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Bregor

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Posts posted by Bregor

  1. 1 hour ago, DocKeule said:

    I don't know. It was kind of thematic and made more sense than many of the other carriages moving without anyone or anything pulling them. But yes it makes using them a little easier.

     

    At least there is another easy battle tactic especially with the Clanrats being able to retreat and charge.

    Narrative sense, sure, but the mechanic was clunky af and the two units felt unfairly singled-out. Good riddance imo (until the next time they write the warscrolls when the mechanic will suddenly be back).

     

    Also, I can definitely understand Skreech's frustration with the update, since nothing that's really holding us down was addressed (except maybe having another viable BT to score), and probably won't be until the next book. Points changes are nice, sure, but that's not the big issue. We'll see, though; maybe having a more viable big caster on the board and the extra VPs will bump up our stats a bit.

  2. Ding dong, one of the worst rules in the book is dead! The Screaming Bell and Plague Furnace have figured out how to push themselves!

    The bell is also 220 now. Given that it can actually move now, I wonder if it becomes a melee unit? A cheap verminlord equivalent that can bring one out as well if the right conditions are met? Hmm. This might actually have possibilities.

  3. 2 hours ago, vaector said:

    I've seen several people here including Thanquol with the Flaming Weapon spell within the last week or so. Correct me if I'm wrong, but since he is unique, doesn't that mean he is unable to take any spells from the Universal Spell Lore?

    Yeah, the app seems to be letting you take a spell on him for some reason. Don't know why.

  4. So, this is my first attempt at a BoC list in the new ghb. I like the thought of bounty hunter Tzaangors getting +1 damage on all those weapon profiles, and DO dodge the whole Galley Vets issue. Spellportal is mostly for Devolve shenanigans, but also I think useful for damage projection. Could easily swap out for the Purple Sun. (Haven't figured out what spells I want yet)

    - Army Faction: Beasts of Chaos

      - Subfaction: Gavespawn

      - Grand Strategy: Protect the Herdstone

    LEADERS

    Great Bray-Shaman (100)

      - Artefacts of Power: The Knowing Eye

      - Spells: Viletide

    Dragon Ogor Shaggoth (155)

      - General

      - Command Traits: Unravelling Aura

      - Spells: Thunderwave

    Tzaangor Shaman (135)

      - Spells: Wild Rampage

    Tzaangor Shaman (135)

      - Spells: Wild Rampage

    BATTLELINE

    Dragon Ogors (125)

      - Draconic War-glaive

    Dragon Ogors (125)

      - Draconic War-glaive

    Ungors (65)

      - Brayhorn

      - Banner Bearer

      - Gnarled Shortspear and Half-shield

    OTHER

    Tzaangors (350)*

      - Pair of Savage Blades and a Vicious Beak

      - Savage Blade and Arcanite Shield

      - 2 x Brayhorn

      - 2 x Icon Bearer

      - 4 x Tzaangor Mutant

      - 8 x Savage Greatblade

    Tzaangor Enlightened on Discs of Tzeentch (360)*

    Tzaangor Enlightened on Discs of Tzeentch (360)*

    ENDLESS SPELLS & INVOCATIONS

    1 x Umbral Spellportal (70)

    1 x The Burning Head (20)

    TERRAIN

    1 x Herdstone (0)

    CORE BATTALIONS

    *Bounty Hunters

    TOTAL POINTS: 2000/2000

    Created with Warhammer Age of Sigmar: The App

    • Like 1
  5. 1 hour ago, Lord Krungharr said:

     

    If one had Dragon Ogors battleline, they would NOT be Galletian Veterans, and thus would not be able to be in or extra-damaged by the Headhunters battalion right?  

    Yeah, Dragon Ogors can't be Galley Vets since they have too many wounds, so they won't take extra damage from bounty hunters. They *can* be put in a bounty hunters battalion themselves, though, since you don't have to be GV for that (just have the infantry battlefield role).

    • Like 1
    • Thanks 1
  6. 9 minutes ago, Enkyridion said:

    Hey guys,

    I've noticed that in the app update you cannot give Thanquol none of the Grey Seer spells... Is that something new?

    As of 3rd ed., yeah. Unique heroes can't be given enhancements at all, including the 'free' spell enhancement you always get. 

