newsun
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Would love to know how that deploys and looks for in targets.
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I love this list idea. I'm curious how it would play out against some of the boogie armies out there.
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Oh mixed those two together.
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Battleshock modifies bravery, not the die roll.
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No, would need to spend two dd
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If guild stated Lord of Change instead of LORD OF CHANGE, then you'd be correct. It does not so it's any with that keyword.
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Looking at multitudinous summoners. Looking for thoughts and suggested changes. Allegiance: Tzeentch- Change Coven: Guild of SummonersChangecaster, Herald of Tzeentch (110)The Blue Scribes (120)Gaunt Summoner of Tzeentch (240)Changecaster, Herald of Tzeentch (110)Magister (100)10 x Pink Horrors of Tzeentch (200)10 x Pink Horrors of Tzeentch (200)10 x Pink Horrors of Tzeentch (200)10 x Pink Horrors of Tzeentch (200)10 x Blue Horrors of Tzeentch (100)10 x Brimstone Horrors of Tzeentch (60)10 x Brimstone Horrors of Tzeentch (60)10 x Brimstone Horrors of Tzeentch (60)Multitudinous Host (160)Balewind Vortex (40)Burning Sigil of Tzeentch (40)Total: 2000 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 105
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They can be foot or disc enlightened. Definitely recommend at least 2 units 20+ for coven. I'd want 30,20,20 ultimately if I was running it.
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Just like 40k much of this can be mitigated somewhat with los blocking terrain and generally more. 4-5th Ed 40k had same issue with t1 shooting people off the board. Though it does still look super strong. On a side note what do people think about 9 enlightened on disc? The 120 price increase since I last played has me dismayed.
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Zedek has seen the light and it's all coming from Aqshy!
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Think this is what's shaping up for me... Allegiance: IronjawzMortal Realm: AqshyOrruk Megaboss - Artefact: Thermalrider Cloak Orruk Warchanter- General- Trait: Prophet of the Waaagh! - Artefact: Ignax's Scales Orruk Weirdnob Shaman Fungoid Cave-ShamanFungoid Cave-Shaman30 Ardboyz 20 Ardboyz 10 Ardboyz 10 Ardboyz 10 Ardboyz 5 x BrutesArdfistQuicksilver SwordsExtra Command Points: 1Wounds: 167 If the Fungoid go up in points I may have to make the Brutes into more Ardboyz or GG and drop the swords. I could also downgrade them now and drop swords for another CP. Options. Thematically I really like them as the MB's elite guard. And since I'm painting them as Zedek's weirdladz it's nice to add the shaman.
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I'm excited as I'm still painting up my ardfist and soon I'll have some free points. GHB has been kind to me it appears.
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Maybe could get a big unit of ardboz to die early in an ardfist to benefit from the recursion.
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Oh nevermind, bolt+shield is good though.
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Glare, itchy, moon are all great spells in addition to the default ones.
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Is true and it evens the choice out some, though 5+ is not a good save. Either could be taken and it's not going to make a hug difference. Definitely not cut and dry. I just like the work 1-2 turns off shooting will assist with before lines crash. If I really wanted to smash in melee, I'd bring 60 stabbas with buffs or one of the harder hitting units.
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They have a range attack so buffing their melee is defensive. Neither are great in melee to begin with. At 60 for the points discount sure.
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I think 40 shootas are better than stabbas if bringing buffs. Otherwise splitting to 20 makes sense.
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Drop one fungoid, switch one gg to ardfist. Fill to taste.
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A little unsure how to flesh out this list Allegiance: Gloomspite GitzFungoid Cave-Shaman (90)Troggoth Hag (380)20 x Shootas (130)60 x Stabbas (360)- Pokin Spears & Moon Shields5 x Boingrot Bounderz (100)6 x Fellwater Troggoths (320)Total: 1380 / 2000Extra Command Points: 12Allies: 0 / 400Wounds: 134 One thought is to add a troggboss and 6 rocktroggs. Another is skrag and more squigs.
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Expanding further into GG? I think small units of boingbounderz 5-10 are decent bang for the point regardless.
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Looks great keep it big!
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If using command point for reroll charge, can use destiny dice for the reroll part only?
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I like this list a lot, I'll have to test it. Looks like you can poke from long range a couple of times and puts out a lot of shots.
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