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Kasper

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Posts posted by Kasper

  1. Just now, Keilerei said:

    Ok maybe DD are fair and can be played around, but in conjunction with other things tzeentch can do might feel a little oppressive. 
     

    maybe my problem is actually „power creep“ newer factions get flashy new super strong things to make them interesting and older stuff does not need to get sold.

    Well alas I might be biased ;) But I dont think DD are bad on their own - It does become troublesome when you start to pile on additional interactions ontop, like Changehost with the secured teleport, then DD a 9" charge with 20 Pinks. I just feel like DD isnt as gamebreaking in army lists without the Changehost ability.

  2. 14 hours ago, Keilerei said:

    Getting rid of Auto-xx.

    eg. Teleports, casts/unbind, destiny die. This is a Dice game, Skaven and Gitz do This in a cool risk and reward way, everything That happens automatically without giving at least a chance of interaction or is without consequences is just unfun to Play against.

    Yeah Im really not a fan of non-interactive gameplay.

    I might be biased because I play Tzeentch but destiny dice are 1) random and visible to both players prior to the game, so you know to a degree whats coming 2) limited resource, especially since you need to replace dice prior to rolling and you have to replace an entire charge/casting roll, but I dont see DD as terrible as Teclis auto casting/unbinding every single round etc.

    This also includes stuff like Slaan/Kroak being boardwide with Comet's Call or unbinds. It means there is literally no way for you to prevent either thing with your positioning etc. I feel like this is boring and bad gameplay. 

    Shooting units with 35"+ range is also terrible to play against since deployment/position means very little when the opponent has range over almost the entire board.

    Units that can cover like 30" distance is also pretty tiresome to play against. 

    • Like 1
  3. On 2/7/2021 at 6:44 AM, LeonBox said:

    The Sorc Lord also, as far as I know, doesn't get access to the lores of Tzeentch (though I could be wrong on this). 

    You can give him the mark of Tzeentch and hence he will be a part of the Tzeentch alligiance - This means he get access to Lore of Fate (mortal). Rare you would ever cast something else than his warscroll spell though. 

    • Like 2
  4. 4 hours ago, Harioch said:

    Honestly I don't want Nagash to lose his hold on Death allegiance. For me it's part of the appeal

    Just as this is what you love about Death, it is what keeps many of us from investing into Death. I personally find it bland and a huge flaw that Nagash is this Mighty being that nobody within the alligiance can battle 

    • Like 2
    • Thanks 1
  5. 56 minutes ago, Enoby said:

    I was against another newer player (think they were playing Stormcast) and I was playing Beasts of Chaos in Slaanesh. To be fair, I probably went to harsh on him list wise (I know BoC aren't great but bestigors are kinda scary in Slaanesh and an un-nerfed Keeper was silly), but this would have happened with any killy list. I had a two drop list (one keeper the rest beasts, including bestigors and bullgors) and let them go first. I think they moved a bit forward (just running up, not really caring about positioning). On my turn, I charged them, wiped out whatever was at the front, then got the double turn and wiped his army down to one ballista. He lost and wasn't happy about it. In a way, tactically, it was his fault for running everything up so most of my army could charge and then charge again. On the other hand it didn't really encourage him to play the game because he felt like he'd wasted his time putting his models on the table. Looking back, I shouldn't have used a keeper, but like I said, any killy unit would have likely done the job - no summoning was involved either.

    It sounds like the game was lost regardless if a double turn happened or not, since you were able to run up and wipe half of his army with no damage in return.  But yeah, this sounds like a typical example of someone blaming the double turn, rather than looking at their lack of measurements of your threat range or using screens to prevent their good stuff being charged. :P 

  6. 4 hours ago, Sleboda said:

    I get ya. I wasn't clear enough.

    I'm saying the bad feeling by the player, and thus placing the blame on the rule is as misguided as being upset that the kicker of your favorite team lost the game at the end by missing a kick.

