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Made in ca
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Archaon Everchosen (big version) General
Chaos Sorcerer Lord (tzeentch, steed)
Gaunt Summoner of Tzeentch with Familiars

Battleline:
10 Kaeric Acolytes
10 Kaeric Acolytes
10 Kaeric Acolytes

Allies:
Varangaurd
Poisoned Wind Mortar

Reinforcements = 360pts
Option Idea:
Keeper of Secrets
20 Brimstone Horrors


Strategy:

This is using the Tzeentch Allegiance for the Destiny Dice and Tzeentch spells.
Take "Treacherous Bond" on Archaon so that he can move any unsaved wounds he takes onto something else. (the brimstone horrors are here specifically for this reason as a wizard will can summon them for use as his "ablative wounds") He needs to live and although he has a ton of defense, a dedicated opponent can still wipe him out in one go. This strategy can punish an opponent for attempting that and also aid in Archaon in surviving attrition over the course of the game.
The Sorcerer Lord will use "Daemonic Power" on either Archaon or the Varanguard, depending on situation. "Oracular Visions" on the other. The first giving rerolls to 1's to hit, to wound, and to save. The latter is just to save.
Gaunt summoner is for dealing with hordes from afar. His other spell maybe "Arcane Transformation" to give Archaon another attack to his sword. Maybe Tzeentch's firestorm for more anti horde/ anti hero, such as to take out problem heroes.

The battleline is just 3 units of 10 Kaerics. These guys are just going to deploy on balconies and anywhere else an opponent cant get into melee with them. Such as taking all available space on the platform of an offidian archway. they will just shoot and be somewhat annoying. Taking objectives when they are easy.

The Varanguard are in the Allies section because they don't get their god keyword until the hero phase. They work really well alongside Archaon. 50/50 chance to outright block a spell that targets them. Can once per battle, pile in and attack a second time. I the fellspears for the incredible charge.
The Poisoned Wind Mortar is just a cheap annoying unit that can hit things it doesn't have LOS to. I use it to harass units, especially use it to take away those "if you have 20 or more models..." rules right off the bat. Its also small and requires a disproportionate amount of focus to deal with while the other things are on the board.

Lastly there is 360 points left over for summoning!
You can use this reactively, depending on what your opponent brings...
I use it for summoning in a Keeper of Secrets. She can use her command ability on either Archaon, the Varanguard, or herself. Really depends on the situation. She has easy to cast spell that is more powerful around Archaon due to his ability to give enemy units -2 bravery. And she is incredibly terrifying attack profile on her own.
This is where i will mention the Brimstone Horrors again. This list allows 20 assuming you summon the KOS. Thats 20 wounds Archaon is potentially not taking.

Be careful with deploying Archaon. If the opponent has really fast units or a ton of shooting or magic, they can still eat through Archaon's defenses and his 20 wounds. If they get the first turn and Archaon is out of position, expect that to be the end. You need the time to grant him the Treacherous Bond and Mystic Shield. Try to keep something else nearby him so he always has someone to cast Treacherous Bond on (9").
   
Made in ca
Librarian with Freaky Familiar






Problem with archeon is you really need to abuse his command ability to make him worth while which this list does not do.

Also you can't take archeon and the tzeentch alligence. Since he is not a deciple of tzeench or tzeentch arcanite you would need to take him as an ally, which you are limited to 400 points of allys at 2000.

Second of all you are limited to one other faction as your ally. So nothing in this list works.

The only way to run the big archeon model at 2k is you need to take generic chaos, cheapest battle line you can, and then use hero's to buff the balls outta the big man and hope your opponent has nothing that just removes models.




