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Pandamina

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About Pandamina

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  1. So, new boat endless spell will be extra spell portal for Tzeentch armies. Moving pinks to objective, killing one for summoning points and casting a powerful spell like new pyramids to hold opponents army.
  2. You can use it with Tzeentch allegiance in FoF battalion rerolling your first shot with DD (if first shot misses, you can then spend DD) and also make 5-6 dmg with DD to reliably kill small wizards. But it's pretty sketchy.
  3. You should consider playing beasts of chaos, esp if it's 4x4 table. Something like
  4. For my 1000 pts games i use this list. I guess it's somewhat tournament viable. Low drops is key here, i often get to choose who goes first.
  5. Will these models be good proxies for Fiends? What would you say?
  6. What about Vigordust Injector artefact and maybe 12 Jezzails? That's 12 3+ reroll/3+ (reroll with Skryre spell)/ -2/3 attacks. Enough to kill something like Alarielle in one swoop. And with spell we can even move and keep rerolls to hit.
  7. Hi guys, will this be competitive with new book? Some bodies with battleshock immunity, shooting with rerolls and +1 damage, lots of mortal wounds with nice casting bonuses. Love Warpseer model and Skryre theme btw. Allegiance: SkaventideLeadersVerminlord Warpseer (260)- General- Trait: Master of Magic - Artefact: Suspicious Stone Grey Seer (120)- Lore of Ruin: SkitterleapGrey Seer on Screaming Bell (200)- Lore of Ruin: WarpgaleArch-Warlock (160)- Lore of Warpvolt Galvanism: More-more-more Warp Power!Battleline40 x Clanrats (200)- Rusty Spear40 x Clanrats (200)- Rusty Spear20 x Clanrats (120)- Rusty SpearUnits9 x Warplock Jezzails (420)20 x Skryre Acolytes (240)Endless SpellsAethervoid Pendulum (40)Geminids of Uhl-Gysh (40)Total: 2000 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 174
  8. Can we ally Warpfire Dragon? I thought we can ally monsters of chaos, but can't find faq or anything.
  9. There are no tzaangor units in desolating beastherd battalion, so that's probably why we don't see them in list. If there were any, i guess they would be here, because battalion rule is amazing with sheer amount of attacks Tzaangors and Enlightened have (not to mention gavespawn ability).
  10. Hi guys, is this competitive enough to bring to the tournament? One drop and up to 7 PC points on the first turn. Is heavy summoning list worth it or i should try something else? Allegiance: Beasts of Chaos- Greatfray: AllherdLeadersTzaangor Shaman (180)- General- Trait: Dominator - Artefact: Blade of the Desecrator - Lore of the Twisted Wilds: ViletideGreat Bray Shaman (100)- Artefact: The Knowing Eye - Lore of the Twisted Wilds: Tendrils of AtrophyBattleline20 x Tzaangors of Beasts of Chaos (360)- 11x Pair of Savage Blade- 8x Savage Greatblade- 1x Savage Blade & Arcanite Shield10 x Ungors (60)- Mauls & Half-Shields10 x Ungors (60)- Mauls & Half-ShieldsUnits6 x Tzaangor Enlightened on Disc (280)BattalionsPhantasmagoria of Fate (200)Total: 1240 / 1250Extra Command Points: 1Allies: 0 / 200Wounds: 95
  11. I am really glad, that you are having success with Bullgors. But for me (and for some people in this thread as i can see) Enlightened are obvious winners.
  12. I would be glad to discuss Skin Wolves, but they are not legal by any means, so it might cause some misunderstandings. Also initial comparison here is Enlightened vs Bullgors
  13. Damage output is pretty different. Vs almost all units (4+ or worse), not to mention nighthaunts and ethereal amulet, Enlightened are much better. Being charged Enlightened are awesome, even one champion can kill something big, and being charged while behind screen is potentially game winning. They also have smaller footprint and 2" weapon, while bullgors have bigger footprint and 1" weapons, so they can't be taken in 9 for example, even 6 might be a problem, while Enlightened with their fly ability can charge easier and deliver all attacks. Movement is pretty significant part here, it's not "just" movement. And Skin Wolves are not legal for BoC in matched play, as was already mentioned.
  14. Fly, 16" move, 20 pts less than Bullgors, more damage avg, 2" attacks, rerolls. They don't need battalion or support to be playable.
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