    Both are missed feelings based on the observer not raising 6 what happened, not based on the rule itself being bad.

    It is my opinion that making things worse to appease the feelings of a person who didn't understand what actually happened is not the right call.

    From my own experience there are so many people (especially less experienced players) that are completely blind as to why they lost the game and truly believe they played perfectly/flawlessly but the loss was entirely due to 1) losing priority and the opponent gets a double turn, or 2) the opponents army is OP

    It is rough though - I get what you mean that changing something due to feelings is not the right call, but it does seem to discourage alot of players and potentially cuts quite a few newish players from the game early which kinda sucks.

    Im a big fan of the double turn personally and I think it adds a lot to the game, from list building to the table when deploying and planning your moves.  

    • Like 1
  7. 32 minutes ago, Third said:

    Did they delete the comment? Can't seem to find it any more 🤔 shady damage control if you ask me 😑 would much rather they would own their mistakes and just apologize for the bad communication.. 

    The community facebook page for AoS "shadowbans" negative comments, i.e you can write all you want but you are the only one that can see your comments if deemed negative. They are hidden for other people. 

    • Like 2
  8. 4 hours ago, Ogregut said:

    How many games has everyone played in the past 10 months? 

    How many events has you attended? 

    How much feedback have you sent to the faq team? 

    Reading some of the comments here you'll think GW are some bond villains in their Nottingham lair coming up with some diabolical plan. 

    I couldnt give 2 hoots about the faqs, I've not played a game or attended an event in nearly a year. 

    As I've said before GW has done a great job during the past 10 months providing constant content and products to keep everyone entertained. I know my mental heath wouldn't be as good as it is without the hobby. 

    But they are still a company run by people who are also affected by the pandemic and while they have done a great job keeping things running as smooth as possible, it's understandable that somethings will slide. 

    I can understand people are dissapointted that it was a small faq and no point updates but does it really have that much of an effect? 

    It's no more an indication that AoS is the forgotten game than Fyreslayers are being squatted because they've not had anything new in x amount of months. 

    AoS imo is in a great place, again imo the models are the best the company makes. The armies are so varied there is something for everyone. 

    We're at the beginning of a great narrative arc, 2nd edition battle tomes are starting to roll out and we've had a look at some stunning new models coming out. 

    Things really aren't all that bad. 

    Your post effectively boils down to "hey this doesnt affect me so it is alright guys, calm down!". That is just being super selfish. There are people playing physical games across the globe and even more playing on TTS with almost weekly tournaments. Just because the FAQ wouldnt affect you doesnt mean it wouldnt affect someone else. 

     

    Im super disappointed. Not only was our FAQ delayed, but the hype for the AoS FAQ was real after seeing the 40K FAQ with massive changes to armies and point changes. I expected somewhat the same for AoS. If there wasnt data for AoS, how come there was data for 40K? Does Covid-19 somehow not affect 40K?

    I think the answer is rather simple - There are two different teams working on the two different games and they took different approaches. 40K is also the bigger game and just had a new edition, so they probably put all their focus on this and left AoS as an afterthought for now.

     

    Covid has no impact on the FAQ. The FAQ does not require a physical meeting to take place. All of this work is office work anyways that can be done through Skype, Microsoft teams, Google Meet or whatever the company uses. There are TONS of companies across the globe that  are made up of office work and they arent dying or cancelling things - They just work from home through these online solutions. An effective and proper FAQ could have been resolved through 30-60 mins in one of these online solutions.

     

    I know the warhammer community page isnt "official GW" but they have articles about metawatch etc. I dont get why they didnt just make small but subtle point changes to the clear and obvious offenders. Even if people cry for Kroak to increase to 400+ pts, give him a subtle 20 pts increase and say "yo we dont feel like we have enough data to make proper and precise changes, but we feel like this will push things in the right direction". This would have been perfectly fine. 

