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==Warscrolls== ===<span style="color:#dda16f;">Leaders</span>=== ====Named Leaders==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Kairos-Fateweaver-2019-en.pdf Kairos Fateweaver]:''' (440pts, Daemon Wizard) Kairos has a pretty decent melee profile and decent survivability, just like all Lords of Change. He also shares their rule for better casting rolls and auto dispell endless spells. one of his minor gimmick that can replace one dice rolled by any player with any desired result like fate dice. His primary ability is being a Master wizard, able to cast/unbind 3 times and he knows all spells from friendly Wizards' warscrolls wholly within 18". Woo. (No seriously woo! So long as Kairos is within 18" of a Changecaster, he knows Pink Fire which he is much better at casting. Having access to the Curseling's Glean Magic spell can yield fun results, steal a spell and execute the enemy wizard with the following) his unique spell ''Gift of Change'' is fairly strong as it deals a flat 6 MW while Kairos is full health, one shotting most heroes and turning them into spawns. The downside of taking him is he's less versatile or less support than a normal Lord of Change; he costs more and can't take Artefacts and Command Traits. Still useful for that single, guaranteed dice roll. Ensure an opponent fails a critical save. **The spawn is created in the hero phase. This means you can retreat in the movement phase and run your spawn to an objective, force a unit in melee to pile-in towards the spawn, use it to string out huge infantry blobs or maybe just block your enemy's movement phase with the 3" don't-come-near-me. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-The-Changeling-2019-en.pdf The Changeling]:''' (170pts, Deamon Wizard) A fun little hero unit. Can redeploy him be for the game on your opponent's side of the board 3" from everything at the end of your first movement phase and at the start of each enemy turn you can give a unit within -1 to hit and half their movement Until your 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. Also interesting is that he can use the spells of ''all'' Wizards around him. He has lost his copy enemy weapon attacks, but gained the ability to cast two spells per turn, so you'll wan him further from melee than before. **Use the Changeling in conjunction with Changehost to land a Purple Sun of Shyish or Realmscourge Rapture in your enemy's lines. Coupled with Kairos, they will wreak havoc in your enemy's army. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-The-Blue-Scribes-en.pdf The Blue Scribes]:''' (160pts, Deamon Wizard) Now a very powerful caster. They can automatically cast anything on 2+ with 1d6 and to unbind their attempt, thought you needed a 9 or more? This allows you to cast ''any'' overpowered spell with impunity. Don't want to be a jerk? No problem, you can also just use their own spell, which gives nearby Tzeentch Wizards re-rolls to cast. Those Casting Value 9 Herald Spells getting you down? Don't forget the Blue Scribes can attempt to learn any spell cast near them so if you get your Pink Fire off using your arcane tome, the Blue Scribes can learn it on a 4+ and in subsequent turns cast it on a 2+. Give them Tzeentchs's Inferno too and have fun. *'''[https://www.games-workshop.com/resources/PDF/Downloads//aos_warscroll_eyes_of_the_nine_en.pdf Vortemis the All-Seeing]:''' (160pts, Arcanites, Mortal, Wizard) Must be taken with the Eyes of the Nine. He's essentially just a magister with a unique spell that gives a free CP to spend on the At the Double, Forward to Victory, or Inspiring Presence commands. ====Arcanites==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Gaunt-Summoner-of-Tzeentch-2019-en.pdf Gaunt Summoner]:''' (Arcanites Mortal Daemon Wizard 230pts) A very mediocre Wizard statline but attached to some impressive magic. The Gaunt Summoner a great horde-roasting spell, can cast twice per turn and can use one cast once per game to summon a Daemon unit, making him an excellent addition to any army. The fact that he has the Daemon keyword-only makes him better. The only real problem is the lack of mobility and survivability. To use his impressive spell to best effect, you want him close to the enemy, but 5 Wounds and a 6+ save aren't too helpful in letting him survive that. **uses for summons: Bloodletters can inflict MWs, Daemonettes are still the best shredders and fast movers, Plaguebearers are walls, Horrors provide shooting and annoying way to be survivable, while [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos_Furies_eng.pdf Furys] can grab objectives. ** The Balewind Vortex can help mitigate the need to be close. If an entire horde of enemies wishes to approach, they do not want to be within the 18" bubble of death that his spell becomes while atop the vortex. **Can also have his save pimped out. Give him Paradoxical Shield, stick him in a Balewind Vortex, and he's got a 3+ save, 2+ if you can get him in cover. Suddenly your squishy wizard is not so squishy anymore. **The Balewind Vortex combined with the Arcane Sacrifice command trait gives your Infernal Flames spell a truly sickening 27" range. The changes to the spell make this huge range less necessary, but the threat range is very intimidating, and although wiping out a 40 man horde with one cast is a lot less likely now it's still a whole lot of damage that it can kick out. