Editing
Total War Warhammer/Tactics/Tzeentch
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Units== ===Infantry=== *'''Blue Horrors of Tzeentch''': Your only chaff infantry in vanilla. Their range attack is pretty pitiful with only 5 ammo. Blue Horrors are meat shields for your Pink Horrors, meant to throw off some magic volleys then run in and die to hold for your more important troops. That said barrier makes them a lot tougher than they seem and if your micro is good, you can cycle them in and out of harm's way long enough for the Barrier to replenish. you know have chaos warriors, so their frontline role in campaign is probably going to be obsolete after the early game, still good in multiplayer. *'''Chaos Marauders of Tzeentch (DLC)''': All but replace blue horrors as your chaff and your early game frontline if you own the Champions of Chaos DLC. These guys will serve best as screens for your horrors so they can shoot without fear of being rushed. Comes with Barrier and magic attacks, so they will trade up against units with physical resistance. Loses to the marked marauders from the three other gods in a fair fight, but barrier makes them better at absorbing charges and countering hit + run attacks. Comes in a vanilla sword + board variant and an anti-large spear variant. You'll want to ditch these guys for chaos warriors asap in campaign. *'''Forsaken of Tzeentch''' They work very similar to the WoC version, though due to Barrier these guys will be slightly more resilient and make up more of a front line role rather than a fast flanker role. These are pretty much obsolete with actual chaos warriors and marauders in the new DLC. Too expensive. *'''Chaos Warriors of Tzeentch (DLC)''': They're here and they aren't recolors this time! Tzeentch Chaos Warriors comes with Barrier and Magic Attacks. As such, they will probably be the best of the Chaos Warriors at fighting Daemons, though they're less efficient against normal troops. Also comes with a halberd variant to ward off heavy cavalry. They're pretty much a straight upgrade to normal Chaos Warriors since the Mark of Tzeentch doesn't actually come with any downsides like with Khorne or Nurgle (for now at least). if your not worried about missiles and are fighting armored targets you can go full halberds. *'''Chosen of Tzeentch (DLC)''': Pretty much the same thing as above, only applied to the more elite Chosen. Magic Attacks, Barrier, and comes with a Halberd Variant. These guys will serve as your elite infantry and will hold forever so your shooting units have all the time that they need to light shit on fire. Plus with the statline of Chosen PLUS Barrier, nothing is going to beat these guys without insane states and/or a TON of AP. *'''The Severed Claw (Aspiring Champions) (RoR) (DLC)''': A more defensive variant of aspiring champions with halberds, charge reflection, and Tzeentch barriers. While they're not as cracked as Archaon's endgame Aspiring Champions being loaded up with buffs, The Severed Claw will absolutely obliterate '''anything''' horse or larger stupid enough to charge them. Chaos Knights, Bloodthirsters, Terracotta Sentinels, Dragons, these lads will wipe the floor with them. They deal majority AP damage, have a massive anti-large bonus, and being Tzeentchi they deal magic damage. Melee generally isn't Tzeentch's thing, which makes these evil boys in spiky blue an even nastier surprise for anyone who thinks they can roll over your backline with cavalry. ===Missiles=== *'''Pink Horrors of Tzeentch''': Upgrades to the blue guys. Have a better flaming range attack, and actually decent melee stats. Sadly, they don't split into Blue Horrors upon death. In the early game these guys will play the ranged support to a front line of Blue Horrors but over time you'll want to replace them with... *'''Exalted Pink Horrors of Tzeentch''': ...these guys. They come with insane ranged damage, out damaging the elite skirmishers of other factions, and increase the Winds of Magic recharge rate for your army as long as they're alive. These guys will be a mainstay of your armies in the late game, as strong missiles combined with extra magic is something no one will want less of. No AP on the ranged attack, but with a missile damage of 35 heavily armored units still won't like being hit by these guys. **'''Blazing Squealers''': The first RoR for Tzeentch, the Blazing Squealers are an upgrade to Exalted Pink Horrors that boast better melee stats, higher leadership, and stronger missiles that imbue Warpflame. If that wasn't strong enough, '''they have a bound ability that replenishes the ammunition of ALL allied units within 55m of it.''' In an army that quickly runs out of ammo, such an ability is ludicrously powerful and there's no good reason not to take the Blazing Squealers along, as they can support your other Horrors and replenish the very limited ammo of your Exalted Flamers and Burning Chariots. ===Cavalry=== *'''Marauder Horsemen of Tzeentch (DLC)''': A Tzeentchy version of the WoC javelin cavalry. These guys however come with the Warpflame contact effect on their javelins, so not only can they buff up their own flaming attacks but if you pair them with Horrors or Flamers they will help them pump out even more damage. They can be useful in melee but they're primarily a missile cavalry so try not to get them murdered by other heavy cav. *'''Chaos Knights of Tzeentch (DLC for Lances):''' Your heavy cav, designed interestingly to be a more durable holding unit. They lack the heavy charge of most cav but in return they have heavy armor to block damage thrown at them. Combine this with Barrier, and this is a Cav unit actually designed more so to hold the line rather than to flank and cycle charge. They also cause