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====Daemons==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Lord-of-Change-2019-en.pdf Lord of Change]:''' (400pts. Daemon Wizard, Behemoth, 30 Fate Points) Casty, scary lord, now with fourteen Wounds because he got a new model. Can choose between a bunch of weapon profiles in addition to his staff but the Gatling Rod of Sorcery will generally be your best bet because a Lord of Change in melee is a dead Lord of Change unless you're sending him war machine hunting. His true power is the hero phase, were he can Auto ends an endless spell for free, leans any spell he unbinding on a 9+, and can always get double of the highest dice rolled when he rolls for magic *{{anchor|FWExalted}}'''[https://www.forgeworld.co.uk/resources/PDF/fw_warscrolls/AOS-Exalted-Daemon-of-Tzeentch.pdf Exalted Daemon of Tzeentch] (Forge World):''' (515pts Daemon, Behemoth), A Lord of Change pre-new model, with 20 wounds. This also means it only has the staff to fight with, severely hampering its usefulness with the new freshness available. He also has a Casting Value of 9 as opposed to 10 for some reason. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Changecaster-en.pdf Changecaster, Herald of Tzeentch]:''' (150pts. Daemon Wizard, 12 Fate Points) in addition to throwing small firebolts behind other Horrors, Has a pretty cool combination of tricks going for him. He has a unique spell with a casting value of nine, which is pretty fucking high for dealing D6 MW. Also, once per game, he can cast with three dice instead of two, making nine much more reachable. Also, if he manages to cast a spell with a roll of 9+, he can cast an extra spell that turn. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Fluxmaster-en.pdf Fluxmaster, Herald of Tzeentch on Disc]:''' (170pts. Daemon Wizard, 12 Fate Points) Oddly the disc is disturbingly powerful in melee. However, the Herald on it wants absolutely nothing to do with melee. Ultimately, the Herald on Disc is a confusing beast, best left alone. His unique spell can potentially do nine Mortal wounds for a casting value of 5, though it will average only one and a half, but hey in Matched Play you only get one Arcane Bolt anyway so it's better than your herald sitting on their fucking hands. His real usefulness is that he is manic fast and can keep up with your Flamers and Screamers so they benefit from the loci. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Fateskimmer-en.pdf Fateskimmer, Herald of Tzeentch on Burning Chariot]:''' (170pts, Daemon Wizard, 24 Fate Points) put a Herald on a battle chariot, equipped with both the better casting roll tome and extra weapon and drawn by Screamers that deal more damage to monster and MW something on the flyby. His unique spell can damages each enemy that surrounds it. The main reason to actually take this guy is to make Burning Chariots Battleline if he's your general, which allows you to spam them in low points games. This is an 8 wound, fast moving spellcaster so pretty good for the points you pay.
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