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Kasper

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Posts posted by Kasper

  1. 1 hour ago, Lord Krungharr said:

    I see the Verminlord Corruptor in these army lists.  What's the deal with the Chaos Ascendant armies, they can have any daemons in them?  K'Daii Fireborn are daemons.  Or do they have to have a Chaos Mark of some sort for this army?

    If a unit has the keyword “Chaos Daemon” then it slots right in. 

  2. Idea is to have tons of bodies that resist shooting and rather durable in melee. The GUO supports them with the lille guys sitting right behind the GUO which blocks LOS and keeps them alive vs most shooting/magic. Theres random splash healing from the batallion, GUO spell and wheel.

    The Drones sit behind the PBs and are ready to countercharge whatever runs into the PBs. I dont like the idea of the LOA and having the Drones be suicide solo squad is the wrong way to go about it IMO. The buffs being triggered in the combat phase means you can go defensive in the opponents phase, and go ham when it is your turn and you decide the combat etc. 

    Im abit on the fence on the Poxbringer - 120 pts for essentially just the chance of getting his spell off might be too expensive. The debuff is insane, but 50/50 is kinda bad odds tbh. Alternative would probably be drop him for Geminids + 1 CP and you would be at 1970 which gives an nice chance of getting a triumph too. Reroll saves would be amazing on the PBs but reroll hits/wounds on the Drones would be disgusting. 
     

    1 drop at 1980 pts. 

     

    Allegiance: Nurgle
    - Host of Chaos: Droning Guard

    Leaders
    Great Unclean One (320)
    - General
    - Bile Blade & Doomsday Bell
    - Artefact: The Witherstave
    - Lore of Virulence: Glorious Afflictions
    Sloppity Bilepiper Herald of Nurgle (150)
    Spoilpox Scrivener Herald of Nurgle (140)
    Poxbringer Herald of Nurgle (120)
    - Artefact: Cloak of Flies
    - Lore of Virulence: Favoured Poxes

    Battleline
    30 x Plaguebearers (300)
    30 x Plaguebearers (300)
    10 x Plaguebearers (110)

    Units
    6 x Plague Drones (380)

    Battalions
    Tallyband of Nurgle (160)

    Total: 1980 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 131

  3. On 4/6/2021 at 8:07 AM, mrcamp1990 said:


    Hi guys, i have in mind this list:

    Allegiance: Tzeentch
    - Change Coven: Hosts Arcanum

    Leaders
    Archaon the Everchosen (800)
    - Lore of Fate: Infusion Arcanum
    Chaos Sorcerer Lord (110)
    - General
    - Command Trait: Spell Hunters  
    - Artefact: The Fanged Circlet  
    - Lore of Fate: Arcane Suggestion
    Changecaster, Herald of Tzeentch (110)
    - Lore of Change: Bolt of Tzeentch
    Changecaster, Herald of Tzeentch (110)
    - Lore of Change: Arcane Transformation

    Battleline
    3 x Screamers of Tzeentch (80)
    3 x Screamers of Tzeentch (80)
    3 x Screamers of Tzeentch (80)

    Units
    6 x Varanguard (560)

    Endless Spells / Terrain / CPs
    Balewind Vortex (40)

    Total: 1970 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 92
     

    what do you think? Are there any better solutions?

    Buff archaon, dealing mw with changecaster and waiting the charge of varanguard while at the same time taking objectives fast with screamers.

    Thank you in advace

    Not quite sure what the purpose of the Changecasters are? With Archaon you really want him juiced up so he can take a punch and deliver one as well. You typically see Kairos paired with him because Kairos can cast the Daemonic Power off the Chaos Sorcerer Lord much more reliably plus you have the added bonus of being able to ranged snipe a hero or something else with Umbrall Spellportal + Gift of Change. Archaon will be out and about doing stuff while the Changecasters will sit back and do very little.

    I feel like the typical Archaon list you see in Tzeentch is quite refined and honestly this just seems like a toned down version of it. 

