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ThePie

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  1. Hmmm, so if you would run a 1000 pts list, would it better to go Warstomper for better horde killing power or Kraken-eater for better board control, i was thinking Kraken-eater would perhaps be the better since with so few models, moving objectives closer to each other could really help you score objectives when you have extremely few models.

  2. Ok i think i managed to salvage my ironclad my cutting the captain and signal dude free, so i can manage to reach everywhere with paint brushes without too much trouble.

     

    Anyhow, a rules question.

    Since my 1000 pts army consists of 20 arkanauts, a khemist, 6 endrinriggers and an ironclad, i can fit everything inside my ironclad for a 1 drop army.

    If i play as Zilfin, and give my Ironclad the Aetherspheric Endrins, for deepstrike. Do i auto loose right away since i will have no units on the battlefield 1st turn?

  3. Hmm, as it looks now my starting army im looking to buy is some arkanauts, a kemist and an ironclad With points over for one squad of Endrinriggers or skywardens. So perhaps having one mobile squad able to take objectives that are lightly defended would be good. 

     

    Havent even bought snyting yet so i just guess il just chance something and see how it works hah. 

  4. So i was thinking of geting a small Kharadron army because i think airship dwarves is a pretty dope concept. 

    I really want an ironclad, no matter how ineffecient it is, so all I can try is make The list as good as possible to make up for that. 

     

    I was thinking perhaps a Bharak-Mhornar list. 

    1x Khemists

    10x arkanaughts (volley guns)

    20x arkanaughts (hooks)

    1x Ironclad

     

    With The 120 pts left i could either get 10 more arkanaughts for either another screening volleysquad or increase The hooksquad to 30 for 3 more hooks.  Or i could get 3 Endrinriggers to help repair The ironclad and do some extra dakka, The idea of just deploying 10 dudes and a ship amuses me. 

    My local playgroup is pretty varied faction wise so il have to make a versatile list. 

  5. So what is the best way to run the Gaunt Summoner now?

    Cheaper without familiars or pay 20 pts extra for that +1 to casting rolls?

    Treacherous bond for survival or use paradoxical shield instead? Or perhaps go all out firepower and skip on survabiliy and put artifacts on other heroes?

  6. I was thinking of starting up a Skeleton focused army and i have a few questions..

     

    Anyone here using mantic models, are they of ok quality?  They are ALOT cheaper then buying gw so i am leaning towards them, since they got models of most of the stuff i wanna use..

    Will i be okay to use black knights instead of morghasts? I like both but im leaning more towards starting with the knights because i just think they are a bit cooler, but i dont know if i will lack means to deal with tough monsters/heroes with good saves.

    And i was thinking of a 1000 pts starting list of something like this...

    Wight King on Steed
    - Lord of Nagashizzar
    Necromancer
    - Ossific Diadem
    - Overwhelming Dread
    Skeleton Warriors W/ Spears x 40
    Grave Guard W/ Great Weapons x15
    Black Knights
     x 10

     

     

  7. Okay, so ive decided of a base with 1 Arch-Warlock & Warlock Engineer and 2x3 storm fiends (3 with warpfire projectors and 3 with shock gauntlets)

    Still unsure what i should get with the last 180 pts for my 1000 pts list.

    A lightning cannon? Or perhaps a packmaster to further buff shock gauntlets and some rats for screen. Perhaps a poison wind mortar to hold backfield.. difficult choices

     

  8. 7 hours ago, Ratzinkaiser said:

    If you're going for an elite list perhaps a Balewind Vortex for your Arch Warlock to sit atop and laugh maniacally from while raining down warp lightning at an extended range, an engineer to give a vigor dust injector to who can follow a unit of Stormfiends (while also pumping out d6 mortal wounds a turn), then either grab a box of Storm Vermin, Blood Bowl dudes or whatever you feel like to convert into groups of 5 Acolytes to act as objective huggers and area deniers (for teleporting ghosts, ninja rats or nurgle boys who want to flank you from behind) in the back field while your meat goes into enemy lines? They can also be nice just to act as a cheap third battle line unit if you choose to expand your Skryre force beyond 1000 points.