     

    On the backfoot of the 40K FAQ this AoS FAQ just feels super halfarsed and I honestly cant think up any excuse for it. Either you ****** both games and keep to your excuse/story of not having data, or you update both.   

    • Like 1
  9. So an incredible lame and boring round of FAQs imo. 

    image.png.d2e4087720ec1d5f2f8e2b0b13f00688.png

    So the Changecaster can effectively get to cast 1) His warscroll spell, 2) Lore spell, 3) Mystic Shield, 4) Arcane Bolt, 5) Endless Spell and 6) Realm spell if you somehow managed to score five 9+ casts in a row. Technically you could cast 7 spells if you have the Tome of Eyes and have him cast it. Not sure how massive this is or if you will really feel it in any of your games. I was personally bringing Be'lakor, so he was already soaking up a "generic" spell. It is a neat little buff though for the guy. 

     

     

    The Mastery of Magic change is kinda meh. It means you will rarely get the +1 casting agenda off, since it requires an unmodified 9+. How we played it around here in my club was that changing a dice wasnt considered a modifier, so the cast after Mastery of Magic's effect would result in an unmodified casting roll. This is no longer the case. Between rerolls and using 2 DDs to "secure" a Gift of Change or whatever, you can probably still get it off in turn 1 or 2, just not as consistent. 

    This also affects Tome of Eyes (Tzeentch Endless spell) that some people were starting to play around with to great effect - You get to reroll casting rolls for the caster, but you got an auto successful cast that couldnt be unbound if you got an unmodified roll of a 2 or a 12. If you used the Tome specifically for this vs Kroak/Teclis, it is now much worse, since you cant simply flip a dice to get the result of 2 or 12, sicne it will be considered a modified roll. If you werent a fan of getting the D3 MWs and simply used the spell for getting rerolls on your single caster/Parchment Curse, then I guess it is somewhat a buff.   

    On the flipside it means Hexgorger Skulls is now much less dangerous. They require you to roll an unmodified 8. Now you can flip a lower dice to match your 4 and get a modified 8, hence not triggering this effect, and if you have a +1 from LoC or from the agenda, you will succeed the 9+ casts.

     

    Not really sure what else the FAQ impacts for us?

  10. On 1/19/2021 at 11:09 AM, Enoby said:

    I'm not sure how I feel about it. On the one hand, new stuff is nice to see - especially for smaller armies. On the other hand, likely in the case of Lumineth, it can mean more books necessary to play the army if they get an additional supplement for the new models. And in the case of Slaanesh, while they had a pretty poor battletome before, I imagine there are quite a few Slaanesh players who bought the old battletome with very little chance to use it before the new one was announced. 

    I think two years is probably the minimum time they should have between non-single hero releases. Otherwise you can have people with piles of rulebooks needed to play one army (which I think it what ended up happening in 40k 7e). I personally think two rulebooks should be the maximum needed for an army.

    Things are being "invalidated" all the time. There could have been someone investing into Seraphon or whatever prior to a new book because they love the "current" playstyle, only to find out a new one comes out and alters it. Units are "invalidated" through FAQs with rule changes or point changes. I dont think this is new or extraordinary at all.

    I think dropping new stuff in waves is just fine. It means the release wont be as overwhelming to some and currently if you dont like the release you might as well wave goodbye to the army for another 5 years. With this method you might have some hype that they will introduce some interesting things down the line - Either new models or batallions in white dwarf etc to spice things up. Fyreslayers is an example where they could have used a little extra love down the road.

