Editing
Total War Warhammer/Tactics/Tzeentch
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==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. *You enjoy the hit and run style of the Wood Elves, but want to insert just a little bit of Chaos into the mix. ===Pros=== *'''Magic''': While you do only have 3 magic lores to pick from, you still look to be strong in the sense of just how many spells you will be able to pump out. The fact that you will have large magic pools, gain army spells are rewards for casting and the ability to pump up your magic on the campaign map will make you one of the most magic reliant armies in the game. *'''Firepower''': And not just because half of your projectiles are literal fire. You are the best ranged faction not just of all the monogods, but of all the Chaos factions in general! (Not that you have much competition in that regard.) *'''Fire''': You will have it aplenty with Flamers and Horrors in your roster. Anything that is weak to fire is going to burn and burn hard. *'''Air Game''': You have flying Daemons, flying chariots, Lords of Change, discs that allow your lords and heroes to fly, and flying cavalry on Frisbees of doom. Point is, with all the flying shit you have you should have a good amount of air control. *'''Survivability with Skill''': Barrier helps keep your units alive in the face of destruction. If you are good at cycle charging and keeping the barrier alive, you can go through a battle taking minimal casualties. *'''Trolling in Campaign''': The shit that you can do in campaign is hilarious. From transferring settlements between factions, breaking alliances, forcing enemy factions to stop moving and forcing wars you can do so much fun meme shit that will make Warhammer's best troll proud. *'''Doomstacks''': patch 1.2 gave greater demons bound spells instead of being crappy spell casters, now all the monogod factions except khorne can get the up to 2 uses of their entire respective demonic spell lore as bounds spells for each greater demon they bring, this has made bring 17-19 of these in a doomstack by far the most overpowered army comp in campaign, Every single greater demon now provides like a hundred extra WOM worth of spells for free. once you can afford a pure stack of these there is basically no reason to use any other unit anymore. you can easily wipe 2-3 full enemy stacks and cheese your way through the endgame. ironically this means that in campaign Bloodthirsters went from being probably the best greater demon to the worst overnight. This applies equally to slaanesh, nurgle, and tzeentch but not khorne or legions of chaos. *'''Versatility''': with the new DLC you now have very tough defensive and anti-large ap infantry to compliment your powerful ranged and flying units. Your easily the most well rounded chaos faction. ===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.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information