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Sinfullyvannila

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Posts posted by Sinfullyvannila

  1. 11 hours ago, Dankboss said:

    I've lost a game to Furies, as they just wait around until the last few turns then hop skip and jump over an objective. Their lack of save doesn't matter, as even if they had a 5+ they'd still be falling over to a stiff breeze.

    Sphiranx is probably considered the best 100 point option overall, but that's primarily combat focused as opposed to objective play.

    Fomoroid I think is not bad, especially on tables with lots of terrain; and much like how I use Dankholds, they have some decent pinning potential for other units that you want to protect from pile ins.

    I never played or used Furies, but I believe it. I usually use Screamers as my summons in Tzeentch and they win games for me just by taking unprotected objectives or helping flip a deadlocked one. Furies are probably even better for it because of their higher model count.

  2. 4 hours ago, NJohansson said:

    But this is your problem and unfortunately you are to stubborn to realize it. My main army is Tzeentch. In a competitive build I use Horrors, Flamers, LoC, blue scribe and Kairos. That is less than 40 percent of the actual book - but no one argues that it is not a powerful one. I get that you want to use warriors - yes they are fluffy and yes they are cool, but warriors of chaos have not been competitive for the majority of the game. They were not competitive  in 6th ed WFB and they are still not competitive, learn to deal with it - if not change game or army. If you play the game for 10+ years you will realize that fluff is just fluff - game mechanics are something entirely different. AoS is much more balanced than any other GW game has ever been (maybe Blood Bowl is more balanced)  when looking at army to army. If you want unit on unit balance, sorry - this game is not for you.

    To be fair though; those Tzeentch units are all Iconic.

  3. 9 minutes ago, Ganigumo said:

    Yeah the issue with kairics is that they just don't do much on the table. the +1 nearly unconditional +1 to unbind is good, but with 32mm bases and 1 attack each they don't hit very hard, their shooting attacks are only ok unless you're building around it (pyrofane + warpfyre does make them nasty) and a 5+ with a 6+ ward isn't exactly durable.

    Unless you're playing pyrofane their main job is probably going to be screening or sitting on uncontested objectives in small units, but they're not pointed for that job, plus Cult of the transient form needs literally all the help it can get 😥

    Compared to comparable units they're priced quite a bit higher. Grots would be ~60 for 10, skinks are 60, bloodreavers are 70, cultists are 70. We should pay a premium for the ranged attack and casting but a 30-40 point premium is a bit much.

    They aren’t pointed like those units because we already have horrors for those roles.

    Kairics have always been an anti-wizard specialist unit. A better comparison would be Cygor; which they are just so, SOOOOO much better than.

    The new Battletome just gave us the tools to make them a better value should we choose to build an army around them.

  4. Kairics are a good deal at 100, especially now that Changeling, Pinks and Gaunt got pushed a little bit away from the absurdly good value buy that they were.

    The Scroll and Vulcarch are amazing abilities a) at that cost and b) at that insane board footprint.

  5. 1 hour ago, GeneralZero said:

    So, gaunt is dead? TBH, 5 pinks doesn't go far 😞 

    Definitely not “take 6 and call it a list” anymore.

    Still your best caster for Daemonrift; which is still probably worth the points at the hike.

     

  6. 4 hours ago, MitGas said:

    Funny, wouldn't have thought I'd see a single person outside of the writer of this pathetic battletome that would argue that Chaos Warriors are at a good spot. They are neither well written compared to other, similar units nor from a fluff perspective (they should be stronger than ardboys and tear other elites like puny Aelfs limb from limb). As long as that (and a couple of other) warscroll doesn't get fixed, this BT will stay a failure.

    The BT lifted the literal worst army in the game squarely into the fat middle. My only issues are the extremely poor wording on Knights and Warriors weapons, and in a perfect world I’d rather Have the option not to run a subfaction. That’s about a 98% success rate in my book. Everything can be fixed with points adjustments but with the exception of Marauders being obscenely undercosted; the rest of the points are fine in a vacuum.

    Massively overpowered and internally garbage balanced Books like OBR, Slaanesh and Tzeentch should be considered failures. Especially Slaanesh as it was just obscene when it came out.
     

