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Caspeur

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Posts posted by Caspeur

  1. 1 minute ago, Magnus The Blue said:

    You only completely avoid getting hit when charhed, but with clipping and screening you can make sure only one enemy model can attack the enlightened. Harder to pull off without the disks massive move but still a solid tactic.

    Wow, you're absolutely right! I think this will be doable enough, I'll definately give it a try

  2. 4 hours ago, Magnus The Blue said:

    Your missing the 2" range, which makes it easy to screen most damage with another unit and get guided from the past without getting slaughtered first. 

    I like your thinking! However, this will only be effective if you're the one being charged upon, as you need to end a charge within 1", so you can't charge with one conga line and then with the enlightened with them staying outside of 1". Staying outside of 1" while still being jn combat would only work if your front unit is being charged and you stand behind it, or if your enlightened are already in combat and happen to pile in within 2" but outside of 1" of the newly charged unit. 

    The sad thing about this is that you can only pull this trick once and your opponent will never make the mistake of charging your screening brims backed by enlightened again 🙈 

    • Like 1
  3. 6 hours ago, Cauthon said:

    Care to elaborate? 

    3 quick wizards to summon blues aggressively turn 1 for board control and objectives.  

    The enlightened on disc to go be problem solvers, try and get a fold reality in. 

    Enlightened on foot because value. It’s to bad they can’t run and charge but they just need to play objectives while your blues work interference for a couple turns. 

    All of my games seem to be over be end of turn two or that second initiative roll at the latest. 

    I wanted to see about a list that could play late game objectives. 

     

    Dont doubt that the list might not “work“ but would like to hear why. 

     

    Thanks!!

    Apologies. Feedback without feedback is no better than critisism 😜

    I like your idea of the list, but I feel like the effects might get underwhelming because of a lack of variety, models and mobility. The awesome thing about Tzeentch is the huge variety in strategy. I feel like this list might be a bit of a one trick pony. Of course, so is the Changehost, but that's a bad example as it's a one trick pony with a lot of possibilities within that one trick lol

    Having 3 Shamans is definately overkill in my opinion. We get many mean heroes, and the Shaman is one of them, but I don't see the point in playing so many. When it comes to their aura, with decent placement you could do with just one. I feel like movement restriction on models that move only 6" isn't as bad as limiting the amount of signature spells. A Gaunt Summoner with Arcane Sacrifice and maybe even a Balewind Vortex is a combo I couldn't ever play without nowadays. Or a Curseling with a Paradoxical Shield and a mystic shield, with the ability to be a one man army against rendless hordes. (2+ save, 2s and 3s auto succes, reroll 1s 4s 5s and 6s into 2+... this guy is tougher than 40K terminators) I love the shaman but wouldn't ever consider running three of him instead of those two guys

    I don't like Enlightened without discs over regular Tzaangors, as they're just as weak beside 1 wound per model, but cost almost twice as much a model. Sure, their weapons are far more dangerous, but their lack of speed combined with the relatively low model count will result in an underwhelming experience. Don't forget they also lose Fly, meaning they're even more limited in movement than their soon-to-be-nerfed brothers. 

    What makes Tzaangor Enlightened on discs so darn good isn't the attack profile in my opinion, it's the speed at which they deliver. Combine this frontal Guerilla style with the fact that we're playing scared-of-combat Tzeentch and you'll get the surprise (After which they'll either die quickly or are ready for you to Uncheck Mutate them) 

    I like that you're going for 3x 10 Pinks. Their point decrease should be abused to the stars and beyond. However I don't like the idea of having to run a Tzaangor Shaman next to them for the Arcane Sacrifice combo. (I'm assuming you'd be going down that road). Maybe it's just me, but my Shaman is always flying around to try and buff the Tzaangors and Tzaangor Enlightened on discs at the same time. Having him not do that would be a waste of a hero slot for me. He's always somewhere in between the vanguard line and the backline for me, and for him also to be bodyguarded by a blob of Pinks would severely limit his mobility.

    Again, I'd rather get a fun different hero to stalk the Horrors. Depending on the battleplan I'd have my Gaunt summoner sit on the home objective on a balewind vortex surrounded by 10 regenerating pinks while the other 2x 10 pinks get sent off to die quickly by the enemy's hands. I haven't played with more than 1x 10 Pinks yet since 2.0 though, but with the new possibilities for Changehost, I definately will.

    I suggest you'd look into a unit of 30 Tzaangors! Current wording states that the unit only needs ONE guy with a shield for you to get the 6+ save-after-the-save, meaning you can run 12 greatswords and 17 paired swords! One greatsword would be leader and 6 paired guys would be Mutants, resulting in

    57 attacks on 3s and 3s from the swordguys

    24 attacks on 4s and 3s from the two handers with -1 rend and 2 damage

    Too bad you won't get all of the atta... wait what? Everyone is playing hungry hordes and deploying way too aggressive? If you get first turn and both you and the enemy have deployed your armies on the edge of the deployment zone, consider spending that command point to get the Tzaangors to run 6", on top of their own 6", and use two of your destiny 6s to immediately charge! (Brayhorn makes them run and charge in the same turn). Boom!

