Devan
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Posts posted by Devan
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8 minutes ago, Asimov said:
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 enlightened moove fast with the shaman sticking with them (it benefit 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"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.
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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)- 1
AoS 2 - Gloomspite Gitz Discussion
in Destruction
Posted
Can someone confirm if this is correct, it seems like a neat idea.
If I am using the Squigalanche Battalion and the Bad Moon is affecting my units that means all my Squig Hoppers can retreat from battle if they are in one, hop over the enemy to do some damage, end outside of 3" but within 6" then in the combat phase I will be able to attack with my units before the opponent can attack those units since the opponent can't select their units to pile in from more than 3" away. So I would get to retreat, deal moving damage, and attack (before the opposing unit goes) all in the same turn. That seems fun.