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===Tactics Magic=== your mortal follower gets the same god exclusive lore except the Lore Attribute is replaced with one that has a chance to add a Model to a Common unit for each unsaved wound. *'''Tzeentch:''' to balance out being how good you are at magic, you get a heavily RNG lore. Unlike other god lores, you have the option to trade it for a core lore. **This becomes more important if your using lots of Horrors and Screamers. Lore of Tzeentch actually looks slightly better when you keep in mind that Blue, Pink Fire, and Bolt of Change is actually designed to be cast on mass by Horrors instead of herald for purposes of ranged attacks and having the units grow ever bigger (yes Horrors also get the Lore Attribute). **Glean Magic is also an ok spell, not constant, but will reduce what your enemy can cast and have better spells to spend dice on. *'''Nurgle:''' Though the power of Diseases, your Daemons becomes harder to kill, Enemy toughness gets lowered and they now have to roll it to not die. Nerfed my not working on Animated Constructs. *'''Slaanesh:''' Inflict pain, and mess with enemy movement. Hysterical Frenzy will grant Deamonetts 3 attacks each but has a chance to kill one or two. '''Daemon Prince and Master of Sorcery:''' With allied Daemons only able to lean their god's lores, an unallied Prince or Tzeentchin with the ''Master of Sorcery'' power is the only one that can know core lore. The Prince can get Fire, Metal, Death, and Shadow. Unfortunately for Tzeentchins, with other gods being Suspicious Allies, you can't give them buffs that affect "Friendly" units(which is all of them). you can blast Nurgle units with magic missiles because they count as "enemies. *'''Fire:''' better blaster then Tzeentch lore. Flaming Sword of Rhuin makes you better at wounding, especially on Sleenshi units and Tzeentch fire attacks. *'''Metal:''' You have no Armour so no discount on augments, but still many good things, +1 to hit on attacks and AP, lowering enemy armour saves (all gods benefit), giving Natural Armour (5+) (you don't have an armour save to start with so now you are tanker). There is also an anti-armor and sniper spell. *'''Life:''' make Tzeentch units tanker, and tanking lv3 for Regrowth will keep your expensive units in the fit despite your enemy's best efforts. (most Tzeentch unit have 2 wounds) Horrors are a hassle to kill when they have a 50% chance of exploding or turning into 2 blues when slain and then D6+1 pinks get revived next turn. *'''Beasts:''' you get a Bolt thrower. Turing Screamer into a monster killer when they have S5. You can turn a Lord of Change or Tzeentch Prince into a Tank and justify magic weapons( ie. Staff of Change) with The Savage Beast of Horros and Pann's Impenetrable Pelt giving +3 Strength, Toughness, and attacks. *'''Heavens:''' another better Tzeentch-est lore. A hex that makes an enemy worse and slower than Nurgle, Move enemies around and ignoring amour saves. *'''Light:''' Counter to other Daemons and Undead. give a Tzeentch unit ASF (not very useful except against slow armies), Auto-pass a foreseen bad break test, and stops an enemy with low Strength form doing anything. *'''Shadow:''' your Wizards are moving very fast (a lot of extra fly moves on units that already fly). Lots of Hex Debuffs to make your side more durable. The Withering makes your Deamonettes' job a piece of cake. Pit of Shades is an out to dangerous low initiative units (Nurgle beware). *'''Death:''' Character sniping from Spirit Leech, The Caress of Laniph, and The Fate of Bjuna, and lowers enemy leadership. Generates dice when inflicting wounds. Effective at making headless chickens run. Pares well with Deamonetts or Bloodchrusher when they start causing break tests.
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