fear, so are great against low leadership armies. These can be used as a replacement for Forsaken, they are more than tough enough to front charge anything that approaches your ranged units and can still be cycled out if you need to regen barrier. Try using them as a mobile front line. Chaos Knights have the best melee stats in your army, with great MA and MD. The DLC gives a Lance version which abandons the holding role of the sword and board unit in exchange for more traditional heavy charge. *'''Doom Knights''': Chaos Knights riding discs of Tzeentch, equipped with polearms and shields. They are much squishier than the normal knights but in return are faster, can fly and hit much harder. These are your best flying melee troops and one of the best ways to keep enemy fliers off of your Lords of Change and Burning Chariots, and can handle or tie down most enemy fliers long enough for your oodles of magic and ranged attacks to deal with whatever they're fighting. Interestingly despite having Halberds they don't have AP or Anti Large, though they make up for that with an insane charge bonus and weapon strength. Once again, they encourage cycle charging, though Barrier should help keep individual models alive when pulling out, which is a problem with most flying cav. They do worse in a straight fight than Chaos Knights but mobility and flying make up for it. **'''Knights of Immolation''': Doom Knights that have the ability to drop bombs on the enemy. The unit can drop little eldritch bombs that do significant damage, allowing you to easily dispose of tightly packed blobs. However, the ability has a 60 second cooldown that will only go down when it is in melee combat, so eventually you will have to send them into melee before they can pull off another bombing run. ===Chariots=== *'''Chaos Chariots of Tzeentch (DLC)''': Nice Tzeentch Chariots, very good at running down infantry and comes with magical attacks and barrier. What the fuck else you want me to say? It's a chariot unit, go out there and make some Dwarfs cry with it. *'''Burning Chariot:''' A flying ranged focused chariot that has one of the most devastating ranged attacks in the entire game. Like other flamers, Burning Chariots require good positioning to make the most out of them, as they have a low ammo count and pitiful armor. More so than other flamers, Burning Chariots will die fast if caught under concentrated missile fire, so make sure your enemy's ranged units are engaged elsewhere before sending this in. Try to hold it in reserve for particularly valuable engagements, as you'll want to make the most out of every shot. **As noted, the lack of ammo will be a problem, so do yourself a favor and turn off automatic fire, at least until you have the Chariot in range of what it is you want to kill. **Speaking of, their attacks are identical to and Exalted Flamer, and like an Exalted Flamer tend to do the most damage to single entity targets. Very good at sniping lords when you're facing an army without much of an air force like ogres and greenskins. Park them on top of the enemy lord and BBQ him to death. You can avoid missile fire with erratic movements + good micro and barrier means you can tank a few shots on the way in without any permanent damage. **speaking of erratic movements, it's unique collision attacks and melee animations can give it an edge in getting in and out of melee, like how the Tomb Scorpion fucks up infantry. ===War Beast=== *'''Chaos Furies (Tzeentch)''': Flying skirmisher harassers who come with Barrier, allowing them to soak up slightly more damage than the Furies of the other gods. They have vanguard allowing for better ambush and flanking potential. Will die if something so much as looks at them funny, so be careful with how long you leave them to fight. or you could use screamers which have actual AP, maybe not much reason to use these in campaign. **Their only use is their expandability. Doom Knights, Screamers, and Burning Chariots can have a hard time pulling out without taking losses, and in a micro heavy army this can be a timesuck. Throwing furies at them can make cycle charging easier. You can also throw spells or fire at them without really caring. *'''Screamer:''' Flying Steve Irwin killers, who for some reason have human faces. Seriously go watch the World of Tzeentch trailer, his face is hilarious. Closest thing you have to light cavalry, these sky "sharks" (they're obviously manta rays, why the fuck does GW keep calling them sharks? Actually some sharks have a similar body shape to rays and both are cartilaginous fish in the same suborde- <span style='color:blue;font-size:1o0%'>*ZAP* Nobody cares know-it-all</span>) are designed for counter charging cavalry and monsters with their AP Anti Large. They will be put on the endangered species list if you throw them against most heavy large units on their own, they are meant to counter charge enemy cav and monsters while they're dealing with something else. **Fast, pointy, and anti-large, these dudes are pretty much tailor-made to shred Cathayan Airships and Dwarf Copters, especially when you cycle-charge. ===Monsters=== *'''Spawn of Tzeentch''': Chaos Spawn but blue this time. Debatably the most durable Spawn on its own thanks to Barrier, what sets Spawn of Tzeentch apart from their monogod counterparts is that their attacks are armour-sundering in a faction that can struggle to deal with armour, so they can be good for tying down heavily armoured units for your Horrors and Flamers to shoot to pieces. They're still Spawn, and they have the lowest damage output of all Spawn types, but as Tzeentch your damage comes from ranged attacks and magic, why were you expecting to have a good melee combatant? One recommended tactics is placing a