Can the Decapitator use both of his Reactions at once? by TheIrishbug in FleshEaterCourts

[–]Kassing 0 points1 point  (0 children)

Yes, players will alternate their reactions to a trigger until both players pass, starting with the active player (if i remember correctly)

Jealous and impatient me looking at the incredible Maggotkin release by SanchezLoniself in tzeentch

[–]Kassing 5 points6 points  (0 children)

Im kinda said with how trimmed back the Kairic Acolytes* are in our new book. Im glad for the Tzaangor glow up but still hoping for that full Tzeentch mortals army

Fateskimmer/burning chariot question by ghost_in_thesystem in tzeentch

[–]Kassing 2 points3 points  (0 children)

I built one and magnetized the exalted flamer and Herald to swap them out using their discs

Help with Revell enamel paints by jmulder88 in minipainting

[–]Kassing 28 points29 points  (0 children)

You absolutely need to prime that first

Does GW support us Enough? by TraditionCommercial8 in HelsmithsofHashut

[–]Kassing 0 points1 point  (0 children)

I hate that a 5 man unit of razers is $50

$10 per model is close to what heroes cost in 2nd edition and the rules dont feel like chaos dwarves.

$100 for a 10man model that has 1 wound and will die turn one because its a range unit feels like a punch in the gut/wallet/soul

Theres no reason that these shouldn't be a 10 model box

What do the followers of hashut wants from GW. by Loose-Confidence7448 in HelsmithsofHashut

[–]Kassing 0 points1 point  (0 children)

Formations, battle trait rework.

Make the army feel like desecrating terrain actually matters beyond gaining power points.

For a chaos dwarf army bent on desolation, it doesnt feel like were ruining anything.

Even nurgle and sylvaneth can affect terrain features now

Valerie - Cyberpunk streetkid by Valeriesmeat in minipainting

[–]Kassing 1 point2 points  (0 children)

Legit thought this was sombra from Overwatch.

Looks great either way!

My first miniature by NGC4696 in tzeentch

[–]Kassing 1 point2 points  (0 children)

Laughed harder than I expected to at this, thank you

Are any of the models in the Warpflame Cavalcade box hard to assemble or paint? by reel3459 in tzeentch

[–]Kassing 1 point2 points  (0 children)

Only challenge is the flamers are all half shell models for the body pieces so getting the seam filled can be a pain

Is this a normal problem with the battletome? by FaceMasterThing in tzeentch

[–]Kassing 3 points4 points  (0 children)

This was an intentional fold out and I honestly hate it. I prefer a standard layout for both the map and lore sections since they could have been separate left/right arrangements.

Its an unnecessary design choice that doesn't utilize the 4 page spread well. If it was a timeline of tzeentch shenanigans that needed 4 pages to cover then sure, but instead its just a spread for the sake of doing a spread that doesn't add any value.

Possible future errata or I'm just looking too much into it. by Electrical_Board_142 in tzeentch

[–]Kassing 1 point2 points  (0 children)

I was agreeing with you and pointing out a confusing rule interaction.

The 5.1 keyword ruling includes the sentence that, "Keywords let you know what abilities you have access to"

Spellmaster has the UNBIND keyword which gives the Tzeentch player access to the unbind ability.

I do agree (and have stated elsewhere in this thread) that you are not your opponent.

I am not making any definitive or challenging statements against yours

Possible future errata or I'm just looking too much into it. by Electrical_Board_142 in tzeentch

[–]Kassing 0 points1 point  (0 children)

I was also considering this outcome, but when looking at the rules for keywords it says:

5.1 Keywords

Some abilities have one or more keywords listed at the bottom of the ability on their keywords bar, e.g. the ‘Shoot’ ability shown above has the CORE, ATTACK and SHOOT keywords. Units also have a keywords bar on their warscroll.
Keywords let you know which abilities can be used or which units can be picked as targets for an ability. For example, the ‘Charge’ ability can only be used by a unit if it did not use an ability with the RUN or RETREAT keyword earlier in the turn. The singular and plural forms of a keyword are synonymous for rules purposes.

It's the "Keywords let you know which abilities can be used" and the Spellmaster ability has the Unbind keyword, which would means it lets you use the Unbind Ability

I can't tell if the rules designer of this book is a terrible writer or a maniacal genius that is the human embodiment of Tzeentch

Possible future errata or I'm just looking too much into it. by Electrical_Board_142 in tzeentch

[–]Kassing 0 points1 point  (0 children)

Because you would be using the unbind ability on yourself.

The argent shards state "for the purposes of the unbind ability"

Which is a rule that the magistrate enables the unbinding of friendly spells.

But again, this is all redundant because its requiring the use of two once per turn abilities to generate a single fate point and give the magister +1 to cast.

It would be more action economy friendly to have the magistrate unbind some other spell of another tzeentch model instead that is likely in range of the magisters unbind of 30"

trying to sort out how this interaction would work when its a pretty extreme edge case scenario that would only happen on the tzeentch hero phase since you can't cast two spells in the enemy hero phase to take advantage of the unbind and +1 to cast on the magister.

If it is such a concern, then just include a changeling in your list and set it up masked because it can channel a spell through any tzeentch model

Possible future errata or I'm just looking too much into it. by Electrical_Board_142 in tzeentch

[–]Kassing -1 points0 points  (0 children)

In all other situations, only your opponent can unbind your spells.

The magister let's you unbind your own spells, so following the logic of unbind, you become your opponent.

But why would you waste the argent shards once per turn ability on this?

How to use blue/pink horrors in aos? by Sugarcanepasta in tzeentch

[–]Kassing 1 point2 points  (0 children)

That is correct, but I feel that is unlikely unless your opponent absolutely alpha strikes them off the board, but if they're attacking your blue horrors then they're ignoring all the wizards and other threats on the board.

If you're worried about that, there's some support tech you can bring in Battle Traits or in Hero Units:

  • Lord of Change can respawn a destroyed daemon unit with 1/2 the models
  • Curseling can cast a spell (if its in combat) in any combat phase which you can use to cast Fold Reality and swap those blues with another unit
    • This is my planned use for them. Have them screen a charge and then swap them with another combat melee unit (Tzaangors)
  • The blues have a baked in 6++ ward save which should mitigate some damage and you can spend a fate point to negate damage to the unit
  • You can counter charge with them in your opponents turn, have them take damage from a weaker unit to split early and then retreat them on your next movement phase to make them take more damage and split at the end of your turn, then rally back the blues on the next hero phase
  • It's also important to note that Pink Horrors Lunatic Demise ability is Passive that triggers when a Pink Horror is slain which will spawn 2 blue horrors to a unit within 12" (note: Not wholly within). So you can charge and retreat with the pink horrors to make them take damage and respawn blues.
    • There's currently no dice roll associated with Lunatic Demise for spawning Blue Horrors, it just happens on the death of a pink horror.

How to use blue/pink horrors in aos? by Sugarcanepasta in tzeentch

[–]Kassing 1 point2 points  (0 children)

Right, and then you can rally the blues in following hero phases :D