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Asimov

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Posts posted by Asimov

  1. 16 hours ago, MitGas said:

    As long as you don't run into THAT guy who complains about them having no quivers (or Enlightened having quivers). A friend told me about that when he visited a local GW, apparently there really are such people around! 😂

    I magnetised the quivers x)

  2. I totally with Magnus. I would add that I magnetized the tzaangors on discs so I can run both as I wish. It is fairly easy with 2*1mm magnets that you glue on the little plastic bit behind the chest by just cutting half of it.
    Moreover, I plan to run them in 40k in my Tousand Sons army where the bows are better than the spears. 
    So go for magnets!

  3. 55 minutes ago, Malakithe said:

    Discussion. What are the chances of DoT getting a AoS 2.0 rework. Im thinking it could happen. 

    I hope to see some points drop. Especially for the deamons like flamers and charriots. I think 10-20 points drop would be nice even though it might not be the most competitive entry as shooting is not in the best place in AoS 2.0

    I expect a rise of points for the enlightened, a come back to 160 maybe. 

    I am not sure they will touch the pinks though. They got the spotlight in the 1.0 and at 200 points they are still viable with sacrifice strategy. 

    I wonder about the batallions which seems widely under used. Too expensive for their benefits, so points drop or rule change?

    And I dream of a new BT with endless spells (come on it is Tzeentch we need them!) and a terrain! 

    • Like 1
  4. 25 minutes ago, CountryMou3e said:

    the cursling is awesome , but my trade in trade out at the moment is between the blue scribes or an extra 3 enlightened (making the unit 9!)

    I bet the curseling is good, but my usual opponent do not play much wizards, so he is pretty much useless at the moment. 
    My blue scrib is still to be painted (and thus assembled), but he seems nice to play, better against some wizards. It may be my next painting project 20190212_184947.jpg.26f2bf092c2ba02bcc841f9739e44113.jpg20190212_185040.jpg.af5171357bc0861873ecaaffe44a59f4.jpg:) 
    I was focusing on the charriots and flamers to try some battalions. I just finished my herald on charriot

     

    20190212_185143.jpg

    • Like 3
  5. 13 minutes ago, CountryMou3e said:

    how many heroes are you running in your list ? My list has gone from one end having about 4-5 down to about 3! the lord of change has really impressed me the last 5-6 games ive used him

    Kind of the same. I used to run 4-5 heroes, now that i play the LoC I go for 3-4. My usual picks are the Gaunt with familiars, the LoC, and I take 1 or 2 among the Shaman, the Ogroid and the Magister. 

    I find that with the Pink Sacrifice strategy, I have plenty of wizard to cast all the good spells and I don't need to over commit on the spell casting to summon. 


    I am also giving (or will give) their chance to outsiders like the Curseling, the Charriot, Kairos, Blue Scrib and Changeling. For the sake of trying and having fun. 

  6. 8 minutes ago, CountryMou3e said:

    I don't normally summon much other then blues at the moment however, an exalted flamer turned out to be a good choice against a grot unit on Monday night!

    Yes, I agree, blues mainly to flood the board and exalted to get some powerfull shoot . I summon screamers sometimes to get to far away objectives let alone by my opponent. Those deamons move at 16", with a run you can cover a lot of distance.

  7. 2 hours ago, CountryMou3e said:

    What are peoples thoughts on the two herald options we can summon? I believe the foot one has a slightly better spell but the added mobility of the disc herald outweighs that for me.

    I rarely summon an herald, if I do it is probably really early in the game to benefit of some additional spell punch (so option on foot seems better)

    Or it would be because os the scenario, holding objos with heroes for example, and the mobility would be the key factor in that case. 

    Both options are viable and cost the same amount of points. The additional attacks of the disc are not relevant so it will be either for the spell or the mobility and it will depends on your needs. 

  8. 7 minutes ago, Devan said:

    Lol that's crazy, that is almost exactly what I was running before I changed it to what it is now. Without the cogs you can't charge turn 1 if going first on a 12" scenario which is a huge negative.  If you dont want to take treacherous bond for Archaon I would suggest Infusion Arcanum instead of just a Tzeentch bolt that your other casters could use. No need to take fold reality on two units either you will likely only cast it once in a game. The tzaangor enlightened and shaman were nice when I was playing them, the mobility is great, I tend to have to rely on summoned screamers now to grab far away objectives but obviously that's not as consistent. 

    Also note that the added spell range can't be used for endless spells like the pendulum. You will still have to set it up wholly within 6" of the caster as per FAQ. 

