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Maserdom

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Everything posted by Maserdom

  1. Thanks man, I think that I'll go with the Daemonettes. The unavoidable 9'' charge if you summon them near the enemy lines as a hammer is bad, with no way of auto-improving the result through innate +1 or whatever to the charge roll, but I don't see much else. From what I gathered, still, the Daemonettes/Bloodletters/... can't use Destiny Dice because they aren't Tzeentch models, right?
  2. So, now that the Gaunt Summoner has been nerfed and the units he summons to the battlefield all cost 110 points... what is the consensus/mathhammer on what should be played? Five pinks for a 25-wounds roadblock? Bloodletters? Daemonettes?
  3. That part is easily solved: my second army is Tzeentch and my horrors are ready to serve another master if needed for the match He also has some daemonettes and bloodletters that he once used and can be summoned. Truly, the StD battletome is quite unique. The more I read it, the more tactics and combos and lists I think of!
  4. A) unfortunately, he doesn't. He's extremely fond of Chaos Warriors and Knights, that he plays as Cabalists to fuel his wizard's spells. B) I tried to make him buy some Greater Daemons, but he prefers the mortal side of things. How's a Gaunt Summoner just mediocre, though? 200 points of free Pink Horrors (50 wounds) and 60 points of Sorcerer with 2 spells seem glorious! The horrors will tie up an entire flank, preventing unwanted charges, while the rest of the army marches on. C) How viable would it be? I tried to sell him the idea, since he reeeally likes knights and chariots, with the Battallion that gives a free D3 mortal wounds on a 2+ after a successful charge, but he isn't sure about fielding only knights . On the other hand, for 1240 points he could field 20 knights, a Chaos Sorcerer Lord on Manticore, an Exalted Hero of Chaos (free damage) and a Chaos lord on demonic mount to buff the knight. It sounds quite good! D) see point A.
  5. Hi guys! Could you please lend me a hand for some list building? A friend of mine loves to play Slaves to Darkness and I'm currently coaching him in order to help him grow his AoS skills: what he really needs, at the moment, is a good list! We only play at 1250 points due to time constraints and my inability to field more than 1500 points of squigs (I could bring out my Tzeentch army, but I'm not here to skin him alive). He has access to loads of old chaos models thanks to his past with WHFB and is willing to buy whatever is needed to field one or two mean lists for our future matches. I understand that the new points are yet to come: what I really need now, is more of a direction and "proofreading" for the lists I have prepared LIST 1 LIST 2 LIST 3 Any insight or help will be greatly appreciated! Thanks in advance!
  6. Nurgle guy plays plaguebearers, the big hairy flies however they're called, a general with scythe riding a huge monster spitting out a geyser of saliva and blightkings. Skaven friend plays 80 clanrats with jezzails, engineer, clawlord, gnawholes, plague monks. Slaves to Darkness mate brings Chaos Knights and Marauders, sorcerer lord(s) on foot (because he still can't find a Lord on Manticore, always To Be Restocked here in Italy), Demon Prince. I know, they don't have the newest power creeped units, but I thought that squigs were the weakest part of our battletome, only there because they would be fun. They don't even interact fully with the Loonshrine, ffs, they are a bunch of angry hairless testicles more often than not high on mushrooms, how can they even do something. I bought them for the giggles...
  7. An open question for all you gitz. This is the 1000 points list that I usually play. It only includes squigs because ****** yeah squiggies! and I refuse to play goblin blobs, spider shamans and whatever because this is my "for fun" list, picked for that precise reason. If I wanted to stomp people, I would bring out my pink horrors, flamers and assorted tzeentch ****** for a tense match. Loonboss on Mangler Squigs Fungoid Cave-Shaman Loonboss on Giant Cave Squig 12x squig herd 12x squig herd 10x boingrot bounderz Malevolent Moon The players at my local club aren't exactly experienced with AoS, but they are HUGE 40k tournament goers and had the bigges WHFB armies I had seen. They spent weeks theorycrafting squads, movements and other things that made me shiver. They may not have hundreds of AoS games under their belt, but they are trulky bright and no game has frightened them up to this point. On the field they bring the Maggotkins of Nurgle, the Skaven and the Slaves to Darkness. Armies that I consider mediocre to good/very good. Despite this, I constantly steamroll them with my stupid squig list. I tried leaving out the relic or the warlord's trait. I purposefully didn't cast spells. Whatever. This is what I'd like to know: how exactly "for fun" is my list? I though that the best GSG lists always had to include the arachnorok shaman, multiple fungoid shamans, loonshrines with loads of grots... not 2d6'' moving bounderz that will usually have a stroke and run for three inches before they have to take a nap. Or bravery 3 squigs that always run once just one of their friends dies to a stray arrow!!! Did I, by mistake, concoct a turbo-WAAC 1000 points list with squigs? WTF is going on?!?
