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DarrinTheOccult

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Posts posted by DarrinTheOccult

  1. So, I've been thinking about this list. The general idea behind the list is a punchy alpha-strike with the 15 thunderers + navigator's Flarepistol artefact + extra first turn command points for being Barak Nar that you can spend on Admiral's tricks and so on.
     

    Spoiler

    Allegiance: Kharadron Overlords
    - Sky Port: Barak Nar
    - Grand Strategy: Hold the Line
    - Triumphs: Indomitable

    Leaders
    Aether-Khemist (90)**
    - General
    Endrinmaster with Dirigible Suit (190)**
    - Artefact: Aethercharged Rune
    Aetheric Navigator (95)**
    - Artefact: Svaregg-Stein Illuminator Flarepistol
    Arkanaut Admiral (125)*

    Battleline
    10 x Arkanaut Company (100)*
    - 2x Skypikes
    - 2x Light Skyhooks
    - 2x Aethermatic Volley Guns
    10 x Arkanaut Company (100)*
    - 2x Skypikes
    - 2x Light Skyhooks
    - 2x Aethermatic Volley Guns
    15 x Grundstok Thunderers (405)*
    - 2x Aetheric Fumigators
    - 3x Decksweepers
    - 3x Aethercannons
    - 1x Grundstok Mortars
    - Reinforced x 2

    Units
    6 x Endrinriggers (240)*
    - 2x Aethermatic Volley Guns
    - 2x Drill Launcher
    - Reinforced x 1
    1 x Grundstok Gunhauler (155)*
    - Main Gun: Sky Cannon

    Behemoths
    Arkanaut Ironclad (490)*
    - Main Gun: Great Sky Cannon
    - Great Endrinworks: Ebullient Buoyancy Aid

    Core Battalions
    *Battle Regiment
    **Command Entourage - Magnificent

    Additional Enhancements
    Artefact

    Total: 1990 / 2000
    Reinforced Units: 3 / 4
    Allies: 0 / 400
    Wounds: 114
    Drops: 4
     

     

  2. Do you like chaos warriors and Tzeentch but slaves to darkness are ****** with all of that? Don't worry! I have the solution for you for free

     

    Spoiler

    Allegiance: Tzeentch
    - Change Coven: Cult of a Thousand Eyes (Host of Chaos)
    Mortal Realm: Chamon

    Leaders
    Chaos Sorcerer Lord (110)
    - Lore of Fate: Bolt of Tzeentch
    Fatemaster (120)
    - General
    - Command Trait: Tzeentch is Pleased
    Tzaangor Shaman (150)
    - Lore of Fate: Shield of Fate
    Ogroid Thaumaturge (160)
    - Artefact: Crown of Whispers
    - Lore of Fate: Infusion Arcanum

    Battleline
    15 x Chaos Warriors (270)
    - Hand Weapon & Shield
    15 x Chaos Warriors (270)
    - Hand Weapon & Shield
    20 x Tzaangors (360)
    - 12x Pair of Savage Blade
    - 8x Savage Greatblade

    Units
    5 x Chaos Knights (160)
    - Cursed Lance
    6 x Tzaangor Skyfires (400)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 164

     

  3. Two days ago I tested this unusual list:

    Spoiler

    Allegiance: Tzeentch
    - Change Coven: Hosts Duplicitous
    Mortal Realm: Chamon

    Leaders
    Changecaster, Herald of Tzeentch (110)
    - General
    - Command Trait: Will of the Phantom Lord
    - Lore of Change: Bolt of Tzeentch
    Gaunt Summoner on Disc of Tzeentch (260)
    - Lore of Fate: Shield of Fate
    Ogroid Thaumaturge (160)
    - Artefact: Brand of the Spirit Daemon
    - Lore of Fate: Infusion Arcanum
    Chaos Sorcerer Lord (110)
    - Lore of Fate: Glimpse the Future
    Fatemaster (120)

    Battleline
    20 x Tzaangors (360)
    - 12x Pair of Savage Blade
    - 8x Savage Greatblade
    15 x Chaos Warriors (300)
    - Hand Weapon & Shield
    10 x Chaos Warriors (200)
    - Hand Weapon & Shield

    Units
    3 x Tzaangor Skyfires (200)
    5 x Chaos Knights (180)
    - Cursed Lance

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 146
     

    I played against Seraphon and I won.