    • Thanks 1
  4. Mortal Wounds as a concept is great IMO and is a way to deal with high re-rollable armor save units. It also seperates how magic and combat/shooting works.

    It only becomes an issue IMO when it is super easy to apply, ala LRL archers that 1) ignore LOS 2) has immense range and 3) triggers on hit. This leaves a feeling of not being able to counter this in any way at all, meaning it is almost pointless to bring low (5 wound) support heroes to the table because of how easily they can be sniped. Look-out sir is worthless because the MW triggers on unmodified hits anyways, you cant hide the hero due to ignoring LOS and the range means you cant really put them in a safe spot unless they are so far away from the objectives etc. that they are essentially useless and might as well be dead. 

    This is an example when MWs becomes an issue. Skinks is somewhat the same, although they dont have the same range and they dont ignore LOS either, so there is a way to play around them. 

    • Like 2
    • Thanks 2
  5. 1 hour ago, Hannibal said:

    Whenever I play with blobs of Plaguebearers I run them 30 strong, use our support to enhance their speed and sit them on objectives. with Witherstave nearby they are pretty ressilient (-1 to hit, opponent has to reroll sixes to hit,  5+, 5++) and have enough bodies to defend the objective.

    Damage output is a big problem, yes. That is  why I don not really enjoy playing the faction right now.

    But is that really any different than mass Blightkings? You lose some model count on objectives, but you get an okayish damage output in return. 30 Plaguebearers might as well be slapping you with pillows.

  6. Been looking at Nurgle since the recent talk about upgrades to Sloppity etc. Im wondering though.. These lists with tons of Plaguebearers, how are they gonna play compared to the Blightking spam?  From what I can see you are getting more bodies on the board, and while that has a lot of merit you will have significantly less damage output and significantly less total wounds.  So what is really the point beyond simply getting to play with some other models? Feels like you will still have the same weaknesses while not really solving any of the current issues.

    • Haha 1
  7. 7 hours ago, Aeryenn said:

    I've encountered another problem. The warscroll says that only one model in a unit can be a Kairic Adept. Unfortunately the unit's boss is called so, then another with a dark scroll is also Kairic Adept and the one with a bird as well. Does that mean I have to choose or i can have all three as this "one per unit" only refers to the boss?

    The Adept is the “Leader” of the unit. The scroll and birdboy are different. See the warscroll on the app.

    • Like 1
  8. 14 hours ago, Ganigumo said:

    It's always been what its about? 


    On the one side the argument is "Counts as having been slain" = "Counts as being slain" = "They are slain"  so they split (which also necessarily assumes incompetence on the part of the GW writers for not just writing "they are slain", and should be errata'd to just "they are slain" for simplicities' sake)


    On the other side the argument is that the significance of "Counts as having been" is that the abilities which check when the model is slain (like horrors "each time a horror is slain...") would return false, but abilities that check if the model had been slain would return true. (this doesn't assume incompetence on GWs part, since the entire context of the statement is necessary, and probably requires a designer's commentary for clarification)

    I would like you to reference any other rule where they make a clear distriction of "tense", because I dont believe there is any. 

     

    In either case, since we apparently are entering the Age of Tense in regards to rules, I will make sure to play my Kairos Fateweaver correctly. I always assumed that we were playing "live" and things were happening "right now", since his Oracle of Eternity ability doesnt refer to the present, I guess I can use him in past tense too? So I will note down important dice rolls during the game and change one earlier in my turn or my opponents turn when it turns out it would have been important for the game. But why stop there? I guess I could go back into earlier turns. Actually, now that I read it, I guess I could change a dice roll in a previous game too. 

     

    Honestly this whole discussion of "tense" suddenly mattering for rules seems insane to me. The amount of rulebending that is going on to ensure that "count as slain" isnt "slain" is frankly starting to be ludicrous. I understand many dislike Tzeentch, especially due to Changehost/Flamerspam, but apparently they are willing to jump on any bandwagon that gives Tzeentch a disadvantage, no matter how absurd or abstract the reasoning is. 

