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willange

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Everything posted by willange

  1. Just come out to Utah, we probably have a 6-7 Ossiarch mains out of 20-25 players. At this point, I build all my lists with them in mind.
  2. What are some good razorgor proxies? I'm not a huge fan of the official model, but would like to try playing the bacon missiles! I think Gore-gruntas pigs would probably work, but they're definitely on the pricey side for a proxy model. Bonesplitter pigs could work too, but those are slightly small. Any suggestions? Am I being too picky?
  3. How does it not stack up? We're not talking about terrain, so I don't know why you're bringing that up. What does that have to do with the endless spells? Are you saying, it's just a "cool faction feature" or something? Because at that point you could compare endless spells, terrain, and other allegiance abilities pretty interchangeably. Besides, plenty of factions get both endless spells and terrain, so it's not like having one should satisfy you for the other. For me at least, the main draw of endless spells is to have a set of cool looking spells to represent my faction. It's not so much to do with power or anything (Warclans for example is plenty strong without endless spells or a terrain piece). How does KO having a single artifact on a single hero (which much be a khemist) that can, once per battle, cast 1 endless spell come even close to the Magmic Invocations of the Fyreslayers or the Judgements of Khorne? I even called out this artifact specifically in my post. Orruks do not, in fact, get souped-up endless spells. Cities of course do, but again I mentioned that in my post. It's like you kinda skimmed my post and didn't really read it. It's not that Cities need spells. It's that spells are cool and I was looking forward to seeing some cool new spell models, so I was disappointed not to get them. Beastmen and Gitz also got spells. Ogors got no spells and didn't get "enhanced" neutral spells either. I could keep going and re-iterating my original points for you, but I think I've made the point abundantly clear. Even for factions released after 2.0, not all factions got endless spells (or even enhanced neutral ones), so there's no real reason to think that Idoneth or DoK releasing after 2.0 would have somehow meant that they got spells. Again, I totally want them to. I want everyone to get some version of them. I just don't think everyone will.
  4. I was referring to this depiction of him. And honestly this picture could mean that both will have winged aelves of some sort.
  5. Malerion could easily be the winged elves since he's apparently part dragon. Plus that faction would probably have some version of shadow daemon, and I have to imagine that those elements will be infused in the aelves themsaelves to some extent.
  6. Remember that Living City has a few core strengths that you want to focus on. If you'd like to focus on different aspects of the game, then consider using a different city better suited to the task. In my mind, the reasons to play Living City are as follows: 1. You have a lot of monsters and/or multi-wound models that would benefit from the passive heals. 2. You have strong shooting options that you'd like to drop in next to your opponent. Bonus points for then being able to use the CP and also have an effective combat phase. 3. You have other naturally good charging units for the hidden paths ambush. 4. You have roles that could best be filled by Sylvaneth units. 5. You have a limited movement range which can be helped out by the hidden paths ability (though in many cases Tempest's Eye will fix that even more effectively). I'm sure I've neglected to mention other reasons to take Living City, but I usually try to make sure my list ticks at least 2 or 3 of those boxes before I call it good. Otherwise, I start thinking about a different city. @Korvak It looks to me like you've mainly chosen Living City to try and use Sylvaneth, maybe also for a few extra ways to heal Gotrek. The problem is it seems like you've actually built more of a Hallowheart list (once you remove the Sylvaneth anyway). Hallowheart could allow you to heal Gotrek with a very reliable Lifeswarm and it would also facilitate casting the Comet. I would also recommend taking another hard-hitting unit or two in place of a few other picks. You have Gotrek, sure, but he'll only realistically contribute to 1 area of the battlefield. I would perhaps drop Neave and the Aetherwings for more Wild Riders or something similar that can hit hard but is still mobile. The dryads are nice, but if you do swap to Hallowheart (or something else) you'll need a new "anvil" unit. Eternal Guard, Ironbreakers, or massed Freeguild Guard with swords and shields could all do the job. Also, I would drop the 10 dreadspears for 10 more darkshards. That way you'll have 20 darkshards that the Sorceress can still use to sacrifice, they'll get their 15 model bonus, and they can still be the retinue if you'd like. All of this is assuming you can swap out units on a whim. If you don't have certain units that I've mentioned, then just try to fill those with similar units that you do have. One of the nice things about CoS is that we have 2-3 units for almost every role.
  7. While I agree that having endless spells for those factions would be cool, I think the sad fact is that not everyone is getting those. Orruks never got any (even though they would have made total sense). Nurgle never got any (again, would have been easy to do). Cities never got any (the did get empowered standard spells though, but that lack of flashy new models is still somewhat felt for me). Kharadron never got any (I know, I know, they have no priests or wizards and they do have spell in a bottle. However, I see no reason why navigators and khemists couldn't "manipulate the aetheric winds" or whatever and have and "endless chemical monstrosity" or something). Seraphon won't get any (though like cities they do get a twist on the standard ones which is awesome, but still sort of a bummer). Ogors never got any (and they would have made perfect sense to have them. 1 butcher themed one, 1 firebelly themed one, and 1-2 endless prayers for the huskards). IDK and DoK as you mentioned. Legions of Nagash (though nagash can cast the FEC, OBR, and NH ones, plus many neutral endless spells do have a strong death theme). My point is that I would love to see every faction get some version of endless spells, but there are just so many that DON'T have them that it's hard to see it ever happening since many of those armies just got books.
  8. I'm really hoping either the White Dwarf or the next campaign supplement will have more cities of sigmar... umm, cities! EDIT: And someone make Lethis a real city!
