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decker_cky

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Everything posted by decker_cky

  1. Realm of life probably exacerbated the problems, adding 7.5 more wounds per lifeswarm heal. Not the best place to showcase the book weekend 1. AFAIK, the most successful lists were a little more conservative in terms of flamers - nobody turned it up to 11 and succeeded. Flamers have a built-in weakness of being extremely fragile (20 pts per wound, low save). Hopefully GW doesn't nerf flamers until they're shown to be a problem. Time seems to have been a common complaint in dealing with tzeentch. Horrors are probably the biggest time suck, having presence in all phases, and additional time spent replacing models as you take casualties. Before comparing other horde units, important to remember that horrors bring decent to solid shooting, and the unit can natively bring -1 to hit in melee (with plenty of opportunities to stack that up to -2 or -3 without much investment) which increases the chore of dealing with them. They would remain a bargain at 250 pts. Currently they overshadow every other battleline option in the book, unless you are purely focused on having cheap battleline. For gaunt summoners, I like the idea of summoning 5 pink horrors over 10 blue blue horrors. Changehost clearly exacerbates a lot of the book's stronger elements and covers for weaknesses. Removing matched play points for changehost should be considered, and may knock everything else into line.
  2. There's no contradiction. 1+ on the chart is consistent with unmodified wound rolls of 1 always failing.
  3. I wish there were another way to get command abilities into the game - there are a lot of neat flavourful command abilities that are never seen because subfactions are inevitably better. Tzeentch is particularly bad - theres some amazing command abilities that you'll never see because the subfactions are so strong.
  4. Obviously Ardboyz are better than chaos warriors because Grimgor defeated Archaon way back during the storms of chaos. That event reverberated through the realm of chaos, and impacted the conception of Ardboyz and Chaos Warriors that were created in the world of Sigmar.
  5. Don't forget to ally in a great bray shaman for an extra 3" of slashing distance.
  6. 20 man block of tzaangors backed by a fatemaster (granting +1 to wound and rerolls to hit), being force-fed the +1 attack agenda, is money. I don't think 10 or 30 man tzaangor blocks are worth considering right now.
  7. If you want a battalion of tzaangor stuff including tzaangor shamans, you could take phantasmagoria battalion from the beasts book. The benefit sucks, but it's a much more flexible battalion.
  8. I think you are missing the most important tactical point: I have a nicely painted blue mierce ghorgon model which is guaranteed to play well. I also don't think tzeentch is as caster dependent as you would think. I would probably run Hosts Arcanum which gives me 6 free screamers, an auto dispel turns 1, 3 and 5, and some potential free movement turn 1 for the flyers. Until you have 5 casters, the summoning will be pretty minimal. edit: Revised list a bit to fit in 3 skyfires (worth it to burn a pair of 6's for a chance to remove a key support character). Allegiance: TzeentchLeadersGrashrak Fellhoof (140)Great-Bray Shaman (100)Fatemaster (120)The Blue Scribes (120)Battleline40 x Ungors (200)- Mauls & Half-Shields10 x Ungors (60)- Mauls & Half-Shields10 x Gors (70)- Gor-Blades & BeastshieldsUnits5 x Grashrak's Despoilers (0)9 x Bullgors (420)- Great Axes3 x Tzaangor Skyfires (200)10 x Bestigors (120)BehemothsGhorgon (160)BattalionsPhantasmagoria of Fate (200)Endless Spells / Terrain / CPsWildfire Taurus (80)Total: 1990 / 2000 Extra Command Points: 1Allies: 0 / 400Wounds: 158
  9. I'm sure you have some numbers upon which you base this decision, but I disagree...marauders can reliably charge off the summon unlike any of the cultists. Being able to aggressively summon and charge is a huge advantage.
  10. Order of operations means you do multiplication/division before addition/subtraction.
  11. Chaos Warriors are generic battleline, everything has mark of tzeentch (nothing is an ally), and fatesworn is explicitly a tzeentch or slaves to darkness battalion, so you could choose (on your army list) whether you want to be tzeentch or slaves. Tzeentch allegiance would be quite a bit better, though I suppose that it could be pretty funny to run that as a ravagers list. If you're running it as slaves to darkness, I'd probably replace two units of warriors with marauder horsemen (-20 pts), downgrade the disc summoner to foot (-20 pts) and upgrade the third unit of warriors to 20 marauders (+50 pts).
  12. 1 gaunt summoner on disc (260) 5 gaunt summoners (1200) 3x5 chaos warriors (300) 1 slaves to darkness chaos spawn (50) Fatesworn warband (180) Total 1990 Now you have it as a single drop to avoid getting alpha'd. Unfortunately, your army doesn't actually do much.
  13. Note: You can cast any spell without enemy targets. Checking for targets is something that happens after a spell is cast and not dispelled.