    I never looked to get to the close fast, I prefer usually to soften the opponent first with my spells, but actually it could really surprise my adversaries. 
    True for the spells, Infusion Arcanum could really work well with Archaon. The double fold reality is overkill in most games. 
    I use also the screamers to get to far away objectives. I rarely use the enlightened for that purpose, they usually focus on the big threats and then they clean up the remaining units. Sometimes they go for a remote character

    Yes, I knew for the endless speel. I use the pendulum for the pinks anyway 

  9. A list with Archaon where I get rid of the shrine and give it more punch and summonning power:

    Allegiance: Tzeentch
    Gaunt Summoner and Chaos Familiars (180)
    - General
    - Trait: Arcane Sacrifice 
    - Artefact: Wellspring of Arcane Might 
    - Lore of Change: Tzeentch's Firestorm
    Archaon (660)
    - Lore of Change: Bolt of Tzeentch
    Tzaangor Shaman (180)
    - Lore of Change: Fold Reality
    10 x Pink Horrors of Tzeentch (200)
    - Lore of Change: Unchecked Mutation
    10 x Pink Horrors of Tzeentch (200)
    - Lore of Change: Fold Reality
    10 x Kairic Acolytes (80)
    9 x Tzaangor Enlightened on Disc (420)
    Aethervoid Pendulum (40)
    Balewind Vortex (40)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 97
     

    The enlighteneds move fast with the shaman sticking with them (he benefits from Wellspring of Arcane might if he sticks around the summoner)
    20 Pinks to sacrifice with the pendulum
    The vortex because it is cheaper than the cogs and the combo with Arcane sacrifice to get a spellcasting range of 33" 

  10. 10 hours ago, Devan said:

    I have played a few variations of Tzeentch now and by far my favorite, and most successful has been a list revolving around the big boss Archaon. Treacherous Bond is ridiculous when paired with his great saves, and a unit of Acolytes with shields to pass his damage on to. Adding in a Chaos Warshrine gives both Archaon and the Acolytes an addition means of mitigation, triggering twice for each point of damage. This is the list I have been running in a ranked league in my area and I am currently 9 - 1, with the only loss due to unfortunate scenario randomness with the relocation orb despite tabling the opponent by round 4.

    Leaders
    Gaunt Summoner and Chaos Familiars (180)
    - General
    - Trait: Arcane Sacrifice 
    - Artefact: Wellspring of Arcane Might 
    Archaon (660)
    Ogroid Thaumaturge (180)

    Battleline
    10 x Pink Horrors of Tzeentch (200)
    - Lore of Change: Arcane Transformation
    20 x Tzaangors (360)
    - 11x Pair of Savage Blade
    - 8x Savage Greatblade
    - 1x Savage Blade & Arcanite Shield
    20 x Kairic Acolytes (160)
    - 14x Cursed Blade & Arcanite Shield
    - 6x Cursed Glaives

    Units
    1 x Chaos Warshrine (160)

    Endless Spells
    Chronomantic Cogs (60)
    Aethervoid Pendulum (40)

    Got a StD battleforce already with the shrine, once i get my handson Archaon I will definitly give it a try!
    But I don't think you can trigger twice the feel no paine of the acolytes' shields and of the warshrine since you can't throw the same dice twice outside of a reroll

    • Like 1
  11. 20 hours ago, MitGas said:

    Well, Darkoath so far doesn't look sophisticated enough for Tzeentch anyways. They're not far from mere animals compared to our glorious minions. ;) Nobody you'd want to play with would mind you using acolytes as marauders though.

    I hope that we get new Chaos Warriors or at least Chosen/Varanguard on foot. I love my Tzeentch stuff dearly but I want at least a unit or two of sexy new Warriors or Chosen simply because they are iconic, got me into Warhammer and while the basic models are actually still quite good, their static pose really dates em. They'd also be great for converting Curselings and Fatemasters (I do dig Vilitch though).

    Really liked painting Vilitch:
     

    I agree though, it could use a  new style and the Fatemaster do need a good revamped. 

    Curseling Front.jpg

    Curseling Back.jpg

    • Like 1
    • LOVE IT! 1
  12. 26 minutes ago, obmik1 said:

    Honestly, if love the the rules/points to stay the same as far as marauders go, but I'd really like them to get a new kit, those models are bleurgh. 

    This!
    I did not buy any because of this. And if they don't get a new kit with the battletome. I will look for other minis manufacturer

  13. 7 minutes ago, obmik1 said:

    My only issue with chaos warriors and marauders is that darkoath is on the horizon and the models/rules may become obsolete. Marauders fit into my list so well! I have to be careful how I spend my money! I deffo want bodies though. 

    I really hope your wrong, because I bet the other way ^^
    I think the marauders are gonna get revamped and the chaos warrios may stay the same. I got the big StD battlebox already 😛 
    Maybe what would content us both is if they redo both sets... 

