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GeneralZero

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Posts posted by GeneralZero

  1. Looking at the winning tzeentch lists: it is a bit sad that pink is the norm. Pink everywhere. Spam pink. It is unfortunate as we have so many beautiful options and  probably the prettiest battlelines kairic & tzaangors. Hope: seeing more of them. Smell: kind of nerf to pink in the future (and probably gaunt then...)

  2. 3 hours ago, Neffelo said:

    Again, the reality is that the first LoC is incredibly powerful, and force multiplier, but you get diminishing returns when you have multiple, and as of right now I don't see that the benefit is worth it over the power that some of the other covens offer. 

     

    That is one of the reason I'm trying to build a list not with a LoC first but with Kairos. The idea is to get the LoC first turn and then, use Kairos spawn summoning. 

    With a magister getting spans, kairos getting spawns, a Gaunt summoning pink horrors and all of them firing spells, I think this strategy can help the main army. If nothing goes too wrong, I know that a second LoC can EVENTUALLY be summoned around T3/T4 (but I'm not counting on that). I want spawns to slow down my oponent, to annoy him, letting my main force do his thing.

    Kairos=3 spells

    Gaunt+vortex=3 spells

    magister on disc = 1 spell 

    changeling = 2 spells

    (=>9 spells)

    and eventually 1 more (ogroid? love the mini) (1/2 spells)

    plus 1/2 * kairic. (1/2 spells)

    Is the pink horror unit summoned T1 able to cast immediatly? I think so (1 spell)

     

    That means that at T2, I can expect already 1  or 2 spawns (3+ if lucky) , 10 pinks, a LoC (most of them sumoned T1 or T2), this is 100+200+380 bonus and 4 units. Not bad for board control. I think that 2 spawns a turn can really be a pain for the enemy mobility.

     

     

    • Like 1
  3. 5 minutes ago, DarrinTheOccult said:

    Do you think that Cult of Transient Form could be worth it? 

     

    Allegiance: Tzeentch
    - Change Coven: Cult of the Transient Form

    Leaders
    Ogroid Thaumaturge (160)
    - Artefact: Chaotica Amulet
    - Lore of Fate: Shield of Fate
    Tzaangor Shaman (150)
    - Lore of Fate: Arcane Suggestion
    Fatemaster (120)
    - General
    - Trait: Defiant in their Pursuit
    Gaunt Summoner of Tzeentch (240)
    - Lore of Fate: Bolt of Tzeentch

    Battleline
    20 x Kairic Acolytes (200)
    20 x Kairic Acolytes (200)
    20 x Tzaangors (360)

    Units
    6 x Tzaangor Enlightened on Disc (360)
    3 x Tzaangor Skyfires (200)

    Total: 1990 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 141
     

    This is the kind of list that I am aiming to. But, as I equaly love Ogroid and LoC/Kairos, I want them both in my list. So, the acolyte will go by 10 and  tzaangors by 10 making almost room for the LoC. I don't like the fatemaster mini, so, really hesitating here to include him and make my army full wizzards...

  4. Nice trick @decker_cky  and add to this its édevolve" spell it could be interesting (making several enemy units -especially those BEHIND a screen - exposed to MW and charge), problem being the cost of the shaman in an army already rich and crowded  in shamans... Choice choice choice...But for the tzaangors, nice one. 

    My goal is to find a way to play heavy tzangors army.

  5. 1 hour ago, AverageBoss said:

    Q: Some abilities require a model that can fly to ‘pass across’ a model from an enemy unit. How exactly does this work?
    A: In order for a model to pass across another, part of the moving model’s base must have moved across any part of the other model’s base. To determine if this is the case, trace the flying model’s move across the battlefield, checking to see if its base passed across any part of the other model’s base at any point in its move. Note that this means that the flying model can move up to an enemy model so that their bases overlap, and then move back, and will count as having ‘passed across’ the other model.

    Page 4 of the FAQ.

    https://www.warhammer-community.com/wp-content/uploads/2019/07/8f9bd00c.pdf
     

     This is exactly the right anwser I was looking for. And my example below is then perfectly valid (12.5 move+3.5 retreat in a single flying move. Then MW then charge eventually. Can be effective with 2 x 6 Enlighten and some skyfire. You can trigger something like 6/7 MW then fire then charge and got some nice reliable results especially agaisnt solid units. (the big and dangerous ones)

     

    2 hours ago, GeneralZero said:

    Question about bataillon : SKYSHOAL COVEN

    "After a friendly unit from this battalion has made a normal move, you
    can pick 1 enemy unit that has any models passed across by any models
    from that friendly unit and roll a dice. On a 2+, that enemy unit suffers D3
    mortal wounds"

    There is 4 units (2 enlighten 2 skyfire). Does it means that if only one of my model of one unit can just pass over an enemy model that enemy unit suffer D3 MW? Meaning also that if I can do this for my 4 units, there are 4 D3 MW?

