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Dreadmund

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Posts posted by Dreadmund

  1. 1 hour ago, simakover said:

    Is emerald lifeswarm woth it without playing with realms? found this list on Honest wargamer form SS20
     

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    Allegiance: Tzeentch
    Change Coven: Eternal Conflaguration

    Leaders
    Lord of Change (380)
    - General- Command Trait: Coruscating Flames
    - Artefact: Shroud of Warpflame
    - Lore of Change: Bolt of Tzeentch

    Fluxmaster, Herald of Tzeentch on Disc (130)
    - Artefact: Aura of Mutability
    - Lore of Change: Treason of Tzeentch

    The Blue Scribes (120)
    - Lore of Change: Tzeentch's Firestorm

    Changecaster, Herald of Tzeentch (110)
    - Lore of Change: Unchecked Mutation

    Battleline
    10 x Pink Horrors of Tzeentch (200)
    10 x Pink Horrors of Tzeentch (200)
    6 x Flamers of Tzeentch (240)
    3 x Flamers of Tzeentch (120)

    Units
    1 x Exalted Flamers of Tzeentch (100)

    Battalions
    Changehost (180)

    Endless Spells / Terrain / CPs
    Umbral Spellportal (70)
    Aethervoid Pendulum (50)
    Emerald Lifeswarm (50)
    Quicksilver Swords (30)

    Total: 1980 / 2000=

    Interest is lifeswarm worth it and is Quicksilver swords are choice to counter other Tzeentch players or not

    I definitely think Lifeswarm is worth it for Tzeentch. In other armies it's a bit too steep, but used on horrors it's bringing back between 5 and 15 wounds per turn!It might also allow you to bring back a banner, or raise the number of pink horrors back up to 10 so you can cast their spell.  I wouldn't take it unless your list has horrors in it.

  2. 1 hour ago, hughwyeth said:

    Should be a 3 drop as Fecula is a sorcerer

    Sorry, but although she has the Sorcerer keyword, the Blight Cyst Battalion doesn't have that term bolded which means that she can't be used in place of a Sorcerer for the battalion. So unfortunately it's a 4 drop list.

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  3. 15 minutes ago, Hannibal said:

    I run it against Nagash last week. Seriously no fun at all. Thricefold lives /dies by your ability to cast spells. Nagash basically prohibits this.

    Other than that: great looking models which is enough of a reason to field it IMO.

    That was always my problem with thricefold. It's a magic heavy list in a faction with a single source of +1 to cast rolls. If you play it against any army with competent casters (which is a lot of them currently) then you're starting at a disadvantage. We badly need a new book lol

  4. 13 minutes ago, Oldshrimpeyes said:

    Where's Thricefold Befoulment at these days? I really want to make it work but haven't seen any high placing lists for a while. 

    I'm curious about this too. In theory, the Munificent Wanderers subfaction should have given Thricefold with a couple big blocks of Plaguebearers a pretty nice little boost. I do think Thricefold struggles to keep up against newer armies though which is why it's fallen in popularity.

  5. 57 minutes ago, Forrix said:

    My understanding though is that they still have to adhere to the 1 in 10 rule so you could only bring them back if you rezz'd 10 models or if the Icon Bearer would be the 10th model added to the unit.

    I think that only applies during setup, not when returning slain models to a unit.

  6. 1 hour ago, simakover said:

    After FAQ, is changehost still chosen one for competitve play? that do you think about rosters with kairos? 

     

    It's no longer the be-all-and-end-all, but it is still very strong and probably going to remain the most popular build. The teleport is still an amazing ability, even if you can "only" use it once per turn now. It also has the huge benefit of including everything you need for a powerful army, allowing you to make a 1 drop army if you want. There are lots of ways to build a good Tzeentch army now though, so I don't think anyone should feel like they -have- to go changehost. Although, I will be lol.

  7. 14 minutes ago, schwabbele said:

    QQ: Lets say I do 50 damage to 10 pinks in 1 go , do they die all including blues and brims, or would 40 damage just "vanish" . Had a quick chat before with a friend and we weren't sure, I am for all a ded, split and add happens when a pink is slain which happens every 1 wound allocated. So unit grows but dies anyhow.

    The whole unit would die.

     

    1 hour ago, Ravinsild said:

    I don't know much about Tzeentch except he is the lord of change, schemes, magic and fate, but is the Ogroid Thaumaturge any good? It's a super sweet model TBH. I got it in the Silver Tower game. 

    He's got good stats, but he lacks synergy with other units. You can find a good place for him in a mortal focused army though, I think. I don't think I'd take him with Tzeentch Daemons.

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  8. 12 hours ago, Nevar said:

    Can anyone show the cards that are in the warband?  I plan on making a Tzeentch Demons AoS/40k army, and I figured I could pick up the warband cards, but I am curious to see what all the options ended up being.  Stormcast and others are spoiled, but no one seems to be showing the Tzeentch Demon cards.  I have even seen the Arcanite cards already.

    Can't even theory craft if I don't know what options there are.

    The available models for a Warband are Pyrocaster (flamer leader), Flamer, Exalted Flamer, Iridescent Horror (Pink horror Leader), Pink Horror, Blue Horror, Brimstone Horror and Screamer. No options for banner holders or musicians for the horrors.

  9. I ended up taking a Pyrocaster, 2 Flamers and 5 Pinks against my opponent's nighthaunt. The combination of bodies and ranged damage really worked well for me. Although I found that the more expensive abilities were not that great. the Triple that adds your value to other abilities was especially useless, since I almost always just wanted to use those abilities instead of buffing them further. Ideally you want as many doubles as you can get, and that's what I ended up spending most of my wild dice on.

