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Sunraeteam

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Everything posted by Sunraeteam

  1. I have a rules question. How does the Legion of Blood rule "IMMORTAL MAJESTY" interact with the KILLABOSS warscroll rule "all part of da plan"? Both rules happen when a unit fail a battleshock test. One of the rules will B overwritten unclear how this works. (All part of da plan) If a friendly KRULEBOYZ unit fails a battleshock test within 3 of any units with this ability only 1 model from that unit will flee. Hope you liked the question I'm sure there are other rules with similar interactions were both trigger on a failed battleshock.
  2. I would probbably change the spell on the gaunt summoner to treacherous bond. Protects your general with a 3+ look out sir and keeps him on the board for longer. If we are running acolytes we might as well lean in2 it. What stomps us dead? Better melee armies, Khorn, Fireborn, Dauthers if played well. We do have some ranged threats and guys on disc to snipe at the leaders of the other army. And having the bridge does not ALWAYS mean we have to use it, we could happily sit back and just farm fatepoints for more units with this list now that we have split ut our acolytes the clock is on the other guy. I could see this work out from time to time but some playtesting is needed.
  3. I see it playing like this: Ogroid leading the chaos warriors with shield of fate while all the Tzaangors are led by the shaman. Acolytes and demons are led by the gaunt summoner playing Thulsa Doom, "What is steel compared to the hand that wields it?" Most problems are solved with the bridge, Gaunt summoner has short range on his aoe spell, use the bridge. Tzaangors not eating your oponents army turn 1? Bridge and fate points will solve that sucker. Ogroid badass but no fast? Bridge. Its a strange list as its melee Tzeentch cose sometimes you just want to turn brain off and roll some dice! this list has some ranged units as well in the pink horrors and the small units of loyal acolytes and the 7 battleline units makes linebraker a breeze...
  4. I see you have stayed away from battalions and playing the race to the bottom in low dropps. Might I suggest investing in some cheap throwaway units if staying in transient form. Or perhaps splitting one of your units in2 smaller blocks to make use of the MSU style deployment, make the opponent comit to the board while you place some screening units with threats behind. Also would B nice if you made your opponent make some hard choises right from turn 1. If you want to go with tzaangors or chaos warriors on foot, having the bridge for 80 points would perhaps not B a bad idea? Allegiance: Tzeentch- Change Coven: Cult of the Transient FormLeadersGaunt Summoner of Tzeentch (240)- General- Trait: Defiant in their Pursuit- Lore of Fate: Bolt of TzeentchOgroid Thaumaturge (160)- Artefact: Chaotica Amulet- Lore of Fate: Shield of FateTzaangor Shaman (150)- Lore of Fate: Arcane SuggestionBattleline10 x Kairic Acolytes (100)10 x Kairic Acolytes (100)10 x Kairic Acolytes (100)10 x Kairic Acolytes (100)20 x Tzaangors (360)10 x Chaos Warriors (200)- Hand Weapon & ShieldUnits6 x Tzaangor Enlightened (200)3 x Tzaangor Skyfires (200)Endless Spells / Terrain / CPsSoulscream Bridge (80)Total: 1990 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 149 This version of your list has most of your army screened by small cheap fanatical units of Kairic acolytes and brings enlightened on foot. We have dropped the fatemaster and we are looking to force the bridge with fate-points and put a real threat in front of the other player turn 1. Did he bring screens? make him have them, did he give you first turn? Make him regret it... you could ezely drop the chaos warriors and just bring more enlightened. you get 9 on foot for less points then 6 on discs. And with no demon keyword I like this list better. Feedback?
  5. True, this is not a conversation for the table. Its a good thing we are not in a game, but in a discussion forum arguing the finer points of warscrolls and fictional plastic monster soldiers. @:-)
  6. Were does it say that you have to be a Wizzard to cast a spell? Not in the base rules, in fact it states the oposite as it opens upp for the possibility for non wizzards casting spells. You are probbably right as it is intended. But not as it is written. How about we get back to some Tzeentch goodness? What amount of blue horros should I bring to the table if my list has 30 pink horrors? Right now I have 20 and some old spares making the total 26 blue and 20 brimstone.
  7. When I read evocators it seems to me like they should always get to cast the spell, only the wizzard keyword is tied to having 2 of them. Hey I did not even think of the Fatesworn warband but yeah there seems like a strong corelation between not wizzards casting spells. And the base rules even metioning that you do not have to B a wizzard to cast spells. Ill keep an eye open for uppcomming FAQ. It just stand as a good example of the importance of the semicolon when dealing with morons like myself!
