Total War Warhammer/Tactics/Tzeentch
This is the general tactics page on how to play Tzeentch in Total War: WARHAMMER. As the game isn't out yet and we know very little about how the faction will work, this page won't be filled out for a long time. However, we can make some early guesses based on the table top and the trailer.
Why Play Tzeentch
- You love magic, and want every opportunity to cheese the FUCK out of it.
- The thing that appeals to you about Chaos are the strange, almost Lovecraftian creatures that swim around in it, and this is the best option for that.
- You want to act like everything is going Just As Planned, even when everything is going horribly, horribly wrong.
Pros
(Again, we know jack shit other than the factions so this is all subject to change)
- Magic: If CA does Big Bird justice, you will be THE most powerful magic race in the trilogy. Expect to have massive mana pools and a very wide variety of magic to choose from.
- Range: You will likely be the best ranged faction not just of all the Monogod faction, but of all the Chaos factions in general! (Not that you'll really have much competition in that regard.)
- Fire: You will have it aplenty with Flammers and Horrors in your roster. Anything that is weak to fire is going to burn and burn hard.
- Air Game: On the table top you have flying Daemons, flying chariots, Lords of Change (hey, Bloodthirsters can fly, so these things have a good chance), discs that allow your lords and heroes to fly, A literal fucking two headed dragon (though he likely won't be in the game at launch.) Point is, with all the flying shit you have you should have a good amount of air control.
Cons
- Lack of CQC: Expect to be the worst of the Monogods in melee. Your Demons will have low armor and defense, and your Chaos Warriors likely won't hold up as well as their brothers from the other Chaos gods.
- 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 and will want to use it.
- RNG: Historically of all the chaos gods Tzeentch has embraced the 'random' part of chaos (see Warpflame in 40K) the hardest. So while it's not certain that CA will introduce a bunch of random mechanics into the game, if they were going to do it to any faction it would be Tzeentch.
- DLC: This is just a fair guess from the past. Expect units to be held back for future Lord Packs.
Lords
Legendary Lords
- Kairos Fateweaver: If Skarbrand and the game 2 hints of N'Kari are any guess, all the goods will get a Greater Daemon for their Legendary Lords. Kairos, if done justice, will be one of the best magic users in the entire game. Unknown if they will implement him knowing literally every spell, though it would likely come in as a campaign effect. Due to his inability to see the present, he actually might be worse than a standard Lord of Change in melee but make up for it for being a god tier caster.
Generic Lords
- Exalted Lord of Change: Given what we've seen with Bloodthirsters, it's safe to assume these will be the lord version; what remains to be seen is if normal Lords of Change will be monsters with bond spells or hero-level casters. These guys will be uber powerful spellcasters, likely with Greater Arcane Conduit and a few spell lores with Tzeentch and Metal being the most likely two for them. Unfortunately, they will likely be the worst of the Greater Daemons in melee, though if Sarthorael is anything to go by they won't be useless in that department.
Given Sarthorael as an example they won't likely have the functional wings they do on the table top.The Bloodthirster can fly, THERE IS HOPE!!!!!
- Herald of Tzeentch: Khorne has his, and it got a promotion to Lord so expect Tzeentch to get his too. He will likely be your standard Daemon mage, along with having some more support abilities for helping out units outside of magic. Compared to the Lord of Change he will probably be weaker in terms of magic in exchange for having more buffs and supportive elements. Disk and Burning Chariot mounts are safe bets for him.
Heroes
Legendary Heroes
Generic Heroes
- Iridescent Horror: The champion of the Bloodletter unit got a promotion, and a voice actress leak implied the same thing is happening for Slaanesh, so safe to assume Tzeentch will get the same treatment. they will likely be a budget version of the Herald, allowing you to take one for a Lord of Change army or for your Legendary Lord.
Units
Infantry
- Pink Horrors of Tzeentch: Given that Bloodletters made it in, it's safe to assume all of the gods will get their lesser Daemons. Horrors will have a flaming range attack to pepper enemies from afar, though they will likely be the worse of the lesser daemons in combat. We don't know if they will have the rule where upon death they split into Blue Horrors, but if that's the case they will make an excellent tar pit unit.
- Blue Horrors of Tzeentch:
- Chaos Warriors of Tzeentch: Given what's in the Khorne roster, I think this is a fair bet. Tzeentch Chaos Warriors will likely have magic and/or flaming attacks, allowing them to easily bypass physical resistance and hurt ethereal units. Stat wise they will probably be the worst of the Monogod Warriors, however, they will likely get a decent ward save to make up for their lower combat stats.
Missiles
Cavalry
Chariots
- Burning Chariot:
War Beast
- Screamer:
- Chaos Furies (Tzeentch): Khorne got his specific Furies, so all the god will likely get their own. Expect Tzeentch Furies to come with a ward save and/or magic/flaming attacks.
- Spawn of Tzeentch: Khorne's got them, and Tzeentch is the guy known for making these things on mass. the Tzeentch version will likely have a ward save and/or magic/flaming attacks.
- Exalted Flamer:
Artillery
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