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Myzyrael

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Posts posted by Myzyrael

  1. Kairics going down would be something I‘d really appreciate. I learned to like them with the new battletome but losing them to more or less any blow of a leaf in the wind disheartens me every time. Just 10 points would go a long way and allow for an endless spell for example. 
     

    Pinks are ... they are the only unit we habe that can hold a Position instead of mainly being able to roadblock for one charge phase. But I can understand people getting upset about them. At the same time seraphon brutality upsets me 🤷‍♀️😂

  2. 1 hour ago, Kramer said:

    That's my kind of table. Tells a story, you can play for more open and more closed spaces of terrain. Especially with the faction terrain down. 

     

    Which is an interesting point as well. How do you design a table  with enough terrain but leave players with a big faction piece a choice where to place it?

    In our group we don't have any gloomspite, ossiarch or deepkin players. And no more Sylvaneth either. How do other deal with that?

    When our sylvaneth player is involved, we remove some terrain features to make room for his woods. For the others, we roll off and the winner may point at one terrain piece that may not be moved. Then the other. Then they place the Seraphon and Ossiarch stuff and may move other terrain pieces out of the way. All other faction terrain must fit somewhere open. Some wiggling here and there is allowed :)

  3. I love seeing all these tables and terrains. Can’t get enough. I also love playing with a dense terrain setup but not all of our gaming group are particularly fond of it. 

    Here is one of the setups I’ve prepared

     

    99CECC17-8822-4391-85C5-2F5B6FB5933C.jpeg
     

    During the game, a Goblin Moon and the Ossiarch phallus were added. The herdstone is just terrain. 

    • Like 4
    • LOVE IT! 1
  4.  I am not a native English speaker but I read it like so:

     

    You either heal or return. 

    If(heal) then <apply heal text>

    if(return) then roll a d3 [...]

     

    So it sounds clear for me that returning always is d3 only, as the distinction is clearly made between the two rule parts. And only the first mentions the Stormcast extra rule.

     

     

    • Like 1
  5. 1 hour ago, Beer & Pretzels Gamer said:

    Our gaming group hoping to resume playing as soon as reasonable and that will come with premier of Tzeentch.

    Tried looking through thread for answers to a couple of questions that have come up regarding the following list:

    Hosts Arcanum

    Heroes

    Curseling General w/Infusion Arcanum

    Gaunt Summoner of Tzeentch w/Glimpse the Future and Aspect of Tzeentch Artefact

    Gaunt Summoner on Disc of Tzeentch w/Arcane Suggestion

    The Blue Scribes w/Treason of Tzeentch

    The Fateskimmer w/Fold Reality and The Fanged Circlet Artefact 

    Battleline

    20x Pink Horrors

    10x Kairic Acolytes

    10x Kairic Acolytes

    6x Screamers of Tzeentch

    3x Screamers of Tzeentch

    Endless Spells

    Emerald Lifeswarm

    Balewind Vortex

    Aether-eater Host Battalion

    -x-x-x-

    Q1: Does the up to 6” movement for d3 units for the Command Trait Spell Hunters occur before or after priority has been determined for Turn 1?

    Q2: For the Tides of Anarchy Agenda, if accomplished by the unit of Pink Horrors do all subsequently summoned Blues and Brimstones (or for that matter returned Pinks from 1s with Battleshock or the Emerald Lifeswarm) count as 2 models or just the models that were there when the objective was seized?

    Q3: Similar question for the Reckless Abandon  or Ninefold Dismemberment Agendas re: do all subsequent models summoned/returned get the +1 to melee attacks or +1 to Hit?

    With the number of Pinks potentially on the table want to be sure we’re thinking about this new aspect of the tome correctly in relation to them.  Thanks in advance for the help here.

    Any feedback on list also appreciated. 

    The unit benefits from the boons. The added horrors are part of the unit. They get the buff like any other (de)buff currently active on the unit.

    • Like 1
  6. Hey Community,

    there Is something that I need your help with 😉 I’m here with many models awaiting some paint and indeed this actually happens oO But now I have seen that my battlemire paints are pretty empty. A whole orc army is still awaiting basing and I thought maybe we can turn the situation around. 