  8. They have an ability that lets them cast a spell while not being a wizzard. Is says clearly: It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. Period. (C what I did there) At the same time the Horrors warscroll does not have the Wizzard keyword. One of the bonuses you lose out on for not being a wizzard would B, say, rerolls from blue scribes? And other demon or tzeentch + wizzard abilitys. Some probbably also needs the hero keyword so those are out. And the last part of the magic entry for the horror units clearly references the number of units that can cast the spell as the normal amount of casting is: You cannot attempt to cast the same spell more than once in the same turn. I might B wrong just point out how Im wrong.
  9. Page 8 in the basic rules. "Sometimes an ability will allow a model that is not a wizard to attempt to cast or unbind spells. They do so using the rules below and are affected by abilities that modify casting or unbinding rolls, but they are not a wizard for any other rules purposes." I could... Again have gotten it backwards, just saying, when I read the rules it seems like they could have tied the casting of the spell and having 9 pink together but they did not... Something like, while this unit is a wizzard it can cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. Just seems odd.
  10. Horrors cease beaing a wizzard yes. But they can still cast the one spell they have on the warscroll, they just loose some bonuses asosiated with being a wizzard. Even brimstone horrors can do that. Expect some list with 10 units of brimstone horrors being like yes Ill take that 10 extra dispells in case of endless spell spam, thanx... unbinds also have value. You could also argue that one unit of horrors could always cast the warscroll spell but 9 or more pink horrors are needed for aditional cast of the warscroll spell. Here is the text from the Horror warscroll: "This unit is a Wizard while it has 9 or more Pink Horrors. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Channelled Pink Fire spell. It cannot attempt to cast any spells other than Channelled Pink Fire, but any number of Horrors of Tzeentch units that have 9 or more Pink Horrors can attempt to cast Channelled Pink Fire in the same hero phase." There are lots of examples of non wizzards casting spells, like command traints or items for undead or Hallowheart (Whitefire Tome) Probbably more examples as well but it seems casting/dispelling spells and the keyword wizzard do not always go hand in hand.
  11. 1. Not a trap but you have to build your list around it. Having an early 2380 points on the table can give you an edge. You are giving upp l8game flexibility tho. With the change only letting you summon one unit a turn having that unit B a lord of change seems ok. 2. Pyrofane cult seems like a more balanced alternative. Enlightend does not stack upp to trolls and other hard hitting units in the game but what would the alternative B? You want something with bite in melee and Enlightend fit the bill. sorc on manticore? Mutalist beast and hope for free spawns? Most of the time you want flying to get around endless spells and terrain. 3. My pick right now, mostly cus I have the models but it also seems good right now, expect most people to overload on flamers and skimp on horrors. Glas cannon is glass. I expect a more ballanced lists to make the rounds after the alpha strike fad wears off. Flamer range is 18 but has to stand 9 from screens so keep 9 from screen and use ranged to hit back. I mostly play as unead and I would just hide my heros first few turns and screen with my big blocks of skeletons, Still free teleports with no casting involved are great for the threat it prepresents to the backfield. With minus to hitt spells from more and more factions in play I expect MSU to come back in a big way, You do not whant a big powerfull unit of say Enlightend to get a minus 3 to hit from items, spells etc. All eggs in one basket is risky.
  12. In the list above, asuming all 40 Kairic Acolytes dies you gain 6-7 extra Tzaangors on average. Seems a bit meh. The big benefit is letting your guys strike back even when charged by a hard hammer units striking first. The lord on terror-geist comes to mind. The opertunity cost of having one of the other covens in stead makes it feel like a trap. Your giving upp 6 screamers and a free fly move for d3 units or +1 to hit for the Kairic acolytes in the pyrofane cult. You lack good hereos for the chainfire amulet tho so I would probbably go for the host arcanum. Make screamers a battleline unit and get a free fastmoving screen/ objective grabber seems ok, it all depends on what your meta looks like tho. If flying monsters that are hard to screen against are prevalent transient form can stay but in my eyes it seems like the least viable one as it more or less depends on you loosing models in the combat fase to work. Nighthaunt charges, shooting magic etc makes it seem like there is better alternatives out there, 9 fate point lord of change, yes plix... force oposing units to stay in melee with Tzaangors yes pliz. Going just from what you have in the list now and not whanting to go out and get more moddels I would change to Host duplicitus to limit what my oponent can do when they get in2 one of my units. Your already summoning a umit of horrors I would asume with the Gaunt summoner so you might even get to bring it back. If you dont plan to summon Horrors, or your meta is mostly strikes first slanesh and FEC. I would not change from Cult of the Transient Form But then again Im wrong from time to time so take it with a grain of salt. @:-) One question tho... What would you take if you did not pick a change coven?
