Honestly the idea that if you're playing against this you have to deal with the constant temptation to use the rerolls is so fun and thematic. Nailed it. Great vid!
Since Tzeentch was the reason I got into chaos I'm hyped 😊. A thing to mention: the detatchment doesn't forbid you to take other units like Plaguebearers for sticky objectives, Nurglings and flesh Hounds or seekers for move Block and action purpose. Looking forward to seeing them on your table
@@Barnyard-Wargaming oh, i'm from argentina and here there is basically just one store where people play. I'm making an Admech army for a 1k tournament and i was looking for help cause i havent played a single game yet. Your channel is awesome
@thecountbrothers2287 Cheers! Thanks for such a nice comment! Hello from Aus! Everything here is so expensive that you don't often see admech armies because they're very pricey. So sadly I can't help out too much! Best of luck though 😁
in my opinion you are under valuing the re-rolls... who care if my opponnent can reroill a hit or wound or save (or advance) by rerolling damage with a soul grinder i can change a 3 damage to 8 or save a damage heavy damaging roll or rerolling hazard test and if my opponent use those reroll i get that back so its the same if not i play with2 reroll each command fase amd the strat that give shadow in the board can have another use: you can use hit with a flux point to get 2 flux point (1 from detach 1 from item) like a reroll strat but better
It's certainly not bad! Just easy to play around for smart opponents which annoys me a little. I guess it just forces the tzeentch player to play around that!
@@Barnyard-Wargaming i dont think there is a real way to counter play this scenario 1 your opponent dosnt give you reroll back: you just had (even without my trick ) exactly 13 reroll/empower strat this game and even if your opponent use those reroll for a big attack you immediately have them back to reroll that much saving throws and/or if you are second have a fun last turn with 13 fate point scenario 2 your opponent just give them back tring to not make anymore extra thats more accurate to the intended way and you can always use strats for imposing one on them or you just take thoseand roll with it
That 4+ fnp bubble is big your sleeping on it! Forced MW and put on a chicken and play him like a guo. Also try only giving one fate dice to your opponent per turn. They problems they can just hold them. They should get have to allocate a MW for each dice they have per there turn. Also nurgle army is very "zombie" like with lots of battles lines and soul grinders. And throw some skull cannons in just for even more battle shocks and all the named characters. Let's go!
Oh for sure! I am loving how thematic these detachments are! I found out first hand in the stream game that you shouldn't throw away your flux points willy nilly. Maybe you just give your opponent one at a time. I wish the fnp was just a 5+ against everything for 30 points or something. The 4+ is really niche against mortals. Honestly the best case is having the fnp against your own hazardous tests, at least the way I've been rolling them!
I just finished getting first game in with the plague host nurgle one against csm Deffs could build a better list it plays okay its not like engaging as I wish cause all I did to win was have a couple deepstrikes for back field actions and I stayed mid board refusing to die and use slopity boy for his forces BS tests and with the enhancement to just auto kill. Hammer and anvil Swift actions Purge the foe 99-36 nurgle win
After playing twice with this detachment I have to say it feels really bland. Very short range, Pyrogenesis is too expensive. Demonic invulnerability was weak, but this detachment defense is no better, flickering reality is not enough. I think I'll return my Tzeentch daemons to the Index rules.
I think it has some play but you need to be very specific with it. I'm thinking something like Kairos Lord with knife Lord with puppet Poxbringer 3x6 screamers (string out and then charge for puppet shooting) Flesh hounds Blues 3x karnivores. That's a lot of indirect fire and screening. Just score points from afar! Bleed out the enemy. But such a specific way to play!
It has absolutely broken return to reserves strat. I'm 100% sure it shall be nerfed, it alone drags the detachment to at least B tier, if not A. Pyrogenesis is completely justified in some cases, e.g. shooting T11 with LoC essentially doubles its damage. It's a very strong detachment but i say it's not for everyone. It's certainly not something you gonna faceroll with.
Honestly the idea that if you're playing against this you have to deal with the constant temptation to use the rerolls is so fun and thematic. Nailed it. Great vid!
Very happy with these detachments! They feel very thematic and have some real play to them!
I am a Slaanesh guy and can't wait to see what you do with She Who Thirsts new detachment
I am SO excited for it! I need to make so many more models for it, but I think it's the new competitive meta for daemons.
Since Tzeentch was the reason I got into chaos I'm hyped 😊. A thing to mention: the detatchment doesn't forbid you to take other units like Plaguebearers for sticky objectives, Nurglings and flesh Hounds or seekers for move Block and action purpose. Looking forward to seeing them on your table
Of course! 😁 Soooo many options!
Thanks for the expert analysis
I'm not sure how I feel about expert... Give me some more time, but cheers! 😁
Rules as written you don't have to put models back on the table at all with this detachment.
So true! That kind of makes the fateskimmer less special...
This detachment is so full Tzeench!
I love it! SO random, so tricksy! Very thematic!
When I looked at the 4 detachments slaanesh arguably looked the best and tzeench absolutely look the most fun.
I think you might be right on the money with that assessment! 😁
Lots of hate for this one but it benefits us more than it does the opponent
No hate here! I love this detachment, I think you can make it work competitively, and the thematisism is so good!
