Jump to content

Grimrock

Members
  • Posts

    927
  • Joined

  • Days Won

    3

Everything posted by Grimrock

  1. One interesting thought for S2D wizards. If they're tzeentch marked then you can ally in the blue scribes to give them a very reliable reroll for their casting. The scribes can also learn their lore spells and cast them later, using the 2+ ability to almost guarantee they go off and can't be dispelled. Not bad for 120 points. I've been thinking about a Cabalists army with 3 wizards marked for tzeentch, the blue scribes, and a bunch of khorne or nurgle stuff to fill out the rest of the list. Seems like it has potential at least.
  2. Marauder horsemen definitely have their place, but for grabbing objectives the screamers are far more dangerous. Don't underestimate speed 16 and flight. Tossing a command point at them for a 22" run that ignores intervening models and terrain is massive, and even if you never do it in a game your opponent has to keep it in mind. Just putting your screamers opposite an objective while still in your deployment zone still forces your opponent to dedicate a unit or concede that objective entirely, while the screamers are still perfectly safe from all but the fastest opponents. Plus with their speed they can threaten multiple objectives at once, potentially locking down multiple enemy units and giving you advantages elsewhere on the board. I'm not saying they're amazing or anything, but for 80 points I think it's worth including one unit in a changehost just for the tactical flexibility they offer.
  3. Yeah, this has become a huge pain. Waiting to see what super strong ability will get nerfed (nurgle daemon prince) and what other super strong ability will stick around (maraudert teleport with nearly guaranteed long bomb charge) is exhausting. I just finished building my start collecting box last night because I had no idea which way they were going to go with the weapon ruling on chaos warriors. Shouldn't have to wait 3.5 weeks after getting the book to know what the rules actually are.
  4. Yeah the modifier thing is bizarre. I kind of get why they added it in but I don't think they worked through all the implications of unmodifiable dice. Battleshock is one. Ignoring positive modifiers like the LoC command ability or the Aura of Mutability is another. Not sure if abilities like the Mastery of Magic would trigger either. It does ignore debuffs as well though, so for example if you have a khorne opponent with hexgorger skulls, skull altar and bloodsecrator you just toss out a few destiny dice and your spell is good to go. The trick is that to fix it they'll either have to remove the modifier bit from destiny dice and Kairos, rewrite how battleshock works entirely, or add a totally non-intuitive exception specifically for battleshock being the one roll that is still modifiable. I'm not really sure what to expect, but if it's affecting the core rules they'll probably wait to do it in the handbook.
  5. Someone mentioned this before, but it bears repeating because people keep missing it. Battleshock tests work by taking your roll and modifying it with the number of casualties. In the new rules when destiny dice are used, the roll can no longer be modified or rerolled. That means any destiny dice, from a 1 to a 6, makes horrors immune because the roll is always less than 10. Doesn't matter if you've lost 40 models in one go, that modifier is ignored once you use a destiny dice. I'm curious, has anyone tried using horrors outside of the changehost/conflagration combo? I'm loving them there, but I'm getting the feeling that they're not going to be seen outside of it. Sure they take lots of shots, but their range is so small and speed is so low that I just don't see them working without at least a teleport to guarantee one good round of shooting. I'm also curious to see how splitting works out on the tabletop itself. If you space your pinks out a bit it should be easy enough to fit the blues in, but if you clump up for maximum shots off the teleport you leave yourself vulnerable to getting surrounded on the next turn and having blues wasted because there's no space to put them. Easy to assume they're busted right now but they seem like they'll be tough to use in real life.
  6. Not much different from the tzeentch one to be honest. I get the feeling they never really intended for the daemon prince to be particularly effective, but then the khorne command ability is still there... So I'm not really sure. Maybe it's meant to compensate for not being able to take a khorne marked wizard?
