Xasz Posted October 7, 2018 Share Posted October 7, 2018 (edited) On 10/5/2018 at 5:03 PM, HMB said: is it possible to create funny/good lists with Slave to Darkness without the Fatesworn now? Probably not, Tzeentch is lacking mortal units (like medium or heavy infantry) of their own to carry a mortal setup and the StD lists were too reliant on Fatesworn. You could play StD with Fatesworn as Chaos allegiance, which would probably be not half bad, but it kinda defeats the purpose of your question. I really hope they don't skip over mortals like they did with Tzeentch, in a potential Slaanesh battletome next year. Edited October 8, 2018 by Xasz 1 Quote Link to comment Share on other sites More sharing options...
Yeled Posted October 7, 2018 Share Posted October 7, 2018 On 9/21/2018 at 3:21 PM, AverageBoss said: That was actually changed in a recent FAQ. He is effectively a 9 wound wizard now. Gaunt Summoner and Chaos Familiars, Chaos Familiars Change the first paragraph to: ‘If any wounds or mortal wounds are allocated to this model and not negated, you can choose to remove one Chaos Familiar. If you do so, the wound or mortal wound is negated.’ I just saw this. That's huge. Can you or someone else point me to which FAQ this is in? The Gaunt Summoner with Chaos Familiars isn't in Disciples of Tzeentch, right? Also, does the Changeling get revealed simply by being near an enemy hero at the end of a phase now? Doesn't that make him mostly useless? Sorry, I'm just now catching up on the Tzeentch updates. Thanks! Quote Link to comment Share on other sites More sharing options...
Magnus The Blue Posted October 7, 2018 Share Posted October 7, 2018 It's in the Silver tower errata. Yup, big deal and makes it an outstanding hero. Yes, got to keep it away from heroes. Not useless but definitely harder to use now. 1 Quote Link to comment Share on other sites More sharing options...
RaritanAnon Posted October 8, 2018 Share Posted October 8, 2018 So I've just started Tzeentch and I'm having a boatload of fun. After tinkering with lists a bit, I came up with these 'must have' units but I'm at a bit of a roadblock as to what to include from here. My issue is that I don't want to fall into Tzaangor Enlightened spam, which seems to be the current meta. What else should I take? Allegiance: TzeentchGaunt Summoner and Chaos Familiars (180)- General- Trait: Arcane Sacrifice - Lore of Fate: Treacherous BondLord Of Change (380)- Artefact: Mark of the Conjurer - Lore of Change: Tzeentch's FirestormTzaangor Shaman (180)- Lore of Fate: Arcane Suggestion10 x Pink Horrors Of Tzeentch (200)- Lