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WargamerRyguy

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Posts posted by WargamerRyguy

  1. 1 hour ago, RUNCMD said:

    No you're totally right! And I checked what the DD can be used for and it doesnt say anywhere that the DD can  be used for replacing attacks of that nature, and i'll admit, I totally over looked that and just assumed! This is what happens with assumptions though, stuff ups happen!

    Thanks for clarifying mate! because I've learnt something today and I would hate to rock up to a proper tournament and be like oh yep here we go, then be corrected by my opponent... thats just bad! I agree though, using the forum to clarify rules is important, so i thank you for the insight!

    No problem at all, that's what its here for! Glad I could help! 

    • Like 1
  2. 7 hours ago, RUNCMD said:

    Youre right regarding the two Dice having to sub in the 2 dice for a 2D6 roll. I really need to remember that because its pretty pivotal. As fsr as I am aware though you can use destiny dice to determine the random nature of a Hit Roll because you can sub in the dice for hit rolls, so if the LOC rod if 2D6 Hits i would have to burn those 2 DD and say " I get 8 hits because I used two 4 dices from my pool" and then I roll those 8 to see if they hit. But I could definitely be wrong! 

    I totally would agree with you about using DD to determine the hit rolls of an attack, but if you look at the LoC warscroll and the Rod of Sorcery stats, the 2D6 is applied to the number of attacks the Rod of Sorcery has. So you roll 2D6 to determine how many dice you need to roll "To Hit" the target, which is on a 3+. It doesn't have a random to hit value. You still can use DD to determine if some of the 2D6 attacks hit the target, but honestly its kind of a waste since it hits on 3+ and wounds on 3+ and each DD would only apply to one of the "to hit" rolls.

    Hope I'm not sounding too much like a rules lawyer here, I use the forum to clarify my understanding of the rules just as much as discussing tactics. Hope this clears things up! Have fun embracing the change! 

  3. 11 hours ago, RUNCMD said:

    Used a 6 for some spells with my LOC and also a 6 for his rod of sorcery, and nabbed a 5 in the other part of the roll. Because of Chainfire, any 6s on shooting are D3 mortals, to which I rolled 4 6's out of 11, pretty gross if you ask me but super awesome, and wiped a unit of his (cant remember their names). Also, because of LOC being a Daemon hero and also having the unnatural shroud he was -2 to hit... sooo those pesky KO people were now hitting on 5s and 6s for some and made it even harder for him to die.

     

    Great write up, sounds like a pretty fun list to rock at 1k! I would point out however, that when using Destiny Dice for any of the allowed rolls, you use the number of Destiny Dice needed to complete the roll. So for casting spells or rolling for charges, because the "roll" itself consists of two dice, you must use 2 Destiny Dice to replace the "entire roll", not just half of the roll. I also don't believe the Destiny Dice can be used to determine the amount of random attacks a weapon gets, only the damage amount that the weapon can do, whether its d3 or d6, etc. 

    Anyways, thanks for the great write up! Going to be running Pyrofane mostly as well with the big Kairic blocks and shooting LoC so I'm always interested in seeing how it fairs for others! Good luck with your Guild list too! 

  4. 4 hours ago, Okonomiyakimarine said:

    I see where you are coming from, zoning out against alpha strikes and doing something like one thousand cuts rather than one big strike etc.  Still doubling up the potential for Sorcerous Bolt sounds good, when you plan on taking lots of Kairic Acolytes. Or rather looks good on paper, I have not played any arcane lists.
     I took your list and tailored it to my personal liking, unsure if it has any potential really, but it has the same amount of wounds and potential for zoning out. It brings better shooting with the now bigger number of acolytes and switches out the bestigors and the second GS of course.

    Allegiance: Tzeentch
    - Change Coven: Pyrofane Cult

    Leaders
    Lord of Change (380)
    - General
    The Blue Scribes (120)
    The Changeling (120)
    Gaunt Summoner on Disc of Tzeentch (260)

    Battleline
    20 x Kairic Acolytes (200)
    20 x Kairic Acolytes (200)
    10 x Kairic Acolytes (100)

    Units
    6 x Tzaangor Enlightened (200)
    10 x Ungor Raiders of Tzeentch (80)
    10 x Ungor Raiders of Tzeentch (80)

    Battalions
    Witchfyre Coven (160)

    Endless Spells / Terrain / CPs
    Burning Sigil of Tzeentch (40)
    Geminids of Uhl-Gysh (60)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 117

    I have a few questions regarding this list since its very similar to one that I've been drafting up and wanting to play. 