    And don't forget about that sweet Mortal Wound output. With a bit of decent placement (accompanying Pink Horrors for example) you might just be able to smite a bit here and there.

    If you want something a bit more tough, you might want to go for 30 chaos warriors. They're just as expensive as 30 tzaangors, though their attack profile is way less impressive. They do have a 4+ save however, and negate mortal wounds on a 5+. Give them Shield of Fate and as long as you have 7+ destiny dice you'll get to reroll failed save rolls lf 1, 2 and 3. Keep them in combat with as many low rend enemies as possible (Looking at you, Crypt Horrors, Witch Aelves, etc) and meanwhile shoot the units with your layers of horrors! Ouch

    There is this list on the internet somewhere called "Tzeentch F*ckery" that helped me realize just how strong full units of Tzaangors or Chaos Warriors could be. I don't believe discless Eblightened would beat this utility.

    I hope you get what I'm trying to say 😄

    • Like 1
  4. 12 hours ago, Not-not-kenny said:

    Sure looks like it. Maybe that means there's a battletome in the not-too-distant future (highly unlikely, I now I know, but one can dream).

    I wish. If by "not-too-distant" you mean in 2 years, then yeah I guess

  5. I'm pretty sure I'll be having Free Peoples fill in my Order slot (I play Tzeentch, Flesh Eaters and Beastclaws). What do you guys think of this list? It'll be exactly 2000 pts with the new General's Handbook

    Allegiance: Free Peoples

    Leaders
    Freeguild General (100)
    - General
    - Shield & Sigmarite Weapon
    - Trait: Indomitable 
    - Artefact: Writ of Dominion 
    Freeguild General (100)
    - Stately War Banner
    Freeguild General on Griffon (280)
    - Shield & Runesword

    Battleline

    (Great Company)
    20 x Freeguild Guard (160)
    - Swords and Shields
    30 x Freeguild Crossbowmen (300)
    30 x Freeguild Crossbowmen (300)

    (Great Company)
    20 x Freeguild Guard (160)
    - Swords and Shields
    30 x Freeguild Crossbowmen (300)
    30 x Freeguild Greatswords (300)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 183
     

    Would I miss the Hurricanum too much? The one without the battlemage dropped to 300 points. I could fit it in by removing a general and replacing one of the 30 man units by 10 handgunners. But would that be worth it?

  6. 1 hour ago, Xasto said:

    Got a 1k tournament coming up, what do you guys think would be the most potent tzeentch list? Something like a tzaangor shaman, 9 enlightened then cheap chaff? 

    Personally I'd prefer a unit of just 6 enlightened. Especially with a 1K battle. They'll be much easier to still have wholly within the aura of the Shaman without losing attacks, especially after the charge. Might want to bring 20 tzaangors too, to hold your ground, as I wouldn't trust acolytes to do the job. The big problem then though, is your lack of heroes 🙈

    Edit: What about this?

    --- Heroes ---

    Tzaangor Shaman (180) 

    Spell lore: Fold Reality

    Gaunt Summoner with Chaos Familiars (180)

    General: Arcane Sacrifice

    Spell lore: Bolt of Tzeentch

    --- Units ---

    Pink Horrors 10x (200)

    Spell lore: Unchecked Mutation

    Kairic Acolytes 10x (80)

    Tzaangor Enlightened x6 (280)

    --- Endless Spells ---

    Balewind Vortex (40)

    Geminids (40)

    Tzaangor Shaman stalks the enlightened, giving their +1 to hit. If the unit is almost dead, Fold Reality will regenerate it, very risky though.

    Gaunt Summoner tries to sit atop the vortex for extended range and buff to cast, one of his familiars gives +1 to cast too (just use brimstones if you don't have the models). Use his signature spell for hordes and his bolt for big dudes (I assume both of those are played, even in just 1k battles)

    Pink horrors bodyguard the Gaunt Summoner so he can do Arcane sacrifice on them. This buffs his casting, also extends range and gives you blue horror points. Regenerate them with your 1s from your destiny pool.

    Kairics... well I don't know... maybe they'll try and hold your weak flank? Something like that

    Enlightened as your main damage dealer. These guys are awesome. 

    Geminids as a nice harrasment spell, try and make the opponents forces go to the range of your Gaunt Summoner's spells.

    Alternatively, you could change Geminids and 3 enlightened for a unit of 3 skyfires, but they're nerfed and overpriced... 

  7. 3 hours ago, MattyP said:

    I agree. A friend recommended using him. I only had 3 enlightened finished at  the time. I'll have 6 starting this week. I'm thinking to ditch the LoC, add a shaman, 3 more enlightened, and maybe the magister ....which would put me at 1220 points. I'm playing FEC this Thursday. 

    Sounds much better to me! I've really developped a soft spot for those Tzaangor Enlightened! As long as they kill one unit of elite opponents I'm happy with them, they always do👍.  Give  the Shaman the Fold Reality spell if you have room for it; if you have only 1 enlightened yet, and you don't care about whether he survives or not, this spell is the sweetest thing ever. 