    What could be possible basing materials taken from stuff we have at home, in the nature or in general food stores?

    For example, there is a roundabout not too far away where I could harvest shale. But just covering the base with that? Don’t think that looks too good :D 

    What ideas do you have?

  7. 21 hours ago, 5kaven5lave said:

    The missus has just picked up Seraphon so might crack out my Tzeentch for the first time since the old book so we can have some wizard wars. Looking for a list that’s fun and not completely gimped but not obnoxious either. Obviously can’t get any more models at the moment but I do have the horror heroes and chariots as well. Would this fit the bill?

    Allegiance: Tzeentch
    - Change Coven: Eternal Conflaguration
    Lord of Change (380)
    - General
    - Command Trait: Coruscating Flames  
    - Artefact: Shroud of Warpflame  
    - Lore of Change: Bolt of Tzeentch
    Kairos Fateweaver (400)
    - Lore of Change: Unchecked Mutation
    Gaunt Summoner of Tzeentch (240)
    - Lore of Fate: Treacherous Bond
    The Blue Scribes (120)
    - Lore of Change: Fold Reality
    10 x Pink Horrors of Tzeentch (200)
    10 x Pink Horrors of Tzeentch (200)
    3 x Flamers of Tzeentch (120)
    3 x Screamers of Tzeentch (80)
    3 x Screamers of Tzeentch (80)
    Aethervoid Pendulum (50)
    Burning Sigil of Tzeentch (40)
    Geminids of Uhl-Gysh (60)
    The Burning Head (30)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 82
     

    This looks like a fun list, and you have a lot of bodies to contest objectives. If she is going to use bastiladons with the double shooting, she will unfortunately kick your *** I don't know why they kept the extra damage against deamons, this is so stupid in a more mature and competitive AoS setting.. Had a game against the new seraphs before the lockdown and lost 1200 points in the first battle round alone due to shooting and magic. The global unbind with the slann and all the bonus to cast and unbind (easily +3) make it really hard for us "casters". If you have CP however, the horrors will ruin her day for a few rounds! (at least if you have all the blues and brims for splitting and summoning) You might want to change the pendulum against the lifeswarm to heal back horros for more casting and/or longer objective contest.

    • Thanks 1
  8. On 3/26/2020 at 1:15 PM, Okonomiyakimarine said:

    it's a pity there's no battalions that cater to mixed tzeentch. I'd love to play a flying screamer-skyfire-list.

    regarding your list: i am some newbie, but I wonder about two possible points of optimization

    1. with that many acolytes why did you choose not to pay for the witchfyre coven battalion to go with your pyrofane cult? Is it that bad for the points? You double your sorcerous bolts and go down quite a few drops.

    2. acolytes profit from a nearby hero quite a bit with the pyrofane command ability. you have plenty of units that qualify as battleline, so i'd try having one bigger unit to go with whatever hero you plan to go with them.

    Another point: I assume GS summons a second blob of horrors? There is a ton of units that occupy space and zone out flanking units, so I'd look for something punchier and probably something that shoots. skyfires are not OP any longer, but appear quite ok to snipe and may even do well in melee, if they have to.

    I’ll try to explain my ideas and we can use this as a Basis for more discussion.

    In my area, people tend to play many lists with elements that hit really hard, even ranged / alphas / ... So any unit that hits hard gets severely crippled early on. 
     

    I thought then ok let’s leave out anything that is a significant threat and flood the board with bodies instead. The enemy should not know where to strike apart from chewing through my chaff. If they go for the bird it’s hard due to the minus one (though one lone Bastiladon killed it in one round). If they go for the Bestigors, the chaff will stay one more turn. If they go for the chaff the spells and Bestigors can do some harm. So target saturation was the overall concern.

