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==Tzee\tch== ===Named Characters=== '''Kairos Fateweaver:''' A good hero choice if you already have another that you are using for their command ability (because he doesn't have one). Old Fateweaver can can get any dice roll to anything you want once per game. Casts 2 spells per turn and changes the lowest dice roll to match the highest one. He will likely get off any spell you are shooting for. Gift of Change does an incredible amount of mortal wounds so aim for that being one if you are within range; it also automatically makes a Chaos Sp-thing with even one dead model: if you retreat with the thing that turn instead of attacking, you guarantee the unit will have to kill it next turn, slowing them down so you can shoot them again next turn. Truly, a brutal spell. Kairos has no shooting, but he's not bad in CC. '''The Changeling:''' A fun little hero unit. Can deploy on you opponent's side of the board and can't be targeted by anything until he is revealed by another hero coming within 3" of him or you personally using an ability. Until then he can half the movement on a single unit within 9" every turn. Good on certain occasions like when your enemy brings a few fast units to keep you from moving up the board or getting close to artillery. Bring for fun not for game breaking madness. '''The Blue Scribes:''' Now a very powerful caster. One per game they can automatically cast anything on 2+ with 1 D6 and to unbind their attempt, you need a 9 or more. This allows you to cast ''any'' overpowered summoning spell with impunity. Don't want to be a jerk? No problem, their signature spell makes it easier for other Tzeentch Wizards to cast. In addition to this they can learn cast spell that are cast within 18" of them. That is from friends or foes! Blue Scribes are great if you have an opponent with uber spells! ===Heroes=== '''Lord of Change:''' Has a lovely command ability if you've got lots of of Tzeentch Daemon wizards and is an actually very powerful caster by himself, since you need to roll fucking awfully to screw up casting rolls with him. On the other hand, he's kind of fragile and his melee potential is absolutely awful for a 10 Wound monster. '''Herald of Tzeentch:''' Has a pretty cool combination of tricks going for him. He has a unique spell with a casting value of 9, which is pretty fucking high. Also, once per game, he can cast with 3 dice instead of two, making 9 much more reachable. Also, if he casts with a value of 9 or more (no matter which spell) he can cast another one. Basically once per game you can cast twice unless you roll real bad. Keep in mind that casting with three dice, adding Chaos Familiars and a Lord of Change can mean that once per game you can summon ''anything'' including the way overpowered Soul Grinder. '''Herald of Tzeentch on Disc:''' 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 confused beast, best left alone. '''Herald of Tzeentch on Burning Chariot:''' When deciding how to build the model, do consider that this unit doesn't get the magical flames shooting attack that other heralds get, or the blue horrors close combat attacks that the exalted flamer gets. In other words, if you build this version, you can use the Blue Horrors to increase your Pink Horror units, the Exalted Flamer by himself and all the flame bits for nice conversions. ===Troops=== '''Pink Horrors:''' One of the best infantry units in the game. Not only do they shoot pretty well and on a surprisingly high range, each unit also counts as a Wizard, so they can either shoot some Mortal Wounds at stuff their normal attacks can't get through, increase their save to 4+ or summon some more daemons & etc. '''Blue Horrors:''' Some <s>half-wit</s>SAINT at GW decided to bless us with a warscroll for Blue Horrors, apparently having forgotten the utter lunacy that once ensued because of them. Basically, a Blue Horror is a Pink Horror, but worse in melee, slightly lower-ranged shots and no magic. But that's really not the important part. The important part is that, so long as you have the warscroll and the models, you can set up 2 Blue Horrors whenever a Pink Horror is killed, thus adding two more wounds your opponent has to chew through before he can get at the actually important stuff behind them. '''Brimstone Horrors:''' And because Pink Horrors splitting into two blue wasn't insane enough, killing a Blue Horror creates a (paired) Brimstone Horror, which are basically teeny-tiny swarms that have only 1 Wound despite clearly being 2 distinct lifeforms. These are even weaker than the Blue Horrors but provide yet another bunch of Wounds your opponent has to chew through. If we ignore the scarcity of the Brimstone Horror models, under perfect conditions, it would take 50 Wounds of damage for your opponent to chew through 10 Pink