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newsun

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Posts posted by newsun

  1. 9 hours ago, Naprapaten said:
      Reveal hidden contents

    Allegiance: Tzeentch
    - Change Coven: Hosts Arcanum
    Tzaangor Shaman (150)
    - General
    - Trait: Spell Hunters
    - Artefact: The Fanged Circlet
    - Lore of Fate: Arcane Suggestion
    Tzaangor Shaman (150)
    - Lore of Fate: Shield of Fate
    Great-Bray Shaman (100)
    10 x Ungors (60)
    - Mauls & Half-Shields
    10 x Ungors (60)
    - Mauls & Half-Shields
    10 x Ungors (60)
    - Mauls & Half-Shields
    9 x Tzaangor Enlightened on Disc (540)
    9 x Tzaangor Enlightened on Disc (540)
    Phantasmagoria of Fate (200)
    Wildfire Taurus (80)
    Geminids of Uhl-Gysh (60)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 119

    Hey all! 

    Been thinking about building a Phantasmagoria list just cause i think it would be funny to play something fast and hard hitting. 

    I want a list that i could go 4-1 with if played well. Do you guys think this list would be able to do it or do i have to change some stuff? :)

    Thought process is you get the taurus out there to protect you from losing turn roll, taurus negates the opponents strongest units being able to kill your enlightened since they fight last. Taurus also gives me a fair chance against slaanesh aswell and is good against OBR with their blobs of mortek. 

    Use geminids and arcane suggestion to give a unit -2 to hit and -1 to wound so you can sasfely get your guided by the past with one of your enlightened units. (Could swap geminids for another 10 ungors for more screening and objective holders).

    Host arcanum cause you get free unbinds in round 1,3,5, free summon of 6 screamers and the 6" pre game move for d3 units. This could possibly make your enlightened able to move 25" first turn if you wish to alphastrike or get your wizards in range of spells first turn. 

    Not sure about the second artefact, word is here in sweden we might see less and less of realm artefacts so i dont wan't the list to be dependent on one. 

    Any tips or flame are welcome :D

    I love this list idea. I'm curious how it would play out against some of the boogie armies out there.

  2. 1 hour ago, CountryMou3e said:

    The guild of summoners rules ultimately refer to summoning a lord of change from the fate point table. This to me is normal lord of changes only and not kairos/exalted greater demon 

    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 Summoners
    Changecaster, 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 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 105
     

  4. 9 minutes ago, mystycalchemy said:

    I did try a version of that at 2500 with the Wychfire Coven, 1x6 Enlightened on Foot (cause they have to be :( ) and 3x20 kairics but it went poorly against OBR with Katakros and Nagash, i'm just not sure how to fight those two tbh

    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. 42 minutes ago, Luzgurbel said:

    So, we are stuck in the realm of Light.

     

    What other artifacts are worth of that realm? I'm looking at the Luminary Rod, Sunblade, Blade of Symmetry, Mirrored Cuirass, Sash of the Ten Paradises and Prysm of Amyntok.

    Zedek has seen the light and it's all coming from Aqshy!

  7. Think this is what's shaping up for me...

    Allegiance: Ironjawz
    Mortal Realm: Aqshy
    Orruk Megaboss 
    - Artefact: Thermalrider Cloak 
    Orruk Warchanter
    - General
    - Trait: Prophet of the Waaagh! 
    - Artefact: Ignax's Scales 
    Orruk Weirdnob Shaman 
    Fungoid Cave-Shaman
    Fungoid Cave-Shaman
    30 Ardboyz

    20 Ardboyz

    10 Ardboyz

    10 Ardboyz

    10 Ardboyz

    5 x Brutes
    Ardfist
    Quicksilver Swords
    Extra Command Points: 1
    Wounds: 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. 1 hour ago, broche said:

    Just checked new spell from soul war, nothing much noteworthy but I tough maybe soulscream bridge could be usefull to catapult Ardboys/Brutes 18'' you could turn that in an effective and cheap alphastrike

    Maybe could get a big unit of ardboz to die early in an ardfist to benefit from the recursion.

  9. 5 hours ago, Banglesprout said:

    Oh and also what're you guys doing with your Fungoids other than generating command points? Are they good for anything else?

    Glare, itchy, moon are all great spells in addition to the default ones.

  10. 7 hours ago, Malakree said:

    Except you're losing the +1 save from shields for a mediocre ranged attack.

    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.

  11. 8 hours ago, Malakree said:

    Why? The attacks buffs are melee only, the loonboss CA is combat phase only.

    What buffs are there for ranged which would make shootas better than stabbas. Also what's the advantage to having 40 shootas vs 20x20 shootas.

    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.

  12. A little unsure how to flesh out this list

    Allegiance: Gloomspite Gitz
    Fungoid Cave-Shaman (90)
    Troggoth Hag (380)
    20 x Shootas (130)
    60 x Stabbas (360)
    - Pokin Spears & Moon Shields
    5 x Boingrot Bounderz (100)
    6 x Fellwater Troggoths (320)

    Total: 1380 / 2000
    Extra Command Points: 12
    Allies: 0 / 400
    Wounds: 134
     

    One thought is to add a troggboss and 6 rocktroggs. Another is skrag and more squigs.

  13. 3 hours ago, Calebexnihilo said:

    Any value in the the Looncurse box for Troll players? I'm still working on my Troll list. I have 2 rockgut, 3 fellwater, Dank, and Hag. Squigs offer any good value for some bodies? They seem like they will run away reeeaal fast.

    Expanding further into GG? I think small units  of boingbounderz 5-10 are decent bang for the point regardless.

    • Like 1
  14. 14 hours ago, Warfiend said:

    I wanted my big brute boss for the Ironfist battalion to stand out. I'm happy with the mawkrusha's circlethingy on his armor but I'm wondering if the mace is to much, what do you guys think? Should I keep it or halve the top spikes?

    To the right is my favorite brute, painted him a while ago, he was my second painted guy,  got to rebase it soon.

    Bruteboss.png

    Looks great keep it big!

    • Like 1
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