    • Like 1
    • Thanks 1
  11. On 11/30/2020 at 4:18 PM, Gwendar said:

    I'm just getting a bit burnt out on it to be honest. I enjoy it quite a lot and it works well, but I see the December FAQ shaking it up a bit. It really wants to play against melee focused armies, and right now the meta just doesn't lean into that and it has a hard time vs shooting. I meant to get some games in this past weekend with the following but.. just wasn't feeling it and WoW had me a little sidetracked 😅


    Arcanum Flamers

      Reveal hidden contents

    Allegiance: Tzeentch
    - Change Coven: Hosts Arcanum

    Leaders
    Fateskimmer, Herald of Tzeentch on Burning Chariot (140)
    - General
    - Command Trait: Spell Hunters
    - Artefact: Aura of Mutability
    - Lore of Change: Unchecked Mutation
    Kairos Fateweaver (400)
    - Lore of Change: Bolt of Tzeentch
    Changecaster, Herald of Tzeentch (110)
    - Lore of Change: Treason of Tzeentch
    Fatemaster (120)
    - Artefact: The Fanged Circlet

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

    Units
    6 x Flamers of Tzeentch (280)
    3 x Flamers of Tzeentch (140)
    1 x Exalted Flamers of Tzeentch (100)
    10 x Blue Horrors of Tzeentch (100)
    10 x Blue Horrors of Tzeentch (100)

    Battalions
    Aether-eater Host (140)

    Endless Spells / Terrain / CPs
    Chronomantic Cogs (80)
    Tome of Eyes (40)

    Total: 1990 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 102
     

    2 main threats here; Kairos that can potentially have a 27" threat range T1 and throw out 4 spells and the highly mobile gun battery. I'm trying to lean into casting + shooting a bit without just going into Conflag.. although that would probably be the better option. If I actually make myself play a couple test games, we'll see what happens with changes. And yeah, I could swap out the Changecaster for a Scribes and drop the Tome but at that point I don't have 4 good spells to cast.. only Gift and Bolt.

    Would love to hear about your experience with the tome from the event. :) Do you see any use with the tome in other lists?

    I played your other list and switched a Changecaster + Balewind + Magister for Great Bray Shaman + Ogroid. Played against a "Starcast" with Stardrake, Lord Arcanum with Everblaze Comet, Slann, Heraldor (the guy that blows a horn and explodes a terrain), Lord Celestant to buff the Stardrake and then it was 3x5 Judicators with a Prime. Soooo much MW output, and a lot of it doesnt need any dice rolling.

    It was on "Battle for the Pass" and despite him taking first turn and and pretty much nuking Kairos to ~7 wounds remaining in turn 1, I won pretty hard by turn 3. Not gonna lie, but we played in Realm of Light and every terrain being Mysitcal helped my little dudes a lot. I rolled some pretty hot 6s to deny some of the mass MW output the SCE list does from terribly far away. I opt'd to use Kairos dice to stop a Comet's Call after having used Be'Lakor on the Lord Arcanum to give me some more time. Both guys are sitting 40ish inches away (which is honestly so stupid - the range on both abilities is insane) so there is no unbinding to do here. 

    In turn 1 he dropped his Judicators on the two middle objectives (Prime came down on one of them) and started sniping away, which got him 5 VPs. The following turn I DD charged Pinks into each unit and they kept the objective the remaining of the game (we played until my turn 3 (the end of turn 3) and he conceeded). This gave me 5 VPs in turn 1, 5 VPs in turn 2 and in turn 3 I summoned 10 Pinks onto his back objective, so it was 19-7 by the end of turn 3 which he couldnt come back from. There was no way he could re-capture his own objective while also getting my home objective. Bodies simply won by this point.  

    The Ogroid felt kinda meh. He just stood around and gave Kairos an additional spell to cast, beyond that he did nothing. He felt way too squishy for me to even consider moving him forward and into combat. Obviously the list I played against has a TON of AoE MWs output, which doesnt help agaisnt our tiny guys. But at least the Changecaster provides an additional spell casting source with 2+ spell casts a turn that can have some ooompfh. The 24" from Balewind also gives me something to play around with so my opponent simply cant just sit outside of 18" and chill. In my game I felt it was literally just Kairos casting spells, all the other dudes sat around and did nothing beside offering up their lore spell. The healing from the Ogroid spell is also kinda whatever. I think it healed Kairos 2 wounds total in that game. If the healing was equal to the MWs it did, I would value it much higher, but using the spell on 2+ wound models or against single heroes (like a Prime or Stardrake) is kinda wasted. The lower casting value is ok, but not that big when you have rerolls from the Manticore.

