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RUNCMD

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Everything posted by RUNCMD

  1. Thanks @Honk for the reply! Looking at the sub-factions gristlegore does stand out but Ive also heard that this is/was the meta for FEC for a while, is that the case? Blisterkin sounds cool, with the extra movement and the random movement stuff for a CP.
  2. Again! This! Bestigors at 120 for 10! So damn good! Onto your analysis of Maruders, Chosen and Knights, i totally agree. Chosen in a Tzeentch list are mental, and I have written a few lists that I'll share once I have the time to write them out, which also include big bin chicken Kairos! Will touch base with them later.
  3. Hi all, I might have the potential to trade one army for a FEC army. I'm pretty interested in FEC as I reckon some of their models are awesome but im looking for some advice on what I would be inheriting if the trade goes through and if there are other items that I should look to pick up that aren't included in the trade, so any and all feedback is appreciated. I would stand to get: x1 Archregent x1 Ghoul King on Terrorgheist x1 Ghoul king on foot x1 Varghulf courtier x1 Duke Crakmarrow x120 or so Crypt Ghouls x12 Crypt Flayers x1 Grymwatch x1 Challis endless spell By doing some research it looks like I'd at least need another start collecting to probs get another TG and also the Crypt Ghast Coutier and then also the scenery piece? Thanks all.
  4. Totally this. I'm focusing on the Mortal side of tzeentch but it's hard to not get some support from Daemons, be that from horrors or Flamers or Screamers. I don't even bother with Tzaangors on foot, no point atm. Return on investment is just too low and I don't think there's much in the way of synergies that are reliable with the covens, albeit I've never played them due to not having the models, so if anyone in this thread reading this can comment on the Tzaangor covens please chime in! The witchfyre/pyrofane combo is what im experimenting with now in multiple different forms and i'm enjoying it but Kairics man, they fold like butter and battleshock, so it's imperative to have some 1's and 2's in those DD's. But like you mentioned, I have 50 of them in my list, and you don't get a discount at any level and 30 is the max. Just whilst it's in my mind and im typing, I would really love to see some more Daemons for Slaves to Darkness that could be mixed into any other Chaos allegiance. That would be an interesting element for Tzeentch. Some of the mortals work really well in our Allegiance, but having a cool unit of STD Daemons that we could abuse with fold reality would be cool!
  5. Yeah Fatemaster was one that I was thinking about suggesting but I think the CPs are better spent elsewhere. Aspect is a great artefact and I think it would do well in this list as well if you're not too concerned with Aura of Mutability. I think I love Aura because it makes Tzeentch quite choppy when it comes to those critical wound rolls, and on a pack of Horrors, when they are at 20 or so they already get that nice lil +1 but then the help on the wounds makes them actually stand up straight a bit and with some agenda's, they can be quite nice in both combat and shooting! I really wish you could just have one big unit of Enlightened and Skyfires for this Battalion really. A unit of 6 of both, in my mind, makes it easier to buff than having 4 units of 3, spesh with only one Shaman. Safe to say the Mortal/Arcanite side of Tzeentch is a bit lacking atm, in terms of cost v reward. Interested to know your thoughts on that?
  6. @Gwendar I would say consolidate one of those Screamer units into one of the others to end up running either a unit of 9 or x2 units of 6 to lower the drops (albeit only by one) but also better objective holding and for better use/maximise the use of the Inbuilt CP ability from the Host. I think I would swap possibly the Changeling out for the Fluxmaster and the only reason I say that is to have it stay near a Pack of Screamers to make them the -1 to hit in combat, and also swapping out the artefact of the Well of Arcane might to giving him the Aura of Mutability (the +1 to wound rolls for daemon units within 9'). Also - if you're playing in Chamon, the Fluxmaster can burn a CP to add +1 to the screamers bites making them pretty choppy in the end for such a cheap battleline unit. Also the Fluxmaster being 10 points cheaper you might get the triumph as well, but I guess you're losing the extra spell from the Changeling and his very nice -1 to hit ability. So I guess there's def merit in both. Guess it will be all down to testing. I think in my mind, I would use the flux master and a pack of screamers and even some enlightened to race across the board turn 1, trying to position myself however needed in case of the double, then turn two if possible, have everything fly over any units as needed doing the mortals, then summon those 6 free screamers and then possibly even other items based on summoning points and then you have a lot of board control turn 2 (providing you/I had Tzeentch's favour). If it was a pack of just 6 screamers, its still quite a lot to do some gnarly stuff especially with buffs and spells (especially if you had the shaman up there doing arcane suggestion = probably my favourite spell ever). I really think theres some merit in the list. HIGH movement, potential for some serious damage/stress for your opponent and I think that screamers are an overlooked/under rated unit in Tzeentch ( I know I need more). Let us know how you go with your tests and what you did and didn't like, noting you mentioned this is still a rough blueprint! Keen to hear more!
