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Made in us
Crazy Marauder Horseman




alabama


++ **Pitched Battle** 2,000 (Chaos - Tzeentch) [2000pts] ++

+ Leader +

Gaunt Summoner & Chaos Familiars [180pts]: 3. Glimpse the Future, 4. Wellspring of Arcane Might, 5. Cult Demagogue, General

Magister [140pts]: 4. Shield of Fate

The Blue Scribes [140pts]: 1. Bolt of Tzeentch

+ Behemoth +

Cockatrice [100pts]

Cockatrice [100pts]

Cockatrice [100pts]

Cockatrice [100pts]

+ Battleline +

Pink Horrors of Tzeentch [200pts]: 10 Pink Horrors, 2. Treason of Tzeentch, Hornblowers, Icon Bearers

Pink Horrors of Tzeentch [200pts]: 10 Pink Horrors, 4. Unchecked Mutation, Hornblowers, Icon Bearers

Pink Horrors of Tzeentch [200pts]: 10 Pink Horrors, 5. Fold Reality, Hornblowers, Icon Bearers

Tzaangors [180pts]: 10 Tzaangors, Brayhorns, Icon Bearers, 10x Savage Blade and Arcanite Shield

Tzaangors [180pts]: 10 Tzaangors, Brayhorns, Icon Bearers, 10x Savage Blade and Arcanite Shield

Tzaangors [180pts]: 10 Tzaangors, Brayhorns, Icon Bearers, 10x Savage Blade and Arcanite Shield

+ Allegiance +

Allegiance: Allegiance: Tzeentch

+ Game Options +

Game Type: 2000 Points - Battlehost

++ Total: [2000pts] ++

Created with BattleScribe
bolt of change and scribes has bolt of tzeentch.

the pink horrors have arcane might and one has treason of tzeentch. the tzaangors have the icons rolling 18 dice for possible mortal wounds on a 4+. the cockatrice has a possible 4d6 of mortal wounds.

keep everyone in a tight formation so they can keep close to the tzaangors and there totems.

"Been m00n-dancing since 1987."
WFB
2500
2500
2500
7500

W40k
8000  
   
Made in us
Deadly Dark Eldar Warrior



Mayhem comics, Des Moines, Iowa

Maybe I am wrong as I am new to AoS2. Wouldn't the cockatrice additions make this list not of Tzeentch allegiance? It would suck if you lost your destiny dice.
   
Made in us
Lieutenant General





Florence, KY

Laosiamus wrote:
Maybe I am wrong as I am new to AoS2. Wouldn't the cockatrice additions make this list not of Tzeentch allegiance? It would suck if you lost your destiny dice.

No. As with the previous edition you can take allies. Monsters of Chaos (i.e., the Cockatrice) can be taken as allies in a Disciples of Tzeentch list. However his list is illegal since only one out of every four units can be an allied unit, meaning that he would need sixteen units in his army in order to take four cockatrices.

'It is a source of constant consternation that my opponents
cannot correlate their innate inferiority with their inevitable
defeat. It would seem that stupidity is as eternal as war.'

- Nemesor Zahndrekh of the Sautekh Dynasty
Overlord of the Crownworld of Gidrim
 
   
Made in us
Deadly Dark Eldar Warrior



Mayhem comics, Des Moines, Iowa

Where can I find that rule? In the Battletome it says all starting units have Tzeentch then you are of Tzeentch allegiance and get the said benefits. Since the cockatrice can't do that (as far as I know) you wouldn't be Tzeentch allegiance right? Again, I am new and the rules are scattered all over so I am trying to figure it out.
   
Made in us
Lieutenant General





Florence, KY

Laosiamus wrote:
Where can I find that rule? In the Battletome it says all starting units have Tzeentch then you are of Tzeentch allegiance and get the said benefits. Since the cockatrice can't do that (as far as I know) you wouldn't be Tzeentch allegiance right? Again, I am new and the rules are scattered all over so I am trying to figure it out.

Allies rues have always been in the Matched play section of the General's Handbook.

'It is a source of constant consternation that my opponents
cannot correlate their innate inferiority with their inevitable
defeat. It would seem that stupidity is as eternal as war.'

- Nemesor Zahndrekh of the Sautekh Dynasty
Overlord of the Crownworld of Gidrim
 
   
Made in us
Deadly Dark Eldar Warrior



Mayhem comics, Des Moines, Iowa

I see where it says how to take them but not where it says that they ignore the requirement to be tzeentch to get the tzeentch allegiance abilities. Where is that?
   
Made in us
Lieutenant General





Florence, KY

Laosiamus wrote:
I see where it says how to take them but not where it says that they ignore the requirement to be tzeentch to get the tzeentch allegiance abilities. Where is that?

My bad, they moved that to the Core Rulebook (Allies, page 242):

Allied units are treated as part of your army, except that they are not included when working out your army’s allegiance, and can therefore be part of a different Grand Alliance or faction. In addition, an allied model cannot be the army’s general, and cannot use or benefit from your army’s allegiance abilities.

Note that if you have the previous edition of the General's Handbook, it says essentially the same thing (Allies, page 76):

Allied units can have a different allegiance to the rest of the army.

'It is a source of constant consternation that my opponents
cannot correlate their innate inferiority with their inevitable
defeat. It would seem that stupidity is as eternal as war.'

- Nemesor Zahndrekh of the Sautekh Dynasty
Overlord of the Crownworld of Gidrim
 
   
Made in us
Deadly Dark Eldar Warrior



Mayhem comics, Des Moines, Iowa

Man, that was hidden lol
   
Made in us
Regular Dakkanaut




The list looks a bit gimmicky to me. Potentially hands out a lots of mortal wounds but you'll struggle to complete mission objectives if you keep everything bunched up.

Also worth thinking about how you can get some longer range damage in there as almost all of your damage is 18" range in the Hero phase (so before you get to move), so you're unlikely to do much turn one and it'd be easy to set up chargers 18.1" away from your army to charge in the next turn relatively unscathed.
   
Made in us
Annoying Groin Biter




When I read this all I'm thinking is "Where's the Skyfires?".
I read up on Cockatrice rules, and its a mortal wound unit. Why though? You have Skyfires, broseph. Skyfires. Go with the Skyfires. If you can Skyfire you should Skyfire.
Not only are they ridiculously imbalanced but they are also BEAUTIFUL models.

"Guided by the Future: In the combat phase, you
can re-roll all failed hit and wound rolls for a unit
of Tzaangor Skyfires if no enemy units within 3" of
them have attacked yet in that phase."

"Judgement from Afar: To be struck by an Arrow
of Fate is to be judged by destiny itself. Those found
wanting are all but doomed. If the hit roll for a
Greatbow’s Arrow of Fate is a 6 or more, the attack
sequence ends and the target immediately suffers
D3 mortal wounds."

"Preternatural Enhancement: If this unit is within
9" of a friendly Tzaangor Shaman at the start of the
shooting phase, add 1 to any hit rolls made for their
Greatbow’s Arrow of Fate attacks"

I have attached links to warscroll and a picture just to clarify my points beyond doubt.

https://www.games-workshop.com/resources/catalog/product/920x950/99120201064_TzaangorSkyfires01.jpg

https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-tzaangor-skyfires-en.pdf

You're welcome.

PS: Here's a list that I've made for you to work around in creating your own. Good luck with the Skyfires!

Allegiance: Tzeentch

Leaders
Lord Of Change (380)
- General
- Lore of Change: Tzeentch's Firestorm
Tzaangor Shaman (180)

Battleline
10 x Kairic Acolytes (80)
10 x Kairic Acolytes (80)
10 x Kairic Acolytes (80)

Units
6 x Tzaangor Skyfires (440)
6 x Tzaangor Skyfires (440)
3 x Tzaangor Enlightened on Disc (160)

Battalions
Skyshoal Coven (130)

Endless Spells
Soulsnare Shackles (20)

Total: 1990 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 110

"Skyshoal Coven
A unit of Tzaangor Enlightened that have to take Discs of Tzeentch and two units of Tzaangor Skyfires get to move 9" in every friendly Hero Phase and have a tiny chance of inflicting Mortal Wounds on stuff they flew over, just like Screamers. This is a bit unnecessary, as these models are all excessively fast already and, more importantly, the Skyfires will never want to be in a situation where they want to do this fly-by attack.

Alternate Opinion: This is absolutely amazing for skyfires. If your enemy gets close, you just zoom away with your hero phase move, keep going in your movement phase, and keep your target at just inside max range. Never will an enemy get close enough to charge.

Another Alternate opinion this is amazing for all models because you can get easy turn 1 alpha strike charges"
   
 
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