Automatically Appended Next Post:
Allegiance: Chaos
Archaon (700)
- General
Lord Of Slaanesh On Daemonic Mount (140)
Harbinger of Decay (140)
Orghotts Daemonspew (240)
Lord Of Khorne On Juggernaut (140)
Bloodsecrator (120)
10 x Ungors (60)
- Mauls & Half-Shields
10 x Ungors (60)
- Mauls & Half-Shields
10 x Ungors (60)
- Mauls & Half-Shields
1 x Chaos Warshrine (180)
- Mark of Chaos: Tzeentch
- Blood Blessing: None

Reinforcement Points (0)

Total: 1840 / 2000
Allies: 0 / 400


This list is a lot more trollsie with archeon, abusing his command abilities and his keywords each turn you give him mystic shield and he gets the following from command abilities and or auras

Reroll to wound: daemon spew
+1 attack to all weapons: blood sector
Reroll to save: from tzeentch shrine
+1 to wound from the Juggernaut
A 5+ fnp from wounds from the harbinger of decay
A 6+ fnp from the shrine
Gets to pile in twice from slaanesh lord
Gets a 2+ from mystic shield

Additionally since he has a +1 to wound and can re roll wounds, you basically get 10 dice to roll 3 5+ to just delete any hero or monster with your sword.


You also have 160 points for what ever else you want troop wise. Not saying this is a good list, but it's trollsie and will have the big man knocking models off the table left and right.

Remember, abuse the hell outta the fact he has every chaos god keyword, wizard, deamon, hero, AND mortal.


This message was edited 1 time. Last update was at 2017/10/12 05:06:32


To many unpainted models to count. 
   
Made in ca
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Archaon has Tzeentch keyword. Anything deployed that does not is within the 400 pt ally restriction (chaos).
   
Made in ca
Librarian with Freaky Familiar






Nhialis wrote:
Archaon has Tzeentch keyword. Anything deployed that does not is within the 400 pt ally restriction (chaos).


True that true that, but even still, the only way to make use are archeon to his fullest is you need to abuse his command ability, its the most powerful aspect of him, The list you have is way to thin, and is going to get ripped up, and arcaeon himself is not buffed enough.

To many unpainted models to count. 
   
Made in ca
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I am not looking to run "cheesy archaon". My opoonents try to take archaon down eith mortal wounds. A lord of change and a gaunt summoner have an easy chancr to kill archaon in one turn with the right spells.and i dont think a 5+ feel no pain is going to stop it, in fact archaon is a magnet for attacks... he will survive WAY better eith treacherous bond. Stiko makes saves for the attacks but when it comes to allocating wounds, 2+ he puts it on the target of his spell instead. This mean that should an oppoenent try to asssinate archaon, it will leave them open for the reprisal. As for your "buff the crap out of archaon and only archaon"... he doesnt really even need it... i can also get all my rerolls i need for him from one hero as opposed to three... he wins every combat... h3 doesnt need to overkill every combat as tgat is wasteful. Lasstly you cant just weaken him by killling heroes so easily. There are also objectives in most battleplans. I cant fulfill objects with ALL my eggs in one basket. Nd if archaon is the only thing thats scary... thats predictable, easy to beat. The knee jerk reaction is to focus on his command ability... its not his only strength. In 2000 you have to be more sparing and just take what privides the most bang. For me thats kos. Boob snke works but not in this allegiance. Treacherous bond


Automatically Appended Next Post:
A smart opoonent wilo just send tarpits at him whike their army goes for objectives. Who cares how beefy archaon is when i cant pick his battles? My list provides other threats and possibilitiesfor easy objective grabbing. Summon 20 brimstones on an emoty objective. Bam its yours. Facing your list i woukd tarpit archaon and mqgic him off the board (maybe first the hero giving the 5+.) but nothing but archaon is goingto hurt me really. Heroes like a lord of khorne are not eboufh against a full unit.


Automatically Appended Next Post:
Keep archaon alive and he gets to be in more fights. Fail to and he will be gone by turn 3. It wont matter that he has an extra attack or +1 to hit or wound then. Archaons primary attacks already hit on 2 wound on 3. Only dhorgar is buffed by + to hit.


Automatically Appended Next Post:
I can give him an extra attack to his sword with a tzeentch spell anyways. And it wont cost me points. Not to mention how i can insta kill any model if i decide to use destiny dice... yeh i just dont go for the knee jerk reaction of putting all eggs into archaons command ability...


Automatically Appended Next Post:
You put a lot of points into models that do nothing but buff an already super killy model. The only thing in mine that cant do something else i task it is the sorcerer. Varangaurd can still kill a unit... kos can. Gaunt summoner can burn units... yeh archaon is not the single only threat that can be stopped by simply holding him in silly tarpit combats, effectively lovking down his whole army.... yeh, no thanks.