     

    The batallion seems nice and goes well with the Host. But it would fit only one larger unit and force mit into 100/200 points of easy to remove Enlightened. 
    and with that many drops, reducing them by 3-4 doesn’t look promising to me ... I might be wrong though.
     

    i am unhappy with the few endless spells and the relatively few good mages. But I don’t know where to carve out points without removing either chaff or the bird. And the latter is my only reliable source of ca. 10MW per turn. So I think of trying to apply as many -1 as possible to hard hitters, flood the board for at least 3 turns and then hope to have reduced one flank enough to be ahead in points. 
     

    Feel free to suggest more changes, I’m also working on tweaking the list, trying to get more casters and/or endless in there. Removing the horrors for a second Gaunt could be worthwhile as with that many units at least Melee alphas should be no concern. 
     

     

    Edit: so here’s another take on the list:

    Allegiance: Tzeentch
    Lord of Change (380)
    - Lore of Change: Bolt of Tzeentch
    Gaunt Summoner of Tzeentch (240)
    - Lore of Fate: Arcane Suggestion
    Gaunt Summoner of Tzeentch (240)
    - Lore of Change: Treason of Tzeentch
    The Blue Scribes (120)
    - Lore of Change: Fold Reality
    10 x Kairic Acolytes (100)
    10 x Kairic Acolytes (100)
    10 x Kairic Acolytes (100)
    10 x Kairic Acolytes (100)
    3 x Screamers of Tzeentch (80)
    10 x Ungor Raiders (80)
    - Allies
    10 x Ungor Raiders (80)
    - Allies
    20 x Bestigors (240)
    - Allies
    Geminids of Uhl-Gysh (60)
    Burning Sigil of Tzeentch (40)
    Balewind Vortex (40)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 400 / 400
    Wounds: 118
     

  9. 14 hours ago, Hannibal said:

    I can´t give you any meta-insights, but it seems to me that your collection is a good base for a DoT army. Things you should consider:

    - which coven do you like to play? Eternal Conflaguration seems to be out of the equotion, but you can run any one of the other 3. Just look at the boni you will get.

    - Tzaangors (either on foot or disc) are still some pretty good melee units and the Skyfires can still be used for character sniping due to destiny dice.

    - I think you should decide wether to field the pink horrors right from the beginning or to invest in 1-2 Gaunt Summoners who can summon them in you first turn.

    - Chaos Warhounds which you can ally in are extremely good screening troops. I do not understand why nobody seems to use them. Their footprint is way larger than every screening unit DoT can field, they are faster and auto–run 6". For a mere 30 points more than an equal amount of Brimstones.

    - To find the right balance between melee and shooting/magic always was/is the real challange when it comes down to list building with DoT.  Although our melee units are good and there are some melee centric agandas right now, DoT is not a melee army. On the other hand you can hardly avoid melee therefore you need something that will help you win combats.

    Thank you for sharing your advice. 

    The coven bonuses are quite nice and I've tried a few of them already. The summoners guild proved worthwhile, less so for the Lords but more for the battleshock immunity on the horros which increased their staying power. So one concept that I've found was using them with a durable hero (e.g. Manticore Sorcerer) as a roadblock. When using the Gaunt you can extend your reach in the first battleround due to 12" summon + move. This has been a vital element to my lists and I was missing it when playing other covens. Does anyone have some advice how to implement something similar with other covens? Command points are sparse but I rarely use them for something important, so one battleshock per phase is OK. 

    I consider using my beasts (Ungor Raiders and Bestigors) as allies. Raiders are fast, cheap and can block enemies. Their shooting is a nice bonus to do at least something. Bestigors seem to do equal damage as Tzaangors and their staying power is somewhat comparable. If something wants to Destroy them both units perish. 

    Maybe I've invested not enough in shooting. What do you feel is the right balance between spellcasting and shooting? We are a magic army but so many armies out there are either better in casting or extremely good in banning / unbinding that it feels like an uphill battle all the time. 

    I'l share a list idea that I had yesterday as an attachment:

    Tzeentch-2000.pdf

  10. Fellow weavers of fate, I need your help. 
     

    Now is the time to prepare forces and be ready to strike again once the realm gates are passable again. 
     

