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====Tzeentch==== * Lord of Change - you get what you pay for, and what you pay for is a tough flying wizard with all the good Tzeentch Gifts at no opportunity cost. Will almost never Miscast, should have a good spell for every turn, and packs the super Dispel Scroll for emergencies. Although it's the weakest Greater Daemon in a scrap, that doesn't mean it's bad: five S6 attacks is still a lot better than most armies' level 4 wizards can put on the table, and of course it has access to a proper Ward save and rerolls via the Lore of Tzeentch. * Horrors & Flamers - Treat them like magic Clanrats: their job is to stand there while spells are cast and shots are fired from the attached 'weapon team'. The Horror unit itself can cast a crappy 1d6 magic missile, or blast an entire enemy unit with S3 hits (much better!), or attempt to inflict Killing Blows on something they're fighting and potentially generate more bodies for themselves (niche!). Because the casting value of their spells is based on the size of the unit it's best to bring at least 15: that gives you a Power Level 8 cast and that's sure to eat some enemy Dispel dice and give your Lord of Change free reign. A very strong magical support unit, though, and worth bringing even in a Mortal or Beast army if you've left yourself the option. Flamers, meanwhile, are a dangerous and potentially quite high yield throwing weapon on legs, chucking out d6 S3 hits from 8" away and getting in the way of the enemy, angling and blocking to keep your Horrors free for as long as possible. * Screamers - a unit of flyers that hits like Fast Cavalry and can do damage to enemy units just by moving over them (it's not much, only a S3 hit per Screamer, but every little helps). Worth taking to chase, to harry, and to hunt down artillery pieces that give your Lord of Change funny feelings. Also very good at catching skirmishers, archers and other nuisances: again, a Chaos Undivided army is well served bringing some of these along if it can.
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