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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 9" of a this model and wholly within 9" of the Realmgate, and more than 9" from any enemy units. Choose a unit from the following list: • 10 Pink Horrors • 10 Bloodletters • 10 Plaguebearers • 10 Daemonettes’ Doesn’t cost points to do this, but does rely on there being the correct terrain piece on the board.
  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 try this myself: Tzaangor Shaman 3x Magisters (Arcanite Cabal) 2x20 Acoyltes 3 Enlightened 30 Tzaangor Arcanite Cabal - Witchfyre Coven - Pyrofance Cult It's 2K on the nose and 1 drop. I'd get another box of Tzaangors to bump it up to 30 - this give you your 3 battline options (Acolytes in 10s). Then probably another box of disc riders - either style, then some heroes (Gaunt Summoner, Curseling, Ogroid, Magister) to finish it off. You could also go down the daemon route if you wanted to. I like the look of this myself: Lord of Change Gaunt Summoner Tzaangor Shaman 30 Tzaangors 2x10 Acolytes 3 Enlightened 6 Skyfire
  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 UNITS 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) ENDLESS SPELLS Balewind Vortex (40) Opponents was using something similar to this (not got the newer stuff): 2 Cairn Wraiths (one being a wizard) 2 Banshees 1 Vampire (for the +1 Attack) 2x 6 Spirit Hosts 2x5 Hex Wraiths 2 Mournguls My destiny dice were terrible, 1,1,1,1,2,2,2,3,5 so the skyfires were going to have to roll 5/6s themselves, and spells weren't guaranteed. It was a very close match due to the objectives. I finished deploying first so let the NH player go first and they advanced towards my objectives. Hexwaiths on the left, Mourgul-1 and Spirit Hosts-1 down the centre, M-2 SH-2 down the right. My turn 1, Gaunt Summoner ate some Acolytes, and summoned the Balewind. Tzaangor banner did 2 wounds to Mourngul-1. Gaunt Summoner cast Firestorm on Mourngul-1 and reduced him to 2 wounds. Magister then cast Bolt of Change on him and turned him into a spawn. Gaunt then cast Infernal Flames on some Hexwraiths (couldn't see the Spirit Hosts, despite the height and range boost!) killing 2. Ogroid then turned 2 into Brimstones, leaving just one. Shaman plinked a wound off something. Very productive turn one magic though! 6 Fate points and some serious damage done. I mismatched the Tzaangors to the hexwraiths though - should have gone after the Spirit Hosts. Enlightened flubbed it against the Hosts. Skyfires attempted to kill Mourngul-2 but didn't achieve much (damn you DD!) Opponent won T2, claimed my right objective with Mourngul-2. Killed my Enlightened and threatened my Skyfires with the Spirit Hosts, who were going through the discs like a hot knife through butter. My magic then was terrible - think I got one spell off despite rerolls and +2 on the Gaunt Summoner (Familiar and Arcane terrain). Eventually it came down to the Skyfires killing stuff in combat and not through shooting, and then running off to re-claim objectives to deny my opponent the win. My Tzaangors finish off the Spirit Hosts but by then I had already won really. I committed them way too much to the side, they should have been down the middle really. After game thoughts: Mortal wounds are horrible against us - that Arcanite Shield only goes so far, and against Night Haunt it's not far enough! Our low bravery was a problem too, the Banshees caused a lot of casualties by screaming. Not sure how to avoid that, other than kill them first? Tzaangor are amazing, and I need to be more confident in what they can do. Ogroid was absolutely amazing in this game. His spell is fantastic and he's no slouch in combat. The Brimstones were great for causing some headaches for my opponent, but Night Haunt can safely ignore them due to flying. Magister was equally fun, the Spawn lasted 4 turns of annoying the Vampire by not dying. Gaunt Summoner + Balewind + Arcane Sacrfice - the range boost (+15"!) was a bit unneccesasry, so I may ditch the Balewind. The rerolls however were great so I'm keeping that for sure. Enlightened didn't get much of a chance to shine sadly. Skyfires did what they wanted to do better, and shot things. Some proper reliable debuffs would be nice, we don't have much that can reduce to hit/wound on specific units other than items on characters.
  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 the nose. Having 30 Tzaangor instead of +3 Enlightened is probably a wise idea, but I didn't really want to buy (and paint!) more of them. Arcane Sacrifice + Balewind allows the Gaunt Summoner to be aggressive with spells T1.
  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 for Terrorgheists and Morghasts. How are you guys getting on with this Legion, or have you jumped ship? ?
  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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