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Rockman2k

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Posts posted by Rockman2k

  1. Hallo all, I’d like to start a Tzeentch force of 1000pts, but I struggle to create a list to determine which units to paint. The idea I’ve come up with:

    Gaunt Summoner

    Ogroid Thaumaturge 

    Pink horrors (10)

    Pink horrors (10)

    Screamers (3)

    Screamers (3)

    Should manage to cast a lot, grab and hold objectives quite well. Do you guys have any additional ideas? Thanks in advance! 

  2. Hey all! I try to find some good information regarding Daemons of Tzeentch, but there’s not that much to find yet. Their abilities seem interesting to me, especially “Split”, their shooting ability, etc. and I am tinkering with a list currently. Do some of you already have some experience using these? What’s your opinion on them? Thanks in advance! 😉

  3. 19 hours ago, dekay said:

    I've gone through the changes in freeguild pistoliers and outriders and, well:

    Pistoliers:

    pistols changed from 5+ to 4+ to hit.

    lost their melee pistol prifile, instead gaining 2 4+/4+/-/1 attacks.

    reckless riders changed from run bonus to straight up re-roll charges.

    gained 'hail of bullets' rule, allowing them to shoot immediately after their charge move.

     

    Outriders:

    now hit on 4+

    can now shoot after running and retreating

    +1 to hit skill changed into +1 shot from repeater handgun.

     

    Both got 20 points cheaper. Needless to say, they got way better.

     

    So. Still thinking of Tempest's Eye possibilities.

    Outriders. Battleline and required for the battalion, so naturally, worth taking. For 100 pts you get 5d3+5 4+/3+/-1 shots. City's warlord trait adds +1 to wound. They have +2 to run and can shoot afterwards. In battalion they can also retreat and shoot. First turn threat range: up to 41 inches. Like.. damn.  Oh, and they have, of course, easy access to the Hurricanum [that, with 13+d6+1 run furst turn move can keep up with them] for +1 to hit, and wildform, for +2 additional threat range on one unit. 

    I need those.

    Where do you read the fact that Outriders now hit on a 4+ with their repeater handguns? When I look at the warscroll, I only see 5+ to hit with shooting? Am I missing something?

  4. Thanks for the replies! That's quite a shame to hear, because I have 2x 20 Halberdiers painted up from The Empire. No Swordsmen. Seems I will (eventually) need to paint up another 40 Guard with swords then, for grabbing and keeping objectives... Daunting stuff. xD

  5. What is the current experience/opinion concerning the use of Freeguild Halberdiers?

    Sword & Board Guard seem the most popular choice. Anyone (also) using Halberdiers to good effect?

    Do you use them as an anvil, just like the Swordsmen? How do they perform in that regard? Or do they play a different role in your army?

    Thanks in advance for your insights!

    Rockman2k

     

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