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Calum Todd

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About Calum Todd

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  1. I run a list with 6 of them and 6 Skyfires (this was pre-Beasts of Chaos) Likely to change that to 2x6 Enlightened + 10 Pink Horrors. Though I do expect that Enlightened will get a bit of a points increase in GHB19 (yes I know it just changed!)
  2. Same set up as myself. The Balewind and Gaunt become one model so the Familiars can be placed around the Balewind instead of balancing on top. This is my interpretation anyway, and I don't believe there's any issues. They're effectively glorified wound markers and don't really do anything. Good luck tomorrow.
  3. I'll save you some time here. Get the spoon engraved with my name on it please.
  4. His ability has changed in the new FAQ: LINK Page 125 – Gaunt Summoner of Tzeentch, Book of Profane Secrets Change to: ‘Book of Profane Secrets: Whispering fell incantations, a Gaunt Summoner can temporarily divert the path of a Realmgate, allowing malefic Chaos entities to manifest on the battlefield. Once per battle, at the end of your movement phase, if this model is within 9" of a Realmgate it can use its Book of Profane Secrets. If it does so, you can summon 1 unit from the list below to the battlefield, and add it to your army. The summoned unit must be set up wholly within
  5. You can have as many as you want - not a special named character. I find that's a good addition to the army. His own spell is nice and it's cast on a 7+. You can use Destiny Dice to boost it (Magisters spell is better though, Spawn > Brimstones), alternatively you could use Infusion Arcanum on him instead to make him more reliable in combat - which he's pretty decent at especially if he charges in. He's not a mandatory choice, but he opens up more options for us with the MORTAL keywords and actually being able to fight , so the Mortal items/traits can be good on him.
  6. Very difficult to justify in my opinion and it's a battalion I really want to make work. Arcanite Cabal is not very good as far as battalions go and it eats up a lot of points. If Curselings or Ogroid's were available in there it wouldn't be so bad perhaps. Acolyte shooting isn't so hot either - even with shooting in hero phase (T1 this could be useless) and progressively better shooting. You'll probably get more actual damage out of the Tzaangor Banner. The bare minimum (if taking Magisters and not Fatemasters for the Cabal) doesn't leave you with much options. With that said I'd tr
  7. Had a game against Night Haunt yesterday, playing The Better Part of Valour scenario. My list: Gaunt Summoner and Chaos Familiars (180) Command Trait : Arcane Sacrifice Lore of Change : Tzeentch's Firestorm Tzaangor Shaman (180) Artefact : Windthief Charm Lore of Change : Fold Reality Magister (140) Lore of Fate : Shield of Fate Ogroid Thaumaturge (180) Lore of Fate : Infusion Arcanum
  8. Flying models ignore the Overgrown Wilderness rule for the citadel woods, i.e a flying unit can see and be seen through a forest. Edit - For clarity this is found in the Citadel Woods warscroll, not under the flying rule.
  9. From the FAQ: Page 60 – Legions of Nagash Add: ‘The following units may be selected as part of a Grand Host of Nagash, Legion of Sacrament, Legion of Blood or Legion of Night army and gain the appropriate faction keyword: • Chainrasp Horde • Glaivewraith Stalkers • Grimghast Reapers • Guardian of Souls • Knight of Shrouds • Knight of Shrouds on Ethereal Steed • Lord Executioner • Spirit Torment’ So not all Night Haunt I'm afraid.
  10. Agreed on the 2x10 Grave Guard, they likely won't achieve much. Most likely they would sit on an objective, or fight another objective-grabber unit. Either way you'd be better off with something like 2x20 Chainrasps for that. Alternatively you could ambush a Terrorghiest, or 40 Skeletons (with points spare for some Endless Spell). I really like Grave Guard but I think they may be a hindrance to your army in this case sadly. Hopefully we get a Deathrattle book at some point.
  11. That's very similar to my current list. Gaunt Summoner and Chaos Familiars (180) General Command Trait : Arcane Sacrifice Lore of Change : Tzeentch's Firestorm Tzaangor Shaman (180) Artefact : Windthief Charm Lore of Change : Fold Reality Magister (140) Lore of Fate : Shield of Fate Ogroid Thaumaturge (180) Lore of Fate : Infusion Arcanum 10 x Kairic Acolytes (80) 10 x Kairic Acolytes (80) 20 x Tzaangors (360) 6 x Tzaangor Enlightened on Disc (320) 6 x Tzaangor Skyfires (440) Balewind Vortex (40) 2K on
  12. How did you get on with this list? I'm currently rethinking my double VLzod, Necromancer, Skellies, Dogs and Morghasts list to somehow include a bulk of Night Haunt stuff. Not sure if Legion of Night is the right Legion for that though. The bait is a nice rule, but I feel I may as well just run Chainrasps as their save isn't dependent on board placement. Having a similar dilemma with our ambush rule since the majority of the Night Haunt stuff we have available is Summonable anyway so doesn't need the Legion of Night special rule to appear wherever they want. It seems best reserved fo
  13. A unit of Tzaangors would be cheaper (sort of ) by filling a battleline slot at least. 2x10 Acolytes 30 Tzaangors 9 Enlightened Comes to 1120. Compared to: 3x10 Acolytes 9 Enlightened 9 Enlightened At 1200. As @obmik1says it's probably a bit more competitive.
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