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BarbecueGamer

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Posts posted by BarbecueGamer

  1. I have ran the Gaunt with Treacherous Bond but it seems wasted most of the time.  Putting Bolt on him gives so much hero sniping power. He does get killed sometimes but he is so far back that he is usually safe.  Just keep him screened with Pinks first turn then with blues to get the arcane Sacrafice off and you should be fine. 

     

    I also would like to try the Chaos Sorceror Lord on Manticore. Looks like a great way to mix it up. 

    • Thanks 1
  2. On 8/2/2019 at 12:37 PM, umlaut31 said:

    Hi everyone, I've been playing AoS on and off for a few years now and really keen to start a Tzeentch army as my next project. The prospect of high movement and a big magic phase + some really cool models is something I'm very keen to try (after playing Khorne and Beastclaw in the past). I'm doing quite a bit of theoryhammer at the moment as I  have only managed a few smaller games with proxy models, but I'd love some feedback on my list below as a starter for 10.

    I'm not looking for a top tier army but my local meta is quite competitive (or at least, a few trick lists with either lots of shooting, lots of monsters/dragons etc) so I'm trying to come up with something to work towards that can hopefully handle a few different threats and  give me some different options for each game before I buy any models! Not sure how competitive the Skyshoal batallion is, but I love the Skyfire/Enlightened models and thought the lower drop, extra move and CP + artefact would come in handy (as well as the rule of cool obviously)!

    Allegiance: Tzeentch
    Mortal Realm: Ghur

    Lord of Change (380)
     - Gryph-Feather Charm
     - Tzeentch's Firestorm

    Gaunt Summoner (160) - General
     - Arcane Sacrifice
     - Treacherous Bond

    Tzaangor Shaman (160)
     - Windshief Charm
     - Fold Reality

    10 x Pink Horrors (180)
    Bolt of Tzeentch

    10 x Pink Horrors (180)
    Treason of Tzeentch

    5 x Chaos Warriors (90)
    Hand weapon & Shield

    Battalion - Skyshoal Coven (130)
    3 x Tzaangor Skyfires (200)
    3 x Tzaangor Skyfires (200)
    6 x Tzaangor Enlightened on Discs (320)

    Total - 2000pts

     

    I guess my thinking with the list was to move the Lord of Change up with a unit of Pinks, and keep the Gaunt bonded with the Chaos warriors (to offer the gaunt a bit more protection with Look out Sir and 2+ shrug onto a 10 wound unit) whilst he uses arcane sacrifice on the other unit of Pinks to generate fate points. Tzaangor shaman to support enlightened with buffs on those crucial charges and skyfires to offer ranged support/kill off enemy characters, as well as the shaman being able to fold reality when things get difficult or windshief charm + summoning for late game board control. All being well it's 7 (8 with the potion) spells a turn (hopefully realistic with Gaunt  re-rolls from arcane sacrifice and the LoC command ability affecting all wizards in my list) so should be a fair amount of fate points for summoning as needed, and I have a few high damage spells that hopefully will be in range early on in the game.

    Open to any suggestions or changes, and if I have missed anything obvious please let me know! I wasn't sure if I should swap one unit of pinks for some Tzaangors (but how effective are they in units of 10?), and then maybe flesh this unit out a bit by dropping the batallion (and one unit of skyfires) and getting more battleline bodies. Also thought about popping the Gaunt on a balewind but not sure if losing mobility for the rest of the game could make things difficult. Does anyone have any experience of similar lists or aspects from this list?

    Thanks in advance! 😊

     

     

    I run a similar list and have had pretty good results.  I play the list in a local league and have also been in a couple tournaments with it.  I recently won a small one day tournament and went 4-1 in a larger 2 day  tournament.  For mine I run 20 Tzaangors, 10 Pinks and 10 Kairic Acolytes or 5 Chaos Warriors for battle line. I also only run 3 skyfires or run none with a Blue Scribe.  Sometimes in my league I'll run a Mutalith Vortex Beast for the fun of it instead of the Skyfires.  I don't run any battalions. For endless spells I alway bring the Balewind Vortex.   I like to bring the Umbrel spell portal and pendulum too but swap these around with other endless spells sometimes.  I can run the pendulum through the Pinks to get more blue points and control portions of the board. I really like the block of 20 Tzaangors as they can  hold an area of the board very well.  Find some 1 Wound targets for the shaman to bring some Tzaangors back each turn.  I prefer Bolt of Tzeentch on the Gaunt Summoner to snipe heroes from 33" away. That in combination with the LoC with a Spell portal can really dish out mortal wounds from a distance.  The mortal wounds win the game for me and the Enlightened clean up anyone getting close to the casters. 

