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===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.
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