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Jabbuk

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Everything posted by Jabbuk

  1. So I've revised my list after some of you guys' comments. Overall I think I don't need a Fatemaster. My goal is to reach 9 summon points asap so I've switched for a Magister on Disc for another casting. If I'm lucky, I could even cast twice with him. This allows me to add a unit of Kairic Acolytes and also get an extra cast. Overall if I'm lucky I could even get a LoC turn 1, given in not unbound and I get to cast all my spells. The Ogroid Thaumaturge would be my General as he'll stay with the blocks of melee units, while the Magister will bounce around with Enlightened and Tzaangor Shaman. Allegiance: Tzeentch- Change Coven: Guild of Summoners- Grand Strategy: None Chosen- Triumphs:Gaunt Summoner of Tzeentch (255)Magister on Disc of Tzeentch (150)Tzaangor Shaman (160)Ogroid Thaumaturge (165)- General10 x Kairic Acolytes (125)10 x Kairic Acolytes (125)10 x Kairic Acolytes (125)10 x Tzaangors (195)3 x Tzaangor Enlightened on Disc (200)Total: 1500 / 1500Reinforced Units: 0 / 3Allies: 0 / 300Wounds: 87
  2. In my opinion, yes you can. This is an ability on the warscroll and not a command ability. The once per phase once per unit is only for command abilities, not abilities.
  3. Thanks guys for the input. In a magic focused list like this that is hero heavy, where does the damage come from? I'm used to see two kinds of list, a daemon ranged list and a heavy caster list but I always wonder how do those lists kill units, etc. I'm sorry if this is an obvious question, I'm used to play melee oriented lists.
  4. Hi guys, So I'm a new Tzeentch player, still building my army. I'm trying to aim for a 1500pts list with some models I like and from the Battlebox I bought last Xmas. Here's the list in a nutshell. I would play Guild of Summoners to try to get a LoC as soon as possible on the table and if it ever dies, I could have another one coming down the road. I'm going for an Arcanite list mostly. Can anyone point out of there's any blatant flaws in there? Thanks! Allegiance: Tzeentch- Change Coven: Guild of Summoners- Grand Strategy:- Triumphs:Fatemaster (135)Tzaangor Shaman (160)Ogroid Thaumaturge (165)Gaunt Summoner of Tzeentch (255)20 x Kairic Acolytes (250)- Reinforced x 110 x Tzaangors (195)3 x Tzaangor Enlightened on Disc (200)10 x Blue Horrors of Tzeentch (140)Total: 1500 / 1500Reinforced Units: 1 / 3Allies: 0 / 300Wounds: 87 I'd use the Blue Horrors to screen and Gaunt Summoner would summon some pinks. Perhaps I should do 2x10 Kairic? Probably add Skyfires? I dunno, looking for feedback here
  5. How does everyone feel about Da Choppas here? It feels really solid in a 1k list full of Brutes and Ardboys. Spending 1 CP to get +1dam to 3 units until the next hero phase is really strong. I'm not sure why it's not discussed often. I'm playing a Nurgle list and everything is 4+ wounds almost so I feel like it'd be a solid option vs Ironsunz. What do you guys think?
  6. @Malakree Oh Damn! You're right it's melee only. Okay... That changes alot. I was banging on this to make the arrowboys more effective since they have a rather crappy profile. I guess that Strat doesn't work then, huh. Cool list btw, that's a great idea to improve the footboss.