    • Sad 1
  7. 11 hours ago, bonzai said:

    If I can cast curse with a screaming bell, then I will be very happy. Right now I am running Plague priests with bricks of clan rats and it requires a lot more micro management to keep him from damaging them. This would be a much better solution if it can be pulled off.

    I can't see them allowing this RAW without some funky new allegiance ability, since the bell doesn't have the priest keyword when enhancements are given out. I'd love to see it though, since right now the new warscroll looks like a staggering disappointment imo. It just feels like it got worse in every role it had beforehand and didn't gain any new practical function.

  8. On 10/31/2021 at 9:20 AM, EntMan said:

    A question about Boon of Mutation and maximum unit size.

    When my Tzaangor Shaman uses Boon of Mutation to slay some enemy models, if my Tzaangor unit is still full strength at 10 models can I still add the new Tzaangors to it or does maximum unit size block me from producing new Tzaangors until the unit has fewer than 10 models in it?

    So  this got clarified a bit in the latest round of FAQs:  The maximum unit size of a unit is the largest a unit can possibly get after being reinforced ( see the core rules FAQ ).  Therefore the maximum unit size for Tzaangors is actually 30, and you’re fine to add models to that unit until you reach that point. 

    • Thanks 2
  9. 16 hours ago, Ben__Halford said:

    Just a quick question:

    Do you recieve a fate point for casting an endless spell?

    Not played Tzeentch in 3rd Ed and I seem to remember it there being something about it in the FAQ that I now can't find.

    Yep - each endless warscroll should start with "This endless spell is summoned with a spell that..." so you have to cast a spell to put it on the board in the first place, getting you a fate point.

    • Like 1
  10. So, this list went 4-1 at the US Open down in New Orleans:

    http://thehonestwargamer.com/aos-list-rundowns/us-open-new-orleans-4-1-gavin-grigar/

    Quote

    Allegiance: Beasts of Chaos

    - Greatfray: Gavespawn

    - Grand Strategy: Hold the Line

    - Triumphs: Inspired

     

    Leaders

    Dragon Ogor Shaggoth (185)

    *

    - Artefact: Mutating Gnarlblade

    - Lore of Dark Storms: Hailstorm

    Tzaangor Shaman of Beasts of Chaos (135)

    *

    - General

    - Command Trait: Unravelling Aura

    - Lore of the Twisted Wilds: Titanic Fury

    Tzaangor Shaman of Beasts of Chaos (135)

    *

    - Lore of the Twisted Wilds: Wild Rampage

    Great-Bray Shaman (100)

    **

    - Lore of the Twisted Wilds: Savage Dominion

    Grashrak Fellhoof (150)

    **

    - Lore of the Twisted Wilds: Tendrils of Atrophy

    Slaves to Darkness Daemon Prince (210)

    **

    - Sword

    - Mark of Chaos: Khorne

    - Allies

     

    Battleline

    10 x Tzaangors of Beasts of Chaos (175)

    *

    - 2x Pair of Savage Blade

    - 4x Savage Greatblade

    - 2x Savage Blade & Arcanite Shield

    10 x Tzaangors of Beasts of Chaos (175)

    *

    - 2x Pair of Savage Blade

    - 4x Savage Greatblade

    - 2x Savage Blade & Arcanite Shield

    10 x Tzaangors of Beasts of Chaos (175)

    *

    - 2x Pair of Savage Blade

    - 4x Savage Greatblade

    - 2x Savage Blade & Arcanite Shield

    10 x Tzaangors of Beasts of Chaos (175)

    *

    - 2x Pair of Savage Blade

    - 4x Savage Greatblade

    - 2x Savage Blade & Arcanite Shield

    10 x Tzaangors of Beasts of Chaos (175)

    *

    - 2x Pair of Savage Blade

    - 4x Savage Greatblade

    - 2x Savage Blade & Arcanite Shield

     

    Units

    5 x Grashrak's Despoilers (0)

    **

    1 x Chaos Spawn (55)

    **

    - Mark of Chaos: Khorne

    1 x Chaos Spawn (55)

    **

    - Mark of Chaos: Khorne

     

    Endless Spells & Invocations

    Umbral Spellportal (70)

     

    Core Battalions

    *Battle Regiment

    **Battle Regiment

     

    Total: 1970 / 2000

    Reinforced Units: 0 / 4

    Allies: 210 / 400

    Wounds: 155

    Drops: 2

    For the life of me, I can't figure out *how*. It's a decent amount of mildly mobile bodies/wounds, but a lot of no-bonus casting and fragile troops. Hoping that the person who took it talks about it with someone this week, because I'm keenly interested!

