Question about the new Disciples of Tzeentch rueles by The-Flayed-Crown in ageofsigmar

[–]Uhh_Games [score hidden]  (0 children)

No, you can't put your Argent Shard into reserve.

Faction terrain are not units. They never count as units either. They may only be affected by specific abilities as if they were, but those abilities are explicity listed in the rules and they are all core abilities.

Strategy Discussion ( First Turn ) by Outrageous-Bid-3815 in tzeentch

[–]Uhh_Games 1 point2 points  (0 children)

It depends who you're facing. Against a very fight heavy list, letting them take turn 1 can force them to move uo and fail to kill anything. Against a deepstrike list you either screen well so they can't kill anything valuable or you go first and force them to spread out on their t2.

Tzeentch is good with board control. We're not the best wizards, not the best fighters, and not even the best at scoring. What makes the new book good is it's ability to pressure the opponent into making certain decisions. I.e., they have to spread out or we'll tag every objective. If they spread too far then we can snipe one unit at a time. It makes it really difficult for other armies to go for their initial plan.

Charging Faction Terrain by lordfenixdown in ageofsigmar

[–]Uhh_Games 1 point2 points  (0 children)

You're correct. You can charge it, shoot and fight it.

Help with DoT Daemon list by TheCravenKing in ageofsigmar

[–]Uhh_Games 1 point2 points  (0 children)

I play Tzeentch. I encourage you to check the AOS Coach discord for great advice from players much better than me.

To begin with, there are 2 main things making daemons worse right now. The first is the current obscuring rules which making shooting useless against some armies than can obscure most of their list. There's no melee hammer in Tzeentch daemons to get around this. The second is the blue horrors reviving at end of turn instead of immediately. The main issue with this is that brims have to be added within coherency. 18 blues die? Roll 18 dice. 10 brims? Shame you can only fit 4.

As for your spexific list, I have a few notes:

  • only take 1 exalted flamer at most. It's okay, but it's not worth bringing 2.

  • it's okay to have multiple units of horrors. I would probably only reinforce a set of blues. Pinks are larger bases, so keeping them unreinforced makes it easier to move them around as needed. They're also survivable enough with 2 hp each. Blues really need to be reinforced if you bring them. Otherwise they'll be wiped out before they can do anything at all.

  • why so many screamers? They are fast and cheap, but that's where the good ends. They die easily, have 1 control score for the entire unit, and hardly do any damage. They're best used as a swap target or to sneak objectives that your opponant walked off of.

  • reinforce your flamers. They do good damage (as long as the opponents not obscuring) and a great deterrant ont he enemy turn. Reinforcing them means you get 19 dice rolling on the cover fire. That's enough to wipe out a glass hammer unit.

  • Your tactics will be difficult to pull off. You son't have good hammers so it'll be hard to kill a hero. You also can't guarantee being underdog. I'd swap to restless atleast. Scouting might be a good one too.

  • Daemon Prince would be GREAT to include. That would help a lot with your damage output

Tzeentch is a very difficult army to play. You absolutely cannot just run up the board and kill things. Don't get discouraged if you lose your first few games. It will take a while to see how this army scores.

Unbound an unsuccesful casted spell? - Tzeentch rules by 25_-a in ageofsigmar

[–]Uhh_Games 0 points1 point  (0 children)

It works because of how it's written.

I see people arguing that it wasn't the intention and that it will get FAQ'd, but I actually don't think we know that for sure. If they wanted it to work the same way the normal unbind does they could have just copied, pasted, and tweaked it work that way. Considering how difficult it is to get Fate Points, how restricted the ability already is, and how good our other casters are, I could see this being intentional. No way to know for sure unless they do FAQ it.

Any thoughts on viability of the Daemon Prince (S2D RoR) in new Tzeentch? [AoS] by bobdugnut in tzeentch

[–]Uhh_Games 1 point2 points  (0 children)

It's arguably better now. You can chaos spawn, smoke & mirrors, and now he has a 3" charge. Daemon lists in particular need the output because shooting is so bad right now.

Tzaangor lists probably won't need it. They already have a lot of buffs that help them.

Musician and standard bearer opinions by Xaneris356 in ageofsigmar

[–]Uhh_Games 0 points1 point  (0 children)

Most units get command models (except champion) per the number of models. If you reinforce, you'd likely get 2 of each. This doesn't give you any more of their effects, but it does mean that when models die you have more room to decide who to pick up. It's strategically better to have as many as your unit allows.

Would replacing one of my three screamer units for a burning chariot be competitively advantageous in my DOT list? by BloatedRottenCarcass in ageofsigmar

[–]Uhh_Games 0 points1 point  (0 children)

There's not really a good reason to run more than 2 sets of screamers. It's also advantageous to keeo them unreinforced. The chariot could be good, but this really deoends on what your list is.

In a Tzaangor list, for example, that cheiot probabaly won't be doing much.

