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Lexalopolis

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Posts posted by Lexalopolis

  1. Hello all, I'm gradually building up a BoC/Tzeentch force based around Tzaangor but I've also been keeping an eye on the rise of FEC/Gristlegore lists.  What would you all say are the best tools that BoC has for dealing with all the terrorgheists out there these days?  I'm half tempted to design a desolating beastherd list with big ungor raider blocks and four chimeras, but that's probably an overreaction!

  2. 21 hours ago, Xasto said:

    Hello my fellow Tzeentch players, this weekend Iattended the Tireux d'Dés Grand Clash, in Trois-Rivières, Québec. A 2 day, 6 games event with 40 players, making it one of the largest AoS event in Canada.

    I'm happy to report that I took 4th overall at the tournament, going 5 wins 1 loss. Pretty happy with how everything went, the list runs quite well and can be quite potent, even vs the new, stronger armies in the meta (looking at u FEC and Skaven :P)

    Win vs FEC (Gristlegore), Win vs Seraphon, Loss vs FEC (The Feast Day), Win vs Stormcast, Win vs Skaven and Win vs Tzeentch (the only other Tzeentch at the event, and we did not know each other but funily enough ended up using VERY similar lists).

    I attached my list, let me know what you guys think! 

    Twistfyre.pdf 6.24 kB · 24 downloads

    I was just about to make a post picking the brains of other players on how a Tzeentch army approaches the FEC problem, looks like you found a solution that works for you!  A rundown of how you use the list would be fantastic when you get a moment.

    As for the rest of us, how do we handle the FEC/Gristlegore problem?  I've seen what they can do first hand while playing Stormcast and I'm newly transitioning to Tzeentch/BoC, so I'm weighing out my options.  So far there are a few tools I've come up with but I would definitely like to hear thoughts from the rest of you.

    • - to hit from geminids and dirgehorn
    • Spell damage from bolt of tzeentch, infernal gateway, fireblast
    • Skyfire shooting
    • Horror chaff walls
  3. 1 minute ago, IRifter said:

    That's actually a really good use for the comet. But its still countered heavily by a lens.

    Lens is less effective post FAQ, now it only protects a single unit per battle round, so your opponent has to pick who will take reduced damage from the comet rather than stopping everything. Spell mirror is a decent counter to the comet now but with a risk attached.

  4. 9 minutes ago, IRifter said:

    Sorry for asking this again, but i didnt get an answer last time.

    What do you guys think abnout the everblaze comet? Worth it?

    It's situationally useful, not an auto-include but worth considering. It gives you ranged force projection outside of unbind range and does small amounts of mortal wounds over a wide area, and to use it consistently requires two wizards: one to dispel it and another to cast it again. A smart opponent will run out of its pulse range and ignore it to force you to waste a spell dispelling it. I've used it against Death and Seraphon armies, with mixed success.

  5. 11 hours ago, Requizen said:

    Anyone done much with an Ethereal Stardrake? Yes, 2+rr is amazing, but ignoring Rend is pretty dope against a lot of things and we can even potentially take it in Hammers. 

    Ethereal is a solid choice, probably about even with Ignax Scales for the MW protection. I've found it very useful on a sorceress on black dragon so I imagine it would work on a Stardrake. What I've been considering is stacking MW on save abilities since the Stardrake is so huge and enemies have to attack in combat now. Lord celestant shield, smouldering helm, azyrite halo, and shield of thorns from an allied Sisters of the Thorn, plus warding lantern and staunch defender. I think my math test against 60 attacks with no rend did something like 80 mortal wounds back to the unit and 10 mortals back to everything within 3" while the Stardrake took 1 or 2 wounds.

  6. 5 hours ago, Bellfree said:

    There's not really any point in taking a unit of 10 judicators. It's inferior in just about every gameplay sense to two units of 5 ESPECIALLY in a hammers list(more vulnerable to morale, more vulnerable to being tied up in melee, less manuevreable, less flexible, can only cap one objective at a time, only 1 chance at the hammers summon instead of 2, only 1 prime, only counts as 1 for the ground vs sky deployment thing, more vulnerable to debuffs, only counts as 1 battleline unit, etc)

    I agree with your points, generally you'd want to split that unit up unless you're worried about drops, but SCE tend to be a high drop army.  When you said "hammers summon" though did you mean the command ability that returns a unit to the field when it's destroyed? That only works on keyword Redeemers which are liberators, sequitors, and Steelheart's Champions.

  7. 7 hours ago, XReN said:

    I highly doubt that Staff of Focus is legal to be used with endless spells, because they are slightly different things than normal spells, so in our local SCE chat we decided not to use it like that, until something changes. And even if it does work with endless spells, the wording means +1 MW total, not +1 on each succesfull roll from Swords or Hammernado

    Re-reading the staff description I agree with your second point, the item clearly states it increases the overall damage to that unit from a spell by +1 MW, so that is my mistake.  However, I would disagree with your first point.  The item increases damage dealt by spells, and endless spells are exactly that: spells.  While they do work differently, it is still a spell manifested by the wizard that deals damage to a unit in that phase, so the staff of focus should still work, and most of the discussion I have heard about the utility of the staff comes from the staff+comet combo.  If you are concerned about whether that is a valid use I would check with your opponent or the tournament organizer in advance and come to an agreement, but as written it seems fair to use the staff with endless spells.