    First off, I notice the changeling and other hero choices are being taken over other options like the Fatemaster and as curious to know if you think taking one in a heavy shooting acolyte list was worth it. I know it costs a cp each time, but to be able to reroll the hits of a lot of those shots, particularly from the +1 to hit buff from the coven makes them even more powerful in their strengths. 

    How do you get the Ungor of Tzeentch without allying them? I figured they required the Phantasmagoria Battalion to be taken because I didn't see them being able to be marked. Do you think its worth taking the Enlightened on disc? A unit of 6 is very strong with the new agenda system.

    The Lord of Change with Rod of Sorcery is the most prime target in the battletome to receive the Chainfire Amulet, making him even more of a mobile artillery unit. 

    I feel like the point of the Pyrofane coven with the Wytchfire Coven is to allow the acolytes as many chances to unleash their Sorcerous bolts in as many phases as possible to overwhelm your opponent with dice rolls. Still trying to figure out the best way to do that though...

  5. Hello Acolytes! 

    I'm fairly new to the forum but have been playing DoT since the original release of the battletome a few years back. I've always loved Tzeentch in its myriad of ways and changes and its been awesome seeing the flux of the book's effectiveness over time. 

    In terms of play style and list building, I don't judge anyone for taking Horror spam because its undeniable how great the army works with and around that unit. I do however really enjoy the other aspects of tzeentch that move away from just daemons and work in mortals or beasts. I've been really trying to figure out a somewhat effective list using Tzaangor with Enlightened and Skyfires because I love the models and they're my best painted. Wanted to ask if anyone had any comments or pointers on this list I've been working on:

     Allegiance: Tzeentch
    - Change Coven: Hosts Arcanum
    Mortal Realm: Ghur
    Fatemaster (120)
    - General
    - Command Trait: Spell Hunters
    - Artefact: The Fanged Circlet
    Tzaangor Shaman (150)
    - Artefact: Gryph-feather Charm
    - Lore of Fate: Arcane Suggestion
    Gaunt Summoner on Disc of Tzeentch (260)
    - Lore of Change: Bolt of Tzeentch
    3 x Screamers of Tzeentch (80)
    3 x Screamers of Tzeentch (80)
    20 x Tzaangors (360)
    6 x Tzaangor Enlightened on Disc (360)
    3 x Tzaangor Skyfires (200)
    3 x Tzaangor Skyfires (200)
    Skyshoal Coven (140)
    Darkfire Daemonrift (50)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 123

    I like the idea of running a ton of Tzaangors, but the core tax for the battalion is way too high to justify. Being able to take screamers as battleline in Hosts Arcanum means I can effectively gain a lot more bodies in the Tzaangor units. I have always loved the speed of discs and the ability to fly across the board with impunity and strike exactly where needed. The extra movement added to flying units at the beginning of the game sounds amazing, as well as those free unbinds. 

    The list can auto summon 10 Pinks and 6 Screamers to fill gaps where I need support or objective holding. The tzaangor do there thing and just crash into whatever my opponent puts on his/her front line. The enlightened paired with the Fatemaster are my speedy hammer and the Shaman sits back and chills with the Skyfires until I need to use their discs to strike weaker units or stuff strung out or left alone. 

    The ability for 75% of my army to do mortal wounds just by moving seems pretty neat, but may be pretty situational im thinking. 

    I'm also not positive on taking Daemonrift, but I've experienced how amazing the spell can be. 

    Any suggestions of tactics would be great! Thanks! 

  6. Hey all, really enjoying the new battletome. I did have a question about the Chaos Sorc lord on steed? Warscroll builder still says you can take one but the actual warscroll doesnt have any mention of it and there are no movement values for it. I have the old metal one, is it still an option?

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