    We played Total Commitment. My plan was engaging his 2 bastiladons with pinks or warriors so the rest of his army had to deal with my tzaangors and magic stuff. The fatemaster would use his command aura for tzaangors and for skyfires to try those 6s for mortals on his heroes and bastiladons. However, in the first turn his bastiladons killed my fatemaster, changecaster and 2 skyfires. In that moment I thought that the game was pretty lost not gonna lie.

    In my first turn I ran with the tzaangors for getting a 9+ charge and complete the +1 attack agenda. Obviously I used two destiny dice for that and engaged 30 skinks and a carnosaur (who had received 6 mortal wounds from the ogroid spell). It worked somehow without anymore buffs and destroyed the carnosaur and 18 skinks (they didn't fail battleshock test because of a spell). The other part of the army advance to the enemy trying to hide my heroes from bastiladons's sight and my chaos knights tried to charge one bastiladon but they only achieved to reach 20 skinks in front of him.

    In second round I lost iniciative. Host duplicitous allowed me to mantain my tzaangors protected in combat as the remaining skinks couldn't retire, my opponent had to charge me with the bastiladon behind or, if I killed his skinks, in my turn I would charge him and capture one of the points. However by piling in in both turns I achieved it anyway. For the rest of the game, the tankiness of chaos warriors and summoned horrors didn't let my opponent getting close to my objetives, as his only fast unit (terradons) was swept by the ogroid.

    Pretty fun game with a pretty fun list 🤣

     

     

  4. I've only played tzeentch all this time and I have to say that this new battletome gives you the feeling of incredible internal balance as you can use all the units through the different cults. Of course there's always some subfactions better or worse than others, but everything feels right and playable (I'm looking at you OBR, you could learn something man)

    I have started buying things for kharadron and I love their battletome. Depending on which skyport you take it changes completely what you should take for synergies. I appreciate that sort of variety.

  5. 9 hours ago, Sunraeteam said:

    I see you have stayed away from battalions and playing the race to the bottom in low dropps. Might I suggest investing in some cheap throwaway units if staying in transient form. Or perhaps splitting one of your units in2 smaller blocks to make use of the MSU style deployment, make the opponent comit to the board while you place some screening units with threats behind. Also would B nice if you made your opponent make some hard choises right from turn 1. If you want to go with tzaangors or chaos warriors on foot, having the bridge for 80 points would perhaps not B a bad idea?

    Yeah arcanite battalions seems pretty expensive and limits too much what you must take, Tzaangor coven is great but there's too many units in there, and witchfyre is nice but I don't plan to take 50+ acolytes (although it could work). Screening with MSU units seems nice but taking the fatemaster rerolls away seems like a lack of damage output for tzaangors (stupid 32mm bases) and makes skyfires less reliable. It's interesting taking 9 enlightened on foot instead of 6 on disc if the tactic is wait for them to come and wait to fatepoints. However it could be better having more ranged attacks or damaging spells to weaken enemy units while they are bussy dealing with so many bodies.

    9 hours ago, Sunraeteam said:

    I see it playing like this: Ogroid leading the chaos warriors with shield of fate while all the Tzaangors are led by the shaman. Acolytes and demons are led by the gaunt summoner playing Thulsa Doom, "What is steel compared to the hand that wields it?" Most problems are solved with the bridge, Gaunt summoner has short range on his aoe spell, use the bridge. Tzaangors not eating your oponents army turn 1? Bridge and fate points will solve that sucker. Ogroid badass but no fast? Bridge. Its a strange list as its melee Tzeentch cose sometimes you just want to turn brain off and roll some dice! this list has some ranged units as well in the pink horrors and the small units of loyal acolytes and the 7 battleline units makes linebraker a breeze...

