

    Just went 4-1 at the Warhammer World Throne of Skulls event with my Phantasmagora of Tzeentch gravespawn list. Only loss was by one victory point against skaven with all the tricks (plague monks, warp lightening cannons, Warpseer, warp lightening storm...), which would have been a victory if we'd had time to play 4th turn.

    My list:

    Dragon Orgor Shaggoth (general, Hailstorm, Horn of the Tempest)

    Beastlord: Mutating Gnarl-Blade

    Great Bray Shaman (Vicous Stranglethorns)

    2 * 6 Dragon Orgors (each with 4 Crushers and 2 Glaives)

    2* 5 Centigors

    10 Centigors

    6 Enlightened on Disks

    10 Ungors

    10 Ungor Raiders

    10 Bestigors

    All in part of the Battalion for a one drop army.

    General things I learnt:

    1) Beasts of Chaos can absolutely compete with some of the best lists out their. I play against several strong lists I was worried about (Skaven, Grimgast Reapers, Ariel) and never felt I my list wasn't strong enough. Grislegor and Eel list might change my mind :P

    2) Centigors are AMAZING, 80 points for a super fast, 10 wound unit with 4+ saves in combat and decent attacks is just too good to be true. No objective is safe if you have a unit of these sitting near a Shaman and waiting to unleash a 30"+ charge across the battlefield (14" + 3" + D6" + 1" + 2D6").

    3) Horn of the Tempest is surprisingly good (if you running lots of Dragon Ogors), with this fast core to my force I could easily outflank almost any opponent. Combine brilliantly with Enlightened on disks: Ogors hold the unit in place, Tzaangor hit the flank and unleast the pain.

    4) Phantasmagora of Tzeentch is surprisingly good, sometimes. Obviously one dropping is great (and won me several games) but having a massive quantity of unbinds is actually really useful against some opponents, I'm looking at you skaven.

    The only unit that didn't really pull it's weigh was the Bestigors, who generally Ambushed (alone), failed the charge then got taken out by incidental wounds and missile fire.  They definitively need more support to be worth while as an ambush force, might be worth the beast lord going with them in future, but never tried this out.

    • Like 4
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  6.  

    7 minutes ago, Gwendar said:

    Ah, typical FAQ phrasing making things more confusing than they should be.

    You aren't missing anything, Tzaangors are only battleline in BoC if your general is a Tzaangor Shaman. They need to change that "No" to a "Yes".

    The FAQ makes an important clarification. Tzaangors are not Battleline in a BoC army without a Tzaangor Shaman, but ARE battleline in an other army regardless of who the general is (only really matter in DoT or Grand Alliance forces).

    • Like 1
  7. Anyone had any joy with Cygors?  I'm thinking of putting together a Darkwalkers list with desolating beast-herd battalion and wonder if a Cygor might actually work.  Thinking of mainly using it as a mobile wizard sniper.  4+ to hit is a bit ****** but with the reroll against wizards and two hits on 6s, I recon it might well be a nasty surprise for my opponent if a little unreliable.  Surely 80%+  of list have some sort of wizard, especially given that Overlords and Fyre Slayers aren't very popular at the moment (Khorne will soon bit a different story).

  8. Watching a Doom and Darkness vid the other day and saw a DoT list with a Great Bray Shaman (from Beast of Chaos book), but can't see how that would be legal (wasn't playing the Fantasmagora of Fate battalion), DoT can't ally with Brayherd and the Shaman can't have the Tzeentch Keyword (without the battalion).  Am I missing something or was the list illegal?

    Would love to have that movement boost for Tzaangors and cheap caster, but not so much to get a full 200 point battalion for it.

  9. 26 minutes ago, King Taloren said:

    It’s not really 240 points it’s 680 because of the buffs needed to make it happen.

    True, but even at 680, 183 wounds from one turn of combat is just rude.

    On the dual blades Vs blades and staves, I think the main considerations are 1) how big your units are and 2) how many Plague Furnaces your running. big units and those supported with Furnaces are going to do better with Staves, small/unsupported units are better with dual blades.

    This aside I think the main issue pure Clan Pestilence list are facing is getting around the board and putting early pressure on opponents. Gnaw wholes help a bit and Veminlords are obviously much faster than anything else we have, but other than that what tricks to we have to stop being out manoeuvred? 

    -Filling the board with bodies is a solution of sorts (5+ units of 40 plague monks), but pushing 200+ models around isn't my idea of fun.

    -Plague Catapults give us an option of early pressure, but feel over priced  compared to our other options and become really bad against any opponent without units with 10+ models.

    -Magic is another option, but we rely on a master-clan general and the Verminlord as only source of casting.  I think Warp Lightening Vortex is a great way to 'encourage' enemies to come out of their deployment zone. I wonder if it's worth going for Thanquil as general and stilling him next to a Gnaw hole turn one for +3 to cast it. and a solid centrepiece for the army (Master of Magic Verminlord is a cheaper option with +2 to cast).