  7. I played my first 3.0 game last night with Big Waaagh! and I had a lot of fun. Some unexpected performances too! I'll do a little report here to share my experience. I wanted to test a potential 1k-ish point list in 2v2 that I'll play with a Sylvaneth player. So my list is 1015 points as his is 985. That being said, here's the list: I picked Hunters of the Heartlands because I know my opponents will have at least one or two monsters and thought it'd be useful if my units were protected. I also figured the Arrowboys would be interesting against a monster too with their -1 Rend. The Wurrgog Prophet was amazing. With both his Artefact+Command Trait and when I was chanting next to him to get him to +1 to cast, he was a +3 cast. I even got to cast his signature spell on a 10+ (It can be modified 10) to decimate a unit of Dryads. The Arrowboys were surprisingly effective. Although at first their range is really limited (18in) once they all fired their weight of dice with the +1hit +1wound of Big Waaagh! it felt really good. I didn't know what to do with all my CPs in first turn. Not sure if I'd take the Strategist option instead of Magnificent. On turn 1, my goal was to turtle anyway to let the WP build up. I think I had 4-5 CPs and I didn't really know where to use them. I might switch for an artefact instead. The Wurgogg does get one on 4+. Orruks are slow in Big Waaagh! I felt I wanted to push and charge when I was ready but with 4in movement, they lack a bit of mobility. I kinda forgot about it. I racked up 20 Waaagh! Points by turn 2. Felt great and on target. 10 first round, 12+ second round. After that I was just ready to go. Everything hit better. I got surprised however that I couldn't boost my hit anymore. I had the mentality of stacking my +1 hit buffs from 2.0. Since Smashin' gives a +1 to hit, I couldn't give a unit +1 to hit anymore with either a spell or an All-Out Attack. Gotta be weary of that. Another reason to not have too many CPs. Once all units are buffed in +1hit, I kept them for All-Out Defense. I wanted to use Curse as a prayer but with 9in range and a chant in the hero phase, it feels like something you can only use in the thick of things when you get charged. The idea was that if I get charged, I could use Unleash Hell with my 50+ attacks from the arrowboys to fish for 6s and decimate the unit, but I'd need to Curse the unit prior to their charge phase, so it's kinda hard to nail. It'd have to be the turn after, so.. Anyway. Cool on paper, hard in practice. I think that's it. I had a lot of fun. If you see any mistakes in my play or wanna share your opinion, let me know! PS: We're playing against Slaves-to-Darkness and Nurgle. Both extremely resilient armies so I thought going with weight of dice and focusing on something that could snipe monster heroes would be a good idea.
  8. In the same veins as @Malakree, I have a question about wizards and priests that I asked a few pages back but never got answered. The Wardokk has both the PRIEST and WIZARD keyword. Does this mean he can both cast a spell and cast a prayer in the same turn? Could he then, for example, dispel 2 endless spells in the same turn? (once using a spell, the other using a prayer) I'm really confused about this guy and its dual role. I can't find any info differentiating both roles and I'd like to see how you guys would play the Wardokk. Thanks in advance.
  9. What's the general consensus on Ironsunz vs Bloodtoofs. I've been wondering lately because to me having that back pocket ace of guaranteed teleport of a 6 GGs unit wherever I want to seems really powerful (and the +1run and charge is also really nice) but all the lists I see are always Ironsunz focused. Could someone explain why Ironsunz is better?
  10. Wow. I had no idea!! Thanks for clarifying that up.
  11. I have a quick question about battalions. How can you have both Battle Regiment and Commander Entourage? Can the leader be in both battalions? How does it work because both battalions need to have a general in it could someone enlighten me?
  12. I got a sweet little list here (1015pts because my partner has 985pts) that could generate me a nice amount. I could get 20pts by turn 2 I think. I also feel like it's a nice list to try all the new features and play in all phases (shooting, magic, priest, etc.) Allegiance: Big Waaagh!- Grand Strategy: Hold the Line- Triumphs:Orruk Warchanter (120) in Warlord- Artefact: Amulet of Destiny (Universal Artefact)- Warbeat: Get 'Em BeatWurrgog Prophet (170) in Warlord- General- Command Trait: Master of the Weird- Artefact: Big Wurrgog Mask- Lore of the Savage Beast: Brutal Beast SpiritsWardokk (85) in Warlord- Lore of the Savage Beast: Kunnin' Beast Spirits- Universal Prayer Scripture: Guidance20 x Savage Orruk Arrowboys (260) in Warlord- Reinforced x 110 x Orruk Ardboys (190) in Warlord- Reinforced x 15 x Orruk Ardboys (95) in Warlord5 x Orruk Ardboys (95)WarlordArtefactTotal: 1015 / 1000Reinforced Units: 2 / 2Allies: 0 / 200Wounds: 98
  13. Guys, is it worth it to play Big Waaagh! At 1000pts? Or is it worth it to play Big Waaagh! In 3.0 so far? I remember it being very strong in 2.0. has anyone tried it so far?
