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AverageBoss

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  1. Exactly what I have planned. Allegiance: Tzeentch - Change Coven: Guild of Summoners Gaunt Summoner of Tzeentch (240) Ogroid Thaumaturge (160) Tzaangor Shaman (150) The Changeling (120) Magister (100) 20 x Tzaangors (360) 10 x Pink Horrors of Tzeentch (200) 10 x Kairic Acolytes (100) 10 x Kairic Acolytes (100) 6 x Tzaangor Skyfires (400) Balewind Vortex (40) Total: 1970 / 2000 Extra Command Points: 0 Allies: 0 / 400 Wounds: 123 Summon on another unit of Pinks and a potential turn 1 LoC if needed. Just need to decide On who to make the general, and what my spell setup will be.
  2. You are wrong because you must be a wizard to cast a spell. Being able to cast or dispel at all is dependent on being a wizard. The section you are quoting tells you how they behave while they are a wizard (its a pretty necessary bit of info). But they cease to be a wizard at 8 or less pinks, and so that section becomes irrelevant. Same exact way Evocators work.
  3. They dont have an ability that lets them cast while not being a wizard. They have an rule (listed under MAGIC not ABILITIES) that makes them a wizard at 9+ models.
  4. Outside Pyrofane/changehost, horrors are more tissue paper than clan rats. They went up in points for a less flexible form of splitting than they used to have. They cant take lore spells anymore and cease becoming a wizard period after a few casualties. Fold is MUCH more risky on them than it use to be. Flamers, exalteds, and burning chariots are also FAR less durable for their points than Skyfires/Enlightened, and once again outside pyrofane/changehost, will be doing FAR less damage.
  5. Or split the Acolytes into 4 10x man squads and go for a turn 2 summon.
  6. You could run Guild of Summoners and summon a Lord of Change early (turn 3 with your current list).
  7. I think its very doable. I also thank a mortal heavy army with mostly StD units could be a solid option for DoT too.
  8. The ideal way to use such abilities is to move up to just overlapping, so that the effect triggers, move back to just outside 3", then go for the charge.
  9. Q: Some abilities require a model that can fly to ‘pass across’ a model from an enemy unit. How exactly does this work? A: In order for a model to pass across another, part of the moving model’s base must have moved across any part of the other model’s base. To determine if this is the case, trace the flying model’s move across the battlefield, checking to see if its base passed across any part of the other model’s base at any point in its move. Note that this means that the flying model can move up to an enemy model so that their bases overlap, and then move back, and will count as having ‘passed across’ the other model. Page 4 of the FAQ. https://www.warhammer-community.com/wp-content/uploads/2019/07/8f9bd00c.pdf
  10. The summoning chart lists Lord of Change, not LORD OF CHANGE. So you will not be able to.
  11. Yes, its even possible to move just far enough to touch a unit, the fly back to your starting position to trigger such effects. Hexwraiths have been doing so for years.
  12. Seems like an average increase of 3 damage against armor 4+, vs his native spells 3.5 mortal wound. The advantage in Infusion though is that its only a 5 to cast vs. a 7. I don't think I would take the spell on anyone else (well, probably Archaon), but I think it is a viable option for the Ogriod. Especially if you have other Mortal only casters in the list.
  13. Unwounded + unbuffed Ogroid Unwounded + buffed Ogroid Wounded + unbuffed Wounded + buffed Ogroid against 4+ armor.
  14. Yes, I very much like Arcane Suggestion. Its a fantastic debuff, though the 8 to cast is rough. I also really like shield of fate. As long as you have 4+ fate dice, its a pretty amazing buff. And I think Infusion Arcanum is a great choice for an Ogriod to roid himself out before charging into combat. Bond being Mortal targets only this time around really hampers it (along with it going from 2+ to 3+). Though I still think it could have some use in certain builds (mostly those making use of lots of StD units, which I think is a viable option). I have always had a love/hate with Glimpse. That has not changed. XD And Bolt is Bolt, and its in both lores.
  15. Anyone else having as hard a time picking out spells as I am? XD I have 5 casters (3 mortal, 1 daemon, 1 both), and I keep changing my mind. XD I seem to remember us having a separate thread to deeply discuss all our spell options and their best uses when the 1E book dropped. Curious to hear peoples thoughts.
  16. The keyword buffs foot Tzaangors for being near them at the very least.
  17. And I think the extra models for emergency contesting and the dual role capability put marauders ahead or at least equal. Plus like you said, you can just summon screamers for cheap instead of spending points on them.
  18. I think we have better options for fast objective runners for the points though. Marauder Horsemen are only 10 points more. They are only speed 12" vs 16", but they bring 2 more models, an extra wound, and play a double role as a harassment unit (with ranged rend).
  19. Ya, GW is not going to cut brand new sprues, for an already existing modern unit, for a limited release box.
  20. I mean, overall Horrors are nerfed over what they were before the new book, AND they went up in points. Taking the rend cult, plus changehost makes them better than they were before. But you can't nerf the warscroll because those two things exist, since it only really hurts them outside those. So instead you nerf the cult and changehost. That makes much more sense.
  21. At the very least you will want: Another blue/brim box for your pinks (since each pink becomes 2 blues). A Tzaangor Shaman to buff your disk riders. Chaos Spawn because of your Magisters spell.
  22. I think part of that has to be with him being an exclusive boxset model that might not ever come out separately. It is a 40% increase in cost though. But he becomes much more mobile. The downside is that since he is larger, he becomes harder to hide. And since he flies, woods will no longer block line of sight to him.
  23. 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.
  24. So to sum up potential issues with destiny dice currently: Battleshock modifiers are ignored as written. 2D6 rolls (casting + charging) require you to use 2 dice. LoC/Kairos Mastery of Magic does not exactly play super nice with them.
  25. No, they just changed their names like they did with the other gods heralds, and they now match the 40K names. So things like Changecaster, Fluxmaster, and Fateskimmer.
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