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Gwendar

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Everything posted by Gwendar

  1. I would say no... but there's literally no way to tell with GW. I wouldn't worry about it honestly; if they were going to go away, it wouldn't be for another 1-2 years when we get an updated book. And even then it could mean updated models. By the way, the Warpgnaw is still legal in matched play, it was the Clawlord on Brood Horror that only got Legends points and not Matched Play points.
  2. I meant to touch on this too. This was incredibly draining for me to do and I did it for at least 2 years. A couple of people I would purposefully play poorly against and I would still manage to win a lot of the time.. so I stopped. I did what I said above and either started to teach them how to play against me or I brought a whole different army that was easier (and I understand that may not be an option or something you wanna do). Even then, some people just won't be interested in being "taught" how to "play better".. and for them, yeah, I just don't play against them unless they sign up for the tournament. It is what it is, but if neither party can enjoy playing each other for whatever reason, then it's probably better for your own sakes and the sake of the community to just leave it be. In terms of the list, I genuinely think if you just switched it to another Host (like Summoners Guild, but they may think summoning a LoC who can't do anything meaningful until the next turn is too strong too 😅) would change a lot. The issue they seem is to have is that they can't retreat from anything and they can get locked in their deployment.. of course, that's why they need to be more mindful of how they deploy (measuring ranges, watch spacing so a Chaos Spawn can't tag multiple units, etc) and I think that's a "skill" all players should have to some extent. I think another thing you would want to remove is Be'lakor.. he doesn't lend well to casual players when you tell them "Yeah if you roll less than a 5 you can't do anything with that unit". Of course you're right though.. once you start removing those elements then it may start turning into something else. Outside of HD the Chaos Spawns are still useful as they need to make a choice between fighting it that turn and killing it (been done plenty of times to me) or shooting\MWing it off on their turn. I don't think it's the "no retreat" part of HD that gets most people, it's the fact that I can summon 2 Chaos Spawn a turn and if they can't kill it in that combat phase, they have to dedicate resources to kill it. If they retreat from it outside of HD, then they can't do anything else unless it's something that can retreat + charge\shoot.
  3. Nope, all of my local players know I'm a competitive player and a handful of them are too (particularly the ex-40k tournament players) so they don't care at all and they just have playing and learning to get better. The different is that unlike the standard "that guy" I try to pull things back against the casual folks or literally just tell them how as we play to stay away\counter my army. This list is all about control, but if you bring a shooting focused or hyper-fast\punchy army that can just shoot the wizards off or eat through the Horrors then it falls apart incredibly quickly. I see their point about it being uninteractive to some extent, but I would rather play against this than get shot off the board via Changehost. Teleporting right in your face and then killing 2-4 units per turn (on a 1-drop so I'll almost always decide who goes first) is far less interactive than this 9-drop list that has some glaring weaknesses. Changehost is hard to zone out if you run a Bridge like I do... but this list? I've had so many people make me go first and I can't hit anything important with spells T1.. then they double turn me and it usually goes downhill quickly once they've already reached me and claimed some boardspace. On TTS this is generally a lot harder to play because I have access to some very high level players. I wanted to quote this part too just to re-emphasize some things. My local scene is probably about 16 players (more than half of that being 1-2 hours away) and maybe 6 of them of are as competitive\tournament focused like I am. With a couple of people in the casual crowd, I can have 1 good game where everything goes right and I blow everything off the table with Skaven (now a B tier army at best) and I'll get some talk about how they're broken.. I take the same thing to other competitive-minded folks and it's the complete opposite. Some have even outright quit the hobby for months\permanently because they didn't win a game in a year, even when playing against other casual people. Now, I haven't played a physical game since February, but what I started doing was bringing 2 lists to these tournaments and give my opponents the choice of what to play. The competitive people would ask to play the heavy-handed list while the casual people would say "nah I don't care which you do!" so I would give them the easier list or I would pull back and do what I described above with showing them how to beat it. "Different stroke for different folks" is a term used around here a lot and I think it applies in the divide between casual and competitive. I don't care for people that refuse to play just because of a list as I often find that these are the same people that think tournaments are stupid and that the game should only be played in a way they think is fun. If you aren't a "that guy" then they should at least give themselves the opportunity to see how it works and pass judgement then.