    I am struggling to get my head around how to bring our force on the table. I have a fairly large collection, but a bit of everything only. 20 pinks (and blues and brims for most of them), 20 Tzaangors, 20 kairics, many heroes, 6-9 enlightend and/or 6-9 Skyfires etc. I love to play mixed forces but this seems to be the wrong way with our current tome. Got some major defeats in against Death, Seraphon, Skaven, Khorne, ... 

    I felt this was often due to not being able to hold out against seemingly unstoppable forces or not being able to punch hard and fast enough to mitigate enemy alpha/beta strikes.

    So, I’d hope to have some kind of “meta” discussion how our forces are used best and most efficient. Preferably in a non-mono way :) 

  11. Indeed an interesting question you raise. When I read the title I didn’t think of the issues you raised but the comparison to Warcry and 40k makes for an interesting discussion. 
     

    Two separate values for hit and wound might try to mimic real life values of monsters. So strong but “dumb” trolls(e.g., 4+ 2+)  hit less good than mighty heroes that are trained (2+ 4+). 
     

    More rolls mean more time spent rolling dice. This could be an important factor for players as it might increase the immersion and tension in close situations and make for interesting stories. I often picture my Troops when something unexpected happens, like two hits out of 12 when 6 were expected. Did the enemies hide too good? 
     

    it might create a feeling of more diverse armies, like old orcs only hitting on fours versus trained fighters like stormcasts. 
     

    Overall, I personally slightly prefer the S/T system of 40k as it allows for more choices and lets me feel the power of my weapons or the toughness of my troops, especially in different matchups. Strong weapons feel even stronger. 
    On a sidenote I also prefer the damage in 40k that doesn’t spill over. 

    • Like 3
  12. The thing with Tzeentch Deamons is that you need at least one box of blue horrors (optimally two) per 10 pinks as you get them for summoning for free. 

    So you would be at SC + one blue Box without any additional points. This is an investment that is worth it when thinking more competitive. 

    Gaunt Summoner is one of our best casters. Add in balewind and Geminids and you have a good damage potential from the first turn. But your opponent won’t like this :D 

    You can try to find the Christmas box from 2017? somewhere online with tzaangors, shaman, Kairics and disc riders if you want to go that route. Very mobile. 

    Orherwise, SC, One Box of blues, gaunt, one box of kairics is a very thematic but veeery fragile list. 

    Can we ally with beasts? I forgot... if yes, then another sc of beasts of chaos would give you something to play with (10 bestigors plus raiders or the Ghorgon) but you would still be one battleline short.

    1k is hard. For fun games I take the gaunt, 2x10 pinks (plus summoning) and the bird plus an endless. Fun, fragile, swingy, tzeentchy. Not a budget list either :/

  13. Hello fellow beasts,

    may I politely ask for some feedback to a list I have in mind. It is intended for a medium sized tournament. My first, not intending to win it but would love to not be the last in ranking :D

    My collection is somewhat limited and I am not sure if the new ghb drops early enough that the point changes are used or not. 

    Question: can allies use artifacts from malign sorcery?

     

    Allegiance: Beasts of Chaos
    - Greatfray: Gavespawn
    Mortal Realm: Shyish

    Leaders
    Beastlord (90)
    - Artefact: Mutating Gnarlblade  
    Great Bray Shaman (100)
    - General
    - Trait: Unravelling Aura  
    - Lore of the Twisted Wilds: Vicious Stranglethorns
    Great Bray Shaman (100)
    - Lore of the Twisted Wilds: Wild Rampage
    Chaos Lord on Manticore (250)
    - Blade & Lance

    - Artefact: Ethereal Amulet or -3 Renes blade on d3 dmg weapon

    - Mark of Nurgle (3+ save)
    - Allies



    Battleline
    10 x Bestigors (120)
    10 x Bestigors (120)
    10 x Gors (80)
    - Gor-Blades & Beastshields
    10 x Ungors (60)
    - Mauls & Half-Shields

    Units
    10 x Ungor Raiders (80)
    10 x Ungor Raiders (80)
    30 x Tzaangors of Beasts of Chaos(480)