    I feel the weakness is against alpha strike or teleport armies as we don't start with too many bodies on the board. Between Arcane Sacrafice, the pendulum and spell casting I can usually summon 20 blues by turn 2 but turn 1 can be tough to defend a hard hit. 

    I have only been playing for 7 months but I really enjoy the versatility of the mixed Tzeentch list so far. 

  3. 23 hours ago, MattyP said:

    my first attempt at a battle report...i cut/pasted my opponent's and changed the wording...

    In this battle, I faced off against Seraphon. We picked Battle for the Pass and he won the deployment roll. As we both had 6 drops, he was able to finish first and opted to go first. he rolled a 5 for the Constellation: Sage's Staff for Re-Roll Hit rolls of 1.

    My list;

    Gaunt Summoner w/ familiars

    Ogriod

    10 x acolytes

    10 x pinks

    Burning Chariot

    Vortex beast

    ….don’t remember his list but think he started with

    Star priest

    Slann

    10 skinks

    10 skinks

    10 skinks

    6? ripperdactyls

    Seraphon T1: he cast Cogs and slowed down time, but failed Balewind. Summon Starlight and Serpent Staff on Razordons. He teleported his far right unit of Skinks to the left objective. In movement, he flew the Rippers up to gain the right objective and hoped for a good charge roll. Middle Skinks and Razordons advanced to cement control of his objective and get range for shooting in subsequent turns. he failed the charge on the Rippers and opted not to re-roll it with CP. he had 4 Skinks in range of my Acolytes for shooting, but forgot to shoot them. 5-0 Seraphon.

    Tzeentch T1: he managed to unbind 3 of my 4 casts, so that was a bummer. I got off Mystic Shield on the the Vortex Beast. The Vortex Beast's ability inflicted 3 wounds. My Acolytes and Ogroid moved up to contest the left objective. The Vortex Beast moved up into charge range. In shooting, the Chariot managed 2 more wounds. his left unit of Skinks took fire from Acolytes and Pinks and lost 3. The Vortex Beast made its charge, but Acolytes failed. In combat, the Vortex Beast inflicted 5 more wounds. 5-1 Seraphon

    Tzeentch T2: Tzeentch won priority. he didn't manage to unbind any spells this round and 1 or 2 offensive spells (bolt of tzeentch and infernal flames I think) went into the Rippers and 1 went into his left Skinks. Vortex Beast's ability finished off the Rippers, giving me control of the right objective. The Vortex Beast was now free to advance and did so towards his middle Skinks. Acolytes and Ogroid continued their advance and gained control of the left objective. Shooting saw his left unit of Skinks melt and 6 of the middle skinks die. The Vortex Beast charged the Razordons and he failed their Instinctive Defense. Ensuing combat here inflicted 2 wounds on the Razordons and 4 wounds to the Vortex Beast. 5-6 Tzeentch

    Seraphon T2:he successfully cast Balewind and left Cogs on +1 spell casts, gaining 13 CCP. he attempted to cast the Realm Spell Banishment, with a Cast Value of 8, to throw the Vortex Beast back, but failed. He teleported the Slann and 4 remaining Skinks to the right objective, gaining control. He Couldn't move anything, but brought in 3x Ripper, a Sally, and 3x Handlers. Shooting into the Vortex Beast with Razordons, inflicted two more wounds. The Salamander shot into the Chariot and got a 6 on the damage roll. Chariot gone! In Combat, the Razordons did inflict more damage on the Vortex Beast, but lost two models. 8-6 Seraphon

    Seraphon T3: He  again attempted Banishment with the Starpriest and again failed it. the Slann stayed put. The Skink Priest got the additional cast and used it on Summon Starlight. he rolled an 11, but I  used two 6s from my destiny dice to unbind. He moved the summoned Rippers towards the Vortex Beast, in case the Razordons couldn't finish him off, but this proved unnecessary as the Razordons shot him off the board. 11-6 Seraphon

    Tzeentch T3: having trouble remembering what happened, but I forgot to summon either here or last round…could have summoned blues. I think I failed 2 or 3 spells as well, so not a great turn other than maintaining control of the left objective. I had acolytes shoot into the ripperdactlyls…I think I did some damage or killed one, but the other shooting whiffed. 11-9 Seraphon

    Seraphon T4: The Slann teleports back and controls the Cogs, givin it a bunch of summoning points I think. he move the two remaining Rippers to attempt a charge into the Acolytes, reposition the three units around the right objective, and move up the Razordons to also shoot at the Acolytes. EoM he summons in a Bastiladon. In shooting he was able to remove 5 of the 10 Acolytes, but then fail the charge on the Ripperdactyls and the Command Point re-roll charge. 14-9 Seraphon

