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===Cons=== *'''Limited Range''': Describing your maximum effective range on most of your units as "spitting distance" wouldn't be out of place. You certainly have it better than factions with no/limited missile units, but factions like the Wood Elves, Skaven, Empire, Cathay and High Elves will generally be able to start wearing down your shields/health before you get close enough to return the favor. *'''Lack of Staying Power''': Nothing in your army is all that durable aside from your rather expensive Chaos Warriors and Chosen. You're either going to have to fork over extra money to get a sturdy frontline or hope that you can micro your Marauders and Horrors well enough that they don't insta die. *''' No Dedicated Melee Character.''': While not every single last one of your Lords and Heroes are bad in melee, no one really specializes in it. All of them are mages and thus won't be beating dedicated melee characters. Exalted Lords of Change and Daemon Princes are respectable but they're expensive, need build up in campaign and are weaker in melee compared to the other Chaos God equivalent. Even Vilitch doesn't have AP or modifiers to make him really scary. *'''Magic and Fire resistance''': If you're fighting an opponent who has Magic and/or Fire Resistance, you may be in trouble. With the rework to Magic Resistance this won't be the worst thing ever for your infantry, but the reduced spell damage will suck because you will have a massive mana pool that you'll dump on buffs, debuffs, and heals instead of shooting mind bullets. *'''Micro Intensive''': This is not an army for beginners. It encourages cycle charging and keeping out of an opponents range all without much in the way of a frontline. Though the rapidly recharging shields offer more wiggle room for errors than the likes of the Beastmen/Wood Elves, who are similarly squishy, it can still be very unforgiving when it comes to mistakes so play these guys at your own risk. It did get a lot simpler with the addition or armored infantry, though they may not carry the day for you. *'''"Friend" is another word for "backstabber"''': As with most of the daemonic factions, diplomacy is not your forte. While the Skaven are insane and duplicitous enough to consider working with you, the ogres who are willing to help you if you offer them anything shiny, and your mortal followers in the Beastmen, Warriors of Chaos, and Norsca are of course willing to help, you will not have too many options for diplomatic gestures beyond them. Sure other factions don't auto declare war on you anymore but with how much they hate you they may as well. *'''Awful Replenishment''': Your unit replenishment rate is stupidly slow and you don't have many ways to bump it up. If an army takes heavy casualties they're out for a while. *'''DLC''': Your mortal roster is very shallow unless you open your wallet to flesh it out. While this is a problem for all the monogods, it's much more noticeable for Tzeentch who's missing chaos marauders and chaos warriors by default.
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