Automatically Appended Next Post:
Kaerics wont be so squishy on top of balconies such as offidian archways... all tournaments and stores in my area do base to base measuring only... effectively making hight restrictions super stupid. Such as how standing on a barrel can make you untouchable by anything but ranged attacks. And they dont use the vertical move errata when it comes to charging i have heard, yes this might mean you can hid from archaon by sim9ly standing on a barrel. Its stupid as hell but thats how they want to play.... in a tru!y competitive list id run Tzeentch daemons and focus fire out the enemy ranged while keeping everything on balconies or otherwise second story platforms (with which there are plenty of terrain). Not worried about losing those "paper thin" kaeirics anyways.


Automatically Appended Next Post:
Also btw varanguard are 5 wounds each, 3+ save. 4+ anti-spell save. So if the opponent flings spells at either Archaon OR these guys that is fine and a good distraction. They are much cheaper in points cost too as of ghb2. Simply a must if Archaon is on the battlefield as he boosts them so much more. On a charge they deal out 9 x 2+, 2+, -1, d2, can then choose to pile in and attack again with same stats with fellspears. With the KOS nearby that can be 3 times pile in and attack in one turn! This makes them better and more optimized than a bunch of heroes with command abilities to boost ONLY Archaon. This unit is just as much of a threat but can be somewhere else on the battlefield. Once again, why buff an already super killy model when you can bring something like this and just double your lists killing potential (and objective potential) while making Archaon way more defensible? Yeh you can make Archaon super overkilly, but the rest of the list is sacrificed for little reason.

This message was edited 6 times. Last update was at 2017/10/14 21:12:49


 
   
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 Backspacehacker wrote:
Problem with archeon is you really need to abuse his command ability to make him worth while
I stopped here and laughed. This is so blatantly untrue I don't even know where to start!

Also, in order for ally points to work the rest of your army has to be the same faction (even if they all fit into Tzeentch allegiance). It's a weird quirk but since your army isn't completely from DoT or Everchosen you won't be able to actually use allies; everything will need to be Tzeentch.

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

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Listen. Right in the disciples of tzeentch book under allegiance, it says you only need mark of tzeentch to qualify. Please read the rules before posting.
   
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To use the abilities from DoT an army needs to have Tzeentch allegiance. The problem is not with that. When determining allies an army can only include units chosen off the ally list for that faction. His main army comes from three different factions; Everchosen, Disciples of Tzeentch, and Slaves to darkness. Again, these all have the Tzeentch keyword and accordingly can use the allegiance abilities from the DoT battletome. However, when determining ALLIES he can only include 400 points from FACTIONS allied to his own. If his FACTION is Disciples of Tzeentch then he is way over the limit because of Archaeon and the Sorcerer Lord, even if his whole army still qualifies for Tzeentch ALLEGIANCE.

Allegiance =/= Faction. In all instances aside from mono-god armies it doesn't matter since allegiance and faction are the same name anyway, but as of now mono-god armies must deal with this weird quirk of the rules. Basically, his army can be completely from one faction and get 400 points of allies or he can freely mix factions (as long as they have the keyword of course) but not be able to use allies.

Given the level of snark and hipocrisy in the above post I'm expecting a similar response, but I'd honestly prefer you prove me wrong.


Automatically Appended Next Post:
Nhialis wrote:
Listen. Right in the disciples of tzeentch book under allegiance, it says you only need mark of tzeentch to qualify. Please read the rules before posting.

This message was edited 1 time. Last update was at 2017/10/15 21:05:27


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. 
   
Made in ca
Librarian with Freaky Familiar






I mean you can say what you want, im just going to let you know he is going to get glassed off the table and the second he is gone, your army is tosted. As the above poster said snarky comments are not going to so you any good.

To many unpainted models to count. 
   
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Ninth, GW clarified in an FAQ over the weekend that Blades of Khorne and Disciples of Tzeentch are used interchangeably with their respective keywords, so that army is in fact legal.