  7. I like both lists, but I think I prefer the one without the Chaos Mammoth more so, albeit, it's a crazy huge threat and I didn't know it existed until your post! Any idea where to buy one these days or have they stopped making them? I'm just not sure about how competitive that Mammoth would be (unless you're seeing something that I dont) and I'll try and explain my thinking behind it: - im not sure of his base size and havent been able to find anything reliable online, but im guessing it is quite big seeing as though I found some okay photos of the model online and I think he will be hard to position. BUT that being said, adding one to hit rolls from a Tzeentch Agenda is totally going to go off on this guy just making it a HUGE threat to anyone in its path and you could legit plonk it on an objective and just claim it I think, especially if you reworked your list that has this guy in it and put a sorcerer lord near him (drop the LOC I think and also buff up other units you've included) and just did his spell and oracular visions on him. Man that would be gross - Raven host 2 is at a 9 drop. yeah you will be going first (maybe, but if I saw that mammoth I wouldnt let you if I was a fast moving army) and you'll also get a lot of spells off, I count up to 8 if you get them all off and then the magister does his shenans of doubles cast again, but it doesn't look reliable without the scribes (another reason to drop the LOC and take the scribes on balewind if you have it). You could fit a battalion in I reckon and get some juicy other kewl stuff - Your Raven host 1 looks much better if im honest, and boasts more synergies and would probably hold up a bit more competitively (in my mind), spesh with the battalion and the Chaos Lord on foots ability to make someone fight again. - Raven host 1 i'm not too sure if the Magister is going to be of a greater benefit to you than taking another chaos sorc lord tbh. Unless you're going to chuck Arcane suggestion on him and then use that on a nasty unit of something to de-buff them? Otherwise again another chaos sorc lord on foot with his spell and also oracular would be better for what you have taken, then you can also put Arcane suggestion on him and use that if your guys need it, OR chuck him on a bale wind and he can cast both and add 1 to saves, plus give him the extra wound artefact and he's kinda sitting pretty in my mind just being a tower of grossness! (this is what I aim to do with him ) I like the direction you're going. I can't get over how gross it would be to go up against a giant mammoth like that, with some of the agendas going off (like the add 1 to hit rolls OR the add 1 to saves), whilst he is re-rolling saves from the chaos sorc lord AND then re-rolling all hits and wounds because of his spell... PLUS if the Chaos Sorc lord is on a balewind and turn 2 or 3 he debuffs a unit nearby to subtract 1 from hit a wound because of arcane suggestion, with all the buffs on the mammoth its just this huge wrecking ball hahahaha. Thanks for sharing!
  8. Depends on your list, but for the pyrofane cult you really want to take at least 1 unit in a size of 20 or 30. the list I run takes x2 units of 20 and a single unit of 10. this gives me a bit more flexibility I feel when I play games on doing damage and getting more models in range of what im shooting, but forces me to pick which unit my fatemaster sits with. Kairics fold pretty quick to both damage and battleshock, so taking the bigger units is way more desirable and holds longer imo. But never under estimate the ability to retreat from an enemy and block off their teleporting with 1 model lol. ALSO! Any unit that has 10 or more models in it gets to add 1 to their bravery, so that block of 20 man Kairics goes up to a 7 bravery when at 20 or more . Never forget that!
  9. LOL. Thanks for the write up mate, always good to read your input. I honestly think that the amount of teleports and stuff they get, its a bit OP. I also read theres an ability they can use where they can make a charge move within 18 inches using 3 dice? Doesn't even specify they have to be a certain distance away for legit they could be 9 inches away and still roll 3 dice, as far as I understand it. Yeah Kroak on Balewind and just dealing mortal wounds from his ability and then all the unbinds... so gross. I really love that they are finally killing it on the Battlefield and obviously there are going to be some lists that people take that are not super OP, but some of the stuff that I've been able to build just doesn't seem fun for my opponent, even in a tournament setting really. Also, due to loss of tonality and everything else that makes us human on the Internet, this isn't me complaining as such, I just actually find this a bit funny at how the army operates! The biggest thing I find funny though is how GW errataed Changehost's 2 teleports but then give Seraphon the ability to deepstrike and also teleport as many unit s they want LOL. GG.
  10. Finally got time to read the Seraphon Battletome. LOL Wow! Is all I have to say. Anyone got ideas on how to Hard counter this army with not only Tzeentch but any army? My main thing I can think of is just try and take out the Heros and bunker down on objectives (contextual to scenario) That Teleporting though! Does anyone know if they can teleport out of Combat at all?
  11. Just wanting to see if I have a rule correct about my list that I take at the moment, related to a Battalion and what can be taken, units wise. I'm running a list that includes the Witchfyre Coven Battalion, that requires x 3 units of Kairics and x1 unit of Tzaangor Enlightened. I take the Enlightened on Disc to fill out the Enlightened required because in the core rules the section relating to Battalion's states that Sub-headings can be ignored unless they are required for the unit, here is the official wording: BATTALION ORGANISATION: A warscroll battalion is made up of two or more units. You must decide which warscroll battalions you want to use and which units are in each one when you pick your army. Reinforcements cannot be part of a warscroll battalion.The organisation section of a battalion lists the titles or keywords for the units it can or must include. If an entry is the title of a unit, any unit with that title can be used (you can ignore sub-headers under the title unless they are included in the entry for the unit). Understrength units (pg 13) cannot be used as part of a warscroll battalion. So my understanding is that I can take the Enlightened on Disc because the "on Disc" part is the sub-heading of the Warscroll. Is anyone able to refute this at all, and also explain why?