Great Video
For great people 😉
Is there no video about Admech in the channel?
Sadly no! They're super rare! We hardly get any games with them. There is basically one admech player in Sydney who is always busy so, not really? ☹️
@@Barnyard-Wargaming oh, i'm from argentina and here there is basically just one store where people play. I'm making an Admech army for a 1k tournament and i was looking for help cause i havent played a single game yet. Your channel is awesome
@thecountbrothers2287 Cheers! Thanks for such a nice comment! Hello from Aus! Everything here is so expensive that you don't often see admech armies because they're very pricey. So sadly I can't help out too much! Best of luck though 😁
thanks man
Anytime! More on the way!
Lets gooo!
WOOOOO Gargling daemonic noises intensify!
Sad Nurgle noises
Why sad??? Nurgle is coming soon! I'm very excited for them! 😁
@ Nurgle detachment looks sad, but interested to hear what an expert like you has to say!
I'm sure I can work them out 😉
The stratagems looked ok but yeah everything else was kinda meh
in my opinion you are under valuing the re-rolls...
who care if my opponnent can reroill a hit or wound or save (or advance)
by rerolling damage with a soul grinder i can change a 3 damage to 8 or save a damage heavy damaging roll or rerolling hazard test
and if my opponent use those reroll i get that back so its the same
if not i play with2 reroll each command fase
amd the strat that give shadow in the board can have another use: you can use hit with a flux point to get 2 flux point (1 from detach 1 from item) like a reroll strat but better
It's certainly not bad! Just easy to play around for smart opponents which annoys me a little. I guess it just forces the tzeentch player to play around that!
@@Barnyard-Wargaming
i dont think there is a real way to counter play this
scenario 1 your opponent dosnt give you reroll back: you just had (even without my trick ) exactly 13 reroll/empower strat this game and even if your opponent use those reroll for a big attack you immediately have them back to reroll that much saving throws and/or if you are second have a fun last turn with 13 fate point
scenario 2 your opponent just give them back tring to not make anymore extra thats more accurate to the intended way and you can always use strats for imposing one on them or you just take thoseand roll with it
That 4+ fnp bubble is big your sleeping on it! Forced MW and put on a chicken and play him like a guo. Also try only giving one fate dice to your opponent per turn. They problems they can just hold them. They should get have to allocate a MW for each dice they have per there turn. Also nurgle army is very "zombie" like with lots of battles lines and soul grinders. And throw some skull cannons in just for even more battle shocks and all the named characters. Let's go!
Oh for sure! I am loving how thematic these detachments are! I found out first hand in the stream game that you shouldn't throw away your flux points willy nilly. Maybe you just give your opponent one at a time. I wish the fnp was just a 5+ against everything for 30 points or something. The 4+ is really niche against mortals. Honestly the best case is having the fnp against your own hazardous tests, at least the way I've been rolling them!
@BarnyardWargamingOfficial i wanted to see the blow up enchantment for nurgle would be nice having a bunch of guo blowing up on a 2+.
I just finished getting first game in with the plague host nurgle one against csm
Deffs could build a better list it plays okay its not like engaging as I wish cause all I did to win was have a couple deepstrikes for back field actions and I stayed mid board refusing to die and use slopity boy for his forces BS tests and with the enhancement to just auto kill.
Hammer and anvil
Swift actions
Purge the foe
99-36 nurgle win
It's looking good! Great teams army! Slow. Maybe boring. But control! Lots of control!
@BarnyardWargamingOfficial so much control
Tzeentch demon prince can get 10 attacks at strength 13, AP -4 3 damage with sustained hits. Averages 16.7 damage on a land raider
Actually so good! The problem is the price you pay for him... Still pretty expensive for something so squishy.
i see strenght 11 vp -3 where did you get the other2 strenght and extra ap?
@antoninocampanella1408 the stratagem gives +3 str. And the LoC gives himself 1. So that's 13. Then +1 ap from the strat as well! 😁
Oh! Sorry you guys meant in melee with a prince. He is using the stratagem plus never blade! The enhancement
After playing twice with this detachment I have to say it feels really bland. Very short range, Pyrogenesis is too expensive. Demonic invulnerability was weak, but this detachment defense is no better, flickering reality is not enough. I think I'll return my Tzeentch daemons to the Index rules.
I think it has some play but you need to be very specific with it. I'm thinking something like
Kairos
Lord with knife
Lord with puppet
Poxbringer
3x6 screamers (string out and then charge for puppet shooting)
Flesh hounds
Blues
3x karnivores.
That's a lot of indirect fire and screening. Just score points from afar! Bleed out the enemy. But such a specific way to play!
It has absolutely broken return to reserves strat. I'm 100% sure it shall be nerfed, it alone drags the detachment to at least B tier, if not A.
Pyrogenesis is completely justified in some cases, e.g. shooting T11 with LoC essentially doubles its damage.
It's a very strong detachment but i say it's not for everyone. It's certainly not something you gonna faceroll with.
It's super unique you're right. Very strange play style which is perfectly Tzeentch!