    Tzeentch T4: I gained more Blue Horror points from Arcane sacrifice, allowing the GS to cast his spells into the ripperdactyls or the right side skinks (not sure which). Movement saw the Acolytes move up to charge the Rippers and i summoned a unit of 10 Blues to accompany the Ogroid and keep control of the left objective and another unit of 10 Blues to contest the right objective. Both units of Blues and the Acolytes and some Pinks are able to shoot, killing 1 Handler and 4 Skinks on the right objective and wounding the Rippers. The Acolytes make their charge, as do the right unit of Blues. In combat, the Acolytes manage to kill a Ripper and inflict 2 wounds onto the last one. The Blues kill another Handler, but don't damage the salamander. he strikes back and kills 3 Acolytes and 2 Blues. 14-14 tie

    Seraphon T5: He gets more summoning points and teleports stuff out of combat. He then summoned in a unit of Skinks and 3 more Rippers. The Razordons are able to kill off the remaining Acolytes in shooting, and the Bastiladon manages 3 wounds into the Blues on the left objective. Tzeentch removed the three closest Blues to the objective which left his ripper in range and me out of range of that one. 17-14 Seraphon

    Tzeentch T5: All that really matters here is that i moved the Ogroid and remaining 7 Blues onto the left objective, cementing the win. 17-19 Tzeentch. Humorously, we lost track of the rounds and ended up playing into turn 6, thinking it was turn 5.
     

    Post Battle Analysis


    The burning chariot was not very impressive as it fizzled…seriously 6 wounds for it?? The Vortex beast was good and I enjoy using him. Should have gotten the Ogroid in closer casting range earlier on I feel. Need to pay closer attention to Fate/Blue horror points as I could have summoned at T2, but forgot (I think it was T2….lol). Seraphon summoning is ridiculous and it felt like an uphill battle with all his summoning craziness. Maybe should have done tzaangors instead?? Not sure if they would have faired better. Casting rolls weren't great and he unbound a lot….so that was frustrating….and he didn’t cast much as he took the points to allow him to summon (like 10 points for each non-cast spell?!). I don’t look forward to their update.

    this was a win, and i'll take it….LOL.... tried something new with the chariot and it fizzled. from my perspective, tzeentch needs an update; which probably says something about my playstyle/skill level rather than the army....as several people say tzeentch is not in a bad state; but i feel like I just struggle each game.

    .

    Thanks for posting the battle report. I enjoyed reading it. I agree that the chariot is not worth it for the points. I really like having Tzaangors to sit on an objective and hold it. I also run a mixed army and my battle line is usually 1 unit of 10 Pink Horrors, 1 unit of 20 Tzaangors, and 1 unit of either 10 Kairic Acolytes oe 10 Chaos Warriors but I have been using Acolytes more often lately. 

    We have a lot of things to keep track of so don't feel bad. I am also guilty of forgetting to summon sometimes. I made a flow chart to use during my turn and in big bold letters I put Summon at the end of the movement phase. 

    I just put together a Vortex Beast I plan to paint it this weekend and am excited to try him out in the league I am in. He might not be the most competitive but I love the model. 

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  4. What do you run in your magic heavy list?  I am kinda new at this, have played less than 10 games and am in my first tournament next weekend.  Right now I am running a LoC, Gaunt Summoner, Tzaangor Shaman and am trying to decide on the Blue Scribes, an Ogroid, or Curseling for the 4th wizard. I'll have a unit of 20 Tzaangors, 10 Pinks, 10 Kairic Acolytes and 6 Enlightened on Disk.  The rest will probably be endless spells. 

  5. 12 hours ago, Quarmiel said:

    I hope incoming (sooner or later) update will cover this mind twisting toolbox 😀.  Tzeentch should be THE army of magic and I'm pretty sure most people here decided to give Tzeentch a try because of it.

    With all these issues in mind I still play only magic-heavy lists and, even when losing, I enjoy it a lot. Our time will come 😀.

    I took Tzeentch because of it being THE magic army too.  I would only like to live up to that. I think we lack behind other wizards per point costs just a little bit. 

    What are you liking right now for a magic heavy list? 

  6. 51 minutes ago, MattyP said:

    So, had a thought......a while ago GW  posted a pic on their aos  Instagram account of an air battle of Tzeentch vs KO.....and they later posted pics of both armies seperately......it occurred to me that they could do a box of Tzeentch vs KO and make aerial battle themed for each army's release....thoughts?

    It never crossed my mind until now but I hope you are right. I would buy that immediately.   Both armies need updates badly. 

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