  14. 3 units of Pinks is maybe too much indeed. 1-2 are a good amount to benefit of the extra summoning. For the 3rd battle line a good tanky unit is definitly not a bad choice. 
    The Chaos Warriors are indeed good tanks. Tzaangors last not as long but have a stronger impact. 
    Marrauders are numerous but that's it, a good anti hord capacity and they shrink fast. The kairic are really just a bit better than marrauders but not worth taking in big units, just MSU to hold objectives or take a charge instead of your expensive units.

    I found having Enligthened waiting just behind a cheap  unit is great as they get the reroll bonus to be in combat but not having taken any hit, they even get more pile in  options once the screen unit lost some bodies. This requires a good placement though. 

  15. 3 hours ago, MitGas said:

    On another note it looks like the guy who came up with the new Slaanesh rules hates both Tzeentch and Nurgle. The Lord of Change is unplayable against Slaanesh now and the Fiends feel like the direct answer to Blightking-heavy lists. Too bad T can't ally with Slaanesh anymore, I could use some Anti-BK units...

    Yes the Lyre is disgustingt against us... Maybe the Skyfires could help to snipe it from far away. Or the combinaison of the Umbral spell portals to mitigate the aura it has. 

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  16. 2 hours ago, Magnus The Blue said:

    Incorporeal form (General) and Gryph Feather charm. -2 to be hit in combat and -1 from shooting.  Great at tanking anything that relies on rolls to hit to do all its damage.

    On the subject of tanking, has anyone tried a Fatemaster with one of the MS '6+ saves do a mortal wound to the attacked' artefacts?  Very situational but against any non-flying unit without rend you're getting a 2+ save and causing mortal wounds on a  4+. Combine with shield of fate to get really silly.

    I really like the idea!

    I am still  missing this hero, but when I get it I will give it a try.

    In addition, you can run  the Arcanite Cabal batalion (at least for fun and variety) to make your Fatemaster the master and use destiny dices on his save rolls to get the chance to reroll them... and making him a  spell caster eventually. 

  17. Got my LoC fully magnetized. I can be WYSIWYG and test the various options (and it is easier for transport). 

    From my experience, I had often my LoC with sword behind screens and thought that I would have used the rod. But honestly it would not have made much difference. If the LoC is still behind screens at the end of the game it probably means you won already. 

  18. 53 minutes ago, Johnny Eyebrows said:

    Hi all - first time poster :)

    I'm going to a tournament towards the beginning of next year, only my 2nd one. I was looking at maybe trying a Changehost, wondered what folks thoughts on the matter were?

    Current idea is (2000pts)

    LoC, with Staff, Mark of the Conjurer, Magical Supremacy

    Ogrid Thaumaturge

    Blue Scribes

    Herald on foot

    2x 10 Pink Horrors

    2x 10 Brimstone Horrors

    2x 3 Screamers

    1x 10 Blue Horrors

    1x 10 Acolytes

    with either the shackles or the wall (forgotten the name...) to limit opponent's movement.

     

    Not sure on the viability of the list though. Does anyone have experience of using the changehost? What would you do?

    (Ogrid is there because 1- I have one, and 2- the model is great :) )

    If you are looking for something competitive, you might need to consider more the mortal side.

    It seems Tzeentch batallions are not very optimal at the moment. In addition a couple of your units are not great in a starting list except for summoning in specific situations, like the screamers and the brimstones.

    Your heroes are good but I am not sure about Magical Supremacy, now you can unbind spells at 30inches, largely enough for most of the use cases. Arcan sacrifice is a good choice to kill you own pinks and gather blue horror points early. 

    If you have a gaunt summoner with familiars, he is great against hordes.

    Consider adding Tzaangor enlightened for a great impact in close combat. 


    With a LoC and a Blue Scrib you may wat to play as many spells as you can, so adding the Chronomantic Cogs or the Balewind Vortex can be a good idea, plus a coupl more endless spells. 

  19. I am gonna play against Beastclaw Raiders tonight in a 1800pts game. I am expecting 3  Thundertusks (the mammoth)... 
    So, I got inspired by your lists and I want to playtest them. This is what I am gonna play: 

    Allegiance: Tzeentch
    Gaunt Summoner and Chaos Familiars (180)
    - General
    - Trait: Arcane Sacrifice 
    - Lore of Fate: Glimpse the Future
    Lord Of Change (380)
    - Artefact: Mark of the Conjurer 
    - Lore of Change: Tzeentch's Firestorm
    Ogroid Thaumaturge (180)
    - Lore of Fate: Infusion Arcanum
    Tzaangor Shaman (180)
    - Lore of Change: Fold Reality
    10 x Pink Horrors Of Tzeentch (200)
    - Lore of Change: Bolt of Tzeentch
    10 x Kairic Acolytes (80)
    10 x Kairic Acolytes (80)
    9 x Tzaangor Enlightened on Disc (420)
    Chronomantic Cogs (60)
    Soulsnare Shackles (20)
    Quicksilver Swords (20)

    Total: 1800 / 2000
    Extra Command Points: 4
    Allies: 0 / 400
    Wounds: 99
     

    Since they are kind of slow regarding the last armies I faced, I expect to make a good use of the Schackles. Otherwise it is about optimizing the spells, this is my first time with the LoC so I have a lot of expectations. I wanted to play the Blue Scrib with it to make the spells even more reliable but it is still being built. 