  9. 22 minutes ago, Ganigumo said:

    You would never point at a duck and say "That counts as a duck" you would just call it a duck.
    Also the rules do not say "they flee and count as being slain." they say, verbatim,
     

    My understanding of English is that "count them as having been slain." and "count as being slain" are not synonymous, and that "count as being slain" is not synonymous with "they are slain". (you could count a swan as a duck if you wanted, or a tomato as a vegetable).
    If the rules said "remove them from play and count them as being slain" I would agree that they probably should split, but that isn't what the rules say.

    Are you serious? So now the discussion is wether “being” and “having been” is two completely different things for rule purposes 

  10. 8 hours ago, Kadeton said:

    But the timing is important. There is no moment at which you can say "This Pink Horror is slain," and split it into Blues. It never, in the present tense, is slain. But at every moment after you remove the Pink from play, you can legitimately say "This Pink Horror has been slain." Any rule that references it having been slain (in the past tense) will take effect as normal.

    Why is the timing important? There is literally nowhere in the rules where they make a distinction of "tense". 

    As someone else wrote - When you dance and sing you dont dance, then sing. You do it at the same time. I dont see how this is different. When a unit fails a battleshock test, they flee and count as being slain. This is happening at the same time, hence triggering abilities that would otherwise trigger on "slain".

    Claiming that you throw the models in the bin, then count them as having been slain once they hit the bottom of the bin is just intrepretating rules rather than reading them and playing by them.

     

    If it looks like a duck, swims like a duck, and quacks like a duck, then it probably is a duck. 

    image.png.73674d6feb736e2ea9680f9e2eb9c1c1.png

  11. 8 minutes ago, Ganigumo said:

    Do they really need to explain the english language and the concept of linear time in the rules?

     

    Every english sentence has a tense because english verbs have a tense. There is no "passive tense" in english. Sometimes there is a bit of confusion because the same spelling of the verb is used in multiple tenses (i.e slain) but the  context of the sentence does the work in clearing up the intention.

    "The unit counts as having charged" -past tense

    "The unit counts as charging" - present tense

    "The unit will count as charging" -future tense

    These all have different meanings.

    Rule interactions typically happen at the very same time. There is no "past tense" in regards to AoS rules. 

    Someone in the other thread explained it rather well - You can dance and sing. This doesnt mean you dance first and then sing. It means you do it at the same time.

    There is nowhere in the rules where they have made a distriction of tense. That is entirely you starting to compose rules that dont exist. 

    • Like 1
  12. 8 hours ago, Ganigumo said:

    The language "Counts as having charged" is used here because the models never actually charged. This is just like battleshock where rules that trigger when the model is slain don't trigger, but anything that checks if the model had been slain (past tense) treat it as such.

    If it looks like a duck, swims like a duck, and quacks like a duck, then it probably is a duck.

    Where in the rules do they distinguish between "past tense" and "present tense"? It is always a bit amusing to me when people start interpreting the rules further than what the rules actually say.

  13. 19 hours ago, Ganigumo said:

    The extra point of rend on the exalted is pretty relevant as well (especially against rerolls), and the damage per point of flamers and exalted flamers is very similar, obviously flamers are better with the +1 to hit from the exalted but 2 exalted flamers are cheaper than a unit of flamers and 1 exalted.
    unbuffed Flamers damage per point vs a 4+ save:0.0208125
    unbuffed exalted flamers damage per point vs a 4+ save:0.0267

    I normally don't like using damage per point as a comparison between units, but this is a case where it can be relevant.

    I agree, but I think there is an arguement for bodies (like a unit of 6 Flamers) but also Fold Reality.