  12. Like I aid just depends on where you are in the world. If youre in the EU then it's easier, like weyland games still has some (last I checked last week).
  13. @Malchior depending on where you are in the world theres a lot of websites out there dedicated to providing sweet discounts to buyers, spesh if youre UK based?
  14. The way I understand it (based on FAQs etc) is that something like this breaks the phase down into 3 parts I guess (and is in line with "rules as written"): - Start of the movement phase - this is where you would complete anything that happens ONLY at the start - Movement phase proper - this is where you do your movement/runs or anything that says "during the movement phase" - End of the movement phase - where we arrive and your question comes into it, you would execute whatever is to occur in a linear one by one fashion ie: summoning, reserves, then burning sigil effect, with you picking the what happens first second third etc (noting that if your enemy has stuff to complete at the end of YOUR movememnt phase, you take it turn by turn to execute these abilities starting with the person who's turn is taking place, until no more abilities or effects are can completed) - Movement phase is done - nothing left to do, onto shooting I think what you would have to think about/do is make sure your order of events is on point and you bring your reserves or summoning in first, make sure they are setup within the range on the sigil, then do the sigil ability. So that if you hit that 3-4 they can take the effect of it, because they are setup on the board already. In short, yeah the way the rules are written currently and based on how similar things happen in different phases, the answer is yes, but as above, it would be all about the order in which you do things. Sorry probably more details than whats needed, but im interested in others commenting and chucking their thoughts in the mix also.
  15. cool list, def give us a battle report when you end up using it! Lot's of double casters which is cool. Probs get an extra Exalted Flamer in turn 2 or if your enemy has some casting as well just bank the points and bring in another unit of Pinks Turn 2 (gross) haha. Shame he doesn't get a Tzeentch Keyword, otherwise he could make those horrors that tasty -1.
  16. No idea with running him in a list, but he has caused me a lot of grief when I have played against him with his ability. Depends what youre coupling him with, but he's a great overall utensil in any Chaos army I think.
  17. Loved your list, tbh would never have though of using something like this and I think this is what im excited for on TTS is running those different lists you simply cant in model form! Be'lakor is just so crippling with his ability as well and I think he's pretty well priced for what he does! Thanks for the write up!
  18. Thanks a lot mate! Really appreciate the info. Haha it's a great alternative to not playing that is for sure!
  19. @Gwendar are there any guides or anything online you can share on how to setup games with TTS? Or which module to Download? Thanks for the Batrep, will give it a read.
  20. Yeah when the LOC is dropped I bump the KAs up to x2 20 model blocks and just sub in a Curesling or something with the remaining points, but thats more competitive lists, this one will be a friendly match really. I'm also keen to see how a big block of flamers go as I've not run them that high before really.
  21. Have a game coming up soon (hopefully no lock down cancellations) and will be running the following: Allegiance: Tzeentch - Change Coven: Pyrofane Cult Leaders Lord of Change (380) - General - Command Trait: Shrouded in Unnatural Flame - Artefact: Chainfire Amulet - Lore of Change: Bolt of Tzeentch The Blue Scribes (120) - Lore of Change: Treason of Tzeentch Tzaangor Shaman (150) - Lore of Fate: Arcane Suggestion Fluxmaster, Herald of Tzeentch on Disc (130) - Artefact: Aura of Mutability - Lore of Change: Fold Reality Battleline 10 x Kairic Acolytes (100) 10 x Kairic Acolytes (100) 10 x Kairic Acolytes (100) Units 6 x Flamers of Tzeentch (280) 1 x Exalted Flamers of Tzeentch (100) 6 x Tzaangor Enlightened on Disc (360) Battalions Witchfyre Coven (160) Total: 1980 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 100 Should have enough fate points for some late game summoning (hopefully) and to bring in a unit of them pinks. Not sure if I should be taking the Fatemaster or not instead of the Fluxmaster but the thing with the Fluxmaster is that it is better suited to follow the Flamers and Buff them up. Should probably try and squeeze in the Balewind but I dont think it's imperative really. Will try and remember what happens to write up a battle report.
  22. Really depends on if you want to go Daemons, Mortals or a mix of both? If you want to go Daemons and you're working towards a 2k list then x2 Start collecting boxes are great value! If you want the current meta of Tzeentch then Changehost is your go to go Daemon Competitive lists. But that doesn't mean to say that there isn't other competitive Tzeentch lists out there, it's just the kinda Vanilla go to of competitive, at the present.
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