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===<span style="color:#dda16f;">Battleline</span>=== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Kairic-Acolytes-en.pdf Kairic Acolytes]:''' (Arcanites, Min 10, 120pts.) Tzeentch-themed Marauders, just as Bloodreavers are Khorne-themed Marauders, but magic focused. They can take the dual-wielder hits better or shields that give a ''model'' a 6+ save-before-the-save against normal and mortal wounds, with 3 in 10 can get big Glaives. This is all okay, but not terribly impressive. What sets them apart is that each is also a magical dabbler, being wizards that only spam a buff spell to their minor magic missile weapon to a (18"/1/4+/3+/-1/1), and can disrupt enemy wizards. Having a bunch of Acolytes will help you quickly rack up summon points. **Arcane Cataclysm shifts the shields into just giving 6++ Wards, but that's not the big issue. That's the loss of ''any casting power whatsoever''. All you keep is the Vulcharch which gives the ability to deal an MW on a wizard who casts on a 4+, making them possible witch-hunters, but it's not going to do much. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Tzaangors-en.pdf Tzaangor Host]:''' (Arcanite, Min 10, 180pts.) Incredible. They are, at first glance, Chaos Warriors with a lower save. Then you look at their weapons. No matter what you equip them with, they will always have a 4+/5+/-/1 beak attack each. Then you can choose between two swords, a sword and board, and a glaive (only two on every five models). The shield gives you a nice save-after-the-save for that model, the twin swords get you better hit rolls and the glaives only give you 1 attack instead of 2 but at damage 2 and Rend -1. They also have a rule to gain +1 attack on all their melee weapons if they have 9+ modules. Since this stacks nicely with the few strong attacks from the glaives, you want glaives if you want to go for raw damage output and shields to keep them safe, and they can have one mutant for every 5 models, who always have two blades and make 1 additional hit with them. Most of the unit must be armed the same, but the mutants always have two blades and the glaives replace the normal equipment, so you can have a nice spread of options. They can also run and charge like normal Beastmen, thanks to their musician and can channel mortal wounds onto enemy units if near any wizards (friend or foe). Having an Arcanite Hero hanging with them also gets them better Wound rolls, so keep that Tzaangor Shaman nearby to buff and replenish. **Arcane Cataclysm has seen the Tzaangors go upward quite a bit. Their ever-present beaks are now 4+/3+/-/1, making them a lot more reliable as weapons on top of whatever you pick. ''Destined Mayhem'' now gives them that +1 attack on the charge, which makes them more focused on being disposable chaff that you toss at the enemy. Their drawback is that their icon now a lot less usable, as it requires having both a wizard in range and another enemy unit nearby to throw d3 MWs at, which is harder than it looks unless you're facing the Lumineth or a Sacrosanct-heavy Stormcast army. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Horrors-of-Tzeentch-en.pdf Horrors of Tzeentch]:''' (Conditional Battleline: Daemon, Min10, 250pts/150pts (if no Pinks)/125pts (if no Pinks or Blues) 20 Fate Points for a unit of 20 Pinks/10 Fate Points for a unit of 10 Blues/Iridescents.) As the Nature of their god these things keep on getting reinvented. One of the best and annoying infantry units in the game, as a unit of 10 actually has 50 wounds (assuming you can deploy all of them validly). A Starting unit of Pinks will have a high volume of 12" firebolts. Their annoying power is each dying pink turns into 2 Blues and each blue turns into a Brimstone, actually increasing the number of attacks by how many you'll be using. The pinks always have to be the first ones to die though. **Horrors are not tough and will die in numbers and then more will flee from Battleshock, but if you roll a 1 (use a Fate dice) and you still have a pink with an Icon alive, you gain back D6 slain models instead. **If you care for everyone's sanity, don't want to buy and paint 40+ Blue/Brimstone horrors, and/or don't think setting up more models will work out for the game, your horrors can instead explode and deal mortals on a roll that degrades with the size of the Horror - depending. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Screamers-of-Tzeentch-en.pdf Screamer]:''' (Conditional Battleline: Hosts Arcanum army, Daemon Min:3 Max:12 110pts 10 Fate Points for a unit of 3) zipping objective claimers and light bombers, but their offense is a bit pillow-fisted outside The Hosts Arcanum and other buffs. Three of them won't do much, they want to be in bigger units to achieve anything and you're unlikely to put plenty of wounds on units, but monsters really don't enjoy the damage upgrade to D3. Do remember you can do the slashing fins attack if you "retreat" from combat they're not going to win by flying over the unit they were fighting. Being that they are only 10 fate points and have an exceptional move speed, you will often be summoning these to grab an objective left in the open. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Flamers-of-Tzeentch-en.pdf Flamers]:''' (Conditional Battleline: Eternal Conflaguration army, Daemon Min:3 Max:12 190pts 18 Fate Points for a unit of 3) 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, and they that gains +1/+2 hit if the target had 10/20 models. They are not fun to fight in melee as each lost wound inflicts an MW on a 5+. Lastly, they have 9" Move and can fly, so you can use them as ultra-powered horse archers, leaping here and there while puking multi-colored death from a safe distance. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Burning-Chariots-of-Tzeentch-en.pdf Burning Chariots of Tzeentch]:''' (Optional Battleline: Fateskimmer General, Daemon Min1, Max:3 160pts, 18 Fate Points)This is what you get when you put an exalted flamer on a disk pulled by two Screamers. 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 Screamers', who make 6 attacks, each of which deals D3 damage whilst targeting a Monster, all of which gain a bonus to hit against bigger units. But realistically it's so fragile and inaccurate you should only use it to pick off opportune targets in melee while shooting at whatever you feel like. They're super fast and they fly but they'll die if the opponent even thinks about shooting and flamers aren't slow anyway. They are great however at dealing a lot of damage against monsters and 20+ units or if you want it to circle around and take the side objectives that the opponent only has a token force for just make sure it attacks first in most cases because it won't last long otherwise. They do also give normal flames their +1 to hit with shooting, but the foot versions just seem a better fit. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Warriors_eng.pdf Chaos Warriors]:''' (Mortal STD, Min5, Max:30 100pts.) The same heavily armored Vikings you know and love. Do you like the Liberators' bullshit profile but want to go a bit more Chaosy? Then these guys are what you are looking for. They have the same stats, and their normal hand weapons better than the swords Liberators carry. Their other options include a halberd that is worse than the hand weapon but with a better range, two hand weapons giving a flat re-roll to hit rolls, and a greatblade with the same stats as a Liberator hammer but with a -1 rend, however unlike them taking this will cost you your shield. Their shields work a little differently as they give you a special save of 5+ against mortal wounds. While giving them greater durability against Mortal wounds than Liberators they have worse saves against regular damage attacks. If you want to be an asshole, use them in units of 20+, where they will be re-rolling saves for longer. All in all, strong chaos rivals to liberators, while Liberators can be argued as a more balanced unit with an equal focus on attack and defence and also containing special weapons. Chaos Warriors are more offensively focused, they are less about holding the line than smashing through it, with their weapon options favouring frontal assault more. **Take 20, give them halberds so you can attack in two ranks. Enjoy your 60 attacks. **Take 20, give them shields, string them out in front of your army and run them forward. Don't worry about being charged: these guys are bait. Take the aforementioned Halberd Warriors and destroy whatever dumbass takes that bait. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Marauders_eng.pdf Marauders]:''' (Mortal STD, Min20, Max:40 150pts.) Our favorite Vikings are back and bringing the pain to bear! They did not get a model update, which they sorely need in comparison to the new models being released. I for one will be using Warcry models and kitbashing them to represent Marauders. But down to brass tacks, they boast an average stat line that is bolstered by numbers. 10 or more and your get +1 to hit, 20 or more you get +1 to Rend. But the most important ability boost they got is their charge ability. They can change the lower die on a charge roll to a 6 automatically. Add in a drummer and you'll be making a minimum 8" charge every time.
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