    You could obviously just go full chad mode and bring a single unit of 6 Exalted Flamers. 😎

    • Like 1
  14. 17 minutes ago, Gwendar said:

    Yeah, typically but to be honest I don't think you really need the Fatemaster. With Mutability and an Exalted nearby along with shooting at a unit of 10+ models they're already at 2/2 and the Fatemaster is RR all hits.. I'd rather have a Blue Scribes. RR hits with that good of a profile only gets them ~1 more wound.. of course a case can be made vs them shooting at something with Lo,S but even at a 4/2 profile 3 Flamers will do ~5-6 wounds.

    I think if you're playing Changehost Flamer Spam the best method is to be a deathstar in most cases; far too many people want to use CH to move Flamers and alpha strike something off but it's very rare I find that worth it.. I just noted that you could do it if someone wants to make that risk assessment in their own game. For awhile I ran it with a Soulscream Bridge to emphasize this but found it wasn't really doing enough for the cost. I think if anything is going to be teleporting in CH it's going to be Horrors.

    Right I remembered him being an aura of reroll 1s to hit, not all hits. Thats a "tad" better. :D Arent the Flamers on 3/2s unless they shoot at a 10+ unit?  Base 4 with +1 from an Exalted nearby. The reroll increases consistency and is nice for sniping heroes. I believe Anttu ran with 2x6 Flamers and 2x1 Exalted Flamers, so thats quite a bit of firepower you are buffing with reroll all hits. 

    17 minutes ago, Gwendar said:

    You cannot teleport the LoC and I sincerely hope they weren't doing that in any games. It's a common mistake but it quite clearly says "pick 1 other friendly unit from the battalion" meaning it can't be the LoC. As for the other aspects, yeah it's basically just a heavy casting version of a Changehost. In my heavy casting lists I typically get at least 10-12 FP per turn but this is without Changehost as it doesn't provide any benefit other than lower drops which wasn't needed. I experimented briefly with HA + Flamer lists combined with lots of spell damage but it just didn't shake out really.. 2 Exalted Flamers will put out ~7 wounds vs a unit of 10.

    Currently the most successful casting list other than what I ran in Butchers Buffet has had 6 Skyfires and a Bray Shaman. Still tweaking it and have thought of including a LoC + Kairos over some other wizards.. but the goal is 10 FP per turn, consistently and that combo eating up half nearly half a list makes that hard. People are tired of CH + Flamers and I think this is why you see so many trying to integrate Flamers into HA lists. I won't say it doesn't work since it clearly does for some, but I think if you want to stay competitive with shooting at a large tournament then you're still going to stick with 9-12 Flamer lists in EC+CH.

    I didnt actually watch their games so cant comment on them teleporting LoC - But good catch! I have yet to play with Changehost but actually thought it was anything from the batallion you could teleport.

    I guess 7 damage from 2 Exalted Flamers isnt that amazing and it goes up around 9 vs 20+. Enough to cause battleshock and/or put a serious dent into a 10/15 man unit. I liked the idea of retaining a fair bit of casting but at the same time going significantly down in drops, also the mobility from teleporting Horrors around. This is also with Be'lakor waiting around the corner, likely changing massively (most likely going 400+ in pts) in his Broken Realms book in some months (?).  

    Im not sure what else I would switch the 2 Exalted Flamers for, still need that count of 8 for Changehost.

    But yeah, it was also an attempt at playing something else than mass Flamers that people are incredibly tired of even talking about by now. :P

  15. On 3/22/2021 at 2:39 PM, Gwendar said:

    As for the Fateskimmer; it's roaming around with the Flamers and giving them +1 to wound from the aura. 9\10 times you're using Changehost to teleport around Horrors and not Flamers unless you have an opportunity to make an important trade (since they will likely die if out in the open) with them.

    But arent you already gonna have the Fatemaster roam around with the Flamers for the reroll 1s to hit already? I dont really see the purpose of the Fateskimmer and would probably rather have more Flamers/Exalted Flamers instead of him.