    I think giving shield of fate to chaos warriors is a bit redundant as they already repeat all save rolls while they are 10+ models. I don't see the bridge so reliable as you must start the phase within 6" to be allowed to use it, but it also resolves mobility problems. It will take a lot of practice to dominate the list as there's so many units (and that means more possible mistakes)

    9 hours ago, Sunraeteam said:

    I would probbably change the spell on the gaunt summoner to treacherous bond. Protects your general with a 3+ look out sir and keeps him on the board for longer. If we are running acolytes we might as well lean in2 it. What stomps us dead? Better melee armies, Khorn, Fireborn, Dauthers if played well. We do have some ranged threats and guys on disc to snipe at the leaders of the other army. And having the bridge does not ALWAYS mean we have to use it, we could happily sit back and just farm fatepoints for more units with this list now that we have split ut our acolytes the clock is on the other guy. I could see this work out from time to time but some playtesting is needed.

    Overall, I see some problems with screening kairics on cult of the trascient form. If you screen with them, you are feeding tzaangors and probably wasting them as you are not going to hit with more than 12-13 tzaangors at once. That ability probably works better in mid-late game when you can take advantage of positioning new tzaangors, etc. I think it would work better on Host duplicitous as rejecting enemy opportunities of retreating with sooo many units helps a lot when we are talking about fatepoint race.

    It's indeed a strange list as you fight well in combat, you have shooting and you have magic, but they don't stand out in nothing at the same time. It is the sort of list that makes your opponent go mad (but also yourself xDDD)

  6. 4 hours ago, Sunraeteam said:

    In the list above, asuming all 40 Kairic Acolytes dies you gain 6-7 extra Tzaangors on average. Seems a bit meh. The big benefit is letting your guys strike back even when charged by a hard hammer units striking first. The lord on terror-geist comes to mind. The opertunity cost of having one of the other covens in stead makes it feel like a trap. Your giving upp 6 screamers and a free fly move for d3 units or +1 to hit for the Kairic acolytes in the pyrofane cult. You lack good hereos for the chainfire amulet tho so I would probbably go for the host arcanum. Make screamers a battleline unit and get a free fastmoving screen/ objective grabber seems ok, it all depends on what your meta looks like tho. If flying monsters that are hard to screen against are prevalent transient form can stay but in my eyes it seems like the least viable one as it more or less depends on you loosing models in the combat fase to work. Nighthaunt charges, shooting magic etc makes it seem like there is better alternatives out there, 9 fate point lord of change, yes plix... force oposing units to stay in melee with Tzaangors yes pliz. Going just from what you have in the list now and not whanting to go out and get more moddels I would change to Host duplicitus to limit what my oponent can do when they get in2 one of my units. Your already summoning a umit of horrors I would asume with the Gaunt summoner so you might even get to bring it back. If you dont plan to summon Horrors, or your meta is mostly strikes first slanesh and FEC. I would not change from Cult of the Transient Form

    But then again Im wrong from time to time so take it with a grain of salt. @:-)

    One question tho... What would you take if you did not pick a change coven?

    Wow thanks for the reply, your point of view is really interesting. I think you are right, 6-7 tzaangor is not very much when compared with other abilities that other factions have. My meta is mainly fec, slaanesh, nighthaunt, LoN and destruction, so maybe it could be worth it at some point. Personally, I don't like very much screamers so I prefer to keep them away hehe.

    One point that maybe it's unnoticed is the command trait from Cult of the trascient form (+2 bravery to nearly units) that can avoid some flying away tzaangors as their bravery is pretty lame.

    I like very much your Host duplicitus approach, but maybe in that case I would change the 40 kairics to 20 chaos warriors, as they hold the line much better (however I'd be losing 1 potential  fate point each turn). But well, it's all about testing so we'll see how it works.

    For the question: if you mean artefacts and stuff... I'd probably take Paradoxical shield or Wellspring of Arcane Might to the gaunt and Nexus of fate or Daemonspark for the general.

    • Thanks 1
  7. 25 minutes ago, GeneralZero said:

    This is the kind of list that I am aiming to. But, as I equaly love Ogroid and LoC/Kairos, I want them both in my list. So, the acolyte will go by 10 and  tzaangors by 10 making almost room for the LoC. I don't like the fatemaster mini, so, really hesitating here to include him and make my army full wizzards...

