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Hebroseph

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Everything posted by Hebroseph

  1. If you have the models, i'd trade the curseling for changling + tome of eyes. Same cost, better hero
  2. I think a lot of people are dazzled by the easy cheese of change host conflagration as it is easily the top build in the book. I think there is something to be said for Pyrofane for sure. I'm in the process of building 40 more acolytes to run a list. I think acolytes have legs as a screen for our more dangerous units and have the ability to be pretty annoying. For one, being on 32" bases, they take up a HUGE amount of real estate. Being able to deny a bunch of the table to deep strikers and flankers has its own power, even if it isn't readily seen. I'm building a list that buffs the acolytes to make them as damaging, or as annoying to kill for as long as possible while i cast MW spells and bring out summons. LoC General with Chainfire Amulet. Besides being a great caster/dispeller I take him with the rod to hope for some lucky MW shooting. Who doesn't like MW shooting. Changling. As far as i'm concerned, he cost 160 because you don't take him without the Tome of eyes. Not having a warscroll spell, and puckish getting nerfed means you arn't going to want to jump him in the enemy backfield like you used too. Tome of Eyes gives you full rerolls, which is handy, and an extra spell for him to cast. I think hes just begging to have Treachery of Tzentch as his spell lore. Hitting an enemy unit with treachery to give them a -1 and then his ability for another -1 will go a long way towards keeping that big unit in line with their weaker 5+ armor save. Magister on foot with Shield of fate. This is a great spell that can help out our Acolytes or go on one of our heroes if they need saving. I thought about switching this to the spell that grants destiny dice for more chances at a Six to use with the next guy. Daemon Prince of Tzeentch. The new DP got a cost increase, but added benefits. I plan on running him with warpfire blade and his sword option. This gives him 4 mortal wounds per hitroll of 6. Coupled with 12" movement and fly and fight at the start of the combat, this guy goes a long way towards handling big monsters we do not want to face. Fatemaster. Giving a 30 man KA squad, full hitrolls, full wound rolls, and the abilty to shoot twice is pretty handy. The wound rolls only last per phase, but the hit rolls from the fatemaster last till your next hero phase. I'm currently planning on running 30/20/20 acolytes with a min 100 man squad of enlightened on foot to qualify for my wytchfire requirements. I took the tome of eyes and pendulum as my endless spells. You have plenty of room to wiggle on the heros and the endless spells to tailor to your own tastes. Only thing I think is mandatory is the LOC with chainfire as thats pretty much the best build for that relic.
  3. Have not heard much talk about the Daemon prince of tzeentch that the StD book reworked for us. Hes a little more expensive, but his melee profile got way better. I've been thinking about taking him with the warpfire blade so that hit rolls of 6 deal 4 mw which is a pretty baller package on a fast, flying, always fight first model whos -1 to hit because hes a daemon hero.
  4. I think there is some game to a pyrofane cult for sure. I don't know if i like the tranisent host as much, but Acolytes got way better this edition.
  5. Guess its entirely timezone dependent. Fair enough, but I still wouldn't make a list that revolves around them because you can't count on using it. I played more games than I can remember, including 3 GT's and i think 9 daily tournaments in 2019, and realm spells were not allowed in a single one. I couldnt even name one spell in any of the realms. Realm artifacts are used in every one, but no features or spells.
  6. I agree, and I have been toying around with taking two in my change host list, but I worry about increasing the drops. Six seems overkill, but I'm sure some mad lad out there will do it.
  7. Except they are not. They are a supplement and have almost no bearing on match play games. I play in a huge meta (Houston Tx) and travel across the state attending GT's and realm spells arnt used at any of them.
  8. How important do you think it is for our army to have one-two drop? I'm thinking about running a barebones changehost, and then adding in some non-battalion casters but I worry about going to many drops. Changehost seems to work best when you can dictate the game via choosing the first/second turn and teleporting units to block out the enemy before they have a chance to score.
  9. Kdaai and fireglaives have always been my heavy lifters, but I have not gotten a game in since the sorcerer got taken away from us. Not sure how that will impact our Kdaai in the long run.
  10. This is true, you want to run atleast one max unit to maximize the battalion benefit. You can use the other 10 man squads to screen for the big block if you want lol.
  11. It is one of the current "boogeymen" of the tournament meta. Its an Ossiarch bone reapers subfaction that gives the entire army +1 save. This turns their basic battleline troops into 3+ save models, who can then get buffed to have an additional rend and reroll ALL failed save rolls. It makes them particularly stubborn to remove, especially when you can resurrect the models through various means.
  12. I will say one thing, the only thing Petrifax is scared of is shooting, and the only thing worse than shooting is shooting with rend. This book almost directly counters PE's strongest advantage, +1 to save and rerolling saves in the COMBAT phase. Not saying that the new KO or DoT books are S tier crazy op, but I think its funny that both directly counter some of the stronger play styles of Slaanesh/OBR/FEC. All three want to be in your face and melee you to fight first/last/twice, or attrition you down. None of them want to chase you around and get shot in the face with cannons or spells. Should be a fun mix up at bigger tournaments and I think that is healthy for the life of the game.