    I really liked watching how Anttu played in a castle formation where everything was within range and slowly moved a deathball forward. 

     

    On another note - Im curious if anyone has played this double bird Changehost list that Dannii played in the Butcher's Tribe team event. Looks quite interesting imo. 

    Spoiler

    Allegiance: Tzeentch
    - Change Coven: Hosts Arcanum
    Mortal Realm: Aqshy

    Leaders
    Changecaster, Herald of Tzeentch (110)
    - Artefact: The Fanged Circlet
    - Lore of Change: Treason of Tzeentch
     

    Kairos Fateweaver (400)
    - Lore of Change: Tzeentch's Firestorm
     

    Lord of Change (380)
    - General
    - Command Trait: Spell Hunters
    - Artefact: Aspect of Tzeentch
    - Lore of Change: Bolt of Tzeentch
     

    The Blue Scribes (120)
    - Lore of Change: Fold Reality

    Battleline
    3 x Screamers of Tzeentch (80)
    3 x Screamers of Tzeentch (80)
    10 x Pink Horrors of Tzeentch (220)

    Units
    10 x Brimstone Horrors of Tzeentch (60)
    1 x Exalted Flamers of Tzeentch (100)
    1 x Exalted Flamers of Tzeentch (100)

    Battalions
    Changehost (180)

    Endless Spells / Terrain / CPs
    Aethervoid Pendulum (50)
    Umbral Spellportal (70)
    Balewind Vortex (40)

    Total: 1990 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 84

    2 drop list with quite a lot of spell damage output. The 2 Exalted Flamers is an interesting pick imo. I see them as a way to deal with Hordes without having to spend 260ish pts on a Manticore, which is almost useless against non-horde armies, where as the Exalted Flamers still put out OK damage. 

    Turn 1 you could have Kairos cast Blue Scribes reroll spell, have the Blue Scribes use the Spellportal on a 2+ then cast Gift of Change through it. Prior to this you could Changehost teleport the Lord of Change forward to snipe something else. 

    Im a bit worried about bodies, but you get 6 Screamers from Host of Arcanum and with the amount of casts, you could quite quickly summon 10 Blues or even 10 Pinks by turn 2. Might be OK. 

    Sad you cant fit in Geminids, but I actually think Aethervoid Pendulum is underrated against armies that really want to get up close like Ironjawz, IDK eels etc. D6 MWs across multiple units can be a lot! Obviously Darkfire Daemonrift is superior, but we cant slot that in here. 

  16. On 3/17/2021 at 7:43 AM, LuminethMage said:

    To include some of the tournament data (in-person) that were talking about: 

    According to AOShorts: There have been 8 GHB20 events with 5+ rounds and 50+ players. Looking at top 5 spots

    Seraphon - 8/40
    KO - 7
    DoT - 6
    OBR - 3
    Nurgle - 3
    DoK - 3
    Cities - 2
    Big Waaagh! - 2
    Slannesh - 1
    Khorne - 1
    S2D - 1
    Fyreslayers - 1
    Lumineth - 1
    Mawtribes - 1

    This does not look like 6 factions dominating everyone. 14 factions at least won one tournament with 5:0. If you just look at any tournament wins you can add: Idoneth, LoN, Stormcast, and FEC (18) to the list. If you go down to the 3rd place also Skaven, Slaanesh and Ironjaws (21). So ca. 20 out of 24 factions with a Battletome made it into the top 3. 

    Looking at the situation right now compared to the start of 2020 it looks like this:

    End 2020, start 2021: During the last 23 tournaments 12 factions (ca. half of those with a Battletome) have at least won one tournament. 21 factions were at least once in the top 5 (some are subsections of a Battletome). The 3 faction with the most wins are Seraphon, Stormcast and KO, with 3 wins each. 

    1552028938_202021.png.c13024ab828330793adec4d360301051.png

    If we compare this to the situation roughly a year ago (same amount of tournaments but a shorter period of time) we get this: 11 different factions won a tournament and 21 factions made it into the top 5. The 3 factions with the most wins were OBR 5, DoT with 4 and CoS with 3.