  14. @EnixLHQ that's a great summary. In that spirit, I revisited a 1k list for a tagteam and here's what I got so far: Allegiance: Nighthaunt- Grand Strategy:- Triumphs:Krulghast Cruciator (120)- General- Command Trait: Ruler of the Spirit HostsSpirit Torment (115)6 x Spirit Hosts (250)- Reinforced x 110 x Chainrasp Horde (95)10 x Bladegheist Revenants (190)Black Coach (220)Total: 990 / 1000Reinforced Units: 1 / 2Allies: 0 / 200Wounds: 61 Globally, KC with Spirit Hosts and Black Coach in the back for maximum staying power. Bladegheists drop with ST (possibly get a tome for him to make a wizard) and Chainrasps in underworld too to either screen bladegheists or grab a far objective or whatever. What do you think of that list? Is playing the Black Coach at that level too much of a point sink?
  15. So an allied Wardokk wouldn't be able to take neither a spell nor a prayer? Also, I guess I'll ask it differently: Can a Hero that has a wizard and priest keyword, in the hero phase, cast spells and pray?
  16. Quick question regarding Priest vs Wizard. In Warscroll Builder, I'm allying a Wardokk to my list. When I try to choose a spell, I have generic spells, okay. But when I try to select a prayer it replaces my spell with the prayer. Does it mean that a wizard cannot be a priest and vice versa? Do I need to choose between a wizard or a priest in my list? The Wardokk has the Bonesplitterz Wizard keyword. Does it mean it can't be a wizard if not in Bonesplitterz? If anyone could help out on this that'd be great.
  17. That's really cool. Thanks for pointing that out!
  18. Kurdoss' warscroll specifies that his ability can be used "At the start of the enemy hero phase..." Is this being overridden by the new Core Rules?
  19. That's really interesting. Where can we see that Kurdoss steals 2 CPs now? I'm not sure I got that.
  20. Totally agree. But what about 3 though? What would be their purpose? Simple roadblock?
  21. Could anyone share their thoughts on Spirit Hosts? I used to play them in a block of 9 with ST in the back healing them and they were almost unlikable. I was wondering what's the point of playing them in 3s if there is any? I'm thinking of only playing them in 6s and play them as an anvil but I might be missing something?
  22. The problem is that nothing fits at 180 without either busting the limit or leaving a lot of points on the table. Those new points are sure tricky.
  23. So after getting demolished here with my first 1k/tagteam list, I went back to the drawing board and added some damage/focus, as advised. Allegiance: Nighthaunt- Grand Strategy: Predator's Domain- Triumphs:Guardian of Souls with Nightmare Lantern (135)- Artefact: Pendant of the Fell WindKurdoss Valentian, the Craven King (180)Krulghast Cruciator (120)- General- Command Trait: Ruler of the Spirit Hosts6 x Spirit Hosts (250)- Reinforced x 120 x Grimghast Reapers (310)- Reinforced x 1Total: 995 / 1000Reinforced Units: 2 / 2Allies: 0 / 200Wounds: 56 Spirit hosts in a block of 6 with KC to make them tougher, acting as an anvil I can drop on an objective. 20 reapers cruising along with GoS + Pendant of Fell Wind for some speed and damage, to hit from an off angle. Kurdoss dropping in the back line to disrupt, hopefully kill a leader and steal CP. Does that make more sense now?
  24. What's the consensus on Megaboss on foot for 3.0? Would he make a good general at 1k games/tag teams? If not, how would you do your leader roster? Weirdnob shaman and 2 Warchanters? Also, in a 1k list I was making, I allied in a Wardok to get a priest and allow 6+ ward prayers for my units. I feel like having a priest is fairly important. What's your take on it?
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