2000 Khorne Bloodbound (Skullfiend Tribe- Aqshy)
1000 Tzeentch Arcanites (Pyrofane Cult - Hysh) in progress
2000 Slaves to Darkness (Ravagers)
 
   
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 Backspacehacker wrote:
I mean you can say what you want, im just going to let you know he is going to get glassed off the table and the second he is gone, your army is tosted. As the above poster said snarky comments are not going to so you any good.
He's using treacherous bond to pass off wounds on a 2+, so that's pretty unlikely.


Automatically Appended Next Post:
 EnTyme wrote:
Ninth, GW clarified in an FAQ over the weekend that Blades of Khorne and Disciples of Tzeentch are used interchangeably with their respective keywords, so that army is in fact legal.
Oh thank goodness. I'm happy to have my argument about allies rendered moot.

This message was edited 1 time. Last update was at 2017/10/16 16:50:37


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. 
   
Made in us
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Trecherous bonds is not that scary on brimstone's, at the same point cost he can get shot by 60 shots from hand gunners hitting and wounding on 2s, so sure I'll need to eat through 20 wounds. With a melee screen Shure you can charge them, then get shot another 40 times from the charge.

Your putting all your eggs in one basket.


Automatically Appended Next Post:
Or I'll just run a skyree formation that let's me drop around 9 stromfiends 3 inches away from him, and then use a warpstone charge to double their damage, enjoy getting hit by 9 2d3 auto hitting mortal wounds or if I really wanted to, make that 6 2d3 mortal wounds, and take 3 stromfiends with the rating gun, and have them decimate your brimstone screen.

Correction on the warpchsrge one of them would be dealing 4d3 mortal wounds

This message was edited 2 times. Last update was at 2017/10/16 18:17:55


To many unpainted models to count. 
   
Made in us
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As far as Archaon in a Tzeentch list, I've long been an advocate of putting him next to a 20-man unit of Chaos Warriors. That's a lot of tough wounds to have to chew through.

2000 Khorne Bloodbound (Skullfiend Tribe- Aqshy)
1000 Tzeentch Arcanites (Pyrofane Cult - Hysh) in progress
2000 Slaves to Darkness (Ravagers)
 
   
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 EnTyme wrote:
As far as Archaon in a Tzeentch list, I've long been an advocate of putting him next to a 20-man unit of Chaos Warriors. That's a lot of tough wounds to have to chew through.


Now we are talking, mystic shield them bad boys, tzeentch warshrine bless them, and mystic shield them. 3 up rerollable 2 wounds with a ward save and a 6+ fnp from the shrine. Serious tar pit.

To many unpainted models to count. 
   
Made in us
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 Backspacehacker wrote:
Trecherous bonds is not that scary on brimstone's, at the same point cost he can get shot by 60 shots from hand gunners hitting and wounding on 2s, so sure I'll need to eat through 20 wounds. With a melee screen Shure you can charge them, then get shot another 40 times from the charge.

Your putting all your eggs in one basket.


Automatically Appended Next Post:
Or I'll just run a skyree formation that let's me drop around 9 stromfiends 3 inches away from him, and then use a warpstone charge to double their damage, enjoy getting hit by 9 2d3 auto hitting mortal wounds or if I really wanted to, make that 6 2d3 mortal wounds, and take 3 stromfiends with the rating gun, and have them decimate your brimstone screen.

Correction on the warpchsrge one of them would be dealing 4d3 mortal wounds
So your 60 handgunners get 2.4 wounds on archaeon, 11.5 on the treacherous bonded unit, and eat 8 mortal wounds themselves. And then you're down to "well, skryrefyre beats it" which is meaningless because skryrefyre beats everything. So basically, I've called you put on not knowing what you're talking about and this is when you continually raise specific scenarios that don't actually work in a vain attempt to avoid just admitting you didn't account for treacherous bond in your initial assessment.

This message was edited 1 time. Last update was at 2017/10/16 19:11:18


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. 
   
Made in us
Librarian with Freaky Familiar






No all im saying is an archeon list is not as good as people think, he puts all his eggs in one basket.

