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Denneysman

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Denneysman last won the day on June 17 2016

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60 Celestant-Prime

About Denneysman

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  1. Denneysman

    Stormhosts?

    Can you take a different Stormhost as allies?
  2. Why fight when your dumb and silly brood can do it for us. Like Skarbrand. How is our best warrior anyway. Lol
  3. It's their first turn effectiveness that makes them nasty. after the first turn spells and other abilities can lower their threat they still are a great range unit but can be dealt with. If they get to go first there is almost no defense against them in large groups.
  4. Allegiance: Chaos Leaders Herald Of Tzeentch On Burning Chariot (200) - Staff of Change Battleline 3 x Burning Chariots Of Tzeentch (480) 3 x Burning Chariots Of Tzeentch (480) 3 x Burning Chariots Of Tzeentch (480) 2 x Burning Chariots Of Tzeentch (320) Total: 1960/2000 12 models
  5. wow thats as about as Min/Max as you can get. (not judging just stating fact.)
  6. I think it was Commander Farsight in the first Tau book to be the first allowed on list without permission. Then the flood gates opened.
  7. Ah the memories. Reminds me of the weather or not special characters should be allowed. believe it or not there was a time when they weren't even legal on lists and the dreaded forgeworld debates of old. Lol
  8. It's not in the FAQ. The FAQ folks saw that on was" FAQ for the South London Legion's upcoming AoS tournament " http://www.tga.community/forums/topic/5998-lets-chat-disciples-of-tzeentch/?page=44 last post.
  9. Well first you have to decide what kind of Tzeentch army. Mortal, Daemons, Tzaangor, or maybe a mix. Then you need to figure out what you army specialty will be. Magic, shooting, HtH or balance of all. then figure out main tactic of the army. Defense, attack, hit and run or again balance of all. once you have figured those out you will have a much easier time choosing what models to buy. this is how I start a army. or if you don't really care about that. just choose the models you like and go from there.
  10. Tokyo your forgetting a very important thing. "It's NOT about beating their army. It's about winning the battleplan." If they are killing 2 out of 3 units a turn But your gaining the points. he can wipe you out but you'll still win.
  11. ITC is the big thing around here and I know they do. Even if that happens it doesn't effect list much you just go from wasting dice to a more budget tactic. if can the more dice you use the more you get back. If can't just use when you need to.
  12. Ok here's the list I'm putting together. Allegiance: Chaos #1 #2 #3 Leaders / Leaders / Leaders Herald Of Tzeentch (120) / Herald Of Tzeentch (120) / Herald Of Tzeentch (120) Fatemaster (140) / Tzaangor Shaman (120) / Tzaangor Shaman (120) Tzaangor Shaman (120) / Lord of Change (300) / Archaon The Everchosen (320) Tzaangor Shaman (120) Battleline 10 x Pink Horrors Of Tzeentch (140) 10 x Pink Horrors Of Tzeentch (140) 10 x Pink Horrors Of Tzeentch (140) Units 10 x Blue Horrors Of Tzeentch (50) 10 x Blue Horrors Of Tzeentch (50) 10 x Blue Horrors Of Tzeentch (50) 10 x Brimstone Horrors Of Tzeentch (40) 10 x Brimstone Horrors Of Tzeentch (40) 10 x Brimstone Horrors Of Tzeentch (40) 6 x Tzaangor Enlightened on Disc (320) 3 x Tzaangor Skyfires (160) 3 x Tzaangor Skyfires (160) Battalions Multitudinous Host (30) Skyshoal Coven (80) Arcanite Cabal (50) Total: 1990/2000 Now this has a few tricks to it that will make it tough to fight against. 1. Give all heroes you can aspect of Tzeentch. plus one of you mortal or Arc. mages Glimpse the Future. (And if you go with leadership #1 50/50 chance of gaining back any dice you use) what this does will give you a almost endless supply of fate dice. 2. One of the cons of MH armies is movement BUT with a Skyshoal Bat. in your army you have 3 hard units that move 25" a turn and with fate dice no hero be they foot or monster should survive or be able to hide from the Skyfires shooting. Plus 6 Enlightened should be able to hurt any unit in the game. 3. With Archaon, plus bond spell, plus fate dice there is no model in the game that will survive combat with him. Now as for the different leaderships. well army should do well with any one of them. That will come down to what you want to play. #1 is best supply of fate dice and a gunline army mostly #2 still lots of fate dice but more powerful magic. #3 again lots of fate dice but powerful HtH unit Now add in all other benefits from army and you have a nice all comers army.
  13. Even better they get +1 to casting when near a daemon hero.
  14. No one seems to be mentioning that the pink horrors are Wizards and with the tzeentch Spells they can put out a lot of mortal wounds.
  15. It has no option not to use Dorghar. the warscroll saids he comes with it. so saddly he can't walk.
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