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==Lords== ===Legendary Lords=== *'''[[Kairos Fateweaver]]''': Kairos is one of the best magic users in the entire game. Every battle Kairos can pick spells from the other lores of magic on top of his Lore of Tzeentch. Stat wise he is actually pretty pathetic, being weaker than a normal Lord of Change in melee. He makes up for this by being very strong in casting, having Greater Arcane Conduit and a mixed spell lore in Multiplayer. With Regrowth in his multiplayer kit, he is going to be one of very few Non Nurgle Chaos characters with the ability to heal. He'll be the only flying monogod chaos legendary lord at launch. His Staff of Tomorrow allows him to reset the cooldown of his spells and his Gaze of Tzeentch allows him to root an enemy in place and allow your little friends below to burn them to pieces. He is a perfect example of Tzeentch's combat as a whole, strong with magic, but keep him the fuck out of melee. *'''[[Vilitch the Curseling]] (DLC, Multiplayer only)''': Vilitch is a solid, semi tanky fighter/mage with the Lore of Tzeentch that unfortunately leaves a bit to be desired compared to the other Legendary and Generic lord options in multiplayer. Don't take that to mean that he's outright ''bad'', he's good in blobs since he can keep the Barrier regenerating at a faster rate and can be a solid fighter. What screws him over is his lack of mounts, as Lore of Tzeentch is great in multiplayer for flying around, snipping single entities with overcasted Blue Fire and getting good positions to place damage spells for blobs. Since Vilitch is stuck hoofing it, he can't do this as effectively as say a Chaos Lord of Tzeentch, who also has a shield regen ability. This might have been made up for if he were an amazing fighter, but while he's respectable he doesn't have AP or any kind of Anti Large or Infantry bonus to make him a real threat. He can be fun to use, but if you want to tryhard you have more efficient options. *'''Sarthorael the Everwatcher (Multiplayer only)''': The big chicken from the previous 2 games is now playable for Tzeentch in multiplayer as... a weaker Exalted Lord of Change with the Lore of Metal. Honestly, not much reason to pick him over Kairos or an Exalted LoC since they can do what you would want from Sarthorael better. ===Generic Lords=== *''' Exalted Lord of Change''': Budget Kairos. These guys are powerful spellcasters and come with the Lores of Metal and Tzeentch. One big advantage they have over Kairos is that they're significantly better in melee, with decent melee stats and AP damage. Now obviously a Bloodthister will still clap them if you're stupid enough to charge them in, but they can be used as flying flankers to back up an infantry engagement or a monster duel. You'll probably be mostly using them for spells though. Has a passive ability that reduces ability cooldowns whenever it's casting. *'''Herald of Tzeentch''': A wizard with ranged attacks, along with having some more support abilities for helping out units outside of magic. Compared to the Lord of Change he's weaker in terms of magic in exchange for having more buffs and supportive elements. He can be mounted on a Disk or a Burning Chariot. Get ready to see a lot of these guys in early campaign because you'll need to level them up and evolve them if you want to get your hands on an Exalted Lord of Change. *'''Chaos Sorcerer Lord of Tzeentch (DLC)''': Your Mortal Lord in the Champions of Chaos DLC. Provides a much more heavily armored alternative to the Herald and with better melee in exchange for a lack of a missile attack. In multiplayer they can also summon spawn so they can be great for shutting down missiles or getting a surprise flank. Comes with magical attacks, the Lores of Tzeentch and Metal and is able to mount a Warhorse, Disk or Warshrine. they forgot to update their blue skill tree for monogod factions, so he doesn't have upkeep reduction skills. which is really bad, probably skip till they fix it. *'''Daemon Prince of Tzeentch (DLC)''': Comes with the Champions of Chaos DLC. More magic focused that some of the other Daemon Princes, though the weakest in a pure melee fight. Comes with a mixed lore of Tzeentch and Metal and a number of abilities that boost his spellcasting potential. Probably his most important ability is Paragon of Change, which heals the Barrier hitpoints of the Prince and any nearby allied units with Barrier. ===Legendary Heroes=== ===Generic Heroes=== *'''Iridescent Horror''': Budget version of the Herald, allowing you to take one for a Lord of Change army or for your Legendary Lord. They have some Loci abilities that allow them to buff troops in combat without using magic. Like the Herald they have ranged attacks. They come with the Lores of Metal and Tzeentch and can mount up on a Disk or a Burning Chariot. burning chariot ranged attack is very potent. have powerful winds regen as a locus skill. *'''Cultist of Tzeentch''': Your mortal hero and the only mage in your army that can use the Lore of Fire. The big reason to bring them is to summon more Daemons to the battlefield. In MP he can only summon a single unit of Pink Horrors but in campaign this can be upgraded to multiple Pink Horrors or even a Lord of Change. He'll get his ass cheeks handed to him by any decent melee fighter but makes up for it with spell casting and his Daemon summons. Can be mounted on a Chaos Steed for greater maneuverability and durability or a Tzeentch Chaos Shrine to buff up your spells. *'''Chaos Sorcerer of Tzeentch (DLC)''': Marked Sorcerer hero for Tzeentch, coming with Lores of Metal and Tzeentch. It's pretty much a hero version of the Lord variant, down to the mounts and the lores. If you want a mage who might actually survive if the enemy decides to sneeze on them for half a second than this is going to be the mage for you.
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