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===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.
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