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newsun

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Everything posted by newsun

  1. I love this list idea. I'm curious how it would play out against some of the boogie armies out there.
  2. 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.
  3. 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
  4. 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.
  5. 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.
  6. Zedek has seen the light and it's all coming from Aqshy!
  7. 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.
  8. 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.
  9. Maybe could get a big unit of ardboz to die early in an ardfist to benefit from the recursion.
  10. Oh nevermind, bolt+shield is good though.
  11. Glare, itchy, moon are all great spells in addition to the default ones.
  12. 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.
  13. 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.
  14. I think 40 shootas are better than stabbas if bringing buffs. Otherwise splitting to 20 makes sense.
  15. Drop one fungoid, switch one gg to ardfist. Fill to taste.
  16. 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.
  17. Expanding further into GG? I think small units of boingbounderz 5-10 are decent bang for the point regardless.
  18. If using command point for reroll charge, can use destiny dice for the reroll part only?
  19. 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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