    2020.png.62b4706ca29ac52b0a62939d743ca35f.png

    Of course these are not 100% comparable (difference of time period, and slightly more Battletomes now), but as such it doesn't look like the situation has changed drastically. If at all, one could say that Seraphon are a big outlier which are overall outperforming everyone else. But in the latest tournaments they seem to be less dominant, and a year ago we had periods with strong factions like Tzeentch and OBR too

    If we look at win percentage right now, the situations seems to be this (for in-person matches, but TTS is very similar according to The Honest Wargamer data):

    1177974592_ScreenShot2021-03-17at15_23_27.png.61912291871cfa996d14bba5e4c7f4f5.png

    This is taken from ListBot (http://aoslistbot.herokuapp.com/sotm/), measuring tournaments from March 2020 to March 2021. A similar list is done by DKHM:

    EwixTBPXMAMZIOF.png.8849a7dcb0b6c8625d2c4d5076aef131.png

    So how is the balance? If you look at the data, a big bunch is within the 45% to 55% win-rate. If you go to 40% to 60% then it includes almost everyone with an own Battletome. 

    And again the big outlier which probably causes the most problems is Seraphon. They are very strong and are the most played faction in tournaments. There are 2 or 3 other strong factions, but I think it's hard to say that 6 factions totally dominate everything. Most factions are played within the 2% to 5% range, again the outlier being Seraphon. 

    I tried to find older data to compare it to see if the situation is really worse than before, but sadly I couldn't find any. I have my doubts though, that something has fundamentally changed during the last several years (just because of how people talk about Slaanesh. FEC, DoK and so on). But older data would be really interesting to see. 

    Personally dont believe tournament data is that important for the game. While I participate in tournaments and love it, flat data like a combined % says nothing in regards to how armies are doing against each other. Essentially if AoS balance was pure rock-paper-scissor, then your tournament data would show and indicate that AoS balance is absolutely "perfect", despite games being horrible. 

  17. I feel like the main issue is that armies have become so strong that small mistakes often lead to outright losses instead of the opponent gaining a significant advantage which eventually snowballs into a victory. This is mainly due to damage being so much higher, and how armies are able to projct this power, but armies these days also have much more tricks/tools/option. This can be anything from bad deployment allowing your opponent to turn 1 charge you - This results in you not just losing a unit, but likely half your army = Game is likely over. Same with not having zoned out a teleport properly etc. = Your important stuff is now dead = Game is likely over.

    Having observed games on TTS through HWG twitch it seems like very small mistakes are having a massive impact on the game due to the above - The opponent abuses said mistake and it can very quickly change the whole game on its head. The opponent hasnt just gained a small advantage, but likely outright won the game. 

    This also affects "inferior armies" - You likely lack the damage or tools to deal with your opponent, which creates very onesided games. If it is a "top army vs top army" I feel like the balance is alright ATM because both have the tools and damage etc.  

    • Like 5
  18. On 3/2/2021 at 9:41 AM, Gesundheit said:

    Hey Guys,

    did someone else feel like face punched after the Slaanesh release? I mean we got 1 new model (wich realy isn’t that good) and 3 okayish spells. That’s it. Slaanesh got so much more love then us! 
    I am over all not realy happy with the Battletome. Don’t get me wrong, it’s strong and stuff, but it missed many opportunity’s..... I feel like GW just wanted to make the fast money.🤷🏼‍♂️
    where is the love for the best faction. My love is frozen until I get a new tome.🙄

    From my experience there are really only 4 ways of playing Tzeentch atm. 

    1) Flamer spam with Changehost where you just shoot your opponent off the table, esp. with a double tun

    2) Archaon with Kairos etc. Max buffs on Archaon and send him forward with a couple of cheeky plays, especially if you get a Bray-Shaman. 