  7. I don't know, I've been running bloodreavers in pretty much every list and they're one of my favourite units. Not for combat or resilience, but just as a nice cheap screen that can be surprisingly potent if you toss out a few buffs. If an opponent underestimates them in a dark feast battalion, a little 10 man unit can easily toss out 41 attacks, 3+/4+ with rerolls and rend 1. Sure it's rare that they earn their points back individually, but they're fantastic in enabling your other units to weather an alpha and still strike back. That being said, 40 man units just don't really make sense right now. Like you said, too flimsy and difficult to buff. I always run them as 10 man units for maximum tithe production and flexibility.
  8. Well I guess just take a look through the rules and see if it says units are capped. As far as I know there's no limit to adding models. The only time that mattered was back when summoning cost points and you couldn't go past the original size without paying for it.
  9. I do like them, but I think there are two problems with chosen. The first is their buff is wholly within 12 and only after killing something. That's going to be pretty tricky to pull off, especially if you're taking a big unit of marauders. Plus if you're trying to trigger the buff your opponent will have a chance to hit the marauders first and they die to a stiff breeze. The second is you have to either buy those unattractive, massively overpriced, finecast miniatures... Or you have to go through a lot of work and extra kits to bash together a custom unit. A decent hobby challenge if that's what you want I guess.
  10. Man alive I wish they had those in Canada. Sounds like such a good deal.
  11. I think if you're not going to use the LoC's command ability then Kairos is probably the better choice. The extra cast, access to spells from nearby models (like the thamaturge healing spell) and the more consistent spell all make him pretty solid. He's even slightly better in combat if something goes terribly wrong.
  12. True, although that gets harder for them to do in scenarios with smaller deployment separation. Also if you go second and the flamers dictate where their important models move on the first turn, that's a massive amount of disruption to their game plan. Hmm, you could also do a Herald on disk and then teleport the pinks and a big unit of flamers. You miss out on the +1 to cast for the pink's spell, but otherwise it should still work the same way. Edit: it also occurs to me a khorne Daemon Prince from S2D might be a nice ally assuming it isn't blocked. Half run and charge rolls could keep the shooters safe for an extra turn.
  13. So I'm thinking a changehost with something like 20 pinks, blue scribes, a foot Herald for the aura of mutability, a unit of screamers for mobility, an exalted flamer, and the rest flamers. Fill out battleline with Kairics and add a fatemaster in. The alpha will be bonkers if you can get everyone in the various bubbles. Then 20 pinks can tank whatever is left or you manage a double turn and just nuke the rest. I'm having trouble thinking of what could beat that army... Slaanesh would be hosed. OBR would lose synergy pieces and be left with a few unsupported units. Maybe an alpha strike from orcs getting teleported in? Big blobs of plaguebearers maybe haha.
  14. Came to say this, that command ability is ace. With fly and speed 16 it should be easy enough to place in a good position, so all of our ranged units are going to love him. Shame he doesn't have the daemon keyword.
  15. Sounds like the warscroll builder is wrong. Be'lakor doesn't have the nurgle keyword or any way to get it so he can only be included in the army as an ally. As far as I know allies don't get access to the allegiance abilities/spells.
  16. The bloodsecrator works quite well with archaon in khorne where you won't be taking wizards anyway, but the reroll successful spells is a huge bummer for the chaos sorcerer lord. Since you pretty much always want to take a sorcerer Lord with archaon it can make positioning tricky. I have been considering a bloodstoker though. +3 to charge is pretty big, and a guaranteed reroll wounds without spells or prayers is amazing. You'll only get to use it on archaon once, but after that you just move another unit near the stoker and fire it off on the next turn.
  17. I assumed it wasn't selling out because the warscrolls still aren't available. Unless you're in for watching a half dozen reviews and piecing together the little bits from each, it's still difficult to tell what the actual warscrolls for the individual models are. Subtle changes to wording or keywords can make or break a model and it can be easy to miss those without seeing the official scroll. Seems like a bad call to buy something when you don't know what you're getting.
  18. Yeah it doesn't say the cast comes from the unit leader, the whole unit is the caster. So since a unit is always in range of itself you don't need to clump up or anything. I'm thinking of a unit of 20 pinks in a changehost and the conflagration coven teleporting up with a hero that has aura of mutability. Buff from the spell and from 20 models makes them 60 attacks hitting on 3s. Reroll 1s from a command point means you hit about 46, wounding on 3s means about 31 rend 1 wounds. Then you have 20 pinks in the enemy's face that nets you up to 100 wounds with a 6+/6+. Not too shabby at all. If you follow up behind the unit with some flamers to also get the aura of mutability... Yeah you'll be doing some serious damage in a shooting phase.
