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Neffelo

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Posts posted by Neffelo

  1. 11 minutes ago, SoulBlightDryad said:

    MOST tournaments do include realm spells, including all the largest ones. Maybe just in your local scene they don't include them, but as time goes, it is rare to not have them (or at least some of them).

    It's still very hit or miss. It would be nice if it trickled down a bit more. I live in a pretty large region, and realm spells are pretty much a no-go for the moment.

    Due to that, it's still a point that needs to be considered. 

  2. 16 minutes ago, The World Tree said:

    Could be wrong but doesn't Witchfyre Coven require Enlightened on foot because it doesn't specify the disc requirement/isn't emboldened? 
     

    (I hope I'm wrong - it is an annoying restriction, like most of the arcanite battalions)

    Nah, someone earlier in the forum tracked down that you ignore the bottom text for battalions, so you're good. 

  3. 44 minutes ago, AverageBoss said:

    Between the 6 lore spells they can choose from, Infernal Gateway, Mystic Shield, Arcane Bolt, the Endless spells in your list, and Realm spells, they should have plenty to cast. And yes, while 6 spell on the opponents side will not be that common, 4 is very common. And Mastery of Magic applies to unbinding rolls too, which is pretty huge. And spell casting can be good for spell castings sake. Spells like Curse of Rust of Banishment can swing games, and a LoC is more likely to get those off than anyone else.

    Again though, to even get the fate points required you already have a very heavy spellcasting army. you are already going to have at least nine casts and unbinds, usually more since you can fail or have them unbinded to even generate the fate points needed to summon them consistently.  When you are adding 2-4 more spellcasts/unbindings (Even if they are higher quality) in a list that is already likely generating 11-12 consistently you are just reaching a point where the LoC are not adding near as much value to the army.

    It also seems much more difficult to bring a battalion, which is a bit of a downside. We have so many powerful artifacts locked behind one. 

    As for realm spells,  a lot of tournaments and places still don't allow them, for whatever reason. This unfortunately something that varies significantly from area to area, so you can't count on that until it becomes standard. 

     

  4. Just now, AverageBoss said:

    You can take a LoC to start, or you can take 3 other casters for his cost and go magic heavy in that way. I think both routes are viable, and I personally will be trying out the latter first.

    They both get 2 spells. They both get 2 dispells. They can both auto stop an Endless Spell. They both benefit from mastery of magic. They can provide decent support fire and ping damage with rods. And they can do all of this covering two completely different areas of the table. Not to mention the wonders of redundancy when things go wrong, or when one dies earlier than expected. I don't think its particularly scary (but neither are the 30 blues or 9 screamers you could summon over the same time period or longer for the same number of points), but I do think they are impactful and can get work done.

    I personally am looking forward to a potential 16 spells a turn with my initial list and summoning two birds to the table.

    Yes, they all get two spells, but since they only get one lore spell and infernal gateway, means that start hit the diminishing returns on arcane bolt and mystic shield unless you are packing a lot endless spells. 

    The dispelling multiple endless spells is the same situation. Besides Tzeentch very few armies run that many endless spells. I'll often see 1-2 max, and that's if you didn't dispell it in the first place. 

    Even the two dispels is the same thing. Most armies aren't casting 6 spells a turn. 

    Additionally, you are adding all this spell-casting power, to the army that has already been geared to casting a lot of spells to generate the fate points for summoning.  It starts to be less and less optimal because of this. 

    Again, the reality is that the first LoC is incredibly powerful, and force multiplier, but you get diminishing returns when you have multiple, and as of right now I don't see that the benefit is worth it over the power that some of the other covens offer. 

     

  5. 2 hours ago, AverageBoss said:

    You are potentially summoning 760 points worth of units in the first two to three turns of the game. This is vs. summoning 300-380 points worth of units for the same effort in the same amount of time. I don't think it makes our summoning bad, it just makes it different.

    Its trading long term flexibility for short term punch. Do you want a rifle with attachments, or a rocket launcher? They serve different roles but do the jobs they were made for well.