  8. Yep, I know. This was his last "try" at making a list and I steamrolled it with 20 base squigs, 20 Boingrot Bounderz and a Loonboss on Mangler Squig. We're talking of bouncing red testicles with a tendency to roll 3'' movement and have a seizure when they die, killing my things around them. I won by turn 2. He'll now go back to his well tested 9x Jezzail and I'm trying to hammer into his head that he absolutely needs to fit his Screaming Bell into the list in order to avoid wasting a CP/turn for battleshock tests on the Clanrats. Unfortunately (for me, since he's the only player available nearby during the Chang flu times), he's never been a great player to begin with: the process will take a long time. My thanks, though, for every answer, since they are dutifully described to him for list building purposes! I await the time when I'll be forced to shelve my squiggies in favor of the DoT in order to fight his next fine-tuned list XD
  9. Sure. I'll try to do my best to remember the last composition he tried (I don't play skaven models, and I have a tendency to call most enemy miniatures "that fat guy", "shorty over there", "rats", "tank") 1x Clawlord - WARLORD, with a relic blade that gave -3 rend or whatever it was 1x Warlock Engineer (unbind + neat magic trick) 40x Clanrats 40x Clanrats 10x Plague Monks (for the gnawholes) 10x Stormvermin (slightly tougher objective holders on the flank without my Moon's support) 1x Plagueclaw (he wanted to cripple my squig cavalry and herds before they could speed through the field and charge) 1x Claw-horde battalion
  10. Oh. In that case, my friend is just cheap. He's probably stuck into his old WHFB mindset and doesn't understand why his previous army doesn't work. At least this explains why he's failing so hard during the matches: he just doesn't feel like buying the right models or learning how AoS really works... And here I was, thinking that he had missed out on so many newer models released after the death of WHFB.
  11. Thanks for the inputs, guys, it's been already relayed to my friend and I hope that he'll put them to good use! Making him buy more miniatures will be a chore, but I trust that he'll open his wallet as soon as he realizes that his current lists and available models don't work anymore (he has a huge WHFB skaven army, but lacks most recent releases and their power). One last question. I love the Doomwheel and, hadn't I already drained my credit card with the squigs and Disciples of Tzeentch, I would have definitely played them: are they as good as it seems from the battletome, or they're just good? What they offer seems really good, and fielding a trio of them should be, imho, almost automatic.
  12. DoT / GSG player here, sorry to intrude (the Horned Rat can get ******, that furry welfare God, hail Tzeentch is always in my mind, friend here). A friend of mine is always trying to play his Skaven army against me but, even though I now constantly resort to my "for fun" mono-squig army, built and painted just for the laughs, he gets trounced time and time again. We usually play at 1250pts. Leaving aside some obvious tactical mistakes, like falling for some bait etc etc, I don't understand how his army can blow up so badly: 40+40 clanrats, stormvermins, plague monks, some ultra-killy melee heroes hiding near the troops, catapults in the back firing on my squig cavalry... What should he do with the clanrats? He keeps them near the heroes for the anti-battleshock CP ability, they are eventually buffed with the Clawlord's ability (he tends to pick the battallion that spreads the command ability on a full 13'' bubble), they keep a foot on the objectives while the rest of the daisy-chained blob goes to the front to envelop my troops: all of these tricks seem quite fine and at this point I don't know if his choice of models is just ****** or if there are extra layers of tactics that neither of us can grasp. My Loonboss on Mangler Squigs can and will eat 20+ clanrats in one charge, bouncing away thanks to its trait before he is engaged and nuclearized. This already wastes 1 of his CP to hold he remaining rats in position. The squig cavalry (10+10 boingrot bounders) will smash into one of the clanrats blobs, because he cleverly doesn't leave any hole towards his vulnerable backline artillery, but doing so deals an average of 10MW on impact, plus enough damage on the first squad's activation to drasticlaly reduce the clanrats'output. If my wizards'Itchy Nuisance spell (= fight last) goes off, one of his blobs is dead. Do you have any suggestions? He doesn't like the specific clans' traits and would rather play a mix of units (masterclan? generic skaventide? is that the name?): should he buy some more competitive models, scrapping his previous lists, or there are ways of making things work? He also has a few ratling guns in his collection and a basket of jezzails.