    Thoughts?

  10. Just did the maths and a fully buffed unit of 40 monks (both furnace prays, verminlord command trait, most offensive banner and musician, on the charge): if all of them get too attack they will (on average) cause 183 wounds to a 5+ save unit!  Sure this will almost never happen, but still quite good for a 240 point unit.  Should really be 10+ points a model.

    Still a healthy 43 wounds on the charge without any buffs (all attacking and with banner/instrument).

    • Like 1
  11. 39 minutes ago, Skreech Verminking said:

    I sadly only own 50nightrunners/gutterunners.

    pure Eshin is definitely fun, I have tried some combinations out in 1000poin games, although for bigger scales I’m not really amused buying another 40-60 very bad and goofy looking monkey rats.

    converting things is probably the next best option but 40-60rats just seems to be too much of a hassle to convert for me.

    as for my 1000p list, I’ve played 

    a Verminlord deceiver

    an assasin, 2x20gutterrunners and a unit of jezzails as allies (yes allies it has been a while since I last used them) still I had some great time playing them and since you’re now able to take Thanqoul it’ll be probably much much better.

    Yeah, I don't like those models either, thinking of using plague monks with some weapon swaps and a nice dark paint jobs for night runners and maybe some of the blood bowl models for gutter runners.

  12. Seems overdue to have a dedicated Eshin thread.  The new book bring with it more ways to kill-kill.  I'm not an expert by any means, but here is my first bash at a list.

    Verminlord Warpseer: General (master of magic), Aetherquartz broach.  

    Verminlord Deceiver

    Deathmaster: Warpweeper Stars

    Sniktalon Battalion: (

    Deathmaster

    3 * 40 Nightrunners

    2 * 5 Gutter runners )

    Warp Lightening Vortex

    Soulsnare Shackles

    2000 points on the nose.

    The idea is to use magic and the hard to kill Warpseer (hopefully Skitterleaped into the heart of the enemy turn one) to  lock down a large portion of the enemies army, so it take be taken apart piecemeal.  Obvious combo of Sniktalon and Verminlord deceiver's command ability to get rerolls to hit and would for a large section of the army.  Will probably struggle with very fast armies like beasts and Khorne who can quickly bring their forces to bear but should make a game of most matchups.

    Thoughts/comments welcomed.

     

    • Like 3
  13. 5 minutes ago, Myrdin said:

    2x Shaman. Knowing Eye, Wild Rampage and Vicious Strangle thorns (Herdstone Shammy) 

    10 Gors with shields

    2x10 Bestigors

    2x5 Centigors

    1x Razorgor

    6x Enlyghtened on Discs (280 pts)

    *Instead of the Pig and gors I could have gone 2x10 Ungors, but ... I dont have them on me atm. All my ungors went to a buddy of mine to "catch some colors" if you catch my drift. Thus Gors and Piggy chan will have to pick up the slack of sacrifices and back up objective holders.

    Unless I'm mistaken the list doesn't have enough battleline (Gors), as the bestigors are only battleline with a Beastlord General. With that in mind and your maining Brayherd forcus, I'd swap your Knowing eye and shaman for Beastlord general with the Volcanic Axe, or go Gravespawn and Mutating Gnarlblade (free spawns are great in small games). If not I'd probably swap the Gors and Razor Gors for 2 *10 ungors for screening and fulfilling battleline.

  14. 9 minutes ago, j0lt said:

    I'm going towards working on a Demons only project and just wanted to know if there are any tricks for what to build out of the Start Collecting DoT box? Can't help but want to paint bright coloured stuff!

    One nice trick is to use the Disk from the chariot to convert up either blue scribes (letting you still make both the exalted flamer and herald on foot) or a herald on disk. Both versions of the chariot are in a bad place at the moment, but both blue scribes and herald on disk are solid. If you get your hands on some flying bases it's also easy enough to use the screamers bulling the chariot as separate screamers. 

  15. Enlightened on disks are just amazing right now. Especially if you have plenty of chaff to protect them.  Will probably see a price hike in the next Generals handbook, but they'd have to go up a huge amount to become bad.  The damage output when they have their re-rolls active is unreal and they aren't even that squishy (for the points cost).

    Skyfires are a different kettle of fish entirely, possibly slightly over-costed at the moment but they give you lots of options that Tzeentch doesn't otherwise get (massive range shooting and fast counter-attacking force in CC.).

    Another option if you have any spare Tzaangor bits is to build Skyfires (on disks) and use the spare spear arms and head bits to make some Enlightened on foot (also a good option).

    Basically, it's all good :)

  16. 53 minutes ago, Vaddix said:

    I have a question that has been boggling my mind. If I wanted to use the Phantasmagoria of Fate Battalion. Could units in that battalion be Generals and pay the Battleline tax? They would all have the Tzeentch Keyword, but them being in a Battalion throws me off. Also, could I double down and make a certain unit from the Battalion my General and unlock more Battleline? (e.g. Doombull unlocking Bullgors... of Tzeentch) 

    Yes and yes, but don't forget the Doombull wouldn't be able to take any general ability from the Tzeetch book, they require key words it doesn't have.

