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====Arcanites==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Gaunt-Summoner-of-Tzeentch-2019-en.pdf Gaunt Summoner]:''' (Arcanites Mortal Daemon Wizard 230pts) A very mediocre Wizard statline but attached to some impressive magic. The Gaunt Summoner a great horde-roasting spell, can cast twice per turn and can use one cast once per game to summon a Daemon unit, making him an excellent addition to any army. The fact that he has the Daemon keyword-only makes him better. The only real problem is the lack of mobility and survivability. To use his impressive spell to best effect, you want him close to the enemy, but 5 Wounds and a 6+ save aren't too helpful in letting him survive that. **uses for summons: Bloodletters can inflict MWs, Daemonettes are still the best shredders and fast movers, Plaguebearers are walls, Horrors provide shooting and annoying way to be survivable, while [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos_Furies_eng.pdf Furys] can grab objectives. ** The Balewind Vortex can help mitigate the need to be close. If an entire horde of enemies wishes to approach, they do not want to be within the 18" bubble of death that his spell becomes while atop the vortex. **Can also have his save pimped out. Give him Paradoxical Shield, stick him in a Balewind Vortex, and he's got a 3+ save, 2+ if you can get him in cover. Suddenly your squishy wizard is not so squishy anymore. **The Balewind Vortex combined with the Arcane Sacrifice command trait gives your Infernal Flames spell a truly sickening 27" range. The changes to the spell make this huge range less necessary, but the threat range is very intimidating, and although wiping out a 40 man horde with one cast is a lot less likely now it's still a whole lot of damage that it can kick out. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Gaunt_Summoner_eng.pdf Gaunt Summoner on Disc of Tzeentch]''': (Arcanites Mortal Daemon Wizard 280pts.) give a summoner +1 wounds, 16" Flying movement and a +2 for melee save if normal ground fighter catches him. Not bad for 20 points. (Not actually a Disciples of Tzeentch unit. This one is from the Slaves to Darkness book, and according to the current rules can only be taken as an ally. Apparently the Disciples don't know how to give their summoners discs.) *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Curseling-en.pdf Curseling, Eye of Tzeentch]:''' (180pts. Arcanites Mortal Wizard) Wow. Vilitch, who used to be overcosted and underpowered, may now be one of the best Chaos casters, albeit he is now a generic Hero. He can cast and dispel two spells a turn. Any spell he unbinds, he can immediately cast himself with nobody being allowed to unbind his attempt. He also has the Glean Magic spell with which he can steal unique spells off enemy Wizards. And in combat, he's awesome, too. He has three weapons, one a Sorcerer staff with bad To Wound and worse To Hit rolls, but d3 damage if it connects and then two weapons which are basically Crom's weapons except one of them has extra Rend. Yeah. He hits hard, he can cast twice, and he can cast everything he unbinds. His main problem is the First Rule of One. He only has three spells, two of them the generic spells and the third one that only works if the enemy is packing Wizards, and even then the result may not help him, so unless you give him a good lore spell, he will be dead weight on the spells you can cast. **Can also be decent in combat with Paradoxical Shield giving him a 3+ rerollable save. Since he can cast twice a turn, have him cast Mystic Shield and Arcane Infusion on himself to make him kill and nearly indestructible. **...and just as we thought we had something, the nerfbat came mercilessly lest something be better than the pansies they got boxed with. Arcane Cataclysm busted Not-Vilitch to one cast and unbind, but capable of re-rolling to unbind...unless you find an enemy wizard within 18" and steal one of their casts on a 4+, which is quite sinister, especially in a magic-deficient army. His unique spell will also see plenty of use as it gives an Arcanite unit within 9" a 6++ Ward. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Fatemaster-en.pdf Fatemaster]:''' (140pts. Arcanites Mortal) a pure Flying melee leader in a magic focused faction. while not the strongest fighter he does have a 2+ save in melee unless his opponent is a monster or flys. His Command ability is why you'd take him, as it lets all Tzeentch units wholly within 9" re-roll hit rolls - you can squeeze a lot of stuff into that radius, especially small, hard hitting units like flamers, Ogroids or Skyfires. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Magister-en.pdf Magister]:''' (120pts. Arcanites Mortal Wizard) One of your good cheap mortal wizard that can also shoot a bolt from his staff and like to turn things into Spawns. He can cast additional spells if your casting roll was a double, even if it failed but the additional attempt is also a double he dies and may turn into a Spawn instead. His strong unique spell creates a spawn each turn it kills something right into combat (this will be FAQed soon) creating dangerous disruption. you may use him as a cheaper Gaunt Summoner, Using Fate dice to grant 2 successful casts, and tying down foes with free spawn. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Magister-on-Disc-of-Tzeentch-en.pdf Magister on Disc of Tzeentch]:''' (140pts. Arcanites Mortal Wizard) take a Magister and let him fly around the battlefield with +1 wound and better melee saves. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Tzaangor-Shaman-en.pdf Tzaangor Shaman]:''' (130pts. Arcanites Brayherd Wizard) The mage you want in a Tzaangor-heavy army. Thanks to his Disc, he's not all that bad in melee, but that is still only a last resort, as he's too important to risk. The fun part is that he is a 6 wound Mage with high movement and a decent spell: Enemy unit takes D3 Mortal Wounds. Afterward, you can add a Tzaangor to a nearby unit for every model the spell killed. Roast some Saurus Guard and fill up your Beastmen all in the same breath. The Shaman also carries a nice energy drink with him that, once per game, lets him cast twice and re-roll casting rolls while he's at it. Use to best effect in an Arcanite Cabal Battalion for three re-rollable spells. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Ogroid-Thaumaturge-en.pdf Ogroid Thaumaturge]:''' (170pts Arcanites Mortal Wizard) For all intents and purposes, the Ogroid Thaumaturge is a Tzeentch-marked Doombull. He has eight Wounds without counting as a monster, a 5+ save, rerolls hits & wounds if he took damage earlier in the phase, and his spell deals D6 MW and heals him for each kill, so he's pretty tanky. He also moves 6", deals D3 Mortal Wounds for successfully charging and has three weapon profiles in melee, all of them good. His staff is just like any other mage staff, but hitting on 3+ and dealing three knocks, then his horns have two attacks with great Hit and Wound rolls, great Rend and constant damage 3, and finally, his hooves are exactly 2 Hammer-Liberators worth of knocks. But wait, that's not all. This guy is just amazing. Having him and a Tzeentch army and NOT playing him is akin to sacrilege. He's powerful, he's versatile, and his model looks amazing.
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