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NJohansson

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Everything posted by NJohansson

  1. Intent is a very dangerous notion simply because intent to me is probably not the same as for you - it is not objective but subjective. RAW, while at times is stupid, is much more clearer. If the designers want us to use intent - they clarify it in a FAQ. RAW any DD were possible to use to auto pass battle chock - that was not the intent and has been rectified. Let’s leave it at that.
  2. The actual relevant wording is: So we have - slain - remover from play. Regarding Battle chock: Once again - remove from play - count as slain (same meaning, reversed words). Note that the unit does not flee - not any of their models, simply remove from play - slain. Regarding the spawning: Spawning triggers on slain... Are people really arguing the semantic between counts as slain and purely slain? I do get that people feel the need for additional nerfs (I am probably in the same camp feeling Tzeentch is still on the higher end of the power curve) but this is getting ridiculous.
  3. During the age when GW had their own forum there soon became a prevailing understanding that unless official answer (as in FAQ) then there is no actual answer. Until they make a full interpretation (either direction) In the official FAQ I will keep playing it the way that it always has been (a 1 return Pinks).
  4. So far I have not seen anyone play it any other way than that battle chock counts as slain and thus creates new models. Sure you could maybe argue the other way around but unless FAQ says otherwise it seems very counterintuitive to argue that counts as slain and slain means different things.
  5. I think this is an overly simplistic way of looking at it. Some armies (like Idoneth and Fyrslayers) have few options overall and even fewer competitive (as in cost efficient once) and their armies will generally be very stacked with the same type of units. But in general there are more than one or two different ways to build competitive builds from most army books. Just take a look at the top armies at Cancon - even among the armies from the same faction there were very diverse builds. Naturally some army books tend to have fewer ranged options (e.g. Flesh-court) and others much more (e.g. Tzeentch).
  6. I would say that the Prince is more or less a waste of points in Tzeentch regardless. If you need a semi beater - better to take the Sorcerer on Manticore (who is also a caster with a great spell and has a good ability) or Be’lakor who is equally good in combat as the prince as well as a 2 spell caster with one of the best abilities in the game (IMHO). Yes the prince is cheaper but only marginally so.
  7. Still - would be really interesting to see the thought process. I assume it is something down the lines of unit X averages Y amount of hits/wounds (then various amount of damage subject to rend) divides by unit cost? The above seems fairly easy to evaluate. Then one can do the same for a units toughness (wounds/save, special abilities to -hit/wound and also divided by cost). Once you have offensive and defensive output you need to somehow evaluate what is worth the most. Here it starts to get really tricky because even if you get offense/defense right you then need to add movement, range, special abilities, synergies with other units, possible buffs etc. I am not saying that it can’t be done, but I don’t see how it is achieved in a spreadsheet - but if possible I would love to understand how?
  8. The most common is that the Tzeentch player will place the new models further back (i.e. closer to Locus and IP) especially if you are using them as a tarpit (no need to increase the footprint for extra attacks). So naturally you are right that it is important to double check - but has never been a real problem in my games.
  9. Once again - I don not think that the sky is falling, a lot of armies have counter play to Tzeentch. Saying that - if you kill even 30 (as in your example) the rest will not just disappear. Battle Shock will take another 20-30 models but you really need to take out much more to get rid of them. As to inspiring presence and -1 to hit the Tzeentch player can move a disk hero 16 inches forward (so should be in range) but then again killing the hero is always a possibility.
  10. I agree in principle - in play my opponents (and granted they may not be world class players) have had great difficulties to deploy outside of Flamer range (if I have more than one unit) while not giving away full board control. If my opponent deploys 27” from everything in my army I will simply give them first turn and aim for the double turn (in truth I will do so almost every game if I do not see great alpha strike potential in my opponents list since close to nothing survives a double turn from our guns right now.
  11. I think you are missing the following commentary: Q: If I spend 2 destiny dice to change the casting roll for a Lord of Change, does the ‘Mastery of Magic’ ability change the result of the destiny dice that I used for the casting roll? A: No. Hence the follow up questions.