  13. Here we go again! In preparation for the upcoming (one year or the other) return to normality, while I slowly kill my eyesight painting a Lord of Change I've prepared three different 1000 points lists for my Disciples of Tzeentch. I have yet to play a signle match with the birdy boys due to the lockdown, and I'd really appreciate any help or insight! Each list comes with a small explanation on why I put those units together and what I presume they should do on the battlefield. LIST 1 LIST 2 LIST 3 I already own a non-competitive army (built on purpose for fun) and I'd like something stronger for those tighter matches you sometimes want to have. One last question, too: at which point level is a Lord of Change an acceptable choice on the field? On the other hand, assuming that the meme coven Guild of Summoners is taken, does the answer change or the amount of redundant spellcasting you need for Big Bird is still in the 400 points range anyway?
  14. The random stat is determined when you perform the chosen action. In this case, you choose the unit, declare Run / Won't Run, roll if Running, do Basic Movement which translates to rolling for said movement AND rolling for Running if applicable. In the second case you follow the universal GW addendo to multiple rolling that suggests using different dice if multiple actions must be takenb at the same time (I remember reading about it in the new 40k manual, in the shooting section). Still it makes sense and that's how I play my squigs-only army. I always keep a bunch of brightly colored dice at hand for this specific case (roll two normal dice fr movement PLUS the other colored die for running).
  15. From the AoS Core Rules booklet: You select a unit for a normal move -> you declare a Run move -> you roll -> normal move + run roll distance You don't get to roll or move 0 inches because you already have to choose the Run option when you pick a unit. This tricky part of the ruleset really only comes into play for our bounders, hoppers, etc and a handful of other models with random movement. In every other case you already know how far the unit will go with a normal move and choose, accordingly, to either Run or move like usual.
  16. You declare that the unit will run right away during its basic movement, unfortunately (unlike 40k).
  17. Guild of Summoners coven. You forfeit the ability to summon any kjind of demon but LoC, in exchange for a reduction in their price. 9 fate points for the first chicken, 18 for the second, 27 for the third. A bit of redundancy (~12 casters) and youll reliably have a chicken turn 1 no matter what, especially if you deploy in a corner beyond the 30'' deny range and spam all the offensive spells you have (even without a valid target, the cast will still be successful and award Fate Points).
  18. Spiderfang: dunno, I fear spiders and would/could never even touch the models, so I didn't research their synergies. Squig: only the Mangler Squig, since it's a moderately self-sufficient unit. The Boingrot Bounderz are amazing, but the Loonboss on Mangler Squigs' command ability (+1 to wound) is extremely important for their successs, and when missing you'll feel its need. Unfortunately, the aforementioned Loonboss is too high of a point tax for making them work if you aren't building a squig army, unlike a regular Loonboss and the blob of stabbas he babysits. Also, if you are already set on Grots, you have no need for any squigs. The herds are too slow, the Bounderz lack synergy, and you will already devote many points for Grot multiplyers that don't apply to squigs.
  19. Fight Another Day + Gryph-feather Charm is an invaluable combo. I'd suggest, though, getting a Loonboss on Mangler Squigs as your general, since it benefits way more from our traits and relics than a regular Loonboss on Giant Cave Squig. The Mangler will usually push farther than your army with its 3d6 movement (and eventual Squig Lure for a free d6 extra of movement) and he'll be able to charge into the enemy, pop the crew's red mushroom, deal a ton of wounds thanks to the command ability and charge bonus, and jump back to safety with Fight Another day. Bonus points for keeping an empty zone behind your advancing line of squigs (that moved too slowly to follow the boss on the charge) in order to reliably let the Mangle jump back behind said line of meat shields once he has fought and decimated the enemy unit. I play a 1000 points squig army with acceptable success and this tactic surprises most opponents.