    I'm thinking, with the super long move (16), and my units being for example at 12", I move up to 12.5 over enemy then 3.5 back, it triggers the abbility, doesn't it?

     

  6. Question about bataillon : SKYSHOAL COVEN

    "After a friendly unit from this battalion has made a normal move, you
    can pick 1 enemy unit that has any models passed across by any models
    from that friendly unit and roll a dice. On a 2+, that enemy unit suffers D3
    mortal wounds"

    There is 4 units (2 enlighten 2 skyfire). Does it means that if only one of my model of one unit can just pass over an enemy model that enemy unit suffer D3 MW? Meaning also that if I can do this for my 4 units, there are 4 D3 MW?

    I'm thinking, with the super long move (16), and my units being for example at 12", I move up to 12.5 over enemy then 3.5 back, it triggers the abbility, doesn't it?

  7. 19 minutes ago, stus67 said:

    Hitching doesn't count towards the garrison so yeah.

    Wow, this is FAT! With an ironclad, you can then move 25 guys + 7 balloons meaning for example Endriballoon+6skywardens+IRONCLAD+10 Arkanauts+10 thunderers+Admiral+navigator+Khermist  = pretty much your entire army hahaha !

  8. 1 hour ago, SleeperAgent said:

    Like how Nighthaunt and Stormcast are 2.0 tomes but pale in comparison to even the less powerful ones that came later.

    That has always been the problem of early editions of battletomes/codex. But a campaign can correct that like the Psychic Awekening is currently doing for 40K. While it is not a super elegant solution, at least it makes the low tiers and weak armies (almost) on par with top players. Honnestly, I don't really like this kind of solution because you have to work things out with so many books that it's breaking the fun. But at least, it takes care of weak/forgotten armies...

    BTW, it gives also GW the opportunity to test some new mechanics and see how it goes on a larger scale.

    PS: LVO has been claimed by GW as the biggest event, ever, for them. (biggest LVO it seems 😎). So, some reveeal are expected here. Hense the relatively poor reveal of open day...

  9. 31 minutes ago, FireAbend said:

    I always liked the look of them but was busy with [edit] something (read: other armies)

    Same here. I found in the new KO a double opportunity:

    1. rules are top, meaning you can play them against almost everything expecting at laest not beeing too ridiculously tabled out. And also meaning, playing them eventually a different way, making them kinda unique in their playstyle.

    2. Financial opportunity: 3 halves of aether box + Ironclad and you'r done for a 2K+ army for less than 200eur (resell just one ballon hero to get to this budget). Add to this that I grabbed also the Underworld KO, not only giving a khermist for super cheap but also a team usable in games. I'll add as soon as I'll sell the balloon hero and another Gunhauler, a SC+thunderers (and later a admiral and a navigator). Full army (above 3k points) and done. Did I also say that I am super happy that we have the opportunity to play without the obligation of buying a bunch of Arkanauts? that was a big decision factor also.

    • Like 1
  10. 11 hours ago, Charleston said:

    Meanwhile the two faction boxes are rather meant for players who want to start a specific faction or expand their new force with some neat units.

    ...which costs me an arm and a kidney each time because of starting 2 more armies!

    • Haha 2
  11. Question: lets do an example : pink horror unit of 10. Fight . It takes 11 wounds. So, the 10 pinks are dead, make them 20 blues, then the last wound is taken and make a bimstone.

    Ok. Now we have a battlechok do on this newly blue horrors unit of 19blue+1brims. What is the battleshock modifier? how is the rest of the phase?

  12. 7 minutes ago, BillyOcean said:

    and try to snipe the Gaunt Summoner before he completes his summon. That would just be a colossal waste of points

    Well, I'd say it is close to auto-loose not only because you loose 240/260 pts but you loose a big screen (pink 200pts/50wounds). That means that you don't/won't have enough body to screen your wizards and win objectives. Gaunt MUST be protected at all cost before first summon.