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Gaunt_Summoner_eng.pdf Gaunt Summoner on Disc of Tzeentch]''': (Arcanites Mortal Daemon Wizard 280pts.) give a summoner +1 wounds, 16" Flying movement and a +2 for melee save if normal ground fighter catches him. Not bad for 20 points. (Not actually a Disciples of Tzeentch unit. This one is from the Slaves to Darkness book, and according to the current rules can only be taken as an ally. Apparently the Disciples don't know how to give their summoners discs.) *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Curseling-en.pdf Curseling, Eye of Tzeentch]:''' (180pts. Arcanites Mortal Wizard) Wow. Vilitch, who used to be overcosted and underpowered, may now be one of the best Chaos casters, albeit he is now a generic Hero. He can cast and dispel two spells a turn. Any spell he unbinds, he can immediately cast himself with nobody being allowed to unbind his attempt. He also has the Glean Magic spell with which he can steal unique spells off enemy Wizards. And in combat, he's awesome, too. He has three weapons, one a Sorcerer staff with bad To Wound and worse To Hit rolls, but d3 damage if it connects and then two weapons which are basically Crom's weapons except one of them has extra Rend. Yeah. He hits hard, he can cast twice, and he can cast everything he unbinds. His main problem is the First Rule of One. He only has three spells, two of them the generic spells and the third one that only works if the enemy is packing Wizards, and even then the result may not help him, so unless you give him a good lore spell, he will be dead weight on the spells you can cast. **Can also be decent in combat with Paradoxical Shield giving him a 3+ rerollable save. Since he can cast twice a turn, have him cast Mystic Shield and Arcane Infusion on himself to make him kill and nearly indestructible. **...and just as we thought we had something, the nerfbat came mercilessly lest something be better than the pansies they got boxed with. Arcane Cataclysm busted Not-Vilitch to one cast and unbind, but capable of re-rolling to unbind...unless you find an enemy wizard within 18" and steal one of their casts on a 4+, which is quite sinister, especially in a magic-deficient army. His unique spell will also see plenty of use as it gives an Arcanite unit within 9" a 6++ Ward. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Fatemaster-en.pdf Fatemaster]:''' (140pts. Arcanites Mortal) a pure Flying melee leader in a magic focused faction. while not the strongest fighter he does have a 2+ save in melee unless his opponent is a monster or flys. His Command ability is why you'd take him, as it lets all Tzeentch units wholly within 9" re-roll hit rolls - you can squeeze a lot of stuff into that radius, especially small, hard hitting units like flamers, Ogroids or Skyfires. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Magister-en.pdf Magister]:''' (120pts. Arcanites Mortal Wizard) One of your good cheap mortal wizard that can also shoot a bolt from his staff and like to turn things into Spawns. He can cast additional spells if your casting roll was a double, even if it failed but the additional attempt is also a double he dies and may turn into a Spawn instead. His strong unique spell creates a spawn each turn it kills something right into combat (this will be FAQed soon) creating dangerous disruption. you may use him as a cheaper Gaunt Summoner, Using Fate dice to grant 2 successful casts, and tying down foes with free spawn. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Magister-on-Disc-of-Tzeentch-en.pdf Magister on Disc of Tzeentch]:''' (140pts. Arcanites Mortal Wizard) take a Magister and let him fly around the battlefield with +1 wound and better melee saves. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Tzaangor-Shaman-en.pdf Tzaangor Shaman]:''' (130pts. Arcanites Brayherd Wizard) The mage you want in a Tzaangor-heavy army. Thanks to his Disc, he's not all that bad in melee, but that is still only a last resort, as he's too important to risk. The fun part is that he is a 6 wound Mage with high movement and a decent spell: Enemy unit takes D3 Mortal Wounds. Afterward, you can add a Tzaangor to a nearby unit for every model the spell killed. Roast some Saurus Guard and fill up your Beastmen all in the same breath. The Shaman also carries a nice energy drink with him that, once per game, lets him cast twice and re-roll casting rolls while he's at it. Use to best effect in an Arcanite Cabal Battalion for three re-rollable spells. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Ogroid-Thaumaturge-en.pdf Ogroid Thaumaturge]:''' (170pts Arcanites Mortal Wizard) For all intents and purposes, the Ogroid Thaumaturge is a Tzeentch-marked Doombull. He has eight Wounds without counting as a monster, a 5+ save, rerolls hits & wounds if he took damage earlier in the phase, and his spell deals D6 MW and heals him for each kill, so he's pretty tanky. He also moves 6", deals D3 Mortal Wounds for successfully charging and has three weapon profiles in melee, all of them good. His staff is just like any other mage staff, but hitting on 3+ and dealing three knocks, then his horns have two attacks with great Hit and Wound rolls, great Rend and constant damage 3, and finally, his hooves are exactly 2 Hammer-Liberators worth of knocks. But wait, that's not all. This guy is just amazing. Having him and a Tzeentch army and NOT playing him is akin to sacrilege. He's powerful, he's versatile, and his model looks amazing. ====Daemons==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Lord-of-Change-2019-en.pdf Lord of Change]:''' (400pts. Daemon Wizard, Behemoth, 30 Fate Points) Casty, scary lord, now with fourteen Wounds because he got a new model. Can choose between a bunch of weapon profiles in addition to his staff but the Gatling Rod of Sorcery will generally be your best bet because a Lord of Change in melee is a dead Lord of Change unless you're sending him war machine hunting. His true power is the hero phase, were he can Auto ends an endless spell for free, leans any spell he unbinding on a 9+, and can always get double of the highest dice rolled when he rolls for magic *{{anchor|FWExalted}}'''[https://www.forgeworld.co.uk/resources/PDF/fw_warscrolls/AOS-Exalted-Daemon-of-Tzeentch.pdf Exalted Daemon of Tzeentch] (Forge World):''' (515pts Daemon, Behemoth), A Lord of Change pre-new model, with 20 wounds. This also means it only has the staff to fight with, severely hampering its usefulness with the new freshness available. He also has a Casting Value of 9 as opposed to 10 for some reason. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Changecaster-en.pdf Changecaster, Herald of Tzeentch]:''' (150pts. Daemon Wizard, 12 Fate Points) in addition to throwing small firebolts behind other Horrors, Has a pretty cool combination of tricks going for him. He has a unique spell with a casting value of nine, which is pretty fucking high for dealing D6 MW. Also, once per game, he can cast with three dice instead of two, making nine much more reachable. Also, if he manages to cast a spell with a roll of 9+, he can cast an extra spell that turn. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Fluxmaster-en.pdf Fluxmaster, Herald of Tzeentch on Disc]:''' (170pts. Daemon Wizard, 12 Fate Points) 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 confusing beast, best left alone. His unique spell can potentially do nine Mortal wounds for a casting value of 5, though it will average only one and a half, but hey in Matched Play you only get one Arcane Bolt anyway so it's better than your herald sitting on their fucking hands. His real usefulness is that he is manic fast and can keep up with your Flamers and Screamers so they benefit from the loci. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Fateskimmer-en.pdf Fateskimmer, Herald of Tzeentch on Burning Chariot]:''' (170pts, Daemon Wizard, 24 Fate Points) put a Herald on a battle chariot, equipped with both the better casting roll tome and extra weapon and drawn by Screamers that deal more damage to monster and MW something on the flyby. His unique spell can damages each enemy that surrounds it. The main reason to actually take this guy is to make Burning Chariots Battleline if he's your general, which allows you to spam them in low points games. This is an 8 wound, fast moving spellcaster so pretty good for the points you pay. ====Slaves to Darkness==== * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Deamon_Prince_eng.pdf Daemon Prince]:''' (210pts. Slave to Darkness, Daemon) Fast and decently killy. Isn’t a Wizard any more. He’s gone through a reworking since his last outing. Now he gains a unique command ability for each of the gods. Like a discount Lord of change, his CA only adds +1 to one friendly StD wizard’s casting roll. You take him because he is a melee-oriented Daemon hero that