    If you have some feedbacks on the Beastclaw Raiders match-up they are welcomed!

  20. On 11/23/2018 at 8:32 PM, mmimzie said:

    I'd have to agree with @kenshin620 mortal wounds are great againiron jaws. More over ironjaws bank really hard on those power super killy turns. Said turns get completely shut down by a few good screens. 

    So that's the really thing just maureen sure either have enough screen to survive a double turn, or you deploy back enough that you have the time you need to summoning a strong screen. 

     

    On 11/23/2018 at 10:02 PM, Luzgurbel said:

    That was me haha

     

    Yes, in the first turn of my rival he inflicted me 17 mortal wounds from more than 24".

    Thanks for the heads up. I had a pick on the post already and it helped to make up my mind.
    Here is the list I played at the end (1760 points)

    Allegiance: Tzeentch
    Gaunt Summoner and Chaos Familiars (180)
    - General
    - Trait: Arcane Sacrifice 
    - Artefact: Mark of the Conjurer 
    - Lore of Fate: Glimpse the Future
    Ogroid Thaumaturge (180)
    - Lore of Fate: Infusion Arcanum
    Tzaangor Shaman (180)
    - Lore of Change: Fold Reality
    Magister (140)
    - Lore of Fate: Bolt of Tzeentch
    10 x Pink Horrors Of Tzeentch (200)
    - Lore of Change: Unchecked Mutation
    20 x Tzaangors (360)
    10 x Kairic Acolytes (80)
    10 x Kairic Acolytes (80)
    6 x Tzaangor Enlightened on Disc (280)
    Balewind Vortex (40)
    Quicksilver Swords (20)
    Soulsnare Shackles (20)

    Total: 1760 / 2000
    Extra Command Points: 4
    Allies: 0 / 400
    Wounds: 118
     

    We played Take and Hold from the core book. 

    My opponent was playing  Goredrakk, 3 Gore-Gruntas, 2*10 Ardboyz, 2*5 Brutes and one Megaboss.

    He went first and used his command ability to charge with 3D6, but only 1/2 of his army reached my first line and anihilated it. I was doing the, now, classic bubble wrap. 2*10 Kairics in front line, then 20 Tzaangors in a semi circular formation. The pinks behind and at last the mages. The ogroid was out of the wall to counter charge and the discs were behind it for the same purpose. 
    On my turn I started to kill the Ard boys with my spells and summoned a unit of blues to back up the line.  I got also brims with the Ogroid and a Chaos Spawn with the magister. I love these two. I counter charged with the disc and got a unit of Arboys killed.

    Second turn I went first. This is again a game changer. If I would have went second, my Tzaangor line and my disc may have been completely destroyed with the GG, one unit of brutes and the Goredrakk charging them.  I finished the second unit of Ard Boys and killed two GG.  I summoned more blues. 
    On his turn  he killed the Tzaangor except one, the Standard bearer, perfect for the free mortal wounds. 

    Third turn, after killing Goredrak and finishing the GG, I managed  to summon a unit of blues toward his objective and the game was done.

    Great game overall, IJ are not a bad match up as they have nothing to deal with MW.  The soulsnare schackles were very good for this game, slowing done the units which did not make it in the first turn, and inflicting a lot of MW thanks to some lucky dices. 

    I just finished to assemble my LoC with magnets, plus 3 more discs. Can't wait to see them in action!

     

  21. 8 hours ago, flamingwalnut said:

    So, thoughts on the list? Tips on starting Tzeentch cheap? Tips for fun conversions and other unique strategies/units that could spice things up in the long term? Also, are Burning Chariots, Heralds on Chariots, Screamers, and Flamers really that bad? :(

    The list looks fun to play with. The things I would have done differently: give the LoC Mark of the Conjurer for double fate points, get rid of the screamers, and use the cogs for the LOC as well. 
    If you are more on a budget, deamons is not the way to go. The battle box is a great value for money with Tzaangor on Disc  and the shaman. Plus more Acolites and Tzaangor. 
    Playing Mortals is less costly, you would just need a start collecting deamons and a couple of blue horrors boxes for the summoning. 

  22. I am going to play against Iron Jaws in a 1500pts game this weekend.
    I was thinking to play the same kind of list as for Order Draconis or StD Knight version. Buble wrap with horrors and kairics and shoot back. But they seem tough still. 
    Does anyone as played against them? And which list strat did you use? 

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