    I think the main problem is that you get diminishing returns with LoC, unlike most of the other greater daemons out there.  I think that's the only reason why this coven exists, is because GW understood that multiple LoC really arn't that scary and fate points are relatively hard to come by.  So yeah, while you are technicallly getting 760 points worth of units, I don't really think they are worth the points after the first one. 

    • Like 2
  6. 2 minutes ago, mmimzie said:

    I have them. Built all 3 ways but did the general with the sword as he's painted.  Both melee options are about the same.  And only really matter if you take the artifact. 

     

    I think the rod is a hair bit better. It does a tiny bit more damage on your turn, and sort of acts like a 3rd spell. Also has more threat range than melee. 

     

    Of the two melee the beak is best out of the box with no upgrades.

     

    Sword does most damage with buffs.

    Yeah, that's pretty much what I was thinking as well. I only have 1 LoC and I have him with the sword right now. I haven't decided if I am going to get a second LoC and/or Kairos yet. 

  7. 1 minute ago, mmimzie said:

    Ran my LoC in guild of summoner and man it was pretty strong. He was general of my change host, and I gave him the feather charm.

     

    I think with access to one drop I'd probably give the Lord of change  a more aggressive artifact. As you can keep your LoC relatively safe from most attacks by just picking to go first or 2nd depending on match up.  So mutability if you have lots of shooting. Otherwise wellspring is not a bad artifact making his cast and unbinds pretty much unstoppable.

    did you use the sword, beak or Rod? 

  8. 20 minutes ago, ArmyOfGrodd said:

    Hi guys I picked up an Aether War box for the KO but I’m weighing up whether or not to build a Tzeentch force too.

    it would bring me to 3 armies along side KO and BoK, so three nice and distinctive individual styles.

    The magister on disk doesn’t seem to be getting any love. Is he just considered garbage or has anyone any fun ideas for him?

    A full flying list with the Aether war units, flamers, heroes on disks could be fun?

    Tzeentch have such cool models I’m feeling hard pressed to sell that side. On the other hand being a beginner, collecting 3 armies is a bit daunting .

    To be fair though I’ve currently got more DoT kits than Khorne!

    Magister on Disc isn't garbage, but there are a lot of high quality spellcasters in the book that compete with him. Regular magister is only 100 pts for a decent spellcaster on foot.  The spawndom on the casts is also really dumb.

    If you are interested in collecting Tzeentch, two start collecting is really really good for the base of the army. 

  9. 31 minutes ago, AverageBoss said:

    So lore wise, Disks of Tzeentch are bound Screamers. With all the streamlining that took place, I am baffled they did not give Screamers the disk attack profile. Would have gone a long way towards actually giving them a purpose (a glass cannon melee unit opposite flamers being a glass cannon ranged unit), and made the chariots more enticing as well.

    Yeah,

    Screamers just getting a minor points drop was baffling, they really needed something.

    What is everyone's view on the LoC Loadout now? I was really hoping we'd be able to use our beaks and claws with our rod or sword now, but that's not the case.  

  10. 2 hours ago, The_Dudemeister said:

    True, the good old RAW (rules as written) vs. RAI (Rules as intended). I think I'll wait untill the first FAQ update untill I play it that way. It's quite powerful and would also heavily devalue the Brimstone Familiar artefact that a Guild of summoners hero must take.

    But not gonna lie, I hope it's intended. 😋

    Yeah, this is quite interesting. If this is how it works that would be fantastic. 

  11. 3 minutes ago, MattyP said:

    playing first game with new BT tomorrow (and first game in a few months too lol)

    it's 1K game and i'm going to try some things out and see how they do 

    I'm thinking of taking the following:

    Eternal Conflagration

    Changeling

    Herlad on Disc

    Pinks 20

    Flamers 3 (only own this many currently)

    ....this puts me at 770 pts and i'm thinking of taking either 10 more pinks, or another  hero and screamers...Looking for thoughts and feedback. Not trying to take a super competitive list just something with good synergy

    3 Enlightend on Disc leaves you with 50 pts for a command point or endless spell.

    I don't know your collection, so It's kind of hard to know for sure. 

  12. 6 hours ago, Nick907 said:

     

    Ah dammit, I slept on it too long. Anyone interested in selling me the new endrinmaster? 