helps a little with casting. * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Exalted_Hero_of_Chaos_eng.pdf Exalted Hero of Chaos]:''' (90pts. Slave to Darkness, Mortal) A shit Aspiring Deathbringer with D6 3+/3+/-1/1 attacks and can fight twice. He gets a +1 to hit vs Characters and Monsters and if he somehow kills one he heals D3 wounds. Yeah, probably don't? *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Lord_eng.pdf Lord of Chaos]:''' (110pts. Slave to Darkness, Mortal) Cheaper and more killy, with a decent command ability to boot. Don't send him alone against characters more expensive than he is, or he will die. If your taking large units of StD for melee, he is a big Force multiplier, letting them fight twice. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Lord_on_Demonic_Mount_eng.pdf Chaos Lord on Daemonic Mount]:''' (170pts. Slave to Darkness, Mortal) Your budget (for a Slaves to Darkness character) mounted Lord. He is eligible to take both mortal and Daemon items (that's getting to be a rarity these days), ignores MW on 5+ and heals when killing things with his hammer. His Command Ability allows a Chariot or Knight unit to re-roll charge rolls and adds +1 to their Hit rolls. Gorebeast Chariots hitting on 3+? Yes, please. A good pick if you want a Tzeentch melee goon. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Lord_on_Karkadrak_eng.pdf Chaos Lord on Karkadrak]:''' (250pts. Slave to Darkness, Mortal) The new mounted lord has arrived, and he rode in style as a full plastic kit. How does this character scream build around? Movement 9", 9 wounds and the always welcomed 3+ save, this lord on battle lizard loves keeping up with his fellow cavalry and bring nothing short of utter destruction. Without any enhancements, this character boasts no less than 13(!) attacks across 4 profiles, has mortal wound potential both on the charge and with his sword, and can heal with his attacks with his big axe. Sporting classic mortal wound protection that Slaves to Darkness units are spoiled with, and the same command ability as his horse-riding brethren, he is an excellent pick for a Slaves focused army. Pair him with some Chaos Knights or Chariots and reap all the skulls you can. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Lord_on_Manticore_eng.pdf Chaos Lord on Manticore]:''' (280pts. Slave to Darkness, Mortal, monster, Behemoth) The Lord on Manticore can have a choice between Flail and Sword, with the Sword being better in most circumstances and a choice between Runeshield, Daggerfist, and Lance. The Lance might be awesome, but since everyone and their grandma will be gunning for your Manticore, the 5+ save against Mortal Wounds might be the best choice. The beasty hits at least as hard as the lord, and re-rolls all Hits against Monsters for its Fangs and Claws attacks. His Command Ability allows a unit of Chaos Warriors wholly within 18" to re-roll charge, wound, and Battleshock rolls. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Sorcerer_Lord_eng.pdf Chaos Sorcerer Lord]:''' (110pts. Slave to Darkness, Mortal, wizard) Yes. he is one of the best cheap wizards you can take. While an ok fighter by wizard standards, he is amazing at support for Mortal StD. First, without even casting anything, he can grant one friendly Std unit re-rolling saves. Then, when he casts, his unique spell that provides re-roll Hit, Wound and Saves for a friendly StD unit wholly within 18". If your running Mauders or Chaos warriors consider a Sorcerer Lord instead of a Magister. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Sorcerer_Lord_on_Manticore_eng.pdf Chaos Sorcerer Lord on Manticore]:''' (260pts. Slave to Darkness, Mortal, wizard, Monster, Behemoth) Blessed with the same awesome "re-roll saves" ability as the normal Lord, this here rides a Manticore, who is just as killy as the one the normal Lord gets. Additionally, the Sorcerer Lord gets the Wind of Chaos spell, which is potentially devastating to a large unit blob. Due to the different spell, this version is a better fit for the army than the foot sorcerer if you're not running many other StD units as he he can buff his own save with his ability and nuke things with his spell. ====Beasts Of Chaos==== must be included in a Phantasmagoria of Fate battalion Updated: The 2020 Disciples of Tzeentch Battletome has beasts of chaos as an ally and you no longer need Phantasmagoria. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-beastlord-en.pdf Beastlord]:''' (90pts) A melee fighter but can't keep up with his compatriates (GW expected you to always but them in BoC Ambush and let the rest of the army run and charge). are good and cheap heroes that can improve the rest of beastmen combat if they kill something. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-great-bray-shaman-en.pdf Great Bray Shaman]:''' (100pts) your Beastman speed booster (especially Tzangors) and your other BEASTS OF CHAOS endless spell caster. They know Devolve for dragging enemies closer to you and away from objectives and support auras. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-doombull-en.pdf Doombull]:''' (100pts) the leader bullgor, a Big guy with a big axe, that let other Bullgors wound better. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-dragon-ogor-shaggoth-en.pdf Dragon Ogor Shaggoth]:''' (180pts) Lots of attacks that can explode into more, some speed, lot of wounds, and the most useful is the ability to heal when ties for going first is rolled and having a healing spell. ===<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. ===Others=== ====Daemon==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Exalted-Flamers-of-Tzeentch-en.pdf Exalted Flamers]:''' (Daemon Min: 1 Max: 6 130pts 12 Fate Points for 1) A leader of the Flamers, being a Fusion two normal Flamers into one model with double the attacks, wounds and rend on their Warpflame attacks. not on his scroll but he also provides +1 to hit for other Flamers, often letting them hit on 2s. In tighter points games he has better value when you saving 50 points for 2 models worth and require fewer Fate Points to summon (could appear by round 2 with your own casting while Flamers could show at soonest by round 3). Still, less points-efficient than normal flamers except as a force multiplier - oddly, if near a flamer unit, the standard guys get more accurate than these ones, as they both hit on 4+ before buffs. ====Arcanite==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Tzaangor-Enlightened-en.pdf Tzaangor Enlightened]:''' (Min 3, 90pts) Elite Tzaangors. They hit hard and get better when a Tzaangor Shaman is nearby. Other than that, they have a beautiful psychological tool in the ''Guided by the Past'' ability, which grants them full rerolls To Hit and Wound if an enemy unit within 3" has already attacked this turn. This puts your opponent into an unpleasant situation: Either attack them first and give the survivors powerful re-rolls or let them attack first and pray he'll still have models left once they're done. You use the Foot variant if you're saving points. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Tzaangor-Enlightened-on-Disc-en.pdf Tzaangor Enlightened on Disc]:''' (Min 3, 180pts) The better Enlightened the most people use. All your Enlightened gain 16" Fly Move, extra Wound and a massively scary melee profile on top of their own massively scary melee profile (both affected by ''Guided by the Past''). Now Enlightened and Shaman can move together at full speed. **Arcane Cataclysm has changed them up a bit. ''Guided by the Past'' now only gives a +1 to wound if you went second, which is appreciated but not quite what we used to have because everything now hits on a 4+ without a Shaman beside them. Their ''Babbling Stream of Secrets'' ability (which used to just make battleshock casualties worse for the enemy - if that ever mattered) into something more applicable by making engaged enemies unable to receive any commands. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Tzaangor-Skyfires-en.pdf Tzaangor Skyfires]:''' (BoC, 3, 190pts) Ranged Elite Tzaangors. These fellows are the unholy cross between a Tzaangor Enlightened, a Kurnoth Hunter and a Warplock Jezzail (guess who did what, I don't wanna imagine that scene). In addition to having serviceable melee stats, Skyfires have the obscene 16" Movement of the Enlightened, the 24" range of the Kurnoth Hunters and unmodified 6 To Hit rolls immediately deal d3 Mortal Wounds instead (incredible for sniping characters with a good destiny dice pool). This is even stronger considering that close proximity to a Tzaangor Shaman grants them +1 To Hit, and the leader already has an additional +1, making still be dangerous even if 6s are not rolled. *'''[https://www.games-workshop.com/resources/PDF/Downloads//aos_warscroll_eyes_of_the_nine_en.pdf Eyes of the Nine]:''' A mixed unit of 4 models including two named kairic acolytes, a named tzaangor wielding a savage greatblade and a blue horror. Must be taken alongside Vortemis the All-Seeing. ====Mortal==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Chosen_eng.pdf Chaos Chosen]:''' (STD Min5, Max:20, 140pts.) Warriors with +1 Ld and armed with Great Weapons, which is basically a Protector's Halberd without the cool special rules. What's so special about Chosen, then? If they kill at least one model in combat, all nearby Slaves to Darkness re-roll To Wound until the end of the phase. This is pretty devastating and nowhere does it say that multiple Chosen squads can't affect each other with this (actually, they even affect themselves if an ability allows them to fight more than once a phase, they're just that pleased with themselves). So a good way to look at Chosen is as a potential buffing unit with high damage potential. Don't compare them to Paladins as they really don't like that. Get them into the thick of things and start killing to buff everyone up. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Chariots_eng.pdf Chaos Chariots]:''' (STD Min1, Max:3 120pts.) Our favourite Shock and Awe Chariot got the Ogor Charge rule, big win. And while they seem to want to be taken in units of 2 to maximize the number of exalted upgrades you can take, an argument can be made to take a unit of 2-3. A Chaos Lord on Karkadrak (or demonic mount) with an Undivided Mark will give them an immunity to Battleshock (while wholly within 12") and the Chaos Lord's command ability will affect more than 1 chariot. This will maximise the hurt dealt when they charge. The Chariot's innate ability to run and charge once per game will only increase this benefit and possibly ensure a turn 1 charge. A 12" move, plus a run, plus a re-rollable charge will catch many an unwary opponent off-guard. Although, units of one could lead to a HUGE increase in mortal wounds from their charge damage as you roll once for the unit rather than once per model. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Gorebeast_Chariots_eng.pdf Gorebeast Chariots]:''' (STD 150pts) Don't get the same movement rule as the normal Chaos Chariots but they have the absolutely devastating Gorebeast to make up for it. The beast is just that in combat and also grants you a nice rule similar to Khorne Skullcrushers get where you can potentially inflict Mortal Wounds on whatever you charge in the Charge Phase. Like the normal chariot, this rule triggers for the unit rather than per model as Skullcrushers do - but it can affect more than one unit. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Knights_eng.pdf Chaos Knights]:''' (STD Min5, Max:20, 180pts.) Chaos Warriors on pretty good horses. They aren't the bullshit they used to be, but they are still strong. They can either have the same weapon as a Warrior but with three attacks and rend or they can take lances, which are exactly like a Liberator with a Warhammer but gain a bonus to Rend and Damage if they charge. You probably won't wipe out too many unis on the charge so the normal weapon will be better in most circumstances. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Marauder_Horsemen_eng.pdf Chaos Marauder Horsemen]:''' (STD Min5, Max:30 90pts.) Marauders on horseback. They are in almost every way normal Marauders on mediocre horses. However, they can still take Javelins, which beat every other weapon the guys can have by simple virtue of being a missile weapon in addition to a close combat weapon. Considering this is an army that can be at a desperate lacking in ranged weaponry, it can be a good rule-of-thumb to include a few goods ranged harassers. Feigned Flight allows for Mongolian-style hit and run tactics, as it allows the Marauders to shoot and charge even if they retreated. Meaning these guys can run circles around slower moving units while they gradually shoot them down before multi-charging them to death. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Varanguard_eng.pdf Varanguard]''': (STD Min:3, Max:12, 300pts) Super Warriors lent out by Archaon. They are giant chaos knights with 5 wounds 3+ armour and ignore magic on a 5+, able to Fight twice once per game and get +1 to hit if you have Archaon. The unit can be armed with an Ensorcelled Weapon for consistency, Fellspear for better charge damage, or Daemonforged Blade can more inflict Damage and MW with good RNG. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Tzeentch-Chaos-Spawn-en.pdf Chaos Spawn]:''' (STD Min:1 Max:6 50pts.) [[Chaos Spawn | That Which Must Not Be Named]]. Not actually terrible, though far from reliable. A Move of 2D6" makes for potentially fast movement. Similarly, 2D6 attacks per Spawn is potentially strong, but even better is the special rule these attacks come with: Any natural 6s to wound deal mortal wounds. Also, five Wounds with a 5+ save to make for pretty hardy models, and any models within 9" of a wizard that casts a spell can immediately regenerate their wounds. This makes them excellent bubblewrap for backline wizards that you fear might get assassinated. ** Tzeentch has many ways to summon them for free, either to replace specific Heroes that die or right into enemy lines, stopping them from shooting and charging your wizards. ====Beasts Of Chaos==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-ungors-en.pdf Ungors]:''' (Min10 Max:40 60/200pts) beastmen Marauders. Not strong but you can take swarms of them and they are able to cross a lot of ground. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Gors.pdf Gors]:''' (Min10 Max:30 70/200pts) A step above Ungors. while Ungors are only effective in large packs, you can comfortably take smaller units of Gors. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-bestigors-en.pdf Bestigors]:''' (Min10 Max:30 120/300pts) A step above Gors but below Tzaangors. They do have Rending attacks over Tzaangors. If you can stack all their bonuses you can get up to the Tzaangors killing power. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Bullgors.pdf Bullgors]:''' (Min3 Max:12 140pts) Get the same Bloodgreed rule as the Doombull, а weapon choice of great axes (2x 4+/3+/-2/3) or axe(s)(3x 4+/3+/-1/2) with the option of an additional axe to reroll hit rolls of 1, or bull shields which add +1 to the save rolls against attacks from melee weapons. These options are in addition to horn attacks made by each bullgor (2x 4+/4+/-/1). But the really interesting trait is their Drummer and Banner Bearer abilities: namely, they give +1 respectively to charge rolls and Bravery for each enemy unit within 12" from them. If you want to go full Warherd, take one unit of each and see which ones perform best, but if you take only one unit of them and a Doombull, you're going to want great axes. **Arguably the dual axes may be the better option for a higher chance of mortal wounds with the additional attack and rerolling 1's to hit. The loss of rend isn't that big of a deal as we have many ways of reducing saves already. **Other than that, they're fast, have more raw, balls-out power than almost anything in the game and have lots of Wounds. The high Wound-count combined with the meh Save also means that targeting them with Mortal Wounds will almost feel like a waste to your opponent, which might keep them safe longer. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-dragon-ogors-en.pdf Dragon Ogors]:''' (Min3 Max:12 140pts) Five Wounds with a 4+ save, okay Bravery and scary weapons. Each has what is basically a Chaos Knight's horse bolted to it and in addition fights with a big weapon. You get either Ancient Weapons which are three Double-Hammer Liberators in one, Glaives which exchange 2 attacks with 1 more inch of range and a Rend of -1, or Crushers which only have 3 attacks, but with 2 damage each. Re-roll hit rolls of 1 if wholly within 12" of a Shaggoth. **Glaives have an interesting use in that you can hide your dragon ogors behind your 25mm/32mm based guys (just in case may want 2 ranks of 25mm bases to have maximum distance). Enemies with 1" weapons won't be able to touch your DO, while the glaives let your DO wack enemies (though you do lose your claw attacks). *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Ungor_Raiders.pdf Ungor Raiders]:''' (Min:10 Max40 80pts) Same as Ungors, but with bows instead of shields and a basic scouting rule. Don't think their bows are good, by the way, but the mass of shots really helps. Don't underestimate 30-40 strong ungor raider units. They can output a surprising amount of dakka (for Beasts anyways, they're not crossbow freeguild!). in a melee-centric and focused faction that can quickly get into melee, missiles will be taken out of you horde budget, can damage distant enemies while holding objectives. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-centigors-en.pdf Centigors]:''' (Min:5 Max20 80pts) Light Brayherd cavalry unit that can Run and Charge. Fairly useless as the other player can lay down even light fire and wipe them out. Their good to at moving across the board, harassing, tieing down or grabbing an objective but not much else. Each turn you can decide to have them get drunk on beast piss to add +1 to their hit rolls but at the cost of your opponent getting +1 on them. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-tuskgor-chariot-en.pdf Tuskgor Chariots]:''' (Min:1 Max4 60/200pts) It's a chariot. Aside from the fact that the model is painfully showing its age, it's actually damn good. Lots of Wounds, good Save, tons of attacks that are great on the charge and okay normally. Play three of them and make sure they have a Bray Shaman close to them in your first movement phase. Like Bestigors, its Despoiler Axe can re-roll 1s against Order units and add 1 to hit rolls if the unit has 10 or more units. Fill your army with chariots! they are one of the best beast units! If you don't like the Tuskgors, simply build your own chariots from Gors, Warhounds and assorted wood splinters. ===<span style="color:#dda16f;">Behemoths</span>=== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Warshrine_eng.pdf Chaos Warshrine]:''' (Totem, Priest, Behemoth, 170pts.) What it does is pretty cool, too. First, it