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![[Post New]](/s/i/i.gif) 2017/01/23 16:36:09
Subject: Review - Battletome: Disciples of Tzeentch
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Auspicious Aspiring Champion of Chaos
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I used the rules with my Slaves to Darkness models this weekend. Threw in a Gaunt Summoner w/ Familiars and a Daemon Prince for good measure. This is definitely how I'll be playing StD (Seriously, GW. Think about acronyms before naming things) from now on. It definitely adds a neat flavor to the army.
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2000 Khorne Bloodbound (Skullfiend Tribe- Aqshy)
1000 Tzeentch Arcanites (Pyrofane Cult - Hysh) in progress
2000 Slaves to Darkness (Ravagers)
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![[Post New]](/s/i/i.gif) 2017/01/23 16:58:46
Subject: Review - Battletome: Disciples of Tzeentch
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Archmagos Veneratus Extremis
Home Base: Prosper, TX (Dallas)
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Oh, I can absolutely see this as a way to run StD
Fate dice plus expanded spell lores is a huge boost instead of standard spells and getting a +1 to hit 1/6th of the time.
I think I'm torn between using Sayl and going all tzeentch. Tzaangors that can move 18" is crazy good in that formation. Where they can then run and charge. With all the standard bonuses that's a stupidly good unit. Expensive (540) but so good.
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Best Painted (2015 Adepticon 40k Champs)
They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016) |
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![[Post New]](/s/i/i.gif) 2017/01/24 01:12:25
Subject: Review - Battletome: Disciples of Tzeentch
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Humming Great Unclean One of Nurgle
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Quoting myself from the News & Rumors thread since it's probably more relevant here:
Looking at the costs, I can tell that they are definitely trying to encourage battalion use with how cheap they all are. I suspect the Warpflame Host and Witchfyre Coven in particular will see a lot of use while the Daemon Cohort of Tzeentch will return with a vengeance, and the Multitudinous Host seems like it could be extremely powerful at the hands of a skilled player. Overall though the balance seems better than I expected it would be; GW's experience with Matched Play at this point definitely shows in these costs. I do think that the Lord of Change will be a popular option for simply being very powerful for its cost, while msu Tzaangor Spam alongside an Arcanite Cabal is a potential exploitative list.
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Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page
I chose an avatar I feel best represents the quality of my post history.
I try to view Warhammer as more of a toolbox with examples than fully complete games. |
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![[Post New]](/s/i/i.gif) 2017/01/24 03:28:27
Subject: Review - Battletome: Disciples of Tzeentch
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Archmagos Veneratus Extremis
Home Base: Prosper, TX (Dallas)
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I like the Tzaangor Coven personally. But I can see some of the concerns. I don't think Witchfyre will be used that much as they are still heavily pointed for their abilities (the acolytes). Not sure the Multitudinous Host is all that crazy either. Horrors are wet paper. It really only helps with the shooting and comes at a fairly expensive cost at a minimum of 470pts. That gets you a fair number of models and gets you d3 back a turn but realistically I don't see the value. And the cost skyrockets depending on the horror type you take.
I can see the Tzaangor Spam w/Cabal being solid due to sheer number of mortal wound shots but at the same time it's only got an 18" range and hits on 4's. It'll be good but not crushing. Plus maybe it'll help with those Thundertusk lists
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Best Painted (2015 Adepticon 40k Champs)
They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016) |
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![[Post New]](/s/i/i.gif) 2017/01/24 03:58:51
Subject: Review - Battletome: Disciples of Tzeentch
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Humming Great Unclean One of Nurgle
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The 18" does seem short, but its on a melee unit. That can run and charge, no less. This means they'll be measuring that 18" from the opponent's front line, easily within range of almost any support character or general. Assuming, say, 4 wizards in range of 4 Tzaangor units (obviously more than those numbers would fit in a list but the practicalities of the battlefield can mess things up) that's ~8 mortal wounds a turn, which doesn't sound like much but is stacking on top of all the mortal wounds being dealt by the wizards behind them. The Tzaangors themselves can carve through swarmy enemies easily, while elite enemies are vulnerable to the mortal wounds. Honestly it's still not nearly as bad as what's already out there though.
I don't think the Multitudinous Host is OP but I think a skilled layer could get a lot out of it; the key for running Horrors is to layer units around, behind, and through one another. As a simple example, say there is a blob of pinks wrapped around by a big unit of blues. The enemy charges and in all likelihood kills many blue horrors, but since the unit is strung out casualties can be removed such that only models in the back remain. This leaves the enemy in combat with the pink horrors, who likely get a turn of shooting then get chopped up. Now those pinks split and replacing slain models in a unit, say that blue horror unit that got wrecked last turn, is free. If the pink horrors were strung out properly then it would be easily possible to add the blue horrors such that they fill in the gap where the pinks were. Allowing the pinks a turn to recover casualties (with potentially 1d6 extra from using a '1' fate dice on the battleshock).
Its very theoretical and would be hard to pull off, butt you can see the potential. But certainly something I'll have to try myself before putting much stock in its viability.
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This message was edited 1 time. Last update was at 2017/01/24 04:00:20
Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page
I chose an avatar I feel best represents the quality of my post history.
I try to view Warhammer as more of a toolbox with examples than fully complete games. |
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