    Ebay is going to be your best bet. GW still hasn't released the heroes that came with the boxes released last March, so if you want him you need to hunt him down on ebay or you'll be waiting at least a year. 

  13. So, what's our plan against OBR? Seems like an army we may have trouble with (Coming from an OBR player) Mortek Crawlers are espeically worrying as they can pretty easily remove 10 pinks each in the shooting phase. We have a ton of easy targets for them to snipe out, heroes, flamers, etc. 

    Removing blocks of 20 mortek guard also seems pretty tough. We can deal alot of mortal wounds, but we really need to remove the whole unit or they will get back to full strength in very short order.

    I think we have to tie up the crawlers or take them out early on. They are just going to wreck our army, and our units are just too expensive for Mortek Crawlers to remove 200 points of our army each, every turn. 

  14. 3 hours ago, Icegoat said:

    My local store owner has said the aether war box is the slowest selling box he has seen from games workshop for age of sigmar. Including blightwar and wrath and rapture. Seems tzeentch and KO just aren't a popular pairing. Also I hope people are wising up to the disgracefulness of hiding exclusive models inside hundred pound box sets. Blood of phoenix and aether war have both fallen flat now so hopefully we see a change away from this disgraceful practise and they start releasing models vital to peoples armies. 

    It's also more expensive than the boxes that came before, besides feast of bones. You can still find Feast of Bones boxes.

    So, its' a combination of two armies that already have a great start collecting and the more expensive price point. Compared to say Looncurse which was packed with value. 

    • Like 2
  15. 3 minutes ago, Malakithe said:

    @Gwendar just saw this on FB lol needs tweaking but kinda nuts 

    Eternal Conflagration+Changehost

    3 Flamers 120

    3 Flamers 120

    3 Flamers 120

    3 Flamers 120

    3 Flamers 120

    3 Flamers 120

    Exalted Flamer 100

    Exalted Flamer 100

    Exalted Flamer 100

    10 Pinks 200

    10 Pinks 200

    Lord of Change 360

    Changehost 180

    Tome of Eyes 40

    2000pt on the dot... 

    Lord of Change is 380, so you are 20 pts over. 

  16. 7 minutes ago, Frowny said:

    Yes, they have the potential to get damaged, BUT, if you keep around some brimstones, you can lose those to battleshock. If you take, say, 10 wounds total, The obvious thing to do would be just removing pinks 1 at a time and have a unit of 8 pinks. But then you'd lose d6 more PINKS to battleshock, leaving you on average 8-3.5=4.5 pinks. The better approach would be to lose 4 pinks and 6 blues. Then you can battleshock off d6 brimstones, leaving you with a unit of 6 pinks, 2 blues and a few brimstones. Its not that bad. And also, just remember how incredibly cheap they are as wounds. Very Very cheap. One of the cheapest in the game at 4 pts /wound. So dying in droves is fine. 

    The free double TP on changehost still seems amazing. Maybe better than before.

     

     

     

    You have to remove all the pinks before you can start removing Blues and Brimstones. 

  17. 6 minutes ago, Maximum said:

    Fantastic, counting the ones I have, plus the ones in the new pack, I have 24 useless tzaangor on disk. 😢

    Useless is a pretty strong word here. They are still quite powerful, and can benefit from the new Agenda. We just don't get Fold reality and the Locus, which are pretty big, but not hte end of the world. 

  18. 2 minutes ago, Sinfullyvannila said:

    Sorcerer on Manticore replaced Gaunt Summoner as our Horde Clearer now.

    Is it worth taking over the Gaunt Summoner though, with the 10 free pinks though? Taking both is so expensive so I think we have to choose one.

  19. 1 hour ago, CJPT said:

    I agree with this one the whole but the idea that Enlightened weren't changed is one if the big mistakes in the GMG video - they lost the Daemon keyword, which means no more Fold Reality to bring them back. It's a very sensible change, but certainly also a nerf.

    Also means they don't benefit from the Locus, AND they went up in points.

    None of the new Hosts really have any benefit for them either.  They got super nerfed. 

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