    The Great Bray Shaman felt great. His Prime was around 22" away from Kairos when it came down, so I decided to bank on the Devolve which got the Prime within 18" inches, meant he got nuked dead in a single turn. I think the ability to mess with people so they cant just say "ohh you have 18" reach? gotcha! i will just sit outside of 18" then" is pretty valuable. You also have the option of just yoinking something into unbinding range through Spellportal (I didnt want to try on his Lord Arcanum since he had do a crazy high roll on 2D6 to be within 30"), something out of buffing range etc. I really like this guy and I think its super valuable to give your opponent a ton of different questions, as we have talked about in the past.

    Im really torn on what to cut in the list for the Shaman. I like the Magister because he offers another source of a Spawn which is insane in HostD but sprinting forward in the later turns to summon 10 Pinks onto an objective (or within 9" to DD a charge) is pretty sick. The Blue Scribes can do the same though, and I feel like by turn 3 he has done his job by supporting Kairos with the Spellportal or learning Wind of Chaos on a 4+ to cast on a 2+ through the Spellportal later on etc.

    Otherwise I could go with the Changecaster + Balewind, but it puts me at this awkward spot of having 1960 pts. It means I get to have a triumph in 99% of the games (probably), which isnt too bad I guess? Could always use the reroll saves on Kairos, or hits/wounds on the Pinks. Im honestly sad I cant slot in Geminids, but I wont dwell too much on the exact list since we are so close to the winter FAQ which could change things around - The GBS could drop in points to give me Geminids (lack 10 pts!), maybe the Gaunt Summoner drops significantly (rightfully so tbh after his nerf to "just" 5 Pinks) which might change the heroes choices around.

    I have yet to use the Palisade + Spawn trick to halt the movement of enemy units

    Spoiler

    Allegiance: Tzeentch
    - Change Coven: Hosts Duplicitous

    Leaders
    Be'Lakor (240)
    Chaos Sorcerer Lord on Manticore (260)
    Kairos Fateweaver (400)
    The Blue Scribes (120)
    Magister on Disc of Tzeentch (140)
    Great-Bray Shaman (100)

    Battleline
    10 x Pink Horrors of Tzeentch (220)
    10 x Pink Horrors of Tzeentch (220)
    10 x Kairic Acolytes (100)

    Endless Spells / Terrain / CPs
    Darkfire Daemonrift (80)
    Umbral Spellportal (70)
    Prismatic Palisade (30)

    Total: 1980 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 80

     

    Spoiler

    Allegiance: Tzeentch
    - Change Coven: Hosts Duplicitous

    Leaders
    Be'Lakor (240)
    Chaos Sorcerer Lord on Manticore (260)
    Kairos Fateweaver (400)
    The Blue Scribes (120)
    Changecaster, Herald of Tzeentch (110)
    Great-Bray Shaman (100)

    Battleline
    10 x Pink Horrors of Tzeentch (220)
    10 x Pink Horrors of Tzeentch (220)
    10 x Kairic Acolytes (100)

    Endless Spells / Terrain / CPs
    Darkfire Daemonrift (80)
    Umbral Spellportal (70)
    Balewind Vortex (40)

    Total: 1960 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 79

     

  12. On 11/28/2020 at 4:28 PM, Gwendar said:

    I'm giving a shot regardless though.. adding 3" to your casts could even mean you don't need the Spellportal.. at least not in lists that have another element of damage aside from spells. In my control lists, yeah keep Spellportal at all times.

    I have a few lists in the work now that drop Be'lakor just in case the December FAQ won't be kind to him.. or Tzeentch in general. He's a crux that I've grown a bit tired of so I want to replace it with other elements. I may give the spell a try I guess.. you do make solid points. 