spawn unit inside a unit of forsaken to add killing and staying power to the forsaken. honestly with real chaos warriors now you probably don't need to bother with these. **'''Wyrd Spawn (RoR) (DLC)''': A slightly better chaos spawn with higher melee attack and defense that causes terror. Doesn't do much that a vanilla Chaos Spawn can't, but might be useful in certain matchups. *'''Flamers of Tzeentch''': A mobile flamethrower unit that can pump out ludicrous damage to unarmored targets. Apparently still ok in melee, though don't expect them to last long against most dedicated melee units. They require good positioning to use effectively, especially since they only have 10 ammo. Notably it's the first flamethrower unit that has AP damage, which might signal some hope for things like Irondrakes or Warp Fire Throwers. very deadly if used correctly. also good vs large single entities. *'''Exalted Flamer:''' A single entity purple version that has one of the most devastating ranged attacks in the game, able to deal heavy damage to anything, but is ideal against single entity targets. Downside is that it has very limited ammo so every shot has to count. It also applies Fire weakness in both melee and ranged, allowing it to set up your other units to do more damage to the enemy. **Like the Chariot, you're going to want to turn automatic fire off until the right moment. While you're not as fast as Slaanesh you're still quite mobile, so you can afford to have your Horrors and Forsaken distract your opponent's line while the Exalted Flamer looks for a good shot. Spreading Weakness to Fire drastically increases the efficiency of all your other missiles, too, so even Horrors will find their shots putting dents in the enemy. **Fuck up Nurgle's day by pointing the Exalted Flamer at whatever's regenerating, then pepper it with cheap Horror fire. *'''Chaos Warshrine of Tzeentch (DLC)''': Just like the warshrine of the other gods and undivided, it provides a buff for your army, in this case being increased Spell Mastery. As things around it die you will get up to 20% power recharge rate and up to 10% additional spell mastery, and the unit doesn't have to be the one to actually do the killing to pump it up. Which is great because aside from having barrier the rest of the stats on this thing really isn't that great. If you really want to bring one of these things, bring it as a mount for a Cultist or Sorcerer lord/hero. It's not strong enough as a unit on its own and it can give your mage a strong amount of HP in order to survive a beating. its buff effects are frankly quite weak, probably the worst warshrine. *'''Soul Grinder of Tzeentch''': This thing channels the power of Zeus to chuck lightning bolts from its hands that do AP and Anti Large damage. It's a very versatile unit as it can deal with large units from afar and still deal some good damage up close. It also has magic attacks, so it will also be hitting for most of its damage. The low ammunition is a bit of a pain and it hits less hard than you would hope. An exalted flamer or burning chariot is much better at single entity killing. **You've got missiles for days, but your anti large melee is lacking. This is practically a must when the opponent has other large single-entities, and Barrier will ensure that you can tank a few artillery shots (but not all, so send furies or screamers to harass those that are a problem). Keep in mind your range is still less than that of most dedicated artillery, so long range duels can "hurt." *'''Lord of Change''' A Skeksis by way of HP Lovecraft. The LoC is a big flying monster that has decent stats but is outclassed by most similar monsters. Don't expect it to go toe to toe with a Bloodthirster. Like most of the other Greater Daemon units it has access to two spells from its god's lore, in this case Pink Fire of Tzeentch and Blue Fire of Tzeentch. Both of these spells have a low Winds of Magic cost, meaning LoCs will be useful for spamming cheap spells to fill your Eye of Tzeentch meter. In campaign there are technologies that can unlock more spells for them. Probably best used as a hit-and-run monster, with the spells as an added bonus. **Praise the Changer of Ways, update 1.2 has changed the spells of Greater Daemons (and the War Compass for Cathay) from WoM spells to Bound Abilities, meaning a Lord of Change can bring its own firepower rather than eating away at the WoM of your Lord and Heroes. That said, in multiplayer it only has 1 bound use of Blue and Pink Fires of Tzeentch each, but it's a more viable pick if you're running a Herald Lord if you still want a big flying monster to rule the skies with. Just, as above, keep it as far away from any Bloodthirsters or Dragons as possible. Up to 2 casts each of every 2 spell for free from campaign techs means that each one brings a massive amount of anti infantry firepower, with a little anti-single unit from blue fire. A Doomstack of these can drop 19 vortexes (each made of 3 smaller vortexes) then drop 19 Infernal gateways to mop up the rest, and they can do it twice. Its insane. Any single entities or hero's that survive can be blue fired and melee'ed to death. **'''The Golden Griffin of Theurgy''': What you'd get if Balthasar Gelt fucked a chicken. It comes with a permanent Glittering Robe placed upon it bringing it up to 90 armor and swaps out the Tzeentch Spells for Searing Doom and Gehenna's Golden Hounds. You could argue the spell swap is a bit of a downgrade since Lore of Tzeentch is so good but the increased armor and melee stats actually makes this golden turkey scary in a fight. If you want a Lord of Change that can actually engage in fisticuffs this is the bird for you.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information