    3) Simply amass Horrors in the Multitudinous Host batallion. I think this has a lot of unexplored potential, but it is simply super time consuming with constantly spawning new Horrors between Multitudinous Host, Lifeswarm, 1 DD on battleshock tests, nuking your own stuff with Endless Spells etc. The playstyle generally seems rather dull and I think it is possibly the worst game your opponent will ever have. Likely why it isnt played. 

    4) "Control" Tzeentch with Kairos, Manticore, Be'lakor etc. You dont have "a lot" of damage (Winds of Chaos on 40 Skinks though..) but rather rely on cute plays to win.

     

    Anything else is really just lackluster tbh. At the end of the day we are a magic-focused alligiance, so maybe its "ok" that there arent a ton of viable melee builds around. It is unfortunate though, because I really like the look of Tzaangors and Acolytes etc.

    • Like 1
  19. 4 minutes ago, Sinfullyvannila said:

    Hard disagree. You can bring whatever you want in a changehost list unless "what you want" is more than 1/4 of your list to be not demons or you want to bring Kairos and another unit. We are one of the few factions that can put enough durability on the table not to need damage to win games.

    Would love to see a reasonable Chagehost list that doesnt bring any Flamers.

  20. 11 hours ago, Sinfullyvannila said:

    Its literally every TZEENTCH DAEMON in the book except Kairos and Gaunt Summoners. Are there even any battalions that are from battletomes that let you use units which dont have their warscrolls in the same book?

    Yes, but it still requires 8 units of those. It doesnt say "3-8" or "up to 8", it is exactly 8. If you take just about "the bare minimum" to fulfill the requirements of the batallion, you are looking at 1500ish points rather quickly, and thats before spending another 210 pts on endless spells (typically Geminids, Daemonrift, maybe Spellportal). 

    This army wont kill anything and you still dont have Kairos, Manticore or Be'lakor etc in the army. Thats why you dont see Changehost outside of Flamer spam because it IS restrictive and the only way to get damage into the army, while meeting the requirements of the batallion, is to have tons of Flamers. You pretty much cant play a magic version of Tzeentch while getting all the other stuff.

     

    billede.png.17aad302f5ed5c3e3c390d03653bc71d.png

     

    Again, Im not trying to claim Changehost is a bad batallion. It obviously isnt it. But it isnt a batallion that just says "pick whatever you want from this book and you are good". It heavily forces you down one road and is super restrictive when it comes to building your army.

  21. On 2/25/2021 at 9:46 AM, Sinfullyvannila said:

    Its more that the Daemon side is way too good than anything else.

    The batallions are still rather restrictive. I dont play Flamers so I often opt out of taking any batallion.

    Even Changehost is semi restrictive - It forces you into a 100% Horror/Flamer + Horror heroes + LoC army. No Kairos, no Manticore etc. 

    Changehost is an insane batallion no doubt, but it still heavily forces your entire army building down one path - Thats why you see very little differences between the Changehost builds doing good. 

  22. 8 minutes ago, GenericEdgyName said:

    Interestingly enough, it's an ogor head, meaning this spear (and probably it's wielder) are BIG. It also fits with several other REs, one being Gorslav's hook. Potential giant flesh monster serving everyone's favourite gravekeeper?

    Could be a banner perhaps? Could also be a gargant head. 

    • Like 1
  23. Super hyped for the Slaanesh release! Hope we get to see some warscrolls soon. Im curious if there might be some worthwhile allies - Especially Wizards - That we could combine with Kairos. Im hoping for the little Wizard on foot or the big palanquin guy to have some juicy warscroll spells!

     

    In the mean time I have had a lot of fun with the Curseling lately. Curseling getting to unbind a spell and then immediately cast it with its Vessel of Chaos combined with Blue Scribes learning a spell on 4+ is rather fun. Protection of Teclis, Comet's Call, Black Horror of Ulgu (Morathi) etc. are all really fun spells to steal and learn!  

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