I do accout for it, because I use it as well for my army. 60 hand gunners hitting and wounding on two is going to make short work of anything you are trying to pass wounds onto, there is a reason you never see him in a tournament.

Im just trying to save the OP from buying a $160 model that is really medicore on the table.
Spoiler:

Besides what statistics are you using to get 2.4 wounds? Because if we assume you mystic shield him, perfect statistics account for 13.6 wounds, assuming he has a 2+ getting rended to a 3+. If you did not mystic hes taking 20. Statiaticlly average.

But let's assume you have 20 brimstone horrors. 60 shots 2/2, is going to come out to 41 wounds, statistic average. Archeon can pass of 20 of those to the horrors on a 2 plus. Which average would be 21 wounds he would pass off, but because there are only 20 horrors, any thing past that is still going on archeon, so even if the 20 horrors and chewed through first that's still 21 saves archeon needs to make, assuming stat average. Which if his save is a 3+ after rend, he is taking 7 wounds on the first volley. He charges, he is going to get a second volley from their over watch.


Automatically Appended Next Post:
A break down of 60 hand gunners:

To hit, 2+
60 *.83 = 49.8 hit

To wound:
49.8*.83= 41 wounds.

For arguments sake, 20 wounds are passed, brim stones get no save, 21 wounds remain

If mystic shield 2+ to a 3+
21*.33= 6.9 wounds through

If no shield and rended to a 4+
21*.5 = 10.5 wounds.




Automatically Appended Next Post:
OH WAIT WAIT!!!

I SEE ok I see how you got the 2.4 wounds im spongeing what you are spilling now. You right you right. Your numbers on on mine are off. If we assume none of the attacks are directed towards the brim stones. Which to be god honest idk your opponent would not nuke the brim stones first then the big man.

This message was edited 4 times. Last update was at 2017/10/16 20:20:32


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1 - Wounds are passed after he makes his saves, not before.
2 - Archaeon shows up at tournaments all the time.

Edit: 3 - If enemy handgunners are killing the bonded unit first it's your fault for putting them within 16" range of two whole units of them.

This message was edited 1 time. Last update was at 2017/10/16 20:22:23


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. 
   
Made in us
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 NinthMusketeer wrote:
1 - Wounds are passed after he makes his saves, not before.
2 - Archaeon shows up at tournaments all the time.

Edit: 3 - If enemy handgunners are killing the bonded unit first it's your fault for putting them within 16" range of two whole units of them.


Yeah you right on the stats I for got an order of operations.

But they are gonna need to get into range one way or another of the gunners.

Which tournament recently had him where he did good? Genuinely curious here, because I have never seen him hit the table and make a dent in a tournament

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Grand Tournament 2017 heat two is the most recent major tourney with an Archaeon list afaik, though I haven't seen the stats for heat three yet.

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. 
   
Made in us
Librarian with Freaky Familiar






Never really saw him as good torunment matieral, on house absolutely, but on dragon, just cost way to much and it's one unit that's 700 points.

Just seems way to much risk to reward

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It's because with treasonous bond he's nearly impossible to kill without first wiping out the bonded unit. And he can just bond a different unit the next turn. Also he can roll up to any model in the game, fate dice two 6s and instantly kill it.

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. 
   
Made in us
Librarian with Freaky Familiar






 NinthMusketeer wrote:
It's because with treasonous bond he's nearly impossible to kill without first wiping out the bonded unit. And he can just bond a different unit the next turn. Also he can roll up to any model in the game, fate dice two 6s and instantly kill it.


Take a khone Juggernaut lord, you can do it on 5s.

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a) I think you're thinking of the Mighty Lord of Khorne's Reality-Splitting Axe, not the Juggerlord's axe. Juggerlords "just" do 3 wounds instead of d3 wounds on a to-hit of 6.

b) Neither of those models can be used in Tzeentch list (unless Tzeentch can ally Blades of Khorne. Don't have access to my GHB right now to check) and thus can't use destiny dice to just straight up delete a model. The Archaon trick involves using two 6s from the destiny dice pool to just say "That's a nice Mourngul you've got there. Why don't you just go ahead and take it off the table".