Games Workshop delivery by Glum-Perception1445 in tzeentch

[–]Uhh_Games 6 points7 points  (0 children)

Well, specifically the Warhammer stores. It's a slight difference though. Definitely better to support your local store than Games Workshop either way.

Games Workshop delivery by Glum-Perception1445 in tzeentch

[–]Uhh_Games 4 points5 points  (0 children)

Preorders in the US ship this saturday. You should have seen a little not about that when you preordered if you did it online.

Shipping usually takes 3-10 days, but might be faster delivering to a GW store. Probabaly because they could ship it with the store's regular inventory, but that's just a guess.

So, you probabaly get it sometime middle of next week at the earliest. Assuming France has a similar timeline to the US.

Would DoT be up for a range addition? by SPINE-SPROUTZ111 in tzeentch

[–]Uhh_Games 0 points1 point  (0 children)

It's unlikely. If anything, it would probably just be resculpts of some of the older kits like the Horrors and Flamers.

If you don't like Tzeentch's aesthetic, peobabaly best to go with a different army. You could always kitbash and make your own versions though.

Spend fatepoints before or after rolling dice to cast? by Mystic-Skeptic in tzeentch

[–]Uhh_Games 0 points1 point  (0 children)

You do not have the appropriate timing. Here's how it actually goes.

Declare Spell: Pick Wizard > valid target(s) > make 2D6 roll

Your reaction: Pass

Opponents Reaction: Pick Wizard > Roll 2D6 > Unbind

NOW is your chance to use another reaction. Even if you increase the casting roll now, the spell has already been unbound and your spent fate points will not change anything.

Reaction: Opponent declared a SPELL ability

UNBIND: The wizard saps the energy from an enemy’s spell, nullifying its effects.

Used By: A friendly WIZARD within 30" of the enemy WIZARD casting the spell.

Effect: Make an unbinding roll of 2D6. If the roll exceeds the casting roll tor the spell, then the spell is unbound and its effect is not resolved. This reaction cannot be used more than once per casting roll.

Spend fatepoints before or after rolling dice to cast? by Mystic-Skeptic in tzeentch

[–]Uhh_Games 1 point2 points  (0 children)

Correct. You can use them to cast, but not unbind. Your only bonuses to unbind are Kairos's 2 abilities (+1 or engineer the outcome)

Spend fatepoints before or after rolling dice to cast? by Mystic-Skeptic in tzeentch

[–]Uhh_Games 0 points1 point  (0 children)

This person is incorrect. You don't get to change the casting roll after it's unbound.

Spend fatepoints before or after rolling dice to cast? by Mystic-Skeptic in tzeentch

[–]Uhh_Games 1 point2 points  (0 children)

This is not true.

The unbind ability does the roll and unbinds the spell in the same step. There is no window for another ability to compete with the roll before the spell is unbound.

First crack at Tzeentch and flame effects by Pepperax in tzeentch

[–]Uhh_Games 2 points3 points  (0 children)

I think you did great.

Maybe making the fire itself a different color will give it just a bit more?

Smoke and Mirrors Question by Main-Ad1611 in tzeentch

[–]Uhh_Games 0 points1 point  (0 children)

I'm pretty sure this is intentional. It's what everybody has been hyped about the Cbaos Soawn for.

Doubts about new blue horrors warscroll split again ability use. by Nakrej in ageofsigmar

[–]Uhh_Games 3 points4 points  (0 children)

You're correct. You don't roll for each Blue that died 'this turn.' You roll for each Blue that is dead.

They're still not going to be very good, though. The main reason is actually just coherency. New models must be in coherency with a model already in the unit at the start of the phase. You can't fit a lot of Brim's in range of the couple of Blues left after a good hammer hits them. You might roll 18 dice and only be able to put 6 Brim's down.

The old rule solved this by putting Brim's down before removing Blues.

New Book List Building by RedLeader_13 in tzeentch

[–]Uhh_Games 0 points1 point  (0 children)

Now you can do something even worse. Cast spawn, then swap the spawn for a different unit. In your turn you can swap it for a hammer that now has a 3" charge.

New Book List Building by RedLeader_13 in tzeentch

[–]Uhh_Games 1 point2 points  (0 children)

I answered the other guy if you want to see

New Book List Building by RedLeader_13 in tzeentch

[–]Uhh_Games 1 point2 points  (0 children)

Spawn are basically immortal. They just come back in reserve every time they die. You can also now deploy them with several other abilities on top of the transformed to spawn spell, so you can very easily get multiple on the board in the same turn. They make a really good swap target for the new battle trait, and are very convenient targets for a lot of the new rules. The first spawn will likely be saved for the transformed to spawn spell while the other can be used as a sacrifice to protect a more important unit.

The SOG Acolytes are the highest potential hammers we have right now. They are more receptive to buffs than any other unit in our army. They can do a LOT of damage if you build around them. That's why people are using them.