  4. Nice game.. and I hate Khorne when I play as Tzeentch but they still have trouble chewing through Horrors. Just have to make sure your Heroes are far enough away so the Bloodthirsters don't explode MW's on them when they hit. Had a single Bloodthirster kill Scribes, Changecaster and Curseling from that one time 😅 As for the drop down thing, just hit the spoiler button above (the little eye icon) then just past whatever you want in that. So, 2 things for you to look at when you play Khorne again: DD cannot be re-rolled or modified.. so you wouldn't have to RR them. If you have RR's (so Scribes or HD trait) and you fail to roll and you choose to RR it, you cannot then be forced to RR that RR. Per core rules, you never RR a RR. You didn't mention #2 specifically as happening, but just wanted to include it in case 😉
  5. Thanks! Actually, the Daemonrift is predatory but if you're looking through Azyr then it conveniently leaves that part out as well as how far it moves. If I can afford the Daemonrift I'll probably always take it.. but sometimes stacking -2 to hit and wound on a unit and -1 attacks on another is just hard to pass up against certain matchups. I'm not overly worried about them hitting Horrors just because their damage is already abysmal. Daemonrift is easy enough to avoid even if Kairos can't auto-dispel it since I can just ensure I stay 13" away from it. Normally I try to do 2-3 Batreps a month but with my schedule it's been harder to play games and when I do I generally don't have energy to sit and record notes or take screenshots. Next week I'll probably run the same thing though.. this weekend I'm going to try giving Bonesplitterz or Troggoths a try😅
  6. Been playing a lot of Tzeentch lately and taking a break from Skaven this month.. but I know some of you like reading my batreps so figured I would post it here too for anyone interested 😉 Also @SoSoCho I would agree that you'll probably get a lot more mileage from the Furnace being General like Riff_Raff said. Good luck to any future games for you.
  7. Well, here it is.. had my game vs Fyreslayers tonight, so for anyone looking at a decent representation of how my magic-based HD lists work, here you go 😉 As always I welcome any feedback\questions\comments.
  8. My List Fyreslayers List T1deployment He outdrops me and goes first. He runs almost everything up to the center of the table, except for the 2 Runesons who are actually able to reach my Kairic Acolyte units on the right side, killing them and 3 Pink's. On my turn, I use a combined 6 with DD to cast Balewind and the Scribes rolls a 2 to cast Spellportal. I then use another combined 6 to get off Daemonrift which crashes into both Runesons doing 10 MW's to one (after being blasted with Bolt + Pink Fire), killing it and 9 to the other Runeson bringing it down to 5. The Nulsidian Icon gave me some trouble however, and Gift of Change was negated on a 5+ so it stuck around a little longer. Scribes runs right and summons 10 Blues, shooting kills a few Vulkites and the Sorc Lord charges into the Runeson to finish it off. bottom of T1 T2Objective drops dead center, he wins roll off but allows me to take the turn This time I manage to kill the Battlesmith with Gift to take away the 4+ spell ignore aura. Daemonrift takes a wound off the Runemaster and the Changecaster is just within range to fire off Bolt + Pink Fire + Arcane Bolt to finish him off and then Winds of Chaos kills 3 Hearthguard. I got 11 FP this turn, so I ran the Magister left and summoned 10 Blues to ensure I had most of the board covered for when objectives dropped. Be'lakor kills 4 Vulkites with 1 remaining after BS. On his T2, I Be'lakor the Hearthguard, however they still make the 5+ roll and make the 10" charge into the Pinks and I completely forgot about Kairos just stopping the charge (although in the end it took more things off his objective which was better). He also rolled the 5+ to allow them to attack, killing 8 of them. Runefather charges Be'lakor on the left and takes him down to 4 while Be'lakor shaves off 4 wounds in retaliation. 0-2 Fyreslayers end of my T2 T3Objectives drop top left and bottom right, he wins roll off and gives it to me again. I auto-dispel and re-cast Spellportal and do 4 MW's to the Runefather (6+ DPR from the terrain saved 2) while the Magister kills the last Vulkite to summon a Chaos Spawn within 3" of the Runefather. Kairos Winds of Chaos' the Hearthguard killing 3-4 more and then he calls the game. All I would need to do is move a few things on the center objective to take the lead while he's stuck fighting through 42 more wounds of Horrors without the double-pile in. 9-2 Tzeentch Major Victory end of game Overall ThoughtsI don't like to pat myself on the back, but barring forgetting a couple minor things... I would say this was about the most perfect this list has gone. I was sweating for a minute there when both Runesons made a charge, but luckily the shotgun that is Daemonrift was able to take care of that almost on it's own. I'm still somewhat up in the air over it though; it's good in these situations, but later on it's usually too far from any of my wizards\endless spells to get the bonus damage. Against other wizard heavy armies however and it gets to be pretty amazing again. Sometimes though I think I may want Geminids for really stack the debuffs around (not bad damage from them either). So yeah, I think I'll stick to this as my main Tzeentch list for the foreseeable future. The combination of control, raw MW output (when you actually roll average with RR's 😉) and board coverage from the summons and it works relatively well. That all said, vs any shooting army and it can have problems, but most armies do nowadays. Hope you all enjoyed and as always appreciate feedback\comments.