    Behemoths
    Chimera (240)

    Battalions
    Phantasmagoria of Fate (200)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 250 / 400
    Wounds: 159
     

     

    I have 10 more gors, 1 ghorgon, 1 cygor, 2 tzaangor shamans, 6 skyfires, 3 spawns, 3 enlightened on disk

    3 drops, can span quite large area on the board and pressure the enemy quickly.

    what do you think about the manticore? Either to defend my home base (amulet) or offensively with charge lance + blade -3 rend. He is fast, quite tanky, can hold objective when heroes can do it only and might serve as distraction carnifex if necessary. Might even work closely with Chimera on a flank.

    Quite mobile and good in board control. Tzaangors can tank an objective and might charge turn one when enemy leaves space. 

    Hoping so bad for the new paints as all the non tzeentch beasts are still grey :D

  14. 50 minutes ago, Quarmiel said:

    Right now heavy spellcasting lists seem, to say the least, not rewarding to play. Magic is fun and all, but (in comparison to e.g. shooting) has just too much limitations (high casting value, potential unbinding, 18” range at best and before you move) and forces you to spend more and more points on endless spells, making your wizards even more overcosted – Gaunt and Familiars without Balewind Vortex? LoC or Kairos without Spellportal? Keeping in mind their feebleness and almost no combat potential all you can do is to screen them hard and hope they would survive till your hero phase. And that your opponent haven't fielded any Knight-Incantors with their damned scrolls making your essential casts an overcosted failure :) .

    This! Unfortunately :/

    And in Heavy spellcasting tzeentch is outclassed by a lot of other armies.

    but we had so much utility with the old horror splitting that things were ridiculous. I miss that time. I want my utility, my tricks, my shenanigans back. Not necessarily 4d6 dmg spells and stuff like that but more tools in our ever changing and mind twisting toolbox 😀

    • Like 2
  15. 6 hours ago, TheadTheOgorSlayer said:

    [...]

    About the fagile aspect:
    Yep, slaves to darkness seem to provide some toughness. In the early days, chaos warriors were my go-to unit for an anvil and boy, they could absorb a lot of punch but these days are gone. Not including marauders is a personal choice of mine and might be a subpar one nonetheless, so it is worth discussing even though I personally (!) wouldn't include them in my list. Maybe when there is a new dark oath release with new models I might change my mind or I need to find a different supplier as the models don't fit my taste. All the other units however, such as kairics, beasts (as allies), horrors, etc. wouldn't survive the attack of a melee oriented unit. I had some success with countercharging tzaangors but they inevitably fainted against any reasonable melee unit. So what we have is - thanks to horror summoning - a lot of cheap chaff that absorbs one round of combat. 

    But you said this as well, walking backwards and shooting spells at the opponent doesn't win any games. I had reasonable success against the new skaven, tanking away the big units in places that are less relevant to objectives and focusing down the hard hitters but I'm totally struggling against Khorne (obvious hard counter to magic), Seraphon and especially Death due to their insane board control via regenerating hordes. Our book units won't survive the contact with the enemy if she chooses the attacks, no matter what. 

    Your conclusion to play the horde of marauders yourself (and maybe just face the meta) at least seems to indicate that we need the same tools as others have in their toolbox to fight the combats out there. This is something that the change host seems to tackle with strong board control. What I am now looking for is another reasonable build with a more diverse type of list. Let me throw in at this point that you are completely right when you say play testing is key, but doing some theory hammering is what I can do most of the time only due to personal restrictions (stupid normal life  ). 

    Let me pick up what you said: we need something to remove campers from objectives, we need something to camp objectives ourselves, we need scalpels to remove key pieces from the opponent and we need to make sure that our pieces survive long enough to do their job. 

    In this sense, I quite like the idea of using the Gaunt with protection instead of only pure damage potential and will definitely try this out in my next game. For the other two roles I need to go back to the drawing board and find out how to build this into my list given the resources (i.e. models) I have at hand. My collection is not small but I don't have all the models out there in great capacity. 

