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shalvan

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Everything posted by shalvan

  1. You can fit this in a one drop, if ratlings are hidden in clanrats they don't count as a drop.
  2. I tried the attached list in Hosts Arcanum. Throws around spells like it's nobody's business. DoubleBirbCEWrlrd.pdf
  3. Can coalition units be generals? I don't think so. If you swap a unit of pinks for screamers you can take a changecaster and end up with even 2000, then the changecaster can be the general.
  4. Now clanrats can use command abilities on themselves as long as they have a clawleader.
  5. It actually even has about 110 wounds. 95 on the Stormfiends, 6 on a warlock, 10 on the schools acolytes and 3 on the grinder. What would you use the grinder for? Is deranged inventor used in shooting?
  6. They need support and they kick butt. Don't take three small squads, it's bad for buff efficiency. My impression is that it's a very large opportunity cost to run them as a hammer. I put together a list with 9 Stormfiends, basically what you're left with is some MSU acolytes to fill the battlelines, then heroes to support the fiends. The thing is your need to protect them but you can't really screen and you don't get to use hidden weapon teams.
  7. The Chronomantic Cogs might be one of the better spells now to try and get into combat turn one with Tzaangors or Enlightened. Though map-wide +2 was surely better than +1 to charge only within 18 inches. I guess for a tzaangor list we'd get a Tzaangor Shaman general and also a Great Bray-Shaman for his movement aura. Enlightened on Disk are so fast they should generally be able to reach the enemy T1, while regular Tzaangors could enter from Ambush.
  8. Still possible to stack versus penalties to hit/wound (do they exist?) and rend such as Shining Company or Locus of Change.
  9. Do you think it could be possible to go for a Tzeentchy build focused on Tzaangors in the BoC allegiance? They got significantly cheaper now and they can hit like trucks. They do suffer from coherency though because of low attack range, and not having DoT agendas for bonus attacks after charge hurts. Have you tried such a build?
  10. I know you can. But I don't want to play straight Moulder I prefer Izzet over Simic, if you know any Magic lore.
  11. I am tempted to play them, but the fact that the toughened sinews is restricted to one unit coupled with the MSU of 2 puts me off somewhat, since you can only reinforce them once. I'd like a 6 or even 8-model unit of Rat Ogors, but that's not possible under the new ruleset. 4 models is still good, 24 wounds at 4+ with decent melee prowess for 190 points is certainly okay. Though I guess 6 models would have the problem of coherency ****** with delivering melee attacks. No matter what, this is at least one of our precious reinforcement slots to be impactful.
  12. I easily get salty. I am salty it is only Stormvermin and Clanrats. I want to hide them in Skryre acolytes especially, but could be fun to hide them in plague monks too, night/gutter runners less so because they are so fast. Giant rats is probably a stretch The biggest problem to me is you can't hide them in pure Skryre army, otherwise an amazing and flavorful mechanic. Though 6 weapon teams jumping out of the last clanrat is super silly
  13. Lore of Ruin is Grey Seer only, so I believe you can't take those spells on Verminlords? @Cosmicsheep The new builds with stormfiends seem super squishy to me as of late. Sure, they have 4+ save and lots of wounds, but it still ends up being less than other things. Still, I'm inclined to try something where the Stormfiends play the role of Archaon. Even based on your list: One Drop 2 2000 Battle Regiment Verminlord Warpseer 335 Arch-Warlock 175 Warlock Engineer 125 Skryre Acolytes-5 65 Skryre Acolytes-5 65 Stormfiends-9 945 Warplock Jezzails-6 290 Almost no screen and super glass-cannon, but with an aetherdust injector, spark and mmmwp this unit of Stormfiends can delete anything.
  14. What does the Vortex Beast bring that is worth it? The model seems generally underwhelming to me. You could consider darkfire daemonrift to be cast off of the Gaunt summoner you can also cast up to 14 spells there if the changecaster spellcast goes well. First lord of change also brings beacon of sorcery which helps further. Why Tzaangors? If you need bulk then probably warriors of chaos would be better, if we still can take them.
  15. Yeah, I also thought of this, since I have a KO player who runs Zilfin with an Ironclad filled with 20 thunderers and an aether-khemist with a Warp Lightning Vortex in a Bottle. The thing is that it's pretty hard to actually kill the Ironclad in one turn with its 3+ save and rerolls from spent aethergold. Now the triumphs are different, so perhaps it will be doable. Still, remember that each subsequent warpfire thrower will roll fewer dice, so deleting the 2-wound thunderers might not be possible. I'm not positive 3 ratlings can reliably (xD) take down an Ironclad. We're talking 6d6*2, or 42 attacks. All three will optimally reroll hits, but to wound stays the same, which means 3/4 hits, 1/2 wounds, which means 16 wounding hits at -1. Ironclad will surely get+1 to saves to stay at 3+, so we get 5 attacks in for 10 damage total. We need lots of luck on the rolls to kill the ship.