  9. I mean sure, it isn't going to be available to do both every game unless I roll like four 6's 😅. If someone deployed a hero to be in range of the portal then I would absolutely choose that.. but people are generally less afraid of Skyfires and that extra 4" of range can make a difference. They're more of a mind-game type unit; if you make me go 1st, I have a good shot at killing something unless you literally deployed it in the corner somewhere (which is a win for me) and can just generate FP's and set up a better screen\position Skyfires somewhere I think you won't want them. If you make me go 2nd, I can potentially double-turn you and you may be closer with everything to let me start wiping units out\locking them down. In most lists yeah, but since HD gives RR's to all but 2 of my Wizards (whose warscroll spells are the reason I take them and Kairos can just cast them anyway) for free then he can actually do other stuff. Usually he's the one zipping around to summon things on top of objectives and throwing out Tzeentch's Firestorm on a 2+ when the Portal isn't needed. As for Frantic Scribbling, I find it isn't really anything I pay much attention to honestly.. I may remember use it to learn Bolt of Tzeentch or a good spell from an enemy wizard in range, but it usually slips my mind and I haven't felt I lost a game due to not learning a spell. It can go both ways I guess. T1\2 in almost every scenario he's sitting in the little wizard castle providing RR's. T2\3 is usually when things start looking like I can send him out to be more aggressive and lock things down with the 3+ save. I dunno.. still experimenting with it. Late enough in the game and I may not be overly concerned with having RR's and if I think I may be then I can run the Blue Scribes back down to everyone else and have him use Boon. In another version of the list I have the Changecaster with it, but haven't got to test it out yet to see if I prefer it. Being on the BW means his base size increases quite a bit and makes that 9" aura easier to work with.
  10. I think @SoSoCho is confusing the placement of Gnawholes with "models that use a Gnawhole must be more than 9" away from enemy models". The Gnawholes have specific rules in the battletome for how far away from other terrain they need to be, and they just need to be wholly within 8" of an edge. And as for those Catapults... oh boy do we have opinions on them 😉 I appreciate your comments in the last post. I've had people get so down and out the moment one of their units dies.. it largely ruins the game for both players (because now I feel bad for playing the game) and I try to turn them into a teaching moment the exact way you described. Of course, sometimes people don't want to listen and will continue to be a bit sour about it.
  11. I have another scheduled for either tonight or thursday vs a Vostarg FS list. I feel Skyfires work better in Tzeentch for 2 reasons: DD potentially giving you 1-2 6's for the MW's on an important hero Discs getting +1 attack which makes them capable of throwing out ~20 damage vs a 4+ save That can absolutely clear a lot of things.. plus they can go first for the RR's and don't have to wait to get hit first like Enlightened (assuming you aren't hiding them behind chaff). Enlightened can do twice as much potentially, but they're harder to use and aren't a big threat vs 5 wound heroes like Skyfires 24" bows are. But yeah, the full magic list has the Sorc Lord and that spell really shines sometimes. I think I did like.. 20-25 MW's to a unit of Stormvermin before and absolutely crippled them, but I was obviously rolling hot 😅. Hmm... I hadn't thought of a Palisade but I like the idea. I think my worry is just that the list lacks some direct damage and that Daemonrift can usually net me d3+4-5 MW's when I throw it out there. I think I may give that a shot though as that sounds incredibly frustrating and thus incredibly funny to watch someone deal with. The Scribes is there because he get's out important spells on that 2+ which can't be unbound, he's never using Boon. Usually that means he's casting the Spellportal for Kairos so he has 3 spells to blast into things with the 1 spell going through portal usually being Gift or Winds of Chaos. For me, he's the best model to have it other than the Changecaster; Kairos and the Scribes are both named and I would rather a high wound +1 save model have it over a small hero like the Magister. I'll likely change his spell to Glimpse since Kairos is usually casting Winds of Chaos and Bolt of Change which frees those 2 up to do something else.