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  10. Apparently the community account later deleted the thread? It's like they did everything they could to give both sides of the argument as much rhetorical ammunition as possible to make it as hard as possible to reach a consensus in the community. I would be totally fine with losing the ability to use DD to bring back pinks via battleshock. But I want that written down somewhere official, not a facebook post.

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  11. 3 minutes ago, Xelotath said:

    Quick question on the rules apologies if this has been covered, if a unit of pink horrors is wiped out in 1 shooting or combat phase will they still split? Because it says you add blue horrors to the unit if the unit no longer exists I would assume they don’t? 
    cheers

    Wounds are allocated 1 at a time. So one pink dies, spawns two blue, then another pink dies. So yes, you still get blues. And furthermore, if you take 12 wounds, 10 pinks and 2 blues die, because those wounds are still inflicted on the unit which now contains blue horrors. Hope that makes sense.

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  12. 17 hours ago, Forrix said:

    One Last Gift is great and basically what the Nurgle DP's command ability should have been errata'd to. Though I'm also wondering if One Last Gift is a mistake and they'll errata it to uselessness.

    This one seems way more manageable. It would be hard to get more than 1 unit of Plaguebearers wholly within range of your general,  it doesn't stack, it activates on wounds not hits so it triggers less and it's only 1 damage and because it only works on Daemons, you lack the superior combat potential of something like Marauders. If they nerfed this, I would take it as further evidence that GW hate Nurgle, and only use their battletome as a way to trick people into buying StD and Skaven models.

  13. I had a small bubble on my copy of Festus the Leechlord. I ended up making it look like a chunk of missing flesh oozing blood and slime rather than fixing it. I can't imagine how annoying it must be to work with if your army isn't supposed to look like a mess. My sorcerer has a big crack running down his face that I still need to fix.

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  14. I love to wildly speculate about things that will never come to be. You all must too! What's a faction that doesn't currently have it's own endless spells, and what kind of spell would you love to see for them?

    I'll start. For Nurgle, I'd love to see:

    • A Gnarlmaw-like wall of feculent plants summoned from the Garden of Nurgle that can block movement and slow enemies by entangling them with seeking tentacle vines.
    • A geyser of slime that deals Mortal wounds or heals NURGLE units within in a small radius.
    • Nurgle's cauldron. Every hero phase the cauldron tips over unleashing a torrent of diseased filth on units within a medium radius. Roll on a table, and apply a random effect to all units within range. All of them are negative, even to NURGLE units, so correct placement is critical.
  15. 5 hours ago, Hebroseph said:

    Don't know if anybody answered this or not. Taking the tome with the Changeling is because he does not have a warscroll spell. This gives him somthing to try and cast every turn, and with rerolls its an average chance to do so. Sure its just a d3 mortals and a potential LD debuff, but its better than not attempting to cast anything. 

    Another slight advantage of the tome of eyes is that it's on a 40mm (approx. 1.5") base and can be set up within 1". Caster and Tome are considered 1 model, so things like spell range and endless spell setup range can be measured from the Tome, giving you another 2.5".  So altogether the Spell gives you an extra spell to cast (great for changeling, situational for all others), re-roll spellcasts and 2.5" extra range on spells. I actually rate the Tome pretty high, I'm definitely going to have one in my list.

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  16. 19 minutes ago, Cchalmers said:

    How does the circle of corruption work with grandfather's blessing. Both can say at the start of the hero phase, so do they both go off?

    Eg using it to proc Rampant disease

    The player whose turn it is decides the order things resolve if they happen at the same time. So yes, you can resolve an effect like Rampant Disease, then change the wheel forward or back and have that effect resolve too.

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  17. 32 minutes ago, Sumanye said:

    I think destiny dice for Battleshock immunity will likely be addressed in the FAQ, but not because of balance, but just because it was likely never intended in the first place.

    At the Heat, which is held by GW at Warhammer World, it was ruled that DD do let you autopass Battleshock if I'm not mistaken. So it seems to be intended.

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  18. This new book had kind of flown under my radar until I saw the picture that Ben Johnson posted teasing a new subfaction for Nurgle (below). Apparently the book contains 13 new subfactions for all flavours of chaos armies, so I thought it would be good to have a place to discuss them as we learn more. Personally I'm hoping for a Tzeentch faction that gives bonuses to endless spell use, and for a Nurgle Daemons subfaction that will breathe some fresh life into my Daemons army which I've had to shelve for now because they just feel useless compared to mortals. It seems like a cool way to refresh a lot of factions at once! I'd love to see books that includes new subfactions for the other grand alliances too.

    What are you hoping to see for your allegiance?

     

    FB_IMG_1580153284647_jpg_d42cdc49a392ef33744aab9c97af3c98.jpg

  19. I hate how so many of our allegiance abilities also buff Slaves to Darkness, Skaven and enemy Nurgle units. My sweetest wish for a new battletome would be to change all that stuff to "friendly NURGLE units" but if this image is a good indicator of things to come, it won't happen.

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  20. My big problem with Changehost Flamer Spam is that it has a very low Skill Floor. Go first 90% of the time, teleport within 18 inches of whatever you want dead and delete it. Very hard to mess up. Changehost teleports can't fail like other teleportation abilities either, so you won't get punished for going all in on a strategy that might not succeed, because it almost always does. It definitely needs to change, but I really hope they don't overcorrect and make flamers unusable again. Personally, I think like the idea of restricting where a unit can teleport in the same way that summoning works. So, wholly within 12" of a hero and more than 9" away from an enemy model. That's still a brilliant army, but requires planning and skill to set up. Also prevents you using it effectively in the first turn a lot of the time and gives the opponent a chance to defend against it.

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