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===Formations=== '''Daemon Cohort of Tzeentch:''' Could be fairly nasty if you play fair. If not, it's utter rape. Extra spells means you could reliably be casting Arcane Bolt and Mystic Shield with every unit (including your Horrors) every turn. Having most of your army with +1 saves while throwing multiple sets of D3 mortal wounds across the field, plus normal shooting, could be nasty. You'll probably want to borrow some speedbumps from somewhere to keep enemy units at arm's length. Lord of Change probably best for his command ability giving a bonus to cast. And all of this is not taking into account the fact that you could use summoning magic with all your casting attempts. '''Changehost of Tzeentch:''' A Lord of Change takes 9+ units between every Tzeentch Daemon unit that is not another Lord of Change. In each hero phase two units within 27" from the Lord of Change can teleport in each other's place. You can do it twice if the formation includes 9+ units, and three times if there are 18+ units. This can be fairly nasty, but you need to use it correctly. For example, plonk a Brimstones in front of the unit that was just busy cutting your Flamers apart. Or bait a monster into attacking your Horrors, then switch them out for Screamers with their bonus against monsters. There are lots of possibilities, but you need to think these situations out beforehand, as it's a huge-ass Battalion and it's only worth its cost of entry if you know how to make use of it. '''Watcher King's Horde''' The Watcher King's formation is another kick-ass formation. A Watcher King's battalion consists of 1 Gaunt Summoner of Tzeentch that is the Watcher King and any 9 Tzeentch Daemon units. Only the Gaunt Summoner starts on the table, so check the mission rules. There may be a bonus for being out numbered at the start of the battle. You are not on your own for the whole battle though. In each of your hero phases you get to drop in 3 Tzeentch unit in your general location (18" from the Watcher King, 9" from the enemy). The kicker with this formation is that each time a unit is destroyed they go back it to reserve and can be called on to the table in a future hero phase. The main strategy here will be keeping the watcher king alive. You can only call and recall troops while he lives. Having a Gaunt Summoner on a Disc of Tzeentch makes most sense as it gives you a better chance of running away from trouble!
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