    I would suggest you never take tzaangors in units of 10, as they need to be 9+ miniatures for getting +1 attack, so they would lose that bonus really quick. Also if you don't take fatemaster, the list loses its principal trick: rerolling all hit rolls on a 9" bubble (I'm looking at you Tzaangors and Skyfires). Also I've chosen 2 units of 20 kairic acolytes for battletline and for the ability of Cult of the trascient form (each time a acolyte is slain roll a dice, on a 6+ you can add a tzaangor to a tzaangor unit on the battlefield) so 40 acolytes is an average of 6-7 extra tzaangor, but 20 is  an average of 3.

  8. Do you think that Cult of Transient Form could be worth it? 

     

    Allegiance: Tzeentch
    - Change Coven: Cult of the Transient Form

    Leaders
    Ogroid Thaumaturge (160)
    - Artefact: Chaotica Amulet
    - Lore of Fate: Shield of Fate
    Tzaangor Shaman (150)
    - Lore of Fate: Arcane Suggestion
    Fatemaster (120)
    - General
    - Trait: Defiant in their Pursuit
    Gaunt Summoner of Tzeentch (240)
    - Lore of Fate: Bolt of Tzeentch

    Battleline
    20 x Kairic Acolytes (200)
    20 x Kairic Acolytes (200)
    20 x Tzaangors (360)

    Units
    6 x Tzaangor Enlightened on Disc (360)
    3 x Tzaangor Skyfires (200)

    Total: 1990 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 141
     

  9. 2 hours ago, stus67 said:

    I think Urbaz is one of the clearer winners because of it's extra aethergold output which can make their units incredibly punchy or survivable if used correctly.

    Zilfin and Nar are close seconds because of the stronger ship support and anti-magic respectively. Zon can be pretty strong, but I think it's more of a one-trick pony by using large charging blobs of buffed Skywardens. That being said it's the only Skyport that makes Skywardens a viable option when taken en masse.

    Thrying could have some fun lists, but Mhornar is mostly useless, which is a shame because that's the Skyport I ran in the last book.

    Just my two cents with the few games I've played since the book came out.

    While it's true that extra pieces of aethergold is a pretty powerful mechanic, I don't like at all the rest of abilities when comparing them to Nar, Zilfin or Zon -the endrinwork it's an absolute garbage xDDD- and it can turn to only 1 extra piece. (However I love the gunhauler battleline option) But this is probably 'cause of my style of play so I cannot be objetive with it.

    I'll probably go with Zon as I like the combos I see on the battletome (maybe later in game don't work 🤣).

    I agree that Mhornar is the most mistreated, I can't find any synergies with them

  10. Hi! So, several days have passed since the release of the new battletome and judging by the KO thread, there's a lot of people going into this faction.

    Kharadron Overlords seems to be that sort of faction that depending on which skyport you pick, you have to play an entire different playstyle, so I was wondering which one are you considering to play for (from an early point of view of course) and what makes you think that way.

    I'm sure this will help a lot of new people that are interested in the faction with the new release, so... go ahead!

     

  11. Hi, we have had a question about boon of tzeentch of blue scribes on balewind vortex.

    It says: "Boon of Tzeentch has a casting value of 4. If successfully cast, you can re-roll casting rolls for friendly Tzeentch Wizards wholly within 18" of the caster for the rest of that phase."

    So the thing is, does that 18" count as range of the spell for adding the balewind extra inches? In my opinion it doesn't count as the wizard casts the spell on himself and then he has that ability, which has 18" of range and is independent of the casting itself. My friend opines that the range of the spell are those 18". Who is right and why?

  12. 28 minutes ago, Causalis said:

    Yup. German translation quality, as always. :/ Also in the german version the Anatomizer relic for the Khemist does MW to ALL models within 6", not just enemy models. So RAW it hurts our guys as well.

    More observations:

    1. The "Scholar and Arkanaut" WT for the Admiral let's us choose an additional footnote. It doesn't specify that we have to use the general footnotes from the "build your own port"-section. So could we take f.ex. a Barak Urbaz Admiral, give him the WT and take the footnote of f.ex. Barak Mhornar? That would be pretty rad!

    2. The "Emergency vents" artefact for the Khemist doesn't specify how long the ability lasts. RAW we only activate it in the enemy shooting phase but it doesn't say that it only lasts for that phase. Potentially this could give Thunderers a -3 to being hit buff in close combat, if they are close to the Khemist. 