    Good luck playing against FeCs, they're my second army and depending on how your opponent's list looks, you're gonna have a very, very hard time... 

    Things to expect:

    Situation A: Their archregent can cast/unbind two spells and gets +2 on his rolls (command trait + artefact) and he gets feeding frenzy for free once a turn (command ability to immediately fight again). FF on ghoul king on terrorgheist, 40 crypt ghouls or even 6 crypt horros/flayers could be hard to deal with. Especially the terrorgheist, beware of his "fanged maw", which is 4+ hit, 3+ wound -2 rend, D6 damage. Not too special, but then he could give it a trait to give it reroll failed hit rolls for that attack. And then there's unmodified hit rolls of 6 that deal 6 mortal wounds FLAT. Completely buffed with spells he possibly has 7 attacks on that particular profile (3 base, +1 and +D3 from spells), and with feeding frenzy that adds up to 14 attacks. Just with that profile. Expect to get atleast 12 mortal wounds from that thing. Be very careful with your heroes 🤪 It's a good thing you remove LoC because he would have been insta killed lol

    Situation B comes down to the same thing as situation A, except he trades his +2 to cast/deny for the command trait for a Therrorgheist to ALWAYS attack first... rest in peace... 😓

  8. 23 hours ago, MattyP said:

    Here is a battle report my friend wrote for our game....same Seraphon player as the last report

    Nice batrep. I played against Seraphon last sunday too. By the end of battle round 2, I was ahead in victory points 14 - 1. He then had the double turn but if we would have played battle round 3 it would have been 20 - 2.

    Seraphon seem like a bad matchup for Tzeentch because of their good casting/denying, bonus against daemons and anti-mortal wound shenanigans, but our high speed totally compensates. It's one of the few opponents where I feel that being agressive with Tzeentch is rewarding.

    We played a 2500 point game, he had some battalion with two scary Bastiladons, an engine of the gods , kroxigors and a Slann, which were very hard to deal with, but after killing the krox with my enlightened, I ended up just ignoring the rest as I controlled 80% of the board. They were trying to deal with my 30 Tzaangor blob, while all my other units were just sitting back, casting spells and looking cool.

    In my opinion his mistake was deploying too far back, he should have used those bastiladons to hold the centre of the battlefield, as they're incredibly hard to break with their 3+ save and their 4+ save against mortal wounds

    I'm wondering though, was your LoC worth the points? I feel like he is a bit too expensive for what he does. Sure he is decent, but I think I'd rather have a shaman to go with my tzaangors, and more enlightened, or a curseling, etc. 380 pts could buy you a lot, in most cases 2 wizards and an endless spell

  9. 47 minutes ago, AverageBoss said:

    Tzaangors are not worth running in 10s, as they lose their extra attack far too soon. 20 or 30 is the way to go.

    There is not really a reason to run a horde of pinks imo. In fact I don't think I would run more than 10 in a unit. The horde discount is not exactly huge, and if split up, each is a wizard that can go for a different spell, provide an extra dispell, and give an extra potential mortal wound to that Tzaangor banner.

    On the numbers front, Tzeentch is a pretty elite army all in all. Acolytes are the only real cheap unit we have access to. Worth noting that each Pink is technically 5 bodies, though only a max of three of those will be present at one time.

    Thanks for reviewing it. You made me realize I'm too greedy with the pinks. I'm obsessed with the idea of infinite blue horror points but realistically there's no need for more than 10.  Better off going with 30 Tzaangors then, thanks! 

    I made some adjustments to the list and pushed in 30 Chaos warriors, which seem nasty with shield of fate, having a 2 wounds 4+ save, rerolling 1, 2, 3 on 7+ destiny dice. 30 Tzaangors as the hard hitting force, just 10 pinks and another 10 to fill the fourth battleline slot. Either that, or I replace the second 10 pinks by 10 acolytes and a magister (which I removed). I'm tempted to go with the latter.

    I'll be playing against Seraphon on sunday, and it'll be my first time trying out the gaunt summoner pulling a Balewind vortex / arcane sacrifice combo. I hope to see big blobs of saurus guard being fielded 😄

  10. I decided to cram all the good stuff in one list, according to this forum, and just as it happens, it perfectly fits the 2500 mark that my local gaming group plays:

    --- Leaders ---

    Curseling 160

    Gaunt Summoner 180

    Ogroid 180

    Blue Scribes 140

    Changeling 200

    Tzaangor Shaman 180

    Magister 140

    --- Units ---

    Pink horrors (30x) 540

    Tzaangors (10x) 180

    Kairic Acolytes (10x) 80

    Kairic Acolytes (10x) 80

    Tzaangor Enlightened on Disc (6x) 280

    --- Endless Spells ---

    Spellportal 60

    Vortex 40

    Cogs 60

    Points 2500/2500

     

    What do you guys think? Does this list have it all? I based this off of this forum itself, however I feel that the amount of models might be too few? Maybe remove some spells or a hero for a few more Tzaangors or acolytes?

    I normally play with batallions but since we don't really need command points that bad, what's the point...

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