    Tzeentch is my main army, and that book was a massive disappointment. No internal balance. Balance benefiting mutual NPE. Broken and convoluted warscrolls. Extremely poorly worded rules that made it almost impossible to adjudicate how they work with your opponent. Reinterpretation of old rules completely out of left field in FAQs. Even the non-rules sections were terrible. Overhyped and massively under delivered how-to-paint section(No Kairos? Arbitrary Lord of Change color scheme change. Over focus on trivially easy units like Horrors? Actually taking out the two page Arcanite Cult spread from the first one? WHYYYY!?) although I blame that on influencers. Like; 1 paragraph added to lore and weird references to older warscrolls abilities. And look what they did to my poor Thaumaturge.

    • Like 3
  7. 10 hours ago, Deadkitten said:

    Played Forcing the Hand vs OB.  He ran 10 of the knights, 20 Guard, 10 guard, 3 units of the big dudes, and then few characters.

    I deployed 10-20-10 with the Pinks, and supporting heroes, with the Knights and LOC sort of behind a bit center left.  He deployed Knights- 20 block - 10 with his characters and 2 Stalker units center.  He out dropped me (I'm intentionally running something less than CH and this is part of that I suppose) forcing me to go first. 

    I basically just pushed up and consolidated on objectives.  I was trying to insulate both the knights and LOC as best I could.  His first turn he charged the 10 Pinks on my left.  He chopped them down to the Brimms but was unable to nab the objective.  I lost priority and he was able to retreat and charge the Brimms and tag the knights.  He put  1 of the stalker units into the knights and was able to sneak 1 into the LoC.  He put another into the 20 block in the center.  Highlight here was the LoC w his sword using DD for 6 wounds onto the Stalker unit.  On my turn I was able to clear out both Stalker units but the knights were just ill equipped to deal w his knights.  I put the LoC and Chaos Lord into them as well, which was a bit of an over extension but I needed to take a risk as I fell behind on points.  

    Again, I lost the priority roll.  He retreated and charged again w the remaining knights and was also able to put in his 20 block of guard into my Knights and the general into the LoC.  He sent his 3rd unit of Stalkers into the 20 block of Pinks again.   He was able to clear out the knights, Lord and the LoC.  I had the center and had won the attrition battle on the right with 10 Pinks vs 10 Guard, but I had fallen too far behind on points by then.

    Overall, not bad, I suppose.  I would have been in much better shape if I had won either of the two critical priority rolls.  I'm not sold on the lances on the knights.  3 attacks @ 3+/3+/-2 R/ 2 D on the charge is mighty tasty but the setup cost might be too high.  The weapons would have let me grind with the OB knights.  As it was they just couldn't put out any damage.  I had an error in not DD charging 10 summoned Blues in to the dog-pile on the objective.  That was worth a VP and might have set me up to come back late game.   Finally, I should have watched for where the knights went down and put the Changeling opposite them.  That extra -1 to hit would have changed things for sure.  

    Yeah; Lances only really work well with a Slaanesh mark, Karkadrak, RR Hit buff and Teleport. So not a strong pick for Tzeentch.

  8. On 7/15/2020 at 12:45 AM, TheArborealWalrus said:

    Welcome aboard! I'm not very experienced with using the army out of our book yet, but I'll try to help.

    1: I'd rate it as okay.  It's usable, just not likely to go big in the nasty tournaments (although you probably didn't pick BoC for that). It'd be super hilarious if your heroes' spawns exploded when they died too, but alas, they aren't a part of the battalion. So, solid enough, good for finishing wounded heroes , but not a super competitive build. I've heard people talk about it being good out of the Nurgle book, but have no experience with that. Nurgle allies might help to push it up? I don't know how much of their warscroll abilities work off of the Nurgle keyword alone. Besides that, chariots are just fun, so go for it!

    The desolating beastherd helps us in the area of damage dealing  (which we need) and allows you to put almost any brayherd or bull units you want into a single drop. It encourages the aggressive plays that we're known for and  those bonus hits can be devastating on the right units (aka high damage ones). It gives us what we want and reduces our drops, which is why it's the go to battalion.  Plus it feels very fluffy. Gors, ungors and bulls swarming you in your territory while you desperately try to survive? Straight out of the old gotrek books right there.