    The magister is a nice utility unit I like to use from time to time, just the inability to make his spell more reliable outside of fate dice concerns me. All our magic buffs only apply to daemon units, that's why I love the gaunt+2pinks combo that all have the +1 inbuilt. I even throw in the RR1s item most of the time, foregoing a protective item. If only the arcanite cabal would be more inclusive in terms of models allowed... 

    But let me emphasise that I really enjoy your input and the discussion. Good to have such long discussions as playing that many games to gain the experience myself alone is something I cannot do.

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  16. Interesting suggestions. I always felt that the balewind provides range together with high ground for visibility so the summoner was sniper and horde remover in one (d3 + d6 mw turn two+). So gfc for protection. But using him more offensively Is something I will try out to get a feeling for. 

    I could then forego turn one pressure for points, getting rid of the portal and the balewind, get shackles and the big blade for summoning. 

    What would you suggest for a less fragile army? I always feel like tzeentch is super glass cannon no matter what. Just layers of screens we have but it feels like flinging spells while walking backwards... 

    tzaangors die to a stiff breeze, even though they have at least some punch. But compared to anything else their Meelee output is ok at best... especially as soon as they are reduced in numbers... and 180 for 10 is a steep price 😀

    enlightend have punch but either want to be charged with screen in front or need large numbers to ignore the bonus for hitting later... 

    i tried to get some ungor raiders for mobile screens in there but couldn’t find the 80 points... 

    but maybe I just see things too dark 😂

  17. Hey ho,

    I would like to seek feedback on a list I’m trying to come up with for more competitively oriented games, probably even for midfield in tournaments. 

     

    The Gaunt and one unit of pinks (Fols reality) will form the center of the army, staying still, probably camping an objective. Gaunt will get Balewind and sacrifice for 33” spells. Bird, other pinks and Kairics go for one side to harass an objective. Bestigors will either sacrifice themselves to secure an objective or run around to get in a spot uncomfortable for the enemy and counter attack. Sky fires and Shaman roam around and snipe heroes together with spellcasters.

    Hopefully the pinks give me summoning points fast to replace the bodies. A lot of long range spells plus skyfires should help killing key heroes, even giving me a lot of pressure turn one, as I have many drops, so opponent might take it himself allowing me double turn opportunity.

    Dont know how to fit enlightend in there, as I have few punching units... I’m really worried against fast meelee armies that just shred away my few objective campers :/

     

    Any help would be really appreciated.

     

    Allegiance: Tzeentch
    Mortal Realm: Ghur
    Gaunt Summoner and Chaos Familiars(180)
    - General
    - Trait: Arcane Sacrifice  
    - Artefact: Gryph-feather Charm 
    - Lore of Fate: Bolt of Tzeentch
    Lord of Change (380)
    - Lore of Change: Unchecked Mutation
    Tzaangor Shaman (180)
    - Lore of Change: Fold Reality
    10 x Pink Horrors of Tzeentch (200)
    - Lore of Change: Fold Reality
    10 x Pink Horrors of Tzeentch (200)
    - Lore of Change: Treason of Tzeentch
    10 x Kairic Acolytes (80)
    6 x Tzaangor Skyfires (400)
    20 x Bestigors (240)
    - Allies
    Balewind Vortex (40)
    Geminids of Uhl-Gysh (40)
    Umbral Spellportal (60)
    - 2000/2000

  18. 3 hours ago, Ragnar Alpaca said:

    Yeah at 1000 points it’s all about the number of guys on the board, you have the gyro, organ gun, and ironbreakers, all of which I would not take at 1000 points.

    I would bring 

    Warden King

    Runelord

    40 warriors

    30 quarellers/thunderers

    10 longbeards

     

    With this you can stack the runelords -1 rend on a unit, the longbeards reroll 1s to wound, and the Warden king’s ability of +1 to wound, essentially wiping out a big unit of your choice in one turn. 

    This! AoS is all about control of the battlefield. Dwarfs are slow but can have many bodies that are necessary. 

    Focus in the objectives and see killing troops just as one way of getting them but not the only one.