  13. TBH, my question (and intent) didn't mean to be "that guy" or petty boy. I simply think that there are so few elements of surprise that letting know the full list of a player at the end of deployment is not a bad idea at all. 

    When you are about to fight a battle, you never really know who's in front of you until you make contact. You have to be ready for everything. Of course, after deployment you can discuss/explain/show bataillon content/show full list  etc... in a nice way. I don't know what is practiced, what is the current way of playing that. Tournament players could say more about it, about conventions. Of course, there is always some room for players agreements before the battle to have (more) fun, and being surprised can both being fun and challenging.

  14. Speaking about drop, do you have to know how many drops your opponent has before you place your units or can he surprise you with his number of drops? If your oponent don't want to tell you, you can't hope for a "just 1 less than my opponent"... So, what are the rules saying about that? 

  15. 13 minutes ago, AlmGandix3 said:

    With a magnetized head (brokk and regular endrinmaster) you can play him as either. 

    lol, problem: I have the endrin with suits (3 of them!) but I don't have brokk...

    [edit] I've just checked, they are completly different miniatures.

    And my problem is a CHOICE problem, not a miniature one. So, what are the up&downsides of both warscrolls? (I'm not expert enough to see the grand scheme of it hahahha)

  16. 1 hour ago, Kramer said:
    1 hour ago, GeneralZero said:

    I'm hesitating: brokk or the new endrig withe suit? those are 2 nice guys...

    Why not both ;) 

     

    The question is not both. In fact I have one Endrig+suit, and I'd like to add a second one....or brokk.

    I didn't find any comparison of both of them as they are similar in points, both balloon guys and both good shooters.

  17. As you aim to summon a LoC soon, why not putting in your list kairos in place of the actual LoC for only 20pts more? You get a better fighter, one more spell and overall a more solid army. The LoC will arrive first turn probably, giving you Kairos + LoC fulling loaded T2 for an epic  Hero phase!

  18. 1 hour ago, Gothmaug said:

    Destruction needs a new Army, a real new Army. The Destruction players are the Ugly ducklings...

    Well, the Destruction grand alliance is on the poor side of diversity. Not only it has (far) fewer armies but for me, the main limiting factor is the poor synergies accross those armies. In term of gaming, that is a really limiting factor for replayability. 

    In death,  you have several miniatures (and units) that can be used in several armies.

    In order, it is even richer in this department thanks to Stormacast & CoS but not limiting to them (last example is KO which can add some other factions like fire slayers...)

    The best in this account is probably Chaos with tons of possibilities accross all gods, most factions, most types of units mortals/daemons etc...

    Those possibilities is a superb opportunity for a hobbyist to add some different units/miniatures to his collection AND being able to play them. It is also a way to gradually play an new army with some other units. Example: from StD to DoT etc...

    In fact , Destruction doesn't have this leading red line allowing this in the lore. It is closer to a trash bag where you put all armies that can't be in the other 3 factions. Add to this that (personally) I didn't really like the last orruk tome: I wanted some more things to add to ironjaws like ork katapult or big ballistas... This is why in Destruction I only have Ogors (mostly thx to the opportunity with dual army box & start co!!!) while I have several chaos/order/death...

  19. Well, the last pages of this topic have gone berserker with gaunt! lol.

    I'm not sold  on gaunt spam. Remember that horrors don't do much, they are super glass canon. They are here to slow enemy or keep control of an objective but they are not really efficient after that. And they are so slow.

    But, having them is a superb tool.

    I'm loving big guys on the tabletop. So, I'm thinking about something very tzeentchy with magic, summon and aggressive, like a super magic battery. The idea is to get the "free" LoC (9pts) with the Guild of magicians (I don't remember the name), with already 2 of them on the table. Here the core of the list:

    V1

    Kairos

    Lord of change

    Gaunt

    this is 1020pts

    V2

    Kairos

    Lord of change

    Gaunt

    Gaunt

    This is 1260.

    The V1 is 7 spells, v2 is 9.

    You can guaranties a summoned LoC turn 1 (and maybe another one 2 turns later but I'm not counting on it).

    So, turn one, you can have 1 LoC + 2* 10 pink (V2) summoned (780pts) that CAN do things after turn one! A LoC+ pink is a nice fight pool and you got 3 bigs guys on the table, meanin a LOT of spells to cast everywhere.

    With v2, you have 740 pts for units, this is decent to protect from alpha. In v1 you have more choice to do about units and additional wizards.

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