Horrors. '''Exalted Flamer:''' Has twice the wounds and twice the attacks of a normal flamer, and that's basically it. I'd just take two normal flamers and put this chap on the chariot for the extra stuff that can do. But if you plucked a Chariot apart or built it with the Herald on top, fielding this guy really doesn't hurt, as absolutely nothing in the game enjoys being pelted with 6 damage D3 shots from 18" away. '''Flamers:''' Pretty bloody great. They die very easily, so keep them in cover, but their ranged flame attack is possibly the best thing Tzeentch daemons can bring you, massed shots (10 from 3 of them) causing D3 wounds on anything that gets through is awesome. Bonus flaming is nice too - remember "healing" in AoS only affects models that are still alive, if flaming one-wound stuff it doesn't mean models get up again if you roll a one afterward. In summary using a wound-based comp system (or no comp system) you'd be a fool not to bring at least three of these. Also, remember the awful Locus of Transmogrification? It's been buffed to hell and back and given to these guys. If they lose models while close to a Herald of Tzeentch, they have a chance of the Flamer simply splitting into two new and fully healed Flamers. And all the ones that don't split, you simply summon back to the table with your buttload of casting attempts. '''Screamer:''' A bit pillow-fisted overall. Three of them won't do much, they want to be in bigger units to achieve anything (even lone wizards might not die quickly to them otherwise) and you're unlikely to put plenty of wounds on units, though monsters really don't enjoy the damage upgrade to D3. Do remember you can do the slashing fins attack if you "retreat" from a combat they're not going to win by flying over the unit they were fighting. '''Exalted Flamer on Burning Chariot:''' Ridiculous, utterly ridiculous. Has the potential of inflicting 46 Wounds per round, if you do it just right. It can damage units it flies over, has the same powerful missile weapon as the standard Exalted Flamer and a bunch of melee attacks, including the two Screamers, who make 6 attacks, each of which deals D3 damage whilst targetting a Monster. None of these have Rend, but whatever. Take a couple and dominate the game. However, these things are pretty fragile, not that this means anything when you have a goddamn 14" Flying Move stat. ===Formations=== '''Daemon Cohort of Tzeentch:''' Could be fairly nasty if you play fair. If not, it's utter rape. Extra spells means you could reliably be casting Arcane Bolt and Mystic Shield with every unit (including your Horrors) every turn. Having most of your army with +1 saves while throwing multiple sets of D3 mortal wounds across the field, plus normal shooting, could be nasty. You'll probably want to borrow some speedbumps from somewhere to keep enemy units at arm's length. Lord of Change probably best for his command ability giving a bonus to cast. And all of this is not taking into account the fact that you could use summoning magic with all your casting attempts. '''Changehost of Tzeentch:''' A Lord of Change takes 9+ units between every Tzeentch Daemon unit that is not another Lord of Change. In each hero phase two units within 27" from the Lord of Change can teleport in each other's place. You can do it twice if the formation includes 9+ units, and three times if there are 18+ units. This can be fairly nasty, but you need to use it correctly. For example, plonk a Brimstones in front of the unit that was just busy cutting your Flamers apart. Or bait a monster into attacking your Horrors, then switch them out for Screamers with their bonus against monsters. There are lots of possibilities, but you need to think these situations out beforehand, as it's a huge-ass Battalion and it's only worth its cost of entry if you know how to make use of it. '''Watcher King's Horde''' The Watcher King's formation is another kick-ass formation. A Watcher King's battalion consists of 1 Gaunt Summoner of Tzeentch that is the Watcher King and any 9 Tzeentch Daemon units. Only the Gaunt Summoner starts on the table, so check the mission rules. There may be a bonus for being out numbered at the start of the battle. You are not on your own for the whole battle though. In each of your hero phases you get to drop in 3 Tzeentch unit in your general location (18" from the Watcher King, 9" from the enemy). The kicker with this formation is that each time a unit is destroyed they go back it to reserve and can be called on to the table in a future hero phase. The main strategy here will be keeping the watcher king alive. You can only call and recall troops while he lives. Having a Gaunt Summoner on a Disc of Tzeentch makes most sense as it gives you a better chance of running away from trouble!
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