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===Cults=== <span style="color:#4c741c;">The Eternal Conflagration</span>: All of your Flamers, Exalted Flamers, and Horrors get an additional +1 rend to their shooting. The Command Ability is sub-par, but a -2 to an enemy's bravery can make or break a unit holding a position. The Command Traits makes it so that enemies firing at units within 12" of your general now hit you on a -1, keeping your glass cannons alive longer. The Artifact makes it so that in combat if hit you can burn your opponent back with easy Mortal Wounds. besides magic, you can make spamming horrors and Flammers work. One of the better Allegiances, especially in a Changehost. <span style="color:#4c741c;">The Hosts of Duplicitous</span>: Do you like annoying your foe, do you like catching your opponent off guard? Well, enemies units within 3" cannot retreat, making it good for all Tzeentch armies; daemons or arcanists. 1x per game, you can use the Command Ability that when a Horror unit dies you can bring it back in full on a 5+; no using DD here sadly. The General's Command Trait lets you reroll ALL casting and unbinding rolls for Daemon Wizards within 9", so that LoC really is gonna get that spell off. The Artifact lets you get a better save, and in AoS that's cash $. Your other Changehost build, this one likes Horror spam. <span style="color:#4c741c;">The Cult of the Transient Form</span>: Turns your early Fate point generators into a lot of melee power. When one of your Kairic Acolytes dies, they can fight back in combat, or he/she/they turn into Tzaangors when they die! and using the Command Ability makes dead dudes/dudettes into Tzaangors easily. Your Command Trait grants your cult gets +2 bravery, and sadly Arcanites have really poor to begin with so this is really appreciated, and a +1W Artifact is nothing remarkable but still good. Run with an Alter-Kin Coven and buy more Tzaangors. <span style="color:#4c741c;">The Pyrofane Cult</span>: All of your Acolytes throw their Sorcerous Bolts a bit better. I blame sorcery. If a unit suffered any, yes, any wounds then there is a 5+ chance they will be lit on fire and take D3 mortal wounds too. Your Command trait lets you pick a unit within 12" of any Hero and make them re-roll wound rolls. 30 Acolytes just got a lot scarier. Your General is also a little harder to hit due to Command Trait, nothing special. The Artifact is only useful on Heros with missile attacks, so maybe add in an LoC and fish for 6s to hit? This is meant for Arcanite players only and will put lots of heat on opponents small, elites armies. <span style="color:#4c741c;">The Hosts Arcanum</span>: Tzeentch as a Fast Flying force. In addition to auto-stop one spell during 1,3,5 round (when mobility and then game-changers will happen). it's built to make Screamers better with a 6" head start, summon a big Screamers unit, and make a unit tougher and better attacks. First tun they could move up to 22 + 6", kill an over-eager wizard with a Passover then tear up a monster. <span style="color:#4c741c;">The Guild of Summoners</span>: The Pure focused is spam magic so you can summon supper casters. Cram as many Wizards (especially Magisters for cheapness), Horror/acolytes in a list and spam all the spell Tzeentch has. <span style="color:#4c741c;">The Unbound Flux</span>: A similar premise to Guild of Summoners except focused only on spamming Deamon wizards Heros to maximize MW output. Your going to Spam MW spell and unlike the Guild, you can use those points on other deamon when needed. <span style="color:#4c741c;">The Cult of a thousand Eyes</span>: encourages an old Warriors of chaos approach entails using a Slaves to Darkness Hammer + Tzeench magic to annihilate particle targets. Your taking a lot of calvaries to quickly catch marked units and Chaos lords to make them better. If you use a lot of CP, this also a good faction to have a monster General as each CA used can heal him.
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