    • Thanks 1
  17. 12 hours ago, CountryMou3e said:

    How so? Since the FAQ and points increase , it feels far from game changing 

    It's not crazy broken like it was, but combined with the benefits of a very low drop army and extra cost/artifact it's still solid.  A big benefit is that it migates on of the main disadvantages of a magic heavy army, get given first turn and not being able to do much damage.  The free movement from swapping units means your horrors are casting turn one and screamer can easily cap objectives deep in enemy territory.   I usually use a tanky LoC (Gryph-feather and/or incoporial) who is great to hold up many types of unit before switching out if needed elsewhere.  Pinks can be switch onto opponents objectives very early (turn one with changling) so they have to be dealt.with, giving you plenty of blues without spending resources on killing them yourself.  Enemy hero's will find it hard to hide from the magical onslaught, it's rare for my opponents to have any hero's left by turn 3.  You can fit in a unit of Tzaangors or enlightened with it in 2 k points, if having a solid combat unit is important to you.

  18. 32 minutes ago, SwampHeart said:

    I run a unit of 6 - 3 with Crushers and 3 with Glaives. 

    Similar 6, 4 crushers, 2 Glaives.  With Gravespawn, so optimised to get the most from the command ability.  Would just to 3s with paired ancient weapons otherwise 

  19. 7 hours ago, Rollsemfat said:

    Hi, first time posting but been watching for awhile. Just started AoS and haven’t played for about 15 yrs and am looking for advice before I purchase. I like Tzaangors and plan on painting them up like ravens but was wondering if a tzaangor army would be at least semi competitive. Not going to be playing tournaments but want to be able to hold my own in friendly games. Was thinking about something like:

    2 Tzaangor Shamans

    Great Bray Shaman

    6 Enlightened on Disc

    6 Skyfires

    3x10 Tzaangors

    2x10 Ungors

    Phantasmagoria of Fate

    2000pts

    Haven’t thought too much about artifacts, traits or greatfrays for it yet but will do so if I decide to buy. What do you think waste of money or worth a shot?

    8

    The big problem here is relying too much on 10 strong Tzaangor units for punch.  Once they lose two models they lose the extra attach and become 'meh' in combat.  If/when this happens to all your Tzaangor, you've only got two offensive threats left (Enlightened and Skyfires).

    Personally I'm not a big fan of Tzaangor shamans, sooo expensive for a squishy unit that can't hold it's own in combat. One is probably justified in this list, given all the Tzaangor, but two (combined with the battalion) leaves you short on points for offensive threats. 

    So I'd drop one shaman and upgrade the Tzaangor from 3*10 to 2*20 to give you a solid block with plenty of bite.

     

    • Like 1
  20. 25 minutes ago, Popisdead said:

    Every Sylvaneth army which is still popular and good enough these days.  Just keep that in mind. 

    Nope.  All mine in 8th were Orc Boars and if i didn't already have 8 or 9 painted up I would do the same.

    If you like Centigors that much if you take the Slaanesh battalion and use the bonus move trait for Slaanesh (granted this means your allegiance is Slaanesh not BoC) they'll move even faster (+2" Move).  Also there was an episode of  the Honest Wargamer going into detail about Nurgle Centigors buffed by the Glotkin.

    Yup, there are some other solid one drop armies but they are definitely in the minority.

    Lol, the last thing Centigors need is move movement, with a shaman they are already charging an average of 28.5"!   

    I do like the idea of a Nurgle Centigor force, but afraid I'm Tzeentch to the bone, so not one for me. 

  21. Ok, version two of the list. Lost the command point and one unit of Bestigors, but that allows me to fit in a unit of ungor raiders to help push forward pre-turn one and bump a Centigor unit to 10.  Having played a few small practice games with Centigors, I'm absolutely in love with them. Beginning to suspect the ultimate Beast of Chaos list would basically be 3 * 40 Ungor, Beast Lord, Great Shaman and as many Centigor as you can fit in  (maybe a battalion).  But anyway, next try:

    Dragon Orgor Shaggoth, General: Unravelling Aura, Artefact: Horn of the Tempest, Spell: Hailstorm,    180
    Beast Lord, Artefact: Mutating Gnarleblade    90
    Great Bray Shaman, Spell: Vicious stranglethornes    100
    5 Centigors        80
    5 Centigors        80
    10 Centigors        160
    6 Dragon Ogors    4 Crushers, 2 Glaives, Battleline    280
    6 Dragon Ogors    4 Crushers, 2 Glaives, Battleline    280
    6 Enlightened on disks        280
    10 Ungors    Mauls, Battleline    60
    10 Ungor Raiders, Battleline        80
    10 Bestigors        120
    Phantasmagoria of Fate Battalion        200
     

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