  11. On 10/2/2021 at 4:47 PM, ChaosUndivided said:

    I guess i dont understand what to do about battleshock. All the mortals are a 5+ save with 5 bravery like everything shatters. I got 10 pinks and 20 blue/brims but their dmg output sux plus they lost some abilities. The ghb command to avoid battleshock can only be used once a round and then there is a real lack of immunity elsewhere unless you rely on fate dice.

    Also tzeentch cast a lot of spells but their not really nukes, seems like you have to focus fire to hurt anything big.

    The lord of change and kiaros are so close in points is a lil confusing. On one hand LoC can take trait and artifact and his warscroll spells seems better? On other hand kairos cast an extra spell and his once per game ability is nice to have. Is one preferred over the other or is it a toss up depending on list? I find a lot of list i made that 15 points came in handy elsewhere.

    Kairos' warscroll is a good bit better imo - while Infernal Gateway *may* roll higher in some circumstances, getting a guaranteed 6 mortal wounds out of the spell is good to have especially with how many 5-6 wound heroes around, and getting a free Chaos Spawn out of the deal potentially is a nice bonus.

    Battleshock is definitely a problem if you go Mortal/Arcanite, but the Guild of Summoners artifact does really help. 

    • Thanks 1
  12. On 10/3/2021 at 2:26 AM, Skreech Verminking said:

    So after some time I went back to the warscroll of the Doomwheel and had another look at it.

    I read through the rolling doom rule from the doomwheel, an noticed, thanks to some person on this forum, that the doomwheel, could actually drive over models with more then 3 wounds if it could actually fly.

    Now comes the fun part levitate now exist.

    91BE7B20-8D8B-4DE6-95DA-CFEC382B6B45.jpeg.4167130ab3e41627855ba2c4d6031b2c.jpeg

    if we now read through the rule again, we will notice that the moving over a model or ending the movement within one to deal wounds isn’t limited to only a normal move, Meaning that it is possible for a doomwheel to deal 3d3 mortal wounds towards a unit in a single turn, since it now can move over models in the charge phase as well when levitate is on it.

    this could come in handy if we are trying to kill-kill multiple smaller heroes in the same phase.

    I could see Warchanter starting to hate-fear this combination, since hiding from a vialed pf the fulminator doomwheel, will very likely be able to catch them of guard in any turn.

    and being able to kill a warchanter with just movement, will give you the chance to shoot the other one of the table, in addition of keeping the whole ironjawz or big whaaag mostly consisting  of ironjawz units, from moving twice for a bit.

    It will also force any mawcrusher with the fast un trait to use their once per game ability very early.

    as for playing against giants, we might still struggle a bit, without the support of any stormfiends.😅

     

    I missing something - where does the 3rd round of mortals come from? (1d3 in the movement phase move, 1d3 in the charge move)

  13. Speaking of Plague Priests... has anyone had any experience running them in a non-Pestilens list in 3.0 yet? I'm still working on the big pieces for my Skaven so I can't play it at 2k yet, but I'm really thinking slipping a Priest in will be really useful.

  14. 18 hours ago, micahaphone said:

    Hey y'all, hoping to pick your brains on a thing. I'm building up towards a 1000 point skaven army, and am trying to figure out what to get in the last 115 points. 

    So far, I own:

    • warlock bombadier
    • 20 clanrats
    • 20 clanrats
    • 3 stormfiends
    • warp lightning cannon

    Which sets me at 885/1000.

    Now I'm new to AoS, but it seems like having more than one leader is a good idea, so I've mostly been focusing my attention in that direction. Options are:

    • Plague priest (85 pt), seems like the mortal wound dealing prayers aren't too bad, seems okay in melee, but there's the downside of it'll kill some of the clanrats that it'll probably end up close to.
    • Clawlord (105), scary in melee, buffs a block of rats to fight better. I'm nervous about a 5 wound hero surviving very long though, seems like he might get blown away before getting a chance to do anything.
    • Deathmaster (115 exactly!), probably not the strongest pick but can hide in clanrats until they get closer to an enemy leader/monster to hopefully do a good burst of damage.

