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TerminusRex

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Everything posted by TerminusRex

  1. Yes, getting multiple monsters in their deployment zone is EZ.
  2. You know, I have only seen a model retreat from combat maybe a handful of times, and it's always a character that gets roped into combat with pile-ins 2-3 turns into a melee. I do not know if Tzaangors are tanky enough to tie units down like Horrors can, battleshock is a problem for them. I do like the idea of Hosts Arcanum for my goat list even if it feels weird not to have extra screamers and daemon heroes to support them (I guess I can always summon a Fluxmaster). The 6 summoned skysharks will add a nice extra touch to my long-toss Tzaangor/Enlightened/Shaman bomb.
  3. I know verminlord spam is considered turds, but I am bringing back a 2.0 list where I had the Warpgnaw, Deceiver and Thanquol all dropping into enemy deployment with FU endless spells.
  4. Great Horned Rat is closer to Tzeentch than Khorne. In general, Skaven are likely a Tzeentchian creation, later on corrupted to some degree by Nurgle on Lustria, before spreading to the rest of Skaven society.
  5. You have way too many units to fit them all in one battle regiment. You can't even fit them into two.
  6. Only one rampage type per monster, so only one gets to stomp.
  7. Then I've been cheating people and using an old warscroll or something. I could have sworn the glaives were 2". My 20-man acolyte unit was strung out in a single staggered line, with the goats right behind them, so every model in the unit was within 9" of a goat unit.
  8. Battle Regiment Gaunt Summoner - Glimpse the Future Changecaster - Chainfire Amulet, Bolt of Change 20x Acolytes 20x Acolytes 10x Pink Horrors Mutalith Vortex Beast Cockatrice Warlord Battalion Fatemaster - General Ogroid Thaumaturge - Infusion Arcanum, Arcane Tome Blue Scribes 10x Chaos Warhounds I've had a few variations including dropping the bird and warhounds for a second Mutalith Vortex beast. Both the beast and Cockatrice are not as good without Destiny Dice, and Mutalith in general is not tanky/damaging enough for their points. I do find having the monsters to be very useful for scoring battle tactics (for example, metamorphosis the Thaumaturge, and run him along with the cockatrice and vortex beast for 3 VPs, cockatrice makes monstrous takeover very easy with flight, etc.). Having screens is paramount in this edition from my experience so far, so even the Warhounds do their job and do it well.
  9. That is true, several die from ranged abilities, but if they are focusing all their ranged attacks on Acolytes (who have shields and usually mystic shield on top), that also works for me. Just "within" is a lot easier than wholly within, so 9" was plenty. I am a lot more aggressive with the acolytes in this list since they are the chaff screen. I would kill for some sort of pre-game movement ability for them. Board presence is definitely an issue as you want the tzaangor units roughly in the same area to use their banners, but that's what summoned blue horrors are for. I do want to try the Guild of Summoners (but I lose the horrors and don't have enough big birds) and Cult of Thousand Eyes for the goat lists. I did try the 20 goat with 2x10 acolytes, but didn't like it for several reasons. #1, with 32" bases and only 1" range, you will never get that many goats in combat, so you're wasting a huge number of points just sitting there. As it is, I treat them as units of 6 combat models with 4+ ablative dudes. #2, having played Acolytes quite a bit, they are total ****** at 10-strong, only good as a "I have no other option" filler for battleline. It's too easy to shut off their casting and they die too quickly to make much of an impact. At 20 strong, they can actually fight in two ranks, with the 7 glaive attacks doing a surprising amount of damage.
  10. This is my current Conflagration list that I want to drop once I've had my fill of goats. I am really trying to prove that mortal units aren't so bad, and have been doing quite well with both Pyrofane Cult and now Transient Form. Although I have yet to face dragons, which I understand just deletes Tzeentch anyway. Battalions: Battle Regiment, Command Entourage (extra artifact), 4 drops, 15 point bid for Triumph: Inspired Changecaster - Artifact: Aura of Mutability, Spell: Bolt of Change Fatemaster - General: Coruscating Flames Kairos Fateweaver - Spell: Tzeentch's Firestorm Magister - Artifact: Shroud of Warpflame, Spell: Glimpse the Future The Blue Scribes - Spell: Fold Reality 10x Pink Horrors 6x Flamers of Tzeentch 6x Flamers of Tzeentch Endless Spell: Umbral Spellportal Main issue I see with the list is that it really wants to move in one block with Horrors upfront, flamers on the flank, and all the heroes (except blues and Kairos) in the middle. That means all the daemons are -1 to hit in range and melee, and are re-rolling to hit and to wound. With all out attack on the horrors for first turn, that's an average of 19 D1 and 25 D3 wounds, all at -1 rend. This is assuming the flamers are only hitting on 4s. It really strikes me as similar to my Pyrofane shooting list, with more damage output but with a smaller footprint and fewer scoring tools. It also generates fewer fate points, but should have 12 by turn 2 to summon an exalted flamer.