has an Aura that grants {{AOSKeyword|Mortal Slaves to Darkness}} an additional 6+ save after their normal save. It Can also pray for buffs to Mortal STD units. There is one buff for Undivided and every God. The Undivided buff is the best by default, granting rerolls of To Hit and To Wound. However, the God-specific buffs can be cast on whatever you want, but get better if you cast it on a unit of the same God. The favor of Tzeentch let your reroll saves and ignore magic on a 4+. And yes, this does mean a Shrine can bless units of rival Gods, just for shits and giggles. Also of note is the fact that this thing can easily hold its own in combat with a monster-like profile and a bunch of strong attacks. Awful Rend, yes, but they plow through low armour tarpits like nobody's business. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Soul_Grinder_eng.pdf Soul Grinder]:'''(Daemon, Behemoth, 210pts) Ever wanted a beast that can throw ranged shots AND be great in melee? This daemon might be for you. Same price as a Daemon Prince but with less special abilities. It makes up for it by giving you a boatload of attacks for very good damage. Two ranged attack profiles, one at 20" and six at 16", the 20" does flat 3 damage the rest do 1 damage. CC has six attacks for 1 damage each, 1 attack -2 Rend for D6 damage, and either: two attacks -2 Rend flat 3 damage, OR 4 attacks -1 Rend D3 damage. Big, ugly, and killy, he fills the hammer role. The biggest downside for it is the mostly 4+ to hit. And since it is a Daemon, it can't benefit from CSL Demonic Power spell or the Warshrine. But at 16 wounds and a 4+ save, you can probably find a spot in the army. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Mutalith_Vortec_Beast_eng.pdf Mutalith Vortex Beast]:''' (Monster, Behemoth, 170pts) A regenerating monster with many attacks. other monsters hit harder but it provides a random debuff to one enemy each of your hero phases. They may permanently lower Bravery or Slow, inflict MWs or make a Chaos spawn if it kills with D6 MWs. The 18" range on the ability is quite threatening and if you keep rolling 5s and 6s your opponent will learn to fear this beast. *'''[https://www.forgeworld.co.uk/resources/PDF/fw_warscrolls/aos-monstrous-arcanum.pdf#page=7 Chaos War Mammoth]:''' (Monster, Behemoth, 320pts) (Monster, Behemoth, 320pts) This monster has 22 wounds! Although it's only packing a 5+ save. All of his attacks cause at least D3 wounds, making it an exceptional monster-killer when at full strength as well as imposing -2 to any Battleshock tests to any unfortunate unit that gets charged. Wounding and even killing this thing just makes it cause more damage. If you're playing with a big Chaos horde then there's no finer feeling than running this guy into the enemy's biggest and toughest-looking infantry blob, although expect a few dirty looks for doing so. Keep in mind that he doesn't like magic missiles or war machine fire, however. *'''[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-gigantic-chaos-spawn.pdf Gigantic Chaos Spawn]:''' A strong but unreliable monster burdened with random movement, random attacks, and regeneration. He can put out a fair amount of damage with a mix of its tongues and maws, and has 12 wounds and has a good chance to regenerate and possibly gain more wounds each turn. It's worth remembering that he can be given any Chaos God as a keyword, which opens up amusing possibilities like running a Khornate Spawn alongside a Bloodsecrator. ====Beasts Of Chaos==== must be included in a Phantasmagoria of Fate battalion *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-cygor-en.pdf Cygor]:''' (140pts) Can unbind two spells in each Hero Phase: If he manages to do it, he deals a mortal wound to the caster healing a wound for himself. He can also reroll hit rolls when attacking wizards, which he really really needs, having Hit rolls of 4+ across the board. Two of them can add some okay shooting, but the fact that the damage table influences his range makes him unreliable at best. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-ghorgon-en.pdf Ghorgon]:''' (160pts) Same Blood Frenzy as Doombull and Bullgors, but deals d3 mortal wounds on an unmodified 6. Also, he can slay a specific model within 1" after he makes all his attack if he rolls a dice equal or greater than its wounds characteristic, do remember that it's a model so you can chomp on any leader or musician you can get your grubby hands on. This thing is your sledgehammer, with insanely strong attacks, but very slow for a monster. If you manage the charge and a Doombull is nearby, this thing can rip apart whole units, otherwise, it will stop cannonballs with its face for two turns and then die.
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