  12. At this point everything is speculation. Personally I believe the changes were on the lighter side - things like flamers, Changehost and the Host Duplicitous/Eternal Conflagration will still be super strong. On the other hand - the meta will quickly adjust so there will definitely be more anti shooting lists in the coming tournaments. Will be very interesting to see but Tzeentch still feels like it is a very powerful gunline that will absolutely destroy any list that is not directly geared for handling it.
  13. Just to clarify- Fatemaster is great. He is fantastic for e.g. Flamers, big blocks of acolytes/Horrors and many other things. Was only commenting on Fatemaster - Enlightened combo.
  14. Not necessarily- Guided by the Past is a stronger ability. Depending on how you are planning to use them Fatemaster might be good (if you send them against something that can kill them straight up) but generally they are still better if they just strike after another enemy.
  15. You usually get more out of them taking 9 than taking a shaman. So if you take the shaman for the sole reason to get something out of the enlightened you probably should just take 3 more (unless you take the fatemaster instead).
  16. To me the greatest problem is not how first turn is decided - the greatest problem (IMHO) is that it is certain prior to first turn. Having an uncertainty is more complex and forces both players to plan for both defense and offense instead of one player deploying for all out assault and the other for full defense.
  17. I sort of agree with you that the rest of the other battalions are not for generic all round use - but there are several that can be made to work - even competitively. They are also (IMHO) properly/semi-properly costed/structured in that it actually is a difficult choice between taking a battalion or going without. The Changehost is a bad battalion in that it is idiot proof to take it, almost zero drawbacks compared to all the benefits.
  18. The Warpflame Host - 1 Exalted Flamer and up to 8 other “flamer” type of units. The reward is meh but can be worth it if you want flamers but no Changehost.
  19. Sometimes typing while doing other things makes you a moron (so thanks for the correction) should definitely have been -1 on rend (with conflagration) and just re-roll to hit - was sloppy and did not check all numbers before posting. The damage (and rend) goes down to 20-36 on average while the rest of the post still remains the same. Still not seeing that it is not a very (to strong unit). once again - sorry for wrongish numbers:)
  20. Lost and the Damned and Slaves to Darkness really got me stuck on chaos (first Slaanesh and later Tzeentch). The art - where Blanche (and the many other talented artists - I just always associate the dark type of rough paintings of that Warhammer time with Blanche) really captures the essence of chaos. Also the stories/fluff was/is fantastic (I still have my copies just for the fluff).
  21. 9 flamers have a threat range of 27”. They will generally hit on 3+ (Minimum) and wound on 3+. In some instances they will also re roll attacks and wounds. Depending on one big unit or three small ones you are looking at 28-30 attacks of which around 12 will wound (more like 20+ if you do things properly) which will be 24 - 40+ wounds -2 rend. This is without any Changehost or other special tech and if translated to points will easily erase more than a quarter of your opponents army. That is some real serious damage potential - just on average. The flamer unit(s) cost 360 point. A lot of people are saying how squishy they are but what can really touch them? Most shooting or magic will be top priority and the Tzeentch player has in addition to the shooting mortal wounds through spells in abundance - so range supremacy is more or less guaranteed (99 percent of the army has good shooting/magic). We can also summon in more of them if they start dropping/Fold reality back sporadic losses and to add insult to injury we have some of the games best screens so melee is not going to touch them either. Sure - there are some armies that can deep strike/pull of some really long range threat that will realistically be able to hurt them but those armies are far between. How people think that they are fine is beyond my understanding. Don’t get me wrong - I love Tzeentch and it is my main army and has been since 7ed, but the unit is stupidly good for its points. A -1 to hit would still make it a very good unit point for point.
  22. Most Changehost (including those at the resent tournaments - not counting the Cancon one) did not include any arcanites. Aura of mutability is strong but for example the host duplicitous does not really care and one teleport will be enough to still stop a lot of things in their tracks. More effective (regarding changehost) would (once again IMHO) be to remove flamers/exalted flamers from it and only allowing min units.
  23. Actually no - much better. There are half a dozen other playable ones - it’s just that two of the battalions are really outstanding and on an whole different power level (especially Changehost).
  24. Posted just for clarity - I guessed that we had different editions. Probably a clear example why the best way forward would be a living e-rulebook with clear dates regarding which edition is the last. Best for the game although I really love to have physical prints in the shelf.
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