  19. Out of curiosity, where are people seeing the warscrolls? I watched the GMG review and it was too blurry to make anything out clearly. I've been tearing my hair out waiting for the app to update or the warscroll links to go live on the gw site haha.
  20. Interesting notes from the tzeentch book. Foot gaunt summoner got the same summoning as the disk, lookalike the same spell, and also has the slaves keyword for 240 points. Splitting is confirmed to be on the horror warscroll now, and they cost 200 points. Still waiting for a clear shot of the warscroll to see how it all works, but it seems like even more of a no brainer summon now.
  21. I think this is going to be a big issue for you playing slaves. Like it or not the army seems to be totally designed around the sorcerer and/or the warshrine, along with the aura buffs. It's a huge pain on turns where it doesn't work out, but pretty much everything other than the marauders are overcosted if you don't take buffs into consideration. You can try to mitigate the luck factor by having multiple sources, I'm planning to run a sorcerer and shrine together. Two chances at the full reroll should hopefully give me good odds on having a clutch buff up when it's needed. You could also look to allies that can buff without rolls. A bloodstoker gives +3 to charge and full wound rerolls to khorne mortals. Harbinger of decay helps with resilience. That sort of thing. Also I'd disagree about the Knights with lances, but again it's mostly based on using buffs. The lances are the stronger attack by far on the charge, and putting buffs into the unit compounds that significantly. I've been testing a unit of 10 and while maneuvering is really difficult in a terrain heavy table, I haven't had too many issues getting 6+ knights into combat with units as long as I multi charge (which the gigantic base sizes actually make a lot easier). Also the lances can attack over screens which is a really neat bonus I didn't expect.
  22. I assume it's worded that way because the opponent might get to control it like normal endless spells. Super risky if you're up against a combat army. Same with the simulacrum. Since the vast majority of the tzeentch army will be wizards it'll be super risky to have on the board. You get 3 mortal wounds on an enemy unit, then the opponent turns it around next turn and puts 5 into the wizard that cast it. Kind of like a chaos player bringing the quicksilver swords actually.
  23. The preview said that their Gestalt Sorcery ability, which used to give them a +1 to hit when near a wizard, was changed to make them a wizard when they have 9 or more models. So the ability to cast a spell that grants rend 1 comes at the cost of an ability that gave +1 to hit automatically with no dice needed. Rend 1 is nice, but it's close to a wash with +1 to hit and you can fail a 6 pretty easily. Plus rend doesn't really matter when you're hitting on 5s. I'm hoping the rest of the scroll got a rework or the sub faction for mortals helps them out. A native 4+ to hit is really a bare minimum for the ranged attacks, and I'd like to see the glaives do 2 damage each. Also shields on everyone since the models actually all get shields regardless of what weapon they're using.
  24. I did think of that but he only gets the boost on the first cast, so he still needs that hard 9 on the second. Might be worth a couple DD though... One thing I did come up with, since you declare the agenda your opponent might save their dispels to try to stop the casts. That might help you get more important spells through making the agenda worth it even if the bonus doesn't happen. Now that could be fun haha. Expensive as all get out and difficult to keep in the locus range, but it would take ages for most opponents to work through it.
  25. I should clarify that I don't think pinks are bad, just that the ranged attack has always been awful. With them likely losing the +1 to cast they won't be as reliable for spell damage anymore, pushing more reliance on their conventional attacks. If the attacks don't get improved then the unit might be stuck as a tarpit with a little magic damage here and there. A pretty good tarpit, but a tarpit none the less. Plus if the splitting rules are more restrictive (like you can't split if the whole unit is dead) then they will be vulnerable to being one shotted off the board and won't be able to tarpit at all. No clue how that'll go though, I'm just being pessimistic for now. Looking forward to seeing the preview video this weekend.
×
×
  • Create New...