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Post by jukei on Jun 16, 2019 8:58:59 GMT
I decided to Use two fighty Prince (4+ AS 5++ WS)... They are good fighters and thunderstorms is a great thing against infantry... Blue scribe is one of my favorite Unit. it can be used as chaff...can give us additional channeling dices...can give us that unexpected spell from a lore we choose which can be pretty handy in some crucial moments. A unit with random Strenght with Changeling is interesting .... as shooters flamers and 2 chariots and screamers to harass... In magic phase we hade all the lore spread on Heralds and horros and pointing on gateway for obliterating a dangerous Unit was my first idea. My opponent was my friend with a pretty good Ogre Kingdom army. ....
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Post by jukei on Jun 16, 2019 9:14:27 GMT
He plays usually with a huge unit with Ogre with great weapon with Flameogre wizard, general lv 4 and BSB. 3 heavy cavalry 1 mammoth 2 cannons 2 tigers and 1 additional unit of 6 ogre. he is a good player and the list is pretty effective against a lot of armies in my area. I tried to hide Princes....the first turn ...I was maneuvering chariots and flamers to shoot the turn after and I managed a good magic phase with gateway on his cavalry . he advanced with almost everything and in my turn, I managed to charge with my 2 princes his mammoth.... I killed his chaff with flamers and harass one of his cannons with my screamers. I was pretty happy of how things were going... but from the third turn on ...things changed....in bad for me. Mammoth killed one of my prince ( I know it was not a great move to charge a T6 S6 monster ....) but I i didn 't have so many alternatives. I had to kill something big ...take points and stop his march against me. So the left prince killed in 2 turns the monster flamers and gateway gave 5+ reg to his Knights but I managed to kill 2 up of 3 . Cannons charged and killed my screamers... ( I wanted to gain time and I took the risk of this charge ...) And the 6 mini unit of ogres charged and killed my flamers and when the main unit charged my main horror units..the disaster happened. Changeling didn't scare his general too much he killed my hero in one turn and I was not able to put a wound on him My horrors had S3 and were decimated by opponents IN the 5th turn I lost 2 horrors unit wizards ...1 prince flamers ...screamers... it was a big loss ...and even if I did some mistakes I felt frustrated. He lost only 1 unit of cavalry 1 mammoth and 1 cannon ( which i killed with my chariots) ...uhmmm sad.
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Post by jukei on Jun 16, 2019 9:21:57 GMT
It was better to play with wood elves with the old books ...easier... and also less frustrating. So I decided to change my list.
A change for sure was needed ..but what went wrong exactly? So many things - I overestimated Changeling - He is expensive ( 170 points ) - He has only 2 wounds. - I cannot protect him better so 5 + ward save in a challenge often is not enough. Opponent often has a good armour save and a good ward save. - His loci is wasted if I have another herald with better loci in the same unit - he is only lv 1 wizard....
it's a meh
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Post by jukei on Jun 16, 2019 9:26:25 GMT
- I didn't have so many channels dices because I had big horrors Unit - I miss a real "punch" . I liked Princes ...really. But they are not enough and without using thunder stomp...I suffered a lot. - I didn't have a lev 4 wizard. I could deal with that almost all the game but I miss anyway something .. The Tzeentch lore is aggressive but doesn't have anything to support us in melee...this was a big missing ....
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Post by jukei on Jun 16, 2019 9:30:28 GMT
- flamers did not that much as I suspected 6 of them seemed to be scary . They can do damages but they have several problems 1) cost 2) effectiveness / shooting aways on 6 it's not that great. 3) warpflame rule( often you will decide to not shoot for avoiding to spread regen.) let's say that it's a rule terrible but on the battlefield somehow is not a tragedy if you are careful.
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Post by jukei on Jun 16, 2019 9:44:03 GMT
chariots also had some cons.. Nice unit but moving only 10" ...fly rule but still chariots warpflame ...
ok they are much better shooter ....because with flame template we can make panic test and do a lot of damages.
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Post by jukei on Jun 16, 2019 10:07:24 GMT
My idea was so to add + lore of metal + give another try to flamers but adding a BSB with flame banner + lord of Change lore of metal + 4 horrors unit for having less juicy targets and more channeling attempts
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Post by jukei on Jun 16, 2019 10:08:26 GMT
[2,391pts]
+ Lords [900pts] +
Lord of Change [475pts]: Exalted Gifts [75pts], Lore of Metal, Wizard Level 2 . Categories: Lords . Rules: Daemonic, Daemons of Tzeentch, Fly, Large Target, Swiftstride, Terror, Thunderstomp
Lord of Change [425pts]: Lesser Gifts [25pts], Lore of Tzeentch, Wizard Level 2 . Categories: Lords . Rules: Daemonic, Daemons of Tzeentch, Fly, Large Target, Swiftstride, Terror, Thunderstomp
+ Heroes [241pts] +
Herald of Tzeentch [160pts]: Lore of Metal, Wizard Level 2 [35pts] . Categories: Heroes . Rules: Daemonic, Daemons of Tzeentch . Battle Standard Bearer [35pts]: BRB - Banner of Eternal Flame [10pts]
The Blue Scribes [81pts] . Categories: Heroes . Rules: Daemonic, Daemonic Gifts, Daemons of Tzeentch, Fly, Spell Syphon, Swiftstride
+ Core [600pts] +
Pink Horrors of Tzeentch [150pts]: Lore of Tzeentch, Musician [10pts], 10x Pink Horror of Tzeentch [130pts], Standard Bearer [10pts], Wizard Level 1 . Categories: Core . Rules: Blue Horrors, Daemonic, Daemons of Tzeentch, Magic