  14. I'm tempted to try something in the new tzeentch allegiance including a big block of Bullgors. The agendas make it simple to really ramp the unit with benefits: +1 attack on the charge for completing a 9+ inch charge....easy to guarantee with fate dice +1 to hit for destroying a unit of 9+ models +1 save for destroying a hero or monster with 9+ wounds There's also the fatemaster, which super fast, cheap, and can give a reroll to hit bubble to make up for the minotaurs' big weakness, and the blue Scribes to give rerolls to cast to our bray shaman and grashrak. edit: Something like this, in guild of summoners or hosts arcanum. Allegiance: TzeentchLeadersDoombull (100)Grashrak Fellhoof (140)Great-Bray Shaman (100)Fatemaster (120)The Blue Scribes (140) (minus 20 in new book)Battleline40 x Ungors (200)- Mauls & Half-Shields10 x Ungors (60)- Mauls & Half-Shields10 x Ungors (60)- Mauls & Half-ShieldsUnits5 x Grashrak's Despoilers (0)9 x Bullgors (420)- Pairs of Axes10 x Bestigors (120)10 x Bestigors (120)BehemothsGhorgon (160)BattalionsPhantasmagoria of Fate (200)Endless Spells / Terrain / CPsWildfire Taurus (80)Total: 2020 / 2000 (minus 20 for cheaper blue scribes)Extra Command Points: 1Allies: 0 / 400Wounds: 164
  15. Yes. Beastmen can ally either gaunt summoner, but you likely want the foot version since it has the ARCANITE keyword, which boosts tzaangors. One new change to the tzaangor warscrollsthat may or may not matter is that summoning abilities (such as the tzaangor shaman spell), now summon a TZAANGOR model (it used to summon a "Tzaangor model"). Its unclear whether the keywords on the enlightened ("TZAANGOR ENLIGHTENED") and skyfires ("TZAANGOR SKYFIRE") apply to allow you to summon onto the elites.
  16. It shocks me that Warhammer Community doesn't do a pre-order day post saying "Check out all the updated warscrolls" with direct links to all the updated warscrolls. It's zero effort content that people dig through the site to read.
  17. Worth noting that there can be value in the fact that it forces your opponent to decide whether to dispel without seeing the 3+. Tzeentch will have a lot of casts, so opponents will have to pick and choose which spells to defend. Parchment curse is potentially a devastating result, but the risk means some opponents who would otherwise dispel it will gamble on letting it through (or alternatively, they will spend resources dispelling a spell that wouldn't otherwise go through). Also, your 26% chance is wrong. You don't cause average damage - assuming you target single wound infantry, you cause 1, 2 or 3 MW and subtract 1, 2 or 3 bravery. 3 MW and minus 3 bravery is a significant result.
  18. I don't think Shaggoths or Tzaangor Shamans are too bad - they're not cheap, but they're useful. Let's see how the book spoilers go - our tzaangors, tzaangor shamans, enlightened and skyfires may be addressed in the tzeentch book (I'll be shocked if tzaangors aren't simplified like plague monks and ardboyz). One interesting thing in the changed meta is beasts of chaos' easy access to huge rend. With rerollable 3+ and 4+ saves all over the place, being able to ramp up to rend 2 or 3 is a huge damage increase.
  19. Its not great, but its much better than nurgle.
  20. I am doubtful that both Fold Reality will remain and disc riders will still gain daemon. I think it is quite likely that a new keyword "DISC OF TZEENTCH" is added to mortal disc riders instead of "DAEMON". I would be surprised if foot tzaangors did not change (they should get a simplified warscroll like plague monks and ardboyz), so I don't see why disc riding tzaangors should be considered sacred.
  21. In a world of 140 pt Cygors, I have a tough time justifying the 100 pt Cockatrice.
  22. Yeah, Ardboyz and Plague Monks both had similarly complex units that had their warscrolls replaced with simplified warscrolls. Tzaangors are an issue in that they have too many different dice pools and slow down the game (champion, AWH (including mutants), shields, great weapons), which just slows down the game (both in rolling and in maneuvering the unit). I'm hoping that the warscroll is simplified, and the unit can be taken in increments of 5 like ardboyz (15 seems to be a nice balance between a survivable unit, not too expensive, and easy to keep in auras).
  23. Agreed. I think a lot of issues in the slaves book come down to pricing, so can be corrected in a future GHB. Marauders are in the right range (though the charge distance mechanic on a summonable/teleportable unit will always be problematic), and the book generally has great support and tools, but I'd say all of warriors, chosen, cultists, knights, varanguard and both chariots could stand to get a points reduction to some degree. Most unfortunate is that, unless I'm missing something, the standout unit from the Slaves book is the second oldest remaining plastic unit in the Age of Sigmar range (marauders are 2002, night runners are 1999). Beastmen chariot, from 1998, seems to be the oldest kit overall (the riders were updated in 2003), including the boars from the 1997 boar boy kit.
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