    2: The summoner gets you pink horrors for free, and the other three are about controling the flow of the game. Hypnocat is somewhat hard to use (he hypnos at an awkward time) Khorne prince stops your opponent from charging effectively at any greater distance than 6" and Belakor stops that one key unit from doing stuff for a turn. They're all pretty okay, I'd personally rate hypnocat at the bottom, but they all suffer from our herdstone aura (except Belakor) greatly limiting their survivability. The two princes are decently killy (which makes them very killy for us) on top of their utility ability and the summoner has a useful personal spell and comes with goons. Since he doesn't want to be in combat anyways, the aura hurts him less. I've never personally tried them, so that's all I got.

    3: The tauros is popular for helping to protect our troops so we can gang up on enemy units, plus it hurts people. I like the idea of throwing a tzaangor shaman forward to cast the brayhorn, at a crucial time, but I haven't heard much about it. Cogs are always nice for a CC army like us, but we're pretty fast already.  Otherwise nothing is specifically helpful for us. I unfortunately have been told that the Tzeentch endless spells aren't very good, but haven't looked at them myself. All the other generically helpful ones can be used, but typically aren't featured. From what I've seen it's usually the tauros for a go to spell.

    Sorry to wall of text quote; I play Tzeentch with Tzaangors and the Burning Sigil is a good spell, and it’s really nice combined with Dirgehorn to make a part of the board an absolute nightmare for your opponent. The Bull and the Horn are better spells though and since we’re limited to 3 now it’s a hard ask to go for the Sigil over Geminids.

  9. 5 hours ago, Ggom said:

    I wish running pinks didnt require painting 50 models at a minimum. Also from a cost perspective, running mortals is sooooo much cheaper. The idea and mechanics seem really cool, but I think I would break from the cost/effort.

    Ehh, arcanites take much longer to paint individually. Seriously; if you use contrast paint and drybrush you’ll paint all 50 of those horrors in considerably less time than 10 Tzaangors.

  10. 2 hours ago, The World Tree said:

     

    I do think one of the simplest fixes is that in order to do the 'split' you have to have purchase the blues and brimstones in the list building/have to spend fate points.

    At the current points cost!? Thats such a massive nerf; they’d probably be the worst unit in the game.
     

    They could just change Split back to the way it worked before this Battletome, except not let the Blue Horror and Brimstone Horror Fate Points/Summons interact with the regular ones. They were still a fantastic unit when you had to summon them in the next turn.

    • Like 1
  11. 3 hours ago, Smooth criminal said:

    I want to clarify two things:

    1. Blue scribes in Tzeentch book say they can learn any spell cast near them on 4+.
    Will they learn and be able to cast the std lore spells from allegiance? (i.e. having an std keyword isn't needed to cast the spell if you steal it) I assume yes.

    2. Kairos in Tzeentch book says he knows all spells wizards near him have on their warscrolls.
    Will he get lore spells that std wizards get from allegiance? I assume no.

    1) They can’t steal a spell that requires a keyword to cast or has a value on a damage table. I don’t have the StD book on hand, it should say on the Spell Lore Page whether the model needs the allegiance keyword.

     

    2) Kairos only gets spells from Warscrolls. No lore spells.

    EDIT: Removed inaccurate statement regarding Kairos. 
     

    I believe that  Slaves to Darkness Lore Spells are ok for The Blue Scribes to cast. In the StD book under Lore of the Damned it says:

    ”You can choose or roll one spell from the following table for each Slaves to Darkness Wizard in a Slaves to Darkness army”

    It does not restrict the spell casting to Slaves to Darkness Wizard; it is simply an instance of a unit knowing the spell.

    Contrasting this with Mawtribes; which says

    ”You can choose or roll for one spell from the following tables for each Wizard in an Ogor Mawtribes Army”

    Then the Spell Lores it says Butcher only or Firebelly only. These are keyword restrictions.