Pink Horrors of Tzeentch [150pts]: Lore of Tzeentch, Musician [10pts], 10x Pink Horror of Tzeentch [130pts], Standard Bearer [10pts], Wizard Level 1 . Categories: Core . Rules: Blue Horrors, Daemonic, Daemons of Tzeentch, Magic
Pink Horrors of Tzeentch [150pts]: Lore of Tzeentch, Musician [10pts], 10x Pink Horror of Tzeentch [130pts], Standard Bearer [10pts], Wizard Level 1 . Categories: Core . Rules: Blue Horrors, Daemonic, Daemons of Tzeentch, Magic
Pink Horrors of Tzeentch [150pts]: Lore of Tzeentch, Musician [10pts], 10x Pink Horror of Tzeentch [130pts], Standard Bearer [10pts], Wizard Level 1 . Categories: Core . Rules: Blue Horrors, Daemonic, Daemons of Tzeentch, Magic
+ Rare [410pts] +
Burning Chariot of Tzeentch [150pts] . Categories: Rare . Rules: Daemonic, Daemons of Tzeentch, Exalted Fire of Tzeentch, Fly, Impact Hits (D6) (FAQ'ed), Scythes, Swiftstride, Warpflame
Soul Grinder [260pts]: Daemon of Tzeentch [10pts] . Categories: Rare . Rules: Daemonic, Daemons of Tzeentch, Implacable Advance, Large Target, Natural Armor (4+), Terror, Thunderstomp
+ Special [240pts] +
Flamers of Tzeentch [240pts]: 6x Flamer of Tzeentch [240pts]
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Post by jukei on Jun 16, 2019 10:37:52 GMT
On the lord I always was hoping to have as exalted gift 1: Aura of Disruption ( You get a free dispel dice each time the model is on the board and a dispel attempt is made. In case I didn't get it I opted always for swapping the gift with Chromatic Tome. This item is excellent for us and thanks to it we can optimize ou magic phase. (lets you reroll the winds of magic dice!)
Wand of Whimsy eventually is another option to consider in case the result of lesser gifts is not so good.
Soul grinder is shield meat for our general and can be useful to keep in melee a troop...to stomp... he can shoot ...he gives what I was searching in my list .
I have 7 channelling attempts ( without considering Blue scribes) I have 4 spells from metal lore so I probably can have Trasmutation ...and answers vs Heavy armour armies and buff for shooting or melee...
flamers with BSB with real flame....ehehhe I was really curious to try this!!!
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Post by jukei on Jun 16, 2019 10:42:34 GMT
should I go on ? are you curious? :-)
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Post by sedge on Jun 16, 2019 21:19:59 GMT
should I go on ? are you curious? :-) Definitely!
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Post by jukei on Jun 17, 2019 16:34:40 GMT
Thank you Sedge for your reply and Thanks Horace and Knoffles for the thumbs up. Let's continue then. I had to test that army. I couldn't wait for it because I was sure I could do well. First battle TZEENTCHY test 2 vs High Elves Guardian of Flame
I don 't remember exactly his list but I will try to give you an idea ... Wizard lev 4 high magic BSB 30 Lothern Seaguards 20 archers silver helms Phoenix Guard 30 men..razor banner. repeater bolt thrower x 3 and
Deployment
I Hid one LOC behind the Soul Grinder and the other had the chance to hide himself behind a building. I dropped my Horrors all along the battlefield caring to have the Horrors Unit with" gateway" in the centre of the field . Chariot on one flank Sou grinder central ....
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Post by jukei on Jun 17, 2019 16:52:02 GMT
LOC 1, my general had he chromatic tome....and a less gift not so useful which I changed for the wand . LOC 2 lesser gift ...d3 impact hits
FIRST Turn
Helves had the initiative...
Soul grinder was the target of his attention. after magic and shooting phase he lost 4 wounds. His High toughness combined with 4+ armour save 4+ and 5+ ward save surprised me positively.
He moved towards with all his troops.
In my movement phase, I moved back my horrors caring to have the enemy in the spell range.
In the magic phase, I had to use the Tome for changing "my fate "
I had also 2 additional 6 from channelling all in all 9 or 10 dices. I tried gates with 6 dices on his knights and I got a double six !!!! 7 elves out of 10 knights died. I was happy ! Unfortunately they were not in the range of my flamers otherwise I could have finished them...
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Post by jukei on Jun 17, 2019 17:00:30 GMT
Second TURN he managed to kill my Soul grinder ... He marched with almost everything. Fighting in the air...
Movement phase was not easy I decided to cast transmutation and LOC was not in the range ...of his Phoenix unit I had to take a risk and fly ...but before I needed to use Blue scribe as chaff. LOC could have been charged by Seaguards and I needed him not in combat for a while.
I moved the chariot in order to shoot blue fire on the left silver Helms.
my magic phase was ok .but no additional dices from channeling. Transmutation was dispelled ( i think he used his dispel scroll) and my Strategy was compromised...
I shot and kill the knights with nice blue grapeshot.
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Post by jukei on Jun 17, 2019 17:10:58 GMT
Third Turn His arrows killed my chariot. He charged and kill blue scribes. He charged an kill an horror unit. he buff Ward Save oh his elite troops and now was pointing on My flamers.
I was in trouble Flamers were in the range for shooting and I could have hit at 5+ then...but not moving would have meant be charged the next turn and probably die. I decided to move herald BSB and leave the flamers free to shoot. I didn't want to lose so many points. Moving Flamers meant also to never shoot efficiently. The problem of this unit was suddenly clear to me. the range of 18" is a huge limit Then all the modifiers are also influencing our choices. what to do then? move,move and shot or march far? It's a unit I like a lot to play ...but really at that moment, I wanted simply having a fighty Unit. Going back to the battle... I decided to shoot seaguards. I rolled on average and I killed 8-9 of them but now they had a nice REG 6+.. uhmmm
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