  20. Aha, now I understands. I forgot the Changehost battalion! (and the part about resin resonates with me, I ****** hate Finecrap sculpts beyond belief, and I havdn't noticed that most miniatures of the Tzeentch line are made of resin... dammit) I thought about what has been written here about a Guild of Summoners list and realized that it doesn't really work at 1000 points. Indeed, our offensive spells, with 18'' of range, require our squishy casters to get in range, and a chicken lord turn 2 (casting turn 3) is mostly useless. Loading my mages with buffs, sitting in a corner and generally summoning the chicken turn 1 (quite feasible with the Blue Scribes full reroll, that pushes 6+ casts into the 92% success chance) would be nice, but said mages would then be stuck with useless buff spells rather than firestorms and whatnot. Since a mid-tier Tzeentch list with mortals seems unfeasible without a load of squishy Acolytes shooting fireballs in a Pyrofane Cult army (i.e. Imperial Guard v2 an army which I already play in 40k and I'd rather step away from in AoS), what would you say of this turbocancer list? I suppose this list would be no-friends material, but if I have to commit I'd rather do it fully (1000 points): The aim of this list is to throw on the board 40 pink horrors (i.e. 200 wounds) on turn one, have them charge blindly into the enemies, tie them up while the heroes move their slow asses to the objectives, and keep the opponents'units swamped with resurrecting bodies (5+ of the Coven and auto-rolling battleshock tests of 1 with our Destiny Dice on the horrors). All of this while the Summoners happily throw spells into the mix of enemy units stuck without a chance of running away,. with the help of the Scribes'reroll. Is it cancerous enough for 1000 point games, in a tournament setting? EDIT: on the other hand, this new list requires a horrendous commitment. There's no way around it. Four units of Pink Horrors equal 360 euros (30 euros for a Pink Horrors box and 30+30 for their Blues and Brimstones); two gaunt summoners are 45 more euros, 30 euros for the Blue Scribes, and a various amount of money for the subsequent summons throughout the match. And this is without considering the insane amount of time needed to paint all the horrors. Holy ******.
  21. I'll have to ask - why is everyone so much against the Curseling, in favor of the Changeling? The Curseling may be more expensive (40 extra points) than the Changeling, but they both have access to 2 spells, he has much better stats, he has 2 chances per enemy turn of instantly copying a spell and casting it back (without the risk of being denied) and he has his own spell (unlike the changeling) for stealing a new spell every turn. The Changeling can teleport in the opponent's field in order to steal spells and be in even better range of every deny of his enemies at once, has a mediocre number of attacks (unless he buffs himself with +1tohit +1towound, once again in range of every possible deny once he has teleported) and has a bad statline which makes him suicidal. He's hoping that the free deep strike will let him charge an unsuspecting hero... while the opponent has already accounted for it. Holding onto those 40 points doesn't seem so good, in my eyes! At this point, I'm fairly sure that I'm missing something huge. Can someone elaborate? EDIT: also, why does The Changeling have only 1 spell in GW's Warscroll Builder? Is it a bug?
  22. Wait a minute. Does this mean that with two gaunt summoners (or three in 1000+ games) I would be able to slap 10/20/30 pink horrors for free on the table without any counterplay? Is it just me or this ****** is broken to infinity and beyond? I would literally have to not play the Gaunt Summoner in any possible not-tournament match, otherwise my opponent would have to eat through a boatload of horrors every match or gear his list to snipe my mage turn one... and pay for battalions in order to make sure he gets to go first. I thought that the Gaunt Summoner would simply throw out 10 horrors (without the ability to split, at least) or that I would have to reserve their points in exchange for the certainty of summoning said unit wherever I want to...
  23. Coming from 40k, where reinforcements and summons cost points, AoS'rules are a bit hard to understand, especially since the Pink Horrors have been patched again and again. When I put a unit of 10 Pinks on the battlefield, in a regular matched play I get to slowly turn them into 20 Blue Horros and 20 Brimstone Horrors, right? Or are there any limitations?
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