    I mean I completely understand wanting to switch things up. You have played the list a fair few times by now, so I would probably want to switch things up too. :DPlay some games and report back! Im curious how it will be on the table. Sometimes things look great/bad on paper but on the table things turn out significantly different. 

  13. 21 hours ago, Paniere said:

    Here's a scenario where the tome shines: cast it with Kairos in host arcanum, getting a total of +9 extra inches (3" for the tome and 6" for the extra move given by that coven). Now you can snipe with 6 flat MW a key support hero within 27" in sight. When you roll for casting, you can reroll results which doesn't show any 6s or double 1s, giving the spell a 55% chance of being unstoppable. 

    Any 6s is "almost" unstoppable on its own though (12/13 is rather difficult to beat) and it isnt difficult to get access to casting rerolls in the first place. My biggest gripe is that it takes up an Endless Spell slot and the fact you will bracket Kairos simply by turreting spells. I guess it hugely depends on what you play against (+3 unbind Kroak/Teclis), what your list is made up of and what exactly your plan is. If you dont have a specific gameplan in mind with it, it seems rather terrible to be fair.  

  14. 18 minutes ago, Gwendar said:

    I didn't understand why anyone would take Tome either, but it makes sense after looking a few things over. When it comes to the LoC/Kairos, the dice matching ability is written as "you can change the dice" so if you roll, say a 4 and a 6, just keep that roll.. but if you roll say a double 2 then you can RR it and you have a better chance at not hurting yourself. Overall I think it's a bit gimmicky, but the Tome will add 2-3" to your casts because it moves with you and needs to be setup within 1". I think if you can't fit in Blue Scribes and you really want to make 1 caster (Kairos in all circumstances probably) a turret, it's a good call.

    I thought about that before honestly but.. yeah the random nature kills it for me generally. I would really want to be rolling the halve movement more than anything and with chances like that I would rather take more damage via Geminids/Daemonrift.

    Yeah I can see the potential in the Tome, but I just dont like the idea of risking that Kairos brackets himself. This is without even considering random chip damage like Comet's Call or other long range shooting attacks etc. 

    I feel like you could achieve almost the same effect but still having access to Wind of Chaos by taking your other "control list" and shaving off Blue Scribes, Be'lakor etc. 

    The randomness does suck, but I could see it working out alright as a threat. Even if you dont roll well, I think most opponents would think twice before "invading" said space at the risk of getting halved movement, -1 hit, suffer D3 MWs and have a Chaos Spawn appear (Host Dup) makes this even more fun. As I read the Endless Spell, you get to roll a D6 and then see the result and pick a unit afterwards. So if you get a positive buff, you can select your own unit, if not you can select an enemy unit. If there is no enemy unit within 12" of the Sigil, you can just move outside of it as it happens at the end of your movement phase.

  15. 17 minutes ago, Iron Fist said:

    Hi!

    i have a friendly game saturday night. I wanted to try playing Archaon in tzeentch.
    I hesitate between two list:

    this one with the spell portal which combines very well with the spell of Kairos:

    Allegiance: Tzeentch
    - Change Coven: Guild of Summoners

    Leaders
    Chaos Sorcerer Lord (110)
    - General
    - Command Trait: Prophet of the Ostensible
    - Artefact: Brimstone Familiar
    - Lore of Fate: Glimpse the Future
    Archaon the Everchosen (800)
    - Lore of Fate: Infusion Arcanum
    Kairos Fateweaver (400)
    - Lore of Change: Bolt of Tzeentch

    Battleline
    10 x Pink Horrors of Tzeentch (220)
    10 x Pink Horrors of Tzeentch (220)
    10 x Kairic Acolytes (100)
    - 7x Cursed Blade & Arcanite Shield
    - 3x Cursed Glaives

    Endless Spells / Terrain / CPs
    Umbral Spellportal (70)
    Geminids of Uhl-Gysh (60)