  13. Nope, not really. It only has one battle line unit (conditionally) in the screamers, and the Enlightened are decent, but expensive for beginner games.
  14. Just double checked, you were half right. It is in their "Territory" and more than 3" away from the enemy. His abilities trigger on 9" range so you would want to be closer than 9 if you planned on going into their side of the field.
  15. Well that is disappointing, but it does state Territory, not deployment zone which for some missions is a huge difference. That still lets them deploy 23 inches away from their board edge on a lot of missions, and almost midfield. He is a Daemon Hero, so his locus would affect himself, making him -2 to hit vs the unit he targets with his ability, and if you were reasonably sure you would get first turn I could see him dropping in on a flank where only one unit could reach him The deepstrike is still "Can" not "Must" so at the end of the day, you could just run him as a 2 cast/dispel unit to chunk out endless spell and one lore spell each turn for 120 points with a debuff that "may" come into play when the enemy is tarpit in the pink horror unit right in front of him.
  16. From what I understand, the deepstrike has to happen on the first turn, so i guess if you were confident you could get 9 fate on the first turn, then have him appear in their backfield and then summon a LoC. There is no rule that states he has to be in THEIR deployment. There is nothing stopping you from deploying him midfield near an objective where he can't get charged the first turn, and then drop a unit of pink horrors infront of him from the changehost so he can provide the Locus for minus 1. Hes also just a great 2 cast 2 dispel caster for a bargain price. Keep him in the back and use his negatives to protect your back field from units trying to come in that way. I think throwing him into the enemy back field, is just wasting 120 points.
  17. What killer unit got nerfed? Enlightened stayed the same, Loc/Karios got better weapon/attack profiles. Horrors got weaker, but turned into a massive tarpit. Flamer-esque models all got better at shooting, karic got better at shooting, etc etc.
  18. Hidden agenda to make a unit models count as 2 is pretty awesome if you use it on a unit of horrors. 10 horrors= 20 models worth of scoring, kill 1 pink and turn into 2 blues worth 4 lol.
  19. It helps if he uses a legal list. What you have listed doesn't work for skaven in this configuration. . You have 2 battle line, and 3 plague monk units. If you make the grey seer the warlod, the plague monks can be battleline, but adding stormvermin break the Pestilence trait and remove the monks. He would either need to drop the clan rats and stormvermin all together to remain Pestilence, or pick up an extra battle line and just run 3 monk units in "Other" That being said, I always forget a unit or two or mix up the names when i try and remember my opponents list, but as it sits that is a 1960 list so there isnt room for another battleline in there. As for how to beat it.. If you want to keep a similar bloodgullet-esque list, id drop one slaughtermaster for a butcher first off. The weakness of Plague monk lists is in alpha striking them first, and their mortal wound reflect only works in melee. I'd drop either a unit of gluttons, or 4 ironguts and the tyrant for more leadbelchers to take advantage of their weakness to shooting. Against a 6+ save plague monks, the 3/3/3/-/2 and 2/3/3/-1/2 are almost the same damage output. Id drop the tyrant, just flat. There is almost no reason to ever take a tyrant in todays Ogre lists. Only corner case is underguts shooting list, and even then its almost a waste. I've been having good luck with a balewind vortex and prismastic palisades. You are right, our ogres can kill most things on the charge, but then they fold to the counter punch. The palisades goes a long way towards minimizing the number of units who can get into your gluttons, and balewind helps keep your caster near the maw pot for an extra turn or two. Every game with my ogres I move more away from gluttons and more towards ironguts and leadbelchers. The rend almost always makes up for the lost attacks, especially with OBR boogie men hiding in your local game store. That was kind of rambling, but hope that helps some !
  20. Add on to this question. The Umbral spell portal is split into two passages, one for casting through it, and one for moving a predatory spell through it. My question is, can you CAST a endless spell through the umbral portal? Can I cast pendulum and use the portal for range to place the pendulum, then have it begin its move? I know endless spells and spells technically arn't the same so I didnt know how that would work. Thanks,
  21. It's a pretty standard Underguts list. Personally, id drop the gluttons and the spells for 12 more leadbelchers. More and more, I'm getting so much value out of my leadbelchers.
  22. The new StD tome has some new allies for us. Both Formid Crushers and Mindstealer Sphinx seem like an absolute steal at 100 points for either. The crusher may be meta dependent, but most tables should have 5-6 pieces of terrain at least. 6" from terrain is a HUGE section of terrain the opponent has to avoid or take possible mortal wounds. Sphinx seems like one of the best things we can replace the lost CSL. 100 points gives us a fast unit that can maneuver and even keep up with our Kdaai while giving us a great chance to force a unit to fight last, allowing us to enter into the activation wars. Both options lose the cast/dispel, but can contribute in other areas that help.
  23. Yes, its models in the battalion, with no stipulations. Normally if it affects mounts, or doesnt affect mounts, it will state it somewhere. If not, its all attacks.
  24. Hunter and 2 packs of 2 cats and skal has been showing up more and more into my lists. Takes care of most of my battleline, gives me a CP and an extra relic. I normally run 2 and 4 cats, and deepstrike/block with them depending on the match up.
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