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  8. On 9/26/2018 at 12:58 AM, Namelessone81 said:

    Fellow Eternals ! 

    I was wondering if anyone has seen any successes with the “grand convocation” battalion or a magic - endless spell combo army ? 

    I am experimenting with an magic based army at the moment and would like to hear what everyone else did ;) 

     

    I've been wondering about how to make an effective convocation list and haven't settled on the "one" list that does it best, but there's a few factors to juggle and I'm happy to try and think out the mindset behind the army build rather than a specific list.  Hopefully that leads to something useful!

    Since we're making a magic-based army there's a few questions we need to ask ourselves.  First, what spells to do we have worth casting?  See Black Blade's thread for a good discussion there.  Most of the SCE spells are easier to cast but lower on damage output, with some decent utility spells in there.  My personal votes would be for spells like azyrite halo, thundershock, lightning blast, celestial blades, speed of lightning, and some of the warscroll spells like LAoD's storm lance.  Chain lightning I could see situational use for, while most of the other lore spells I would probably ignore.  Also worth remembering that all the lord arcanums have prime electrids, which turns arcane bolt into d3/d6 (10+ cast) damage at 18", which could potentially snipe a closer support hero like a hag queen if you get lucky.  There are definitely endless spells worth taking like the comet and cogs, probably which ones you take is up to preference.

    Second question is how good are our wizards?  Most of them only have one cast, with the LAoT and Aventis being the only ones with two.  That can be modified with cogs or the balewind, and is worth keeping in mind for the staff of focus which only affects one wizard for one hero phase, so you really want to get the maximum benefit if you take it.  All of our wizards have a 3+ save and a minimum of 5 wounds, and half of them are on a mount for extra mobility, so they're fairly survivable, and many of them can explode if you try and take them on in combat which is a small extra deterrent.

    Third question is how can we buff our wizards?  Several options here: staff of focus gives +1 to cast and +1 MW for spells cast for that hero phase; Celestial Warbringers command ability is +1 to cast for a command point and stacks; grand convocation gives a +1 to cast if two other wizards from the battalion are nearby; stardrakes give a +1 cast if within 18" of them; arcane terrain gives +1 to cast and unbind.  You can combine all of those things in one list, although at that point you've spent around 1200pts just in heroes and a battalion so it may not be the most balanced list.

    Given these points, it seems like a grand convocation list wants to take a wizard with a decent damage spell and cogs, pop the staff of focus, drop the comet, and fire off as many other damaging spells as possible.  That way the comet drop does between 2-4 MWs on everything it hits, plus something like storm lance doing 2 MW for every model it passes through on a 5+, or chain lightning doing d3+1 MW then 2 MW to nearby units, or even the Incantor doing 2 MW to every enemy unit within 18".  The staff also (I assume) affects endless spells so there could be some fun shenanigans there, like sweeping a bunch of units with geminids for d3+1 MW or pendulum for d6+1, or whacking a specific unit with swords or the celestian vortex for 2 MW on each roll of a 6 (5+ against chaos, poor jerks).  After that, I see the list functioning as a core wizard group doing damage and utility support where possible, while another wizard (probably the lord exorcist) supports a melee line with thundershock or azyrite halo, and every turn the comet gets dispelled and recast to make as much use of it as possible.  Your hero phase won't be as damaging as a Tzeentch army or as debilitating as a Death army, but I think there's a functional list in there, and one that's a little different than some of the other common SCE builds right now.  Plus you've got tons of wizards so a lot of battle plans will be in your favor for capturing and holding objectives, and if you play in the realms you'll have seven other spells to work with and an army ready to use them.  

    An example off the top of my head, if you really wanted to punish one specific unit and were perfectly positioned, you could do the following mortal wounds: d3 (comet, functionally it ranges from 1 to 3) + d3/d6 (arcane bolt) + d3 (lightning blast) + d3 (chain lightning) +1 (spirit storm) for 1+3d3+d3/d6, ranging from 5-16 MW that turn from casting.

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  9. 8 hours ago, Ferrus65 said:

    To be honest, I haven't played DC yet, I'm still in progress of building the army. But at 2k I was considering one SoBD and two sorceress on foot.

    And I'd like to add a Pendulum (because I love the model, and would like to use endless spells that can't be too dangerous for me..). Alternatives would be chronomatic cogs or geminids.

    Right now I'm more doubtful about the rest of the army, I'd like to build an elite army, most made of executioners and black guard (and I could consider changing the SoBD with a celestial hurricanum - properly converted..) but I have the impression that in age of sigmar game is more and more important have bodies, a lot of bodies..

    Last but not least, I'd like to take two celestial ballistas as allied (of course converted with big oval base and dark elves crew!)

