Jump to content

Kharneth

Members
  • Posts

    159
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Kharneth's Achievements

Protector

Protector (6/10)

10

Reputation

  1. Beautiful! I knew 0 was up to 8. So I could even keep my pendulum stationary and as long as I left my pink horrors within an inch of it the previous turn they'd take damage
  2. Personally I'd stick with 1, but if he's buying 2 I'd build a Burning Chariot and a Herald on Burning Chariot. Then I'd build a Herald on Disc and an Exalted Flamer. I'd start with a list that included 2x10 Pink Horrors and a unit of 3 Flamers. These aren't competitive decisions. They are choices designed to give a beginner a variety of options. It would be smart to have a wizard stay near the pink horrors. The herald on foot has a better spell than the one on the disc, but the one on the disc is more useful for summoning, which daemons are good at. Your friend won't be doing much summoning with the get started box, but if he's interested in daemons of Tzeentch he'll likely get into summoning down the line and will appreciate a Herald on Disc. I've heard bad things about the chariot, but if he's going to have 2 I'd make one of each. The Exalted Flamer is a good cheap summonable option, especially when all 6 Flamers are already being used in a list. I haven't heard good things about Screamers, either but they're only 10 fate points or 100 points so make for a good summonable unit or filler unit. 140 - Herald on Disc - This guy's spell is more reliable to cast than the Herald on Foot. Plus the disc's movement is awesome and adds a good punch in melee, which can happen. 400 - 2x10 Pink Horrors. These guys are best with a supplement of Blue/Brimstone Horrors and predatory endless spells so they can be sacrificed. 160 - 3 Flamers. These guys are a little more expensive than they're worth, but provide excellent mobile firepower. Pro-tip, your friend can direct each flamer to target a different unit to spread the capricious flame rule dealing mortal wounds on a 4+ to each unit that was wounded by their shooting attack. In short, the Pink Horrors, Herald, and Flamers are the most useful aspects of the box and I'd recommend starting with them. In terms of spells, he'll only have access to the Lore of Daemons. Bolt of Tzeentch > Unchecked Mutation > Tzeentch Firestorm. Treason of Tzeentch is all right against hordes, but there are better options (Gaunt Summoner). Arcane Transformation can be useful, but probably not with the units your friend will have. Fold Reality is a very useful spell that can be used on the Pink Horrors or the Flamers. My go-to artefact has become the Gryph-Feather Charm as it provides -1 to be hit by attacks, which is pretty much always useful. I put it on my most valued caster. As for command traits, Arch-sorcerer is good, Magical Supremacy is good, and Incorporeal Form is good. I'd recommend your friend uses Arch-sorcerer to begin with as that'll give him access to extra spells so he can experiment with their uses. Incorporeal Form helps protect the caster and Magical Supremacy helps shut down enemy spell casting, but it's useful to experience what it's like without these bonuses first so that you can appreciate their effect when you take them. Anyway, the best part about fun and casual games is that you and your friend get to learn what is effective against each other as you play. I find a lot of meta-solutions don't work against my friends because they don't always make the smartest decisions and their foolish choices sometimes mess up my plans.
  3. Yeah. I'd be surprised if anyone finds someone who contests this, but in such a case I'd feel like they were being very unfriendly to refuse to interpret "wiped out" as counting as slain. I'd lose those blue horror points that game and refuse any future games with the player. Or in a tournament let the TO decide, but anyone whose played previous editions of Warhammer would be familiar with that phrase. If this isn't good enough, you can email GW and get a rules answer from them.
  4. Technically you don't even need X as you'll simply get 2Y Blue Horror points if Y is slain Pink Horrors.
  5. You're right. Slain is defined as when a model is brought to 0 wounds. Therefore Fold Reality does not slay anything as "wiped out" has no definition. Therefore, when a 1 is rolled for Fold Reality nothing happens. "On a roll of a 1, the unit is wiped out!" might as well say "On a roll of 1, the unit is spaghetti!"