  16. Looks decent, but very glass-cannon. Are you going for an alpha strike with the engineer jumping through the gnawhole to get in range of the three ratlings? The MMMWP is kinda wasted since you don't have a target for it before shooting. With no skitterleap you don't really have a way to bring more points to the fight, and the weapon teams tend to just die, especially when hit by things such as Teclis's unique spell. I am really unhappy with the point changes. The two armies I'm most interested in - Skaven and DoT mortals - got huge point increases to the units I like most, including Stormfiends (over 20%), and Kairic acolytes (25% up, when it was the Daemon side that was a problem). I love the Doomwheel too and I don't think the point increase was justifiable on a model that didn't really see any play... Would going for 9 Stormfiends unit with two units of 10 acolytes make any sense? No hidden weapon teams shenanigans whatsoever though, as you can only hide them in a mixed army. Still, a highly buffed unit of 9 stormfiends with vigordust, MMMWP and a spark should put out insane damage. The army wouldn't have screening though and it's putting all eggs in one basket, as those 9 Stormfiends are pretty much half the army at 945 points.
  17. There is a clause that explains it. So you cannot stack positive modifiers easily, but you can stack bonuses to save against high rend as long as you don't exceed the rend and other negative modifiers by more than one.
  18. I don't think this is the case. Specific rules override general rules. The Verminus Battle Trait says you can take more than one command trait, so you can despite the core rule. There is no clause like for the hit, wound and save rolls in the new Core Rules.
  19. Hello, I'm a new player looking to try playing with disciples of Tzeentch using proxies. I am not a fan of most daemon models, I do quite like the screamers, however. So I did compile a Hosts Arcanum list focusing on them as battleline - basically a spam. I figured they are great against monsters and against wizards, the problem I would see against hordes - but then we do have spells to help with this issue. Could you please take a look and give me some feedback on the list? Hosts Arcanum (HTML)
  20. Hi guys, I'm a new player, so far we're playing in a group of four friends, using proxies to test armies to decide what we like. I played only Skaven so far, since I love the mad science feel of Skryre (don't really like Pestilens or Eshin though). The other army I'm considering, but I am yet to try, are the Disciples of Tzeentch, as strong magic is another theme that I really like. My first list was Warpcog Convocation and was frankly terrible (3x3 stormfiends for battleline, two of which has grinderfists... Rattlegauge Warplock, and whyrlblade threshik with a doomwheel and two doomflayers). I got destroyed by a Lumineth list focusing on Teclis, though I did make an insane amount of mistakes (deepstriking with only a part of the army, not dividing ranged attacks of my stormfiends and shooting them all on Light of Eltharion, not knowing that this model divides weapon damage by 2, rerolling movement on the Doomwheel with the Vial of the Fulminator, which caused my opponent to incorrectly move the model outside the battlefield, killing it - I later checked he couldn't have done that). Then I tried a no-battalion list, got demolished but a Kharadron alpha strike that removed 700 points worth of the army before they had chance to move, including the only warlock with Skryre buffs (the other hero was a Grey Seer general with skitterleap). This list however beat the fourth player who brought an OBR cavalry list with Arkhan. When Kragnos dropped and I learned of the new Hidden Weapon Teams trait I decided to give it a try, as it really sounds awesome. This is the list below and I would be grateful for any and all feedback you could provide on it. The list did some work against my lumineth opponent, but a few things went wrong and decided the outcome of the game. First of all, I buffed my 6 stormfiends and teleported them into a shooting position through a gnawhole. I wanted to skitterleap my arch-warlock or bombardier close to my warp-grinding clanrats, but the casting roll wasn't very good and the spell was unbound by a unit of sentinels. This caused the Stormfiends to not receive the warpstone spark damage buff, making his archer units survive. the 2 warpfire throwers weren't optimally placed due to how he positioned his army - they still did very good damage, just not that devastating. And I didn't get Teclis in range to try and delete him. Since his list is 3 drops, protection of Teclis also mitigated lots of damage. Still, if I got a double turn, my army would utterly decimate his once a warlock would get in range of the Stormfiends. This didn't happen, we both rolled sixes on a roll-off, and next turn all my firepower was basically decimated by spells, shooting and combat. That felt terrible. The unique spell of Teclis was especially devastating since he centered it on the spell portal and hit the entire army, all I was left with were my heroes, some clanrats (he one-shot a 39-rat unit with a horde killing spell, it rolled 16 damage on 5+, the rest ran since I failed the skitterleap and couldn't use the command ability). How do you guys deal with this feeling when one or two rolls determine the outcome of the game, essentially rendering lots of decisions unimportant? Though I guess maybe i should have waited longer with the deepstrike and held back since I didn't have the support for the Stormfiends and clanrats, but on the other hand that would mean eating more spells from Teclis through the spell portal and taking 40 shots from sentinels buffed by power of hysh... Surprise Dakka (HTML)
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