  19. On 10/8/2018 at 4:56 PM, Cronman said:

    I've been playing around with a hero heavy, Melee & Magic list with some trickery thrown in from the ghur realm artifacts.

    Fatemaster- 120.                                    General, Artifact: shardfist pelt Command trait: Aether Teather

    Lord of Change- 380.                            Spell: Tzeentch's Fire Storm

    Tzanngor Shaman- 180.                      Spell: Arcane Transformation 

    Magister- 140.                                          Spell: Shield of Fate

    Ogroid Thaumaturge- 180.              Spell: Infusion Arcanum 

    Curseling- 160.                                        Spell: Glimpse of the Future 

          Battleline

    20 Tzanngor- 360                               16- paired savage blades.                  4- great weapons

    10 Kairic Acolytes- 80

    10 Kairic Acolytes- 80

         Warscroll Battalion

    Arcane cabal- 180

          Endless Spell

    Crogmatic Cogs- 40

    Balewind Vortex- 60

    Quicksilver Swords- 20

    Soulsnare Shackles- 20

    2000pt/2000pt

    So with this list I have the casting power to throw around 7-9 spells per turn depending on my positioning. The Fatemaster as a general with Ather Teather and Shardfist Pelt is something that I've been wanting to try for a while. The Shardfist Pelt reflects 6+ saves back as mortal wounds and with the Fatemaster's ability to add 2 to his save it does mortal wounds reflected on saves of 4+ instead, basically if I use him to get into combat with a non-flying hoard unit that puts out a lot of wounds to save (eg. Skellies, Witch elves, etc) I get to roll all those saves at 2+ re rolling 1s and mortal wounding on 4+. I think it turns him into a defensive fortress that causes enemies to punch themselves in the face.

    I would have my Acolyte's screening my casters while my Tzanngor and Ogroid go out for Objectives and summon where need be.

    What do you guys think? Feedback would be greatly appreciated!

    Just a side note - please correct me if I’m wrong - casting spells doesn’t require you to be in range at all. The rules say you pick a spell and roll 2d6. No range check is involved, the only thing is max 1 attempt per spell “name” per round. 

    A bit of being “that guy” but hey tzeentch weaves our fate ?

  20. I had the chance to play two games over the weekend with my dispossessed. The main composition blocks of my army are - due to model availability- a big block of warriors, quarrellers and Thunderers. While they delete a lot in their range I totally struggled to capture any objective. The pickaxe was only semi helpful. 

    So I’m looking around in our allies section for some mobile units that can grab an objective and stumbled over the Vanguard Palladors. Decent move, 4+ save with 5 wounds, okish dmg Output with interesting ranged harrassing Potential and 3 for 200, so 2x3 or 1x6 as allies looks like a nice package. 

    Has anyone some experience with fast allied units in the dispossessed or other ideas how to capture objectives that are outside our footslogging range?

  21. Hello fellow players of the short legged. I just got my hands on some dwarfs via eBay (the old ones from the fantasy starter box) and now have a reasonable amount of those lovely little friends.

    My Force consists of 

    40ish Warriors, 20 Quarrelers, 30 Thunderers, 30 Pickaxe Guys that I’d use as longbeards, a cannon. There are also enough hero models in there for runelords, an unforged and Kings. I also have 10 Liberators, 3 hurricane xbows and 10 arkanaut company with 3 skyhooks.

    This brings me to something around 1700ish points with max 2 allied units (1 in 4). 

    Do you think a list without Ironsdrakes is worth fielding? Considering my models, what would you field at 1500? How would you group the models and how to equip the hero? Pickaxe seems like an interesting choice. Thought about 30 longbeards with unforged tunneling round 2 to arrive in turn 3 while warriors with shooters pressure objectives. Thunderers with runelord and king buff look very promising when combined with the right grudge.

    I’ve read through this thread but many lists seem to focus on at least 20 drakes, so I’m wondering if I have to invest more. The 5+ save on the warriors makes me think if they can pressure any objective when not in a group of 30 or 40...

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