  6. That is untrue. We are obligated to play by the rules whether it is to our benefit or not. The idea that it is our responsibility to prove a ruling merely because it is for our benefit is ridiculous. The word "slain" is not the only word that can be used. It is not a keyword. Words have synonyms. There is no confusion in regards to what "wiped out" means. It's foolish of GW to use slang in their writing, but the phrase "wiped out" in this context is not ambiguous. "Wiped out" is a common phrase used in Warhammer to describe a unit whose remaining models are slain at all once.
  7. Someone please explain what other meanings the sentence "On a roll of 1, the unit is wiped out!" has. It is not ambiguous. The wording is perfectly clear, the only issue is that it isn't using the words that you want it to use. They don't use the word "slain," but there is no other interpretation of what "wiped out" means other than the entire unit is destroyed, which means every remaining model in the unit is destroyed.
  8. That's what wiped out means. In order for them to mean anything else they'd have to specify like "the unit is removed from the table but does not count as destroyed." Given the idea of what Fold Reality is doing, it's possible the unit is not destroyed but simply is relocated but the wording of the rules makes it clear that the models in the unit die and aren't merely relocated.
  9. Just to clarify, Pink and Blue Horrors do not generate points when they flee because fleeing is not the same as being slain, right? In regards to Fold Reality, the spells specifically says if you roll a 1 than every model in the unit is slain. You get 2 blue horror points for every remaining Pink Horror in a unit that rolled a 1 with Fold Reality.
  10. I'm having issues with playing a magic heavy summoning list. Lord of Change w/ Gryph charm & bolt of tzeentch; Gaunt Summoner w/ arcane sacrifice and glimpse; 2x10 pink horrors w/ fold reality and mutation; aethervoid pendulum. I'm not entirely sure how to explain my issue, but in short I don't think I know how to place my summoned units effectively. I know it depends on the mission, which is part of what makes it difficult to figure out how to do it right. These are 3 things I've done and the issues I've had with them: I go first and summon blue horrors on the mid-field objectives. Then my enemy charges them on his turn 1 and spends the rest of the game with multiple units within 9" of the objectives, making it difficult to reclaim them. I go first and summon blue horrors further away from the enemy so that he cannot get any charges off this turn, but they often find a way to do just that and then I end up with enemies right in front of my deployment zone for the entire game. I go second, my opponent is close to the center of the board and when I summon I can't summon more than a few inches forward. I'm only playing 1,000 points and so I roughly have a guaranteed unit of blue horrors on my first turn and very likely a second one. Most missions either don't have objectives on turn 1 or the objectives are "off" on turn 1, so the majority of the time I don't need to be standing anywhere in particular on the first turn. I almost always choose who goes first (I have 4 drops and haven't fought a battalion). What factors do you consider when you're choosing whether to go first or second?
  11. @mmimzie oh, I see. Yeah the predatory rules imply that there is not a choice.
  12. It only does damage if it moves. Scenario A) Enemy moves the Pendulum a tiny, tiny fraction of an inch, but both of my Pink Horrors are 1" away from it, so they each take d6 mortal wounds. Scenario B) Enemy chooses not to move the Pendulum. Since it did not move it does no damage. The distinction is important to me. The wording says "it can move" and "if it moves it inflicts D6 mortal wounds," so can the enemy choose to pick the Pendulum and then not move it? Meaning even if I'm an inch away I won't take damage?
  13. It moves 8" and has a 1" range with a ~ 1"x2" base. You can't even deny an objective with it, the enemy can just move to a place where they won't get hit because the only unknown factor of the pendulum's movement is how far along the 8" path it'll move. Can someone answer this, though?: Can a player choose not to move the Pendulum? If so, does it deal damage to units within 1" or no? Also, do they block movement? I've been using them as blocking movement since it's unrealistic to place models where the endless spell model is located.
  14. Honestly, that makes more sense than having it randomly switch directions. It also sounds like a worthless endless spell outside of the turn it's cast or when used to kill your own models.
×
×
  • Create New...