     

    Is there anything else I should be looking at or considering? Would I actually be okay with the one leader hanging back, and then put a warpfire thrower inside a clanrat block and I guess a unit of giant rats to round it out? (70+40)

    I would say you definitely need another hero - you're 5 wounds on a 5+ save away from not being able to use commands on anything but your clanrats! I would say the Clawlord would probably be my first choice - good buff piece for your clanrat blocks, and could give some melee support in a pinch. Plague priest would be an interesting choice - yeah, he might hurt your other groups a bit, but the prayer support could add some real benefits. Overall I think at that points restriction the Clawlord would probably help more. 

    • Thanks 1
  15. On 7/24/2021 at 5:04 AM, Paniere said:

    A couple of rules question that arose during yesterday's game: 

    1) Kairos used his once in a game skill to turn a successful opponent's charge roll of 3-1 into 1-1. Opponent wanted to use a command point to reroll the charge but I argued that that dice couldn't be rerolled. Could he have rerolled only the other dice anyway? We thought he couldn't since , in order to reroll a charge , he should have rerolled both dices and one wasn't rerollable.

     

    The timing on this one gets a bit weird in 3rd edition, but I will agree that it can't be rerolled, but for a different reason.

    Ref. 1.5.4 and 1.5.5, the order of dice rolling goes: roll -> abilities that set or change dice results -> modifiers (+/-). Therefore, the dice could be rerolled *before* Kairos changes them, but not afterwards. (Kairos' ability text referring to the changed dice not being able to be rolled is a relic of 2nd edition, and probably should have been FAQed but what can you do)

  16. I would say no - I read the Warlock scrolls as superseding the Wizard rule in 19.1 in a very specific way. The Wizard rule in effect gives two restrictions - (1) you can't cast the same spell again if that Wizard has cast it before, and (2) you can't cast the same spell again if another Wizard has already cast it. The Warlock rule creates an exception for (2), but not (1). 

    • Like 2
  17. Ok, so after playing two games in 3.0 with my ratboys ( smaller games unfortunately, haven't gotten to try my 2k lists yet)... If you haven't tried out the Cunning command trait, you definitely need to. It's gone off so many times in my games, and it's noticeable how many extra command points you get from it (and denying the same amount, even more important!)

  18. There are two good changes from the Gnawhole rework, at least:

    1) the Skitterleap->cast->Gnawhole shenanigans got a little bit easier, since if you can get Skitterleap to go off you don't have to teleport within range of the Gnawhole anymore - just make sure you can get back to one with a move (+ run if needed). Nice to have a bit extra reach there.

    2) Gnawholes being impassible means it's a bit harder to block access to them now - opponents used to be able to park models inside of it, and then you didn't have a valid spot for your models to pop out. Now they either have to bring a larger unit to ring around it  (with new coherency rules, even) or leave one side open.

     

    So that's nice.

    • Like 1
  19. 3 minutes ago, Scurvydog said:

    Also Disciples of Tzeentch is the same for the other keywords, so it seems Archaon is out of all these tomes in one fell swoop

    Archaon doesn't use the coalition rules to join Chaos armies - he gets in with his own WARMASTER (tm) pass. Check the StD FAQ.

    • Like 2
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  20. Two Armies, Two Very Different Stories

    I play two armies primarily - Tzeentch Arcanites and Skaven (mostly Skryre). The two armies are going in *very* different directions currently, and have *much* different outlooks for 3.0 from my view.