    Total: 1980 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 69
     

    And this one which contains a lot more body:

    Allegiance: Tzeentch
    - Change Coven: Guild of Summoners

    Leaders
    Chaos Sorcerer Lord (110)
    - General
    - Command Trait: Prophet of the Ostensible
    - Artefact: Brimstone Familiar
    - Lore of Fate: Glimpse the Future
    Archaon the Everchosen (800)
    - Lore of Fate: Infusion Arcanum
    Kairos Fateweaver (400)
    - Lore of Change: Bolt of Tzeentch

    Battleline
    10 x Pink Horrors of Tzeentch (220)
    10 x Pink Horrors of Tzeentch (220)
    10 x Pink Horrors of Tzeentch (220)

    Total: 1970 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 69
     

    What do you think?

    Cheers!

    Why Guild of Summoners? I would go Host Arcanum in a list like this. Switch 10 Pinks to Screamers and include Portal + Geminids.

  16. 17 hours ago, Gwendar said:

    Please don't get me started on Seraphon today, I can't handle it 😅. I'm just ready for the December FAQ where Be'lakor goes up to 280 and things like Tzaangors stay the same or decrease by 10 while Kroak and Skinks\Skink Priests only go up 20 points 🙃

    "There's no tournament data" despite TTS being an accurate enough source of all your balancing needs. Every now and then you get people running ridiculous lists that they would never actually buy like 14 Chariots in CoS or 10 Cockatrices in BoC (although Mumford actually did buy that many).. but 45 Blightkings and 6+ Salamanders are things that I know plenty of people actually have. Rant over.



    Anyway, signed up for Hammertime 6; a 1-day 3-rounder starting at 7am. Thinking about trying out a casting/shooting HA list this go-round so here's a rough draft:
     

      Hide contents

    Allegiance: Tzeentch
    - Change Coven: Hosts Arcanum

    Leaders
    Fateskimmer, Herald of Tzeentch on Burning Chariot (140)
    - General
    - Command Trait: Spell Hunters
    - Artefact: Aura of Mutability
    - Lore of Change: Unchecked Mutation
    Kairos Fateweaver (400)
    - Lore of Change: Bolt of Tzeentch
    Changecaster, Herald of Tzeentch (110)
    - Lore of Change: Treason of Tzeentch
    Fatemaster (120)
    - Artefact: The Fanged Circlet

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

    Units
    2 x Exalted Flamers of Tzeentch (200)
    2 x Exalted Flamers of Tzeentch (200)
    1 x Exalted Flamers of Tzeentch (100)

    Battalions
    Aether-eater Host (140)

    Endless Spells / Terrain / CPs
    Umbral Spellportal (70)
    Chronomantic Cogs (80)
    Tome of Eyes (40)

    Total: 1980 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 81
     

    Basically using my own version of something Joe Krier has been running. Basically just mixing the high casts and turning Kairos into a 4-cast turret with RR's with some shooting by creating a mobile gun platform with the Exalted + Fatemaster (hit RR's and to summon 6 Screamers in front of the Flamers) + Fateskimmer (+1 to wound for the Flamers and -1 to be hit the Screamers/Flamers).

    Still need testing to be done on it.. I'm really not sure on the Tome but if I can pull myself away from WoW for a day this weekend I'll see if I can get some test games in.

    I have been looking at the Endless Spells for Tzeentch for a while.. My local shop got 30% off due to "black week" so I decided to buy the Tzeentch and S2D ones. I find the Tzeentch ones really awkward after studying the scrolls. While I get the point of Tome of Eyes, I just fear the risk of rolling double 2s or 6s when Kairos is casting 4 spells a turn. He could bracket himself pretty fast on his own without even considering any kind of chip damage, and you have no sustainability?

    I thought of including the Burning Sigil in your other list. The idea of is controlling the midfield and while the Burning Sigil is random, I feel like it could maybe cause a zone (18" setup range and then 12" radius around that) that your opponent likely dont want to walk into. This could cover objectives/midfield somewhat. It is annoying that we have a limit on 3 endless spells though..