  9. This drawing is so much worse than what I did man /s
  10. I gotchu EDIT: I may have slightly misplaced the hammer in my drawing, but that's the idea.
  11. Agreed. Since Malignants went to live in Nighthaunt (in theory anyway), and Morghasts, Arkhan and Nagash now live in Bonereapers, it wouldn't surprise me to see a Soulblight book for Neferata and Mannfred to live in. That would probably include Deadwalkers, Soulblight and Deathrattle as sort of a more true "Vampire Counts" army. I'm happy to be wrong about that though, as I think Nagash is actually better in LoN as opposed to Bonereapers, so I'd be sad to see LoN go.
  12. You're right, I wasn't thinking that example through! I'll edit that out of my post to not confuse anyone
  13. There's no mechanical reason that they have to be separate. Really, they're both a measure of the attacker's likelihood to damage you, while saves are the defender's likelihood to shrug off that damage. So you could (in theory, though not easily) re-work all AoS warscrolls to condense "to hit" and "to wound" down into "to damage" and mathematically things would be largely the same (especially if you simultaneously moved to d10 or d12 rolls). However, the hit and wound system can be and is leveraged in a number of cool and interesting ways to give players more ways to influence the outcome of an attack. I'll give a few examples below: 1. Assume my attack profile is 3+ to hit and 5+ to wound. If I have the ability to give myself re-rollable 1s to hit OR re-rollable 1s to wound, which should I take? To hit, obviously, since that re-roll will be more likely to produce a result than the wound roll would be. Nope! Those are actually the same. 2. A number of buffs and de-buffs affect only 1 roll or the other and limits stacking of certain effects. If my attack profile is 3+ to hit and 5+ to wound, my opponent only benefits from reducing my wound rolls by 1, not 2 since 6s will always succeed. 3. Likewise, if my to-hit profile is 3+, then I can only really benefit from having +1 to-hit once (unless the opponent hits me with a -1 to-hit, in which case +2 would be nice). Basically it forces you to care about units that specifically give +to-wound AND +to-hit as opposed to all units granting +to-damage being equal. Bonus: D6s are much cheaper for players to obtain as opposed to D10s or D12s. The problem with D6 though is you only really have a few values you can assign to the dice, so by using the D6 twice (once to wound and once to hit) you expand your range of values to a point where it's similar to D10s and D12s without the cost. This system also avoids the "bell curve" probability of the 2D6 roll.
  14. No problem. I'll copy it from their warscroll (from Azyr since that's what I have handy): One With the Shadows: Instead of setting up this unit on the battlefield, you can place this unit to one side and say that it is set up in the shadows as a reserve unit. If you do so, at the end of your movement phase, you can set up this unit anywhere on the battlefield more than 9" from any enemy units. Any reserve units in the shadows that are not set up on the battlefield before the start of the fourth battle round are destroyed. I believe that the "more than 9" from any enemy units" part is similarly worded in mad as hell (I haven't looked recently, I'm going off your OP) as are most deepstrike/ambush rules.
  15. Well I guess my shadow warriors can now deploy 3" from enemy units because they were "more than 9 inches away" from other enemy units. This wording is used all over the place and really means all as jamie.white pointed out. EDIT: While I'm being a little sarcastic, I don't mean to be mean. I merely mean to point out that "more than 9 inches from any enemy units" is very commonly understood to mean "more than 9" from all enemy units" for tons of abilities. Mad as Hell isn't an exception to that.
  16. As far as I know, there's never been anything official stating that it would be removed. It would be a major shame though, seeing as it's one of the few models I actually bothered to paint!
  17. Two things: 1. I would try posting this in the Disciples of Tzeentch discussion thread. You'll find a lot more applicable help there, I think, than you will on your own topic. While you're there, read through some of the recent-ish battle reports and list feedback posts on that thread. You'll likely learn a lot just reading about what others have done. 2. It's hard to tell you how to improve at playing your models without any context as to how you play or how your match went. Otherwise, I (and more importantly others who know way more about Tzeentch armies than I do) won't have too much to tell you since I don't know how you play or what fell flat in your game. Unless you're only looking for list c&c then it's fine without that info I guess. Since you say you're new, I just assume you could probably also use some tactics & strategy help. Now a few critiques I can make (I'm no master of Tzeentch lists, just basically familiar with them): 1. You can only have 1 extra command point, so take out some of those 2. You're going fairly Tzaangor-heavy, so it might be a good idea to take 1 Tzaangor shaman in the place of maybe the command points and a magister or the thaumaturge. 3. While you do have enough casters to use all 3 endless spells, you might be able to drop one of them. Do you find you actually manage to get them all out and in useful positions during a game, or would you be better served with more troops? Bear in mind that each wizard can only attempt 1 endless spell per turn (so your Gaunt Summoner can't dump out the Simulacrum AND the Sigil in the same hero phase, for example).
  18. Yeah it would. Basically in Tempest's Eye 1 in 4 can be SCE, 1 in 4 KO, and 2 in 4 CoS. (I mean you could also have 1 in 4 allies as long as they didn't exceed your points cap). So a valid format would be: 1 Aether Khemist 1 Knight Venator 10 Freeguild Greatswords 1 Grimwrath Berserker (as an ally from Fyreslayers) So sometimes you barely need any CoS in CoS haha
  19. I've yet to play Hellpit competitively, but he's always done great in my casual games! He's a decent balance of durability and damage, so I kinda just let him fill whatever gaps form in my lines as clanrats die.
  20. @Moogoodoo Nice conversion idea! Well painted too!
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