    Tzeentch Arcanites - Now, by this I mean a mostly Tzaangor and Tzaangor-on-Disc focused army. I have come to the conclusion that someone either beat the design team soundly with an army comprised mostly of gors (esp. enlightened), or failing that stuffed a bunch of Tzaangor on discs into a sack and physically attacked someone on the design team with them. Ever since the BoC book came out, they've basically suffered a death by a thousand cuts with every new update or rules change, and come into this new edition with a whole bunch of points increases and rules reductions with little to show for it. Consider this - in the DoT allegiance, 10 Tzaangors are 195 points. That gets you 20 wounds on 32m bases with only 1" reach weapons, where only 4 in 10 have any Rend at all. Not only that, but the unit can't benefit from any bonuses to hit or wound (no All-Out Attack for you!), and have a 5+ save and only a 6+ ward on half the unit that you have to give up hitting on 3+ for those models to use (and they have to die first!) Some nice additional rules, but restriction piled on restriction makes them exceedingly cumbersome to use. That's the army in a nutshell, really, and you're paying through the nose for what benefits you do get. I'll basically be trying to retool this army as BoC to attempt to salvage something out of it, but it's not gonna feel good to do. So, really I'll be playing

    Skaven - On the other hand, the rats look primed to be in a really good spot atm. Most points went up, but most were not too bad (my poor Stormfiends got skewered though :( ). Unleash hell on WLCs that are in a Grand Battery looks like it's gonna be *fun*, and there look to be a lot of options for viable army lists. It could still use a new book to get rid of some of the clunkiness that the army has (look at our battleline units for a good representative example), but all in all I'm looking forward to blowing myself up over and over again trying to get my enemies to ride the lightning. :)

     

    • Like 1
  21. 1 minute ago, Coyote said:

    @Cosmicsheep @Bregor 

    Thanks, no change to that then.

    Yeah, I think some of the things you see in these FAQs aren't actually new changes, they just have to be reprinted because these are now the only valid FAQs for the battletomes/core rules (i.e. not written on top of the old FAQs). So, they have to re-answer some of the old questions.

  22. 4 minutes ago, Coyote said:

    Explain like I’m 5 - Thanquol can bring 4 Warpfire throwers but doesn’t roll 4 dice for each model?

    The way the question is phrased, they wanted to be able to roll 16 dice per model - 4 attacks, with 4 dice for each attack. The answer is no, you only get 4 dice per model like you'd think would happen. 

    • Like 1
  23. 6 minutes ago, Paniere said:

     

     

    2) Rule 1.2.2: models are "removed from play" if they are "slain" OR "flee". Precise distinction here, a model removed from play because it fled is NOT considered slain anymore

    To clarify, this part no longer is true as of the FAQs this morning:

     

    "15.0 – BATTLESHOCK PHASE Add the following sidebar note: ‘Models removed from play as a result of their unit being split have fled. Models that have fled are treated as having been slain for rules purposes, unless noted otherwise.’"

  24. 6 minutes ago, Jabbuk said:

    So, reading all your comments. I still have some confusion. Let's say that I have a group of 10 Pinks, and one dies. Split and Split Again triggers, and I can add 2 Blues, right? Making my unit 11 models. Is that a correct assumption?

    Based on my own reading, it looks like the following scenarios are true:

    1) You have a unit of 10 pinks, one dies. You then add two blues to the unit since Split and Split again is allowed to exceed the maximum size.

    2) You then use Rally on that unit, and roll a 6 (lucky!). However, you are not allowed to add that pink back to the unit since it is above its maximum unit size (and Rally has no such exception).

     

    • Like 3
  25. Attempt #2 at starting list - basically, this is just a sort of "use what I have" while evaluating what else I might need. Really missing the stormfiends in this list but *woof* at their new points:

    Battalion #1 - Hunters of the Heartlands

    40 Clanrats

    40 Clanrats

    10 Stormvermin

    Battalion #2 - Grand Battery

    Warlock Bombardier

    Warp Lightning Cannon

    Warp Lightning Cannon

    Battalion #3 - Battle Regiment

    Grey Seer on Screaming Bell

    Warpfire Thrower

    Warpfire Thrower

    Everything Else

    Verminlord Warpseer

    Warp-Lightning Vortex

    Chronomantic Cogs

     

    Comes out to exactly 2000 points. Theory is:  Battalion #1 has all the screens in it, and in Hunters to avoid getting yelled at by Monsters - if there end up not being many reasons to avoid this, all of these can be thrown into Battalion #3 that reduces the army drops to 5 *shrug*. Battalion #2 gives an extra free Unleash Hell for when things come charging in. 

    I'm not sure it has quite enough threats between the Verminlord, the two Cannons, mortal wounds from the spells (8 or so casts a turn if the Cogs come out), potentially the Bell, and hopefully some pop-out Warpfire. Will be interesting to try out, though!

    • Like 1
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