     

    I'm not sold on the pendulum, but admittedly I haven't tried it yet.  The d6 wounds is nice but the limited movement seems challenging to make good use of.  I suppose one good way to do it would be to summon it, hit the unit you want, then dispell it and try again later.  Definitely give it a try and see how it works for you once you start playing!

    Darkling Covens is at its heart a horde army that has some elite troop options.  You can absolutely make an army that fields 90 to 120 models of executioners and black guard and still have points for sorceresses and an ally or two.  The two main ways to build the army that I can see are either focusing on the battalion, in which case you definitely want to max out on 30 black guard and 30 executioners, or avoid the battalion and take more elite troops at the expense of all the benefits the battalion gives.  Either way you are going to have a lot of bodies on the board, that's just the nature of the army.

    As a side note, you can absolutely do some conversions on the hurricanum to make it thematically fit with the army, but if you want to run Darkling Covens allegiance you can't take the hurricanum since Collegiate Arcane and Darkling Covens aren't allies.  You could run a Grand Alliance Order army and take both, which is probably the best choice if you really want to focus on executioners.  Ballistas are a very decent ally choice to get some long range firepower for relatively cheap.

  10. At 2k points in the Thrall Warhost, how many sorceresses and endless spells have you all been running? My current list has one SoBD and one sorc on foot, and I typically take cogs and geminids. I'm tempted to either take a bunch of cheap spells like shackles, pallisade, and swords, or maybe try including the lifeswarm to have that tiny bit of healing in the list.

  11. 1 hour ago, Gottkaiser said:

    The rend only factors in if you are fighting a target with a 2+ Save. At 3+ they are even, at 4+ or worse the grandstaves come out on top (no rerolls factored in).

    Thanks for the info! That would generally make the staves the better option then. The additional range definitely helps too.

  12. 7 hours ago, Callidan said:

    Hey all just wanted to get some help with a couple of things as I’m getting a box of Sequitors and a box of  Evocators. 

    First how should I arm them? I’m going to be splitting the Sequitors up into two units of 5 is there much of a difference between sword or Maul? What about the Evocators? I read a mix unit is best is that true?

    Regarding the Hallowed Knights is everyone in agreement on here that even friendly spells need to be rolled for because of the ability Only the Faithful? If that is the way well that will suck because they are my favourite Stormhost and I will need to rethink who I’m going to go with. Who would you all choose? Side not I’m not interested in the Hammers of Sigmar way over done. Just wished GW spread out the character love to some of the other Stormhosts.

    Just in case anyone wanted to know what my list was going to look like. My first 1000 Pts will be

    Lord Arcanum on Gryph-Charger

    Knight Incantor

    2x5  Sequitors

    5 Judicators with bows

    5 Evocators 

     

    Thanks  for any help

    I did the math for Sequitors the other day and mauls/swords are nearly even unless you are rerolling wounds, then swords pull slightly ahead. This may make swords more optimal in a large unit, but you would have a hard time getting them all in combat anyway. Feel free to use whichever one you prefer.

    For Evocators a lot of people favor the increased range and damage of the staves. Typically I would go for rend over damage, but a 2" range means they can attack over a 40mm base, and with Nighthaunt and a rend immunity artefacts running around damage might be the way to go. Haven't done the math yet but I've heard the staves come out ahead.

  13. 48 minutes ago, Euphanism said:

    About to build my second box of Sequitors for my list built around Solbright and the Cleansins Phalanx. Swords or maces? I feel like, with all the rerolls I'm getting to hit and wounds, the extra sword attack might be more helpful, but Im curious what everyone else is building.

    Some quick math on druchii.net says they're about even in a full unit, with empower the extra attacks from the blades pull ahead a bit. Personally I would favor more attacks and the look of the swords, but the maces are always going to be easier to find because of the starter set.  It's a shame the Redemption Cache doesn't seem very useful though.

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  14. 13 hours ago, Bellfree said:

    It's okay, but honestly not that big of a deal. Anything with any kind of speed is going to close you down pretty quick and between the buff heroes and the unit you're looking at almost half of your army invested in one unit, not to mention all of your command points. The unit will do about 20 wounds per turn(slightly more with the azyros reroll) across both shots to a 4+ save. I think with all the knighthaunts and TPs bouncing around it'll be very risky.

    Solid feedback, thanks! Might be worth trying in some practice games with friends. I feel that longstrikes are probably best if the list is built around them, whereas the other ranged options work pretty solidly even if they are just plugged into a list.

    What have people's thoughts been on a ranged mortal wound based list? With all the new spells and the comet it seems like Stormcast have some solid options If you wanted to go a different route than a Gavriel bomb.

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  15. Has anyone tested out a longstrike list now that Anvils command ability has been FAQ'd to be reasonable?  I was thinking 12 longstrikes in an Anvils army with celestial blades, bless weapons, and the Knight Azyros reroll hits of 1 would be pretty nasty, although probably not much fun to play against.  Get lucky on the rolls and you'll deal a bunch of mortal wounds at 30", and even if you don't the base rend and damage will give most things a bad time.  

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