  17. 3 minutes ago, Gwendar said:

    Yeah I can only assume it was for people that forgot to bring their Blues..? I seriously don't understand it and I think they need to be 5-6 FP. You can only summon once per phase anyway, so you wouldn't even need to worry about saving FP and summoning 2-3 units at once.

    I havent ever summoned more than once, but I have missed this rule! I thought it was unlimited just like Seraphon. :P

    It seems odd though,  I mean by that token why cant you summon 10 Blues/Brims for the cost of 10 Pinks? ;) 10 Brims should certainly drop in FP value. On the flip side if they get too cheap it would be a no brainer in most cases to summon in 10 Brims every turn to act as a speedbump while you grind to 20 FP for 10 Pinks.

  18. 23 minutes ago, Gwendar said:

    The Gaunt only summons 5 Pinks with the ability, yes.. but those do split. You can always spend 10 Fate Points from any Tzeentch wizard to summon 10 Blues/Brims (why you would ever pick Brims for the same cost is beyond me). You can add in 10 Blues for 100 points or 10 Brims for 60, but only Pinks are battleline.

    I have been searching high and low as to understand why you can pick between 10 Blues or 10 Brims for the same Fate Point cost. I thought it was a mistake for sure. I cant see an arguement for EVER picking 10 Brims. Even if you want more damage output in melee, it would be better to pick Blues and fire more shots in the shooting phase - Same damage in the end. You just get 10 free wounds by picking Blues. 

  19. 8 hours ago, PiotrW said:

    If I may share a random Tzeentch-related thought observation:

    Is it me, or are the Horrors an insidiously costly unit? Real money-wise?

    I mean, they have this "split into two lesser daemons when killed" ability. Which seems very fun :) But it means that, for every box of Pink Horrors, you need also to buy two boxes of Blue Horrors. Because every Pink Horror killed will turn into two Blue Horrors... Thankfully, Brimstone Horrors are included in the appropriate number in the Blue Horrors box - otherwise, it would mean you'd need to buy two boxes of those, too!

    Overall, if we go by GW's officials prices, you'd need to pay 75 GBP to field 10 Pink Horrors. Quite a lot of money for a unit of 10 smallish critters...

    Or am I missing something here?

    Not only that, but when you field 30 Pinks you are looking at transporting 150 models. (30 Pinks + 60 Blues + 60 Brims). This can come as quite a surprise if you are new to the faction and tinkering with army lists. Thankfully they are on 25mm (Blues and Brims) so they dont take up as much space. It is also a significant number of models to paint. Luckily those little guys arent the toughest to make "table top ready".

  20. 15 hours ago, Emperor of Zhong said:

    No retreat and charge in the same turn. 

    Im not sure why this was even a question to begin with though. Longshanks is effectively a worse version of fly. If you could freely "retreat" out of combat with Longshanks, there would be nothing stopping flying models from doing the same, which they havent.

    • Like 1
  21. 18 hours ago, KingBrodd said:

    Sons of Behemat Errata.

    20201118_131605.jpg

    Since AoS has become a game of nitpicking, it seems crazy to me that they changed the indiviual models' abilities instead of just errata the universal "Longshanks" ability itself. So effectively the Bonegrinder is still screwed by endless spells, magmic invocations and judgements, since there is no mention of him in the errata. Maybe Forgeworld will update his warscroll? Im guessing the mercenary Mega Gargants are screwed too since they are their own thing and not specifically the dudes mentioned on page 76, 77 and 78? Seems like a potential silly oversight.  

    The answer to Mightier Makes Rightier is so incredible stupid and it just opens up a lot of abuse as it is. I like the idea that you can bring your SoB to a tournament and not autolose either Places of Arcane Power or Better Part of Valor depending of your list, but there the answer given just opens up a lot of implications.

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