    Yeah, with the spanish translation we have similar problems. As example, according to spanish battletome, Ironclad can reroll  wound rolls instead of run rolls 🤣

    • Like 1
  13. I think I'll go for this list:

    Barak-Zon

    Leaders
    Endrinmaster with dirigible suit (220) (General) Command Trait: Bearer of the Ironstar (revive at 2+) Artifact: Aethersped Hammer (+2 attacks to a melee weapon)
    Aether-Khemist (90) Artifact: Spell in a bottle

    Battleline
    10 x Arkanaut Company (90)
    9 x Skywardens (300) skypikes
    9 x Skywardens (300) skypikes

    Units
    10 x Grundstok Thunderers (240) special weapons

    War Machines
    Arkanaut Frigate (250) heavy sky cannon  Endrinwork: Prudency chutes
    Grundstok Gunhauler (150) sky cannon Endrinwork: Zonbarcorp Debtsettler Spar Torpedo
    Grundstok Gunhauler (150) sky cannon

    Battalions
    Grundstok Escort Wing (140)

    Endless Spells
    Geminids of Uhl-Gysh (60)

    Total: 1990 / 2000
    Extra Command Points: 1
    Wounds: 89

     

    EDIT: Forgot the endrinworks hehe

    • Like 4
  14. 7 minutes ago, Nizrah said:

    Im working on Pyrofane Cult list:

    Witchfyre Coven - 160
    Lord of Change - 380
    - General
    - Trait: -1 to hit from missile attacks
    - Artefact: In the unmodified hit roll for an attack made with a missle weapon by the bearer is 6, that attack inflicts D3 mortal wounds and the attack sequence ends. 2d6 attacks with rod will rocks!
    - Spell: ?
    Gaunt Summoner on Disk - 260

    - Artefact2: Broch to refresh CP
    -Spell: Arcane Suggestion
    Fatemaster - 120
    Tzaangor Shaman - 150
    -Spell: ?
    20  Kairic Acolytes - 200
    20  Kairic Acolytes - 200
    20  Kairic Acolytes - 200
    9 Tzaangor Enlighten - 300

    1980/1 CP

    Sounds very shooty, with good magic and a bit of melee. What do you think?

    Remember that Witchfyre coven only affects to one kairic acolyte unit, so maybe you want 30 bodies in one of them

  15. Am I the only one upset about the constant equipment changing in Tzaangors warscroll?  First you had to assemble some with shields and some with pair blades for max efficiency; next you only needed one shield so you had to remove shields; and now you may only use one of the two options for the whole unit. You cannot mix anymore 😵

  16. 7 minutes ago, Maddpainting said:

    There are many shared warscrolls that are different prices.

    You always have to use the latest released warscroll for a unit and the latest point values, wherever they are published

    • Like 1
  17. 7 minutes ago, Paniere said:

    3) Pinks got a major nerf in casting ability but due to the new splitting mechanic has become a big blob which will contest most of the objectives. Pinks are wizards ONLY if they are 9+ models, which means that units of 10 will not cast if they get a couple of casualties. In addition, thy can cast only their signature spell , nothing else included endless for as I read it. to compensate this casting nerf they get better  shooting with better odds, too soon to tell if the trade is worth

    This is really important. Horrors are pretty weak in survivability terms, 2 wounds and no magic? that's huge for what horrors have been all this time ago. If they are WIZARD they should be able to know a lore spell and cast endless, right?

    Maybe now Kairic Acolytes take they place, as 20 acolytes cost as much as 10 pinks and they endure more

  18. 42 minutes ago, Kramer said:

    Great point. 

    I still have this weird prediction in my head thunderers/special weapons will be choose effect A or B (extra rend vs range or something) and the khemist powering the weapons to select both at once. 

    But in that case chemist would only be useful with 1 unit in the entire battletome, I don't think so

  19. 15 minutes ago, TheadTheOgorSlayer said:

    I heard of the aether gold system and I gotta say I don’t know if I like it

    I hope they give aethergold a use of you don’t use it. If you aren’t given a bonus for not using it then that would mean its a waste to keep any of your units aether gold.

    the army whose only goal is to be filthy rich would be punished for not giving up their gold... whut 

    maybe I misread it?

    The effect only lasts until the end of the phase, so you have to plan whenever and in which way you use each part of aethergold. I don't see any problem with that

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