  12. My buddies have fun against my Pyrofane Cult, Hosts Arcanum and Unafiliated Tzeentch lists; and my enlightened on discs are the boogeymen of our local “meta”.  I don’t really run any horrors other than what I get with the Gaunt Summoner because splitting is NPE for myself. Also, I don’t really run Flamers.

    The ones that have the reputation of being NPE in our play area are a Dual Stonehorns list and Ironjawz.

    Changehost specifically has always been a terrible play experience whenever I run it though.

  13. 9 hours ago, WHYGW said:

     

    STD has many kinds of ++ saves.

    Chaos shield's , warhraine , harbringer....

    Undivide and darkother hero, warshirine

    They are designed to stack ++ saves and make them hard. Warshline changed that Ability only to STD keywords.

    But now you can save only one ++ save all of course.

    They were hard, but they were never as destructive as the other factors.

    The STD army mentioned above is now likely to be an ambiguous, non-hard, non-destructive, and non-degradable fact.

    It’s still useful to have the Runeshield and the Warshrine/Undivided ++ since the Runeshield doesn’t affect normal wounds. It just makes them less hard against mortal wounds.

  14. On 6/21/2020 at 11:55 AM, Icegoat said:

    I keep getting the feeling that soon humanity as a species will entirely fall to chaos in the aos lore. It's been 5 years and we havent had a single order human model released. Outside that one war priest who was 8 foot tall and discontinued.  The empire was the most popular faction in old warhammer they were the protagonists of the entire 25 year story. Aos humans are a footnote.  Used to create stormcast and nothing else. 

    Three new aelf factions two dwarvish. I mean the lizards got a terrain piece. It seems the time of order aligned humans are limited within aos and will soon be completely discontinued. Especially as all the new human models are going to be found instead in warhammer the old world.

    Chaos is almost entirely human. There are vastly more humans in Chaos than all the other factions combined. Probably over 99% of humans follow chaos.

    • Thanks 1
  15. 39 minutes ago, Kadeton said:

    If the original design was indeed supposed to avoid stacking modifiers on casts...(which is only speculation)

    It’s not speculation, it’s specifically stated in the FAQ. 
     

    I do speculate though, that the line is BS to deflect from the spectacular nature of the ****** of that rules implemention.

  16. 2 hours ago, RuneBrush said:

    I think what we have is the best compromise between a thematic rule and an overly complicated rule - I still think it's thematic, Tzeentch is often portrayed as having it's plans foiled by overconfidence or weakness in it's minions.

    From a gaming mechanic, anything more complex would have had the potential to slow down the Tzeentch players turn and one thing the new battletome has done is to reduce the amount of time it takes to play the army (which was a huge criticism with the old book).  Although it has caused a few issues, I think 5 weeks to get to where we are is pretty decent.

    I can’t think of anything it’s done to lower play time in actual practice.

  17. 1 hour ago, Kadeton said:

    This is the bit I don't understand in this whole debacle. What was the harm in opening up those dice to all modification? All the rules problems came up as a result of them being unmodifiable, and I can't see what problem that decision was intended to solve in the first place. They could have just treated them exactly like normal dice!

    Sounds like stacking Beacon of Sorcery and Mass Conjuration on top of Destiny Dice was what they were trying to avoid.

  18. 7 minutes ago, HarbingerGaming said:

    I mean were they just constantly unbound? Because that sounds more like you just rolled bad. The LoC is still great for their points given the scary amount of damage you can put out in the hero phase with it. 

    Aside from the fact that “being scary” is a terrible reason to nerf something, 8 mortal wounds is not even that scary for a 380 point model with no shrug.

    The truly bizarre thing is that this ability was never nerfed when you could take 1 destiny die with it and it was obscenely more powerful.

  19. 4 hours ago, RuneBrush said:

    I'm guessing its the same reason that the Lord of Change's ability no longer works - because our Lord Tzeentch has determined the fate of that result...  In truth, it actually brings it inline with everything else (charges, magic, attachs etc) which can't be modified.

    I’m honestly not even sure the LoC is worth the points outside of Changehost(or non-cost in Guild of Summoners) anymore. I only succeeded in 4 spells through a full 5-turn game last night.

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