  12. @Ganigumo true, I think for me I just have a hard time justifying it in most lists because I'm filling it so heavily with lots of wizards or Enlightened\Skyfires that I simply don't have room for 2 battalions. Stacking it with Aspect on a different model could be funny too... I dunno, I may go and see if I can write a list on lunch that could benefit. EDIT: Yeah, I just can't make any double-battalion setup that really benefits from it? I did make an HA list with Tzaangor Coven and Cabal.. but squeezing it in with Witchfyre may be good too (I just didn't want to do that personally since I would lose the LoC from my list). The issue I have with it remains the same though; what am I really gaining? I get more DD back which is nice, but the issue is that it kind of wants you to go into an Arcanite heavy list, and Arcanite artifacts are really not great compared to the 3 powers that Daemon's can get. So in that regard you're not really gaining much from the extra artifacts and you're really just getting lower drops and another CP. Cabal is probably alright on it's own and I could see some use out of 2 Tzaangor Shamans and a Fatemaster for an Enligthened\Skyfire heavy list perhaps.. but again I just don't see it being incredibly worth it, personally.
  13. I've largely stopped running 9 Jezzails in lists (but that's mostly because I've running 2 1/2 threat lists with Fiends and Stormvermin and then I have just enough to squeeze in a WLC or something) but when I do run them, 6 has done just fine. Jezzails will math out to do ~1-1.5 damage per model with a spark and hit RR's, so you would only lose about 3 damage. If the goal is to just snipe out 5 wound heroes then 6 should be enough unless you just roll like trash a lot 😅 I like having that extra security of another Engineer, especially in an age where so many things can take them off the board quite easily. 2 Bombardiers wouldn't be bad just because that 18" shot can surprise you in the damage it does sometimes. An AW is nice as well for the better save and extra wound, on top of being a 2-cast\unbind wizard.
  14. I dunno, that one's a little harder to gauge. I think the cost of 140 for it is steep but the effect is nice, even if it only affects 1 of the heroes (hence if that hero you chose dies, you no longer gain the effect of the battalion) but I don't think it brings enough to be worth it overall. At least not in my book. Correct. If it was worded "they do not have to take battleshock tests" then it would be your choice. Since it's worded "Do not take" then you wouldn't be able to use the 1. All you'd need to do is keep 1 model outside that 12" aura though. I think they're generally still worth it, but I really feel like you'd want to still try to bring 9-12. That -1 rend accounts for about 2-3 damage per unit of 3 Flamers which obviously adds up (so 6 Flamers would gain ~5 damage from the -1 rend assuming all other buffs to get them to 2/2/0/d3). I think the bottom line is that Conflag just makes more sense even if you run a bunch of Pinks since their shooting also benefits from that -1 rend.. but that isn't to say that HD is the worst option you can go with. All those Horrors holding things up can mean a lot against certain matchups, completely nullifying my Clanrats ability to retreat + charge. Alternatively, Conflag would just let you blow the unit off the table... so 😅 @RUNCMD can give his input but I think you want that CP or an Endless. CP gives you BS immunity, the ability to use the LoC's ability more often, or RR 1's to hit on the unit of 6 Flamers (which is nice when their profile is 2/2/-1/d3). A Chaos Spawn isn't going to do anything for you really as they're pretty bad overall 😉
  15. Hmm.. tough. I assume you want to keep Thanquol, so the only thing I can think to do is to drop down to 6 Jezzails in order to fit it in. I wouldn't drop the Clawlord since that +1 attack is a huge damage increase for them. You could drop down to 2x20 Clanrats and lose the Bell, but now you have BS immunity problems and less bodies. So, other than those choices.. all you can do is drop Thanquol and you would have enough for an AW (or Engineer of your choice) and a Screaming Bell if you so desire. Thanquol is a threat in his own right though, so that's obviously something to consider.
  16. Correct, the MW's only go off in the movement phase (so yeah, a retreat as well). Just my input, but Skyshoal isn't super worth it in practice. You'll hardly ever get to fly over something and the units of 3 make it hard to get the most of out the units RR's. Even if you do fly over, you only pick 1 unit to do MW's to.. even if you passed over 3.