    I would have suggested mortars (as they can help deal with larger chaff units and ignore things like the grave tide, palisade and the new rules for trees as they don't need line of sight to fire) or warpfire throwers but they're a devil to get ahold of at the moment, at least in plastic.

     

    Hmm i see, very good tips there.  On another question, when playing at 2000 pts, which enginecovens are best? Seems to me that chokelung and voltik seems like the easiest ones to get value out of, and easiest to upgrade into when going from 1000 to 2000.

     

    And another question, for example if i have a unit of stormfiends with shock gauntlets, and they are buffed by both a vigordust injector and a pack master, will they then trigger extra attacks on a 4+? Because that seems pretty extreme (and funny)

  9. So i was thinking of starting a 1000 pts skrye army, because im intrested in the elite army aspect.

    So far i was thinking about an base with an arch-warlock, a pack  master and 2x3 stormfiends, though im not sure what i should get with the last 220 pts.

    I could get an cannon though they dont seem worth it without the batallion that lets them double shoot?

    I would rather try to avoid using big blobs of clanrats but if thats needed to keep the army playable i will do so.

     

     

  10. Saw that Mark of the Conjurer now gives 2 fate points instead of 1 when you roll a double on the casting roll. Isn't this extremely powerful on a Lord of Change?  Since his ability that turns lowest casting dice into the highest means this happens every time. Put him near a Chromantic Cogs and he generates 6 fate points by himself every single turn. 

     

     

  11. I Still believe the LoC is pretty good, even with the point increase.  Give him Arch-Sorcerer and put him near the Chromantic Cogs and he is an excellent caster of your 3 best damage spells (Bolt of Tzeentch, Inferal Gateway, Tzeentch's Inferno).  And with the Spell-Portal, and giving him "The Ragged Cloak" artifact from shyish, he will be able to do so safely for a large portion of the game, making his infernal gateway even better.

    And from what i can see pink hororrs are pretty damm good now.  Sure they cost 200 pts now, but they give you 340 pts of extra free summoning over the game, outside of being excellent sources of casting your endless spells. Put them near your LoC using his command ability and they have +2 to casts after all.

  12. I was thinking of running something like this..



    Leaders
    Lord of Change (380) [Arch-Sorcerer; Wellspring of Arcane Might]
    Herald of Tzeentch (140)
    Curseling, Eye of Tzeentch (160)
    Gaunt Summoner (180)
    The Blue Scribes (140)


    Battleline
    10 x Pink Horrors (200)
    10 x Pink Horrors (200)
    10 x Pink Horrors (200)
    10 x Pink Horrors (200)
     

    Endless Spells
    Chromantic Cogs (60)
    Umbral Spellportals (60)
    Gemenids of Uhl-Gysh (40)
    Aethervoid Pendulum (40)


    Total: 2000 / 2000

    The plan is the run pink horrors as suicidal chaff and just keep throwing spells at range while summoning in more horrors constantly, should be enough hordes to keep enemies away from my casters which will do the heavy lifting, especially the lord of change which will throw inferno, gateway and bolt everyturn for loads of MW's. The Gaunt Summoner, which will do the major work when it comes to hordes, will be protected by treacherous bond and throwing spells through portals when able.

    I could skip one pink horror unit to run the ogroid and soulsnare shackes, but i dont know if i have enough chaff that way.

    Some other options instead of Wellspring is The Ragged Cloak for an entire turn of invulnerability for big bird, or Rockjaws to deal d3 mw to en enemy within 8" on a 3+.

    Or to build a super hero/monster slayer ogroid with the Sword of Judgement.. Pop any 6's you have on destiny dice for automatic d6 mw's each, and with the infusion arcanum you still trigger d6 mw's on 5+ or even 4+ when enraged.

  13. Do you still have to cast a spell to do the summoning or is it just pay the points and its done automatically? And if so, what replaced the old Mark of the Conjurer that gave +1 to summoning rolls?

     

    And i was thinking a good way to get some use out of the LoC is to give him the Arch-Sorcerer trait just so he can have both Bolt of Tzeentch and Tzeentch's Inferno, that way, combined with Cogs and Spellportals, you can pump out loads of mortal wounds from safe range all the time.

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