  13. Exept that if you have to do a retreat move to get within 3 of an enemy model your not going to do a charge move that turn. I like the FAQ quote but it does not mention what Im after. It does clear upp some things with movement and makes it clear that you do not have to end upp on the other side of the unit your flying over. The rules are quite clear that you cant move within 3 exept during a retreat move. Would B nice if this was made explicit. Perhaps this is just me tho. @:-)
  14. Quite right! I was wrong and this opens upp a lot of new combos. Dispelling is done at the start but the casting is done as normal exept max one per caster. Moving the spells is also done at the start of the new battle round. Good catch!
  15. It would not B different exept perhaps that expensive units in the skyshoal coven has better things to B doing then flyover retreat moves. Like charging and kicking ass. I belive that screamers and hexwraiths work the same way. Here is the rule on flying btw. "If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model." Notice how it does not let you move within 3 of enemy models or change the normal retreat rules.
  16. The Trashmen had the right of it back in 1963 the Bird is the Word!!! Yes Kairos is great, his ability to stop a charge can win you the game and could B key in a lot of ranged lists. The dubble spawns from portals is not a thing tho. Endless spells have to B cast at the start of the hero fase. So after sending the first normal spell true its to l8 to open a new spell portal. And eating an endless spell also takes place in the main part of the hero fase or you could have done, purple sun + eat portal and cast portal + spawn spell.(Gift of change) I have a question of my own tho. Could you summon Kairos with fate points? He has the "Lord of change" keyword after all...
  17. It does not realy matter as you can never move within 3 inches of enemy models during a normal move so the rule only comes in2 effect during a retreat. "When you make a normal move for a model, no part of the move can be within 3" of an enemy unit." "If a unit retreats, it can move within 3" of an enemy, but must end the move more than 3" from all enemy units. Models in a unit that retreats can’t shoot or charge later in the same turn." Flying lets you pass across models but does not let you move within 3 of them exept during a retreat. Its a neat trick but you mostly take the batalion for the low dropps and extra item and command point.
  18. Atleast the multiple unit summoning from the crystal labyrinth is gone. You can only summon one new unit/turn now so no more chain summoning on2 objectives. Having played a throggherd vs Hedonites of Slaanesh once and seen a new army apear on2 the table I hope other chaos factions will soon follow suit. The changes in our new book seems fine.
  19. Thank you RoloMcFury. Must have missed that part when they changed to AOS 2.0 Time to paint some more horrors!
  20. In open play you would ofc get 50 wounds out of 10 pink horrors asuming you had the models. But for matched play Im not to shure, best to w8 untill the first faq comes out I guess.
  21. The blue horrors are not resurected but added to the unit. Models added can not go over the starting value, lets say 10, so you start with 10 pinks and 5 gets killed, you cound add in at most 5 blue horrors taking the unit size back upp to 10 in, matched play, not 15. (Or so I have been told plz confirm or refute) You could later heal pink horrors with banner or magic to get them upp to 15 but you could never add more blue horrors untill the unit size goes back under 10 if that was the units starting size. The maximum you could possible have when starting with 10 pink horrors in matched play would B 20 in total (all 10 pink horrors have been killed and replaced with blue/brimstone horrors and then all 10 Pink horrors have been added back to the unit with say banner(roll a 1)+fold reality (Dont roll a 1). @:-) Atleast this is how I think Multitudinous Host battalion used to work pre new battletome.
  22. Here is my first take on a changehost list. Allegiance: Tzeentch- Change Coven: Eternal ConflagurationLeadersLord of Change (380)- General- Trait: Coruscating Flames- Artefact: Shroud of Warpflame- Lore of Change: Fold RealityGaunt Summoner of Tzeentch (240)- Artefact: Paradoxical Shield- Lore of Fate: Arcane SuggestionThe Changeling (120)- Lore of Change: Treason of TzeentchBattleline10 x Pink Horrors of Tzeentch (200)10 x Pink Horrors of Tzeentch (200)3 x Flamers of Tzeentch (120)Units1 x Exalted Flamers of Tzeentch (100)1 x Exalted Flamers of Tzeentch (100)1 x Exalted Flamers of Tzeentch (100)1 x Exalted Flamers of Tzeentch (100)BattalionsChangehost (180)Endless Spells / Terrain / CPsAethervoid Pendulum (50)Balewind Vortex (40)Umbral Spellportal (70)Total: 2000 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 66 The plan is to have Balewind Vortex used by the changeling to get him inside the 9 inches needed to debuff a unit in the opponents hero fase with a - to hit and half move. I think this list requirest carefull play and it might B weak to alpha strikes but for a first draft it might B ok, it gives upp 1-dropp for 10 horrors witch is bad, and I should probbably have some screamers in the list to save 20 points. (Drop one of the exalted flamers) The plan is to summon a small unit of screamers ASAP, but I can see some strong arguments for having them alredy on the board.
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