  17. Yeah, he's usually the one that's casting the Portal in those lists T1. After that he's just on Tzeentch's Firestorm duty and running across the table to summon Blues onto objectives. Again, I don't personally think it's worth losing the Changecaster on BW either 😅. The point of the list is to sit back 1-2 turns, spam magic, generate bodies and keep things locked down with Chaos Spawn\Horrors. +1 to hit will give them ~3-5 more damage on average.. but you then lose two d6 MW spells (Bolt of Tzeentch and Pink Fire) at 24" just so you can gain that Shaman. Like I always say, give it a try.. but I usually only think a Shaman is worth it if I'm running 6 Skyfires and 6 Enlightened at least.. but at that point, I'm not running a caster based list and I'm likely building into Hosts Arcanum or something.
  18. You'll have to remind me what list we're talking about.. been awhile 😅. I assume you mean the Magic-based Hosts Duplicitous one? I would be incredibly hesitant to ever consider swapping out the Blue Scribes for a Shaman to be honest. Having that 2+ to cast a spell is so good, even if it can't use DD. The Shaman is going to give them +1 to hit which can amount to another 5-8 damage on average but.. I would still rather have the Scribes, but that's a preference I think. Up to you.. but I don't think he's necessary. As for the Enlightened, I really don't like them.. but I know most people do. I find them difficult to use and often times they'll have lost 1-2 models at least before they get their RR's which kills their damage quite a bit and the RR's don't make up for it. Skyfires can threaten small heroes and chaff units while the magic does most of the work. Again, that's just preference. If you like Enlightened then by all means use them; they are technically better and the list lacks a melee punch if we're talking about the right one. 😉
  19. I'm not a huge fan of the whole "you need 2 boxes of Blues per 1 box of Pinks" and it just means I have to transport\paint so much extra.. but it's pretty necessary if you want to run them. It's a big reason I generally only run 10 Pinks and fill the rest with Acolytes or Screamers.
  20. No, because that spell requires a damage chart to be used: Not at all. You would be paying 220 points for 10 wounds when you could pay 200 for twice as much with a better save by using 20 Kairic Acolytes and be able to get a spellcast out of them for longer since both lose their ability to do so the moment they drop under 9 models.
  21. Yes, you can. Just keep in mind with 2d6 rolls you would need to replace both dice, not just 1.
  22. Warstompers could potentially clear them (Mancrushers get +1\+2 damage vs units with 10+\20+ models) but.. meh. And yeah, I am. The only thing you really need from the Steam Workshop with TTS is the following: https://steamcommunity.com/sharedfiles/filedetails/?id=1703264561&searchtext=Skaven https://steamcommunity.com/sharedfiles/filedetails/?id=2041945260&searchtext=deinoks+table (this one is only really necessary if you intend to host games yourselves, honestly) We actually do have the full rules as multiple people have put out the book review today. So I've already gone ahead and made a little cheat-sheet with all of the rules and with the warscrolls on the website.. I'm set to play them at 100% 😅
  23. They don't. So they aren't super killy, nor are they super defensive.. I'm trying to get some games in with them this weekend but no-ones been available. They can maybe hold onto objectives reasonably well for a couple turns but.. they don't win the attrition game. They can go to 40 wounds with a Command Trait and the Warstomper can take an artifact to RR saves but... yeah. They may kill 20-30 Clanrats if they're lucky, but those 35-40 wounds are getting removed right after, like you said. Assuming they make it there in the first place with Fiends\Jezzails.
  24. That doesn't matter, what matters is that if you start within 3", then you have to either retreat or remain stationary. If their rule was meant to explicitly counter that, it would have said that; I don't think that's the kind of thing you simple forget to write out. They only ignore units when moving, because without the FLY keyword then they would not normally be able to pass over models. While it doesn't say "pass over as if it has FLY" the end all is that they start a move within 3". By your logic, you're saying they're never considered to be in combat. 40k Knights don't have this restriction as has been discussed I believe, but this isn't 40k and Gargants may or may not have this similar rule. It's a different game.. getting bogged down by 40 Clanrats should be perfectly acceptable and I'm more concerned for their overall survivability and low damage than I am about them getting stuck in combat. It just seems like they replaced "as if they weren't there" with "Ignore" because it's less words.. I think you're reading into this a bit much.
  25. Right.. because normally, you wouldn't be able to come within 3" of something or pass across models. This interprets the same as other abilities that do the same thing, but sure, with slightly different wording. If you're in combat (within 3" of an enemy) then you still have to retreat when you move. You're only "ignoring" the rules that prevent you coming within 3" or passing across models; units with Fly (and Doomwheels as another example) do the same thing. They still are classified as retreating. If that wasn't intended, then it likely would've read "It can still make a charge move later in that phase". Sure, maybe it needs an FAQ but I certainly won't be playing it the way you're interpreting it until then.
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