  11. I went 2/1 and finished 7th overall in a 20-man, losing to a Kragnos double turn. The other cult point is potentially valid, but I made 7 extra goats from the Acolytes over the course of the game (so just barely above average). The bravery aura was also somewhat nice in that it saved me a battle shock command point a couple of times. I did change my list by dropping the Skyfires (who are dogshit), and adding Scribes and shackles. I am not sure if the shackles are really worth it since they either got unbound when I cast it or during their hero phase. Tzaangors actually have a solid warscroll. 20 wounds for 175 is not bad, and they can deal decent damage if they have the adequate support. With 7 wizards nearby, their banners were doing serious amounts of non-spell mortal wounds to the enemy lines. I enjoyed that quite a bit. Their biggest shortfall is the 4+/4+ hit and damage stat, so you need to buff both if you want them to kill things in melee.. Fatemasters are not tanky enough to get so close to buff melee, so you need All out Attack, and Tzeentch is always hungry for command points. On damage side, you just need an arcanite hero nearby, so that's not as hard. In several circumstances I was able to get them in melee with both buffs in place, and they absolutely wrecked house (maximum potential is 20 horns, 20 savage blades, and 8 greatblade attacks) I would just summon exalted flamers where you need them. You also need a screen unit or you will just lose the game no matter your damage output. Running them in units of 6 may give an opportunity to use Fold Reality to bring some back.
  12. Many/most of the spells have no keyword requirements to cast them, the keywords are usually for the target of the spell (or not at all). Her warscroll says she just knows all those spells. Kairos knows all the spells of any nearby wizard.
  13. Has anyone considered using the Voice of Slaanesh in a Legion list? That massive list of spells gives Kairos a lot of options.
  14. It's hard to judge a list at 500 points, so finding a local path to glory campaign that lets you slowly build your collection would be your best bet. If you can't run out and get the books, you can get a lot of details from the AOS app or from Battlescribe (the better armybuilder). You won't be able to include daemons except as allies. You could potentially bring some of your Slaves to Darkness units as coalition units for a God-specific book that would be daemons, but coalition units can't be battleline or generals, and they lose many of the faction abilities. The battalions are new force organization for your army. They are explained in the free and available online AOS 3.0 rulebook.
  15. Did I miss something? When did this happen?
  16. I would just summon Exalted Flamers where you need them. I'd add maybe another hero instead with Aura of Mutation for damage bonuses.
  17. Ah sure enough. I've tried in the past giving the Fatemaster the Arcane Tome to get another caster, but it just makes him too juicy of a target (and he looks cool AF which already makes him a target). Enlightened on Disk are a consideration (and will be the next thing I try if the Skyfires are as disappointing as expected). The guys on foot are 6 models for 10 points less than 3 on the disks, hence their inclusion. With a 9" move, Levitate, and Bridge in the list, hopefully they can be delivered where they need to go for the one combat phase they will survive. Both Skyfires and Enlightened on Disks really need like at least a 20 point reduction like the rest of the goats got in the Winter FAQ. Or give them the Daemon keyword back so we can use Fold Reality on them.
  18. He never could, since he does not have a blank Mark of Chaos that would give him the Tzeentch keyword. He is strictly an ally. Also the only allegiance abilities coalition units lost were Masters of Destiny (destiny dice) and the Change Covens. They can still summon units, fulfill agendas and any daemons would benefit from Locus of Change.
  19. A few comments here. I am a big fan of Acolytes, but they really need to be units of 20. Otherwise it just takes just two stray shots to deprive them of their spell, which reduces your fate points and makes their damage sadder still. At 4+ (3+ with pyrofane or all out attack)/3+ -1 rend, they are the best shooting we have now that Pink Horrors have lost all of their innate accuracy buffs. They also lost their spell, by the way, so I am not sure what you mean unless you're referring to the fate point on 3+ banner they have now. Tzaangors actually have quite nice chip damage since you'll have several wizards around to buff their mortal wound attack. Having 6 wizards around is not unusual, so that's 3 mortal wounds on average to a target within 18". By the way, Great Bray-shaman does generate fate points, he just can't use destiny dice. I am currently entertaining the cheaper Tzaangor, but they really need their extra attack to really be worthwhile in melee. I just made a Cult of Transient Form list I am going to give a try. Battle Regimen and Warlord battalions for 5 drops, an extra artifact, and extra command point once per game. Curseling - General, Bolt of Change Ogroid Thaumaturge - Arcane Tome, Infusion Arcanum Tzaangor Shaman - Chaotica Amulet, Glimpse the Future Be'lakor Great Bray-shaman - Levitate 20x Kairic Acolytes 10x Tzaangors 10x Tzaangors 6x Tzaangor Enlightened 3x Tzaangor Skyfires (most questionable choice, honestly) Endless Spell: Soulscream Bridge The acolytes take point as a screen with Fate of Transmutation command to shore up Tzaangor numbers. Levitate and Soulscream Bridge are two (admittedly long) shots at moving a Tzaangor or Enlightened unit over the screen/opponent front lines to get at juicy targets. Tzaangors especially like levitate since with the Bray-shaman they can run 9+D6" inches and charge, while anyone using the Bridge will use the +1 attack agenda and destiny dice to nail the 9" charge. Magic is a little unreliable and the Skyfires are probably dead weight until they get a point discount. Blue Scribes + more endless spells/a unit of Chaos Warhounds for more chaff may be the better option here.
  20. I’m out of the loop. What’s the problem? I just got Belakor.
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