This message was edited 1 time. Last update was at 2017/10/17 14:27:16


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Yeah, I don't play khorne so don't know the unit that gives the buff, but if you make it so you can do archeona ability on 5+ gives you more flexibility with it. That way when archeon uses the dice, you can use 5 and 6s in case when you roll out your destiny dice you only get say 1 6

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 EnTyme wrote:
a) I think you're thinking of the Mighty Lord of Khorne's Reality-Splitting Axe, not the Juggerlord's axe. Juggerlords "just" do 3 wounds instead of d3 wounds on a to-hit of 6.

b) Neither of those models can be used in Tzeentch list (unless Tzeentch can ally Blades of Khorne. Don't have access to my GHB right now to check) and thus can't use destiny dice to just straight up delete a model. The Archaon trick involves using two 6s from the destiny dice pool to just say "That's a nice Mourngul you've got there. Why don't you just go ahead and take it off the table".
The Khorne Jugg lord has a command ability that gives +1 to wound rolls.

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. 
   
Made in us
Librarian with Freaky Familiar






 NinthMusketeer wrote:
 EnTyme wrote:
a) I think you're thinking of the Mighty Lord of Khorne's Reality-Splitting Axe, not the Juggerlord's axe. Juggerlords "just" do 3 wounds instead of d3 wounds on a to-hit of 6.

b) Neither of those models can be used in Tzeentch list (unless Tzeentch can ally Blades of Khorne. Don't have access to my GHB right now to check) and thus can't use destiny dice to just straight up delete a model. The Archaon trick involves using two 6s from the destiny dice pool to just say "That's a nice Mourngul you've got there. Why don't you just go ahead and take it off the table".
The Khorne Jugg lord has a command ability that gives +1 to wound rolls.


BAM that's the one, and since archeons ability is on a 6+ that means it's modifiable. So use archeons command ability to use the khorn one on him, slip in those 5 or 6 destiny die, become 6and 7 and Bam, dead.

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Ah. Now I see what you were getting at. Still can't remember if a Tzeentch army can take Blades of Khorne units as allies or not, but that is a synergy I never even considered. Not to mention you could actually take Archaon as your general and still be able to use the Juggerlord's command ability. Unfortunately, it only works if the unit charges that turn. You'll likely only get one chance to get those two 6+ rolls. In my experience, everything just kind of swarms Archaon.

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1000 Tzeentch Arcanites (Pyrofane Cult - Hysh) in progress
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That's why I said stacking hero's with archeon is brutal. Another saucy combo, is running a slaanesh lord on mounts, his command ability let's any slaanesh mortal unit pile in twice, and guess who is a mortal.


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Another thing to do is take the warshrine, and give it a tzeench alligence, mystic shield archeon and enjoy 2 up rerollable. Wombo combo that with brimstone Bond and good luck never killing him. Need to watch out for spells that just kill a unit though. A gaunt summorner for example can one shot him in melee if he is lucky

This message was edited 1 time. Last update was at 2017/10/17 20:55:38


To many unpainted models to count. 
   
Made in us
Auspicious Aspiring Champion of Chaos






While we're on the subject of buffing Archaon to the max, how about this:

Lord of Plague - gives Nurgles Rot
Chaos Lord of Slaanesh - 6s to-hit generate an extra attack
Lord of Slaanesh on Daemonic Mount - pile in and attack twice
Aspiring Deathbringer - +1 attack
Bloodsecrator - +1 attack
Juggerlord - +1 to hit on the charge

Couple that with that bonded 40 warrior squad and a Tzeentch warshrine.

This message was edited 1 time. Last update was at 2017/10/17 21:31:46


2000 Khorne Bloodbound (Skullfiend Tribe- Aqshy)
1000 Tzeentch Arcanites (Pyrofane Cult - Hysh) in progress
2000 Slaves to Darkness (Ravagers)
 
   
Made in us
Librarian with Freaky Familiar






That's like what my original suggestion was on how to make him pretty much an unstoppable Force that just rolls through anything. Gets to the point where he is hitting and wounding on two, rerolling ones, so survivability of brimstone shield is almost moot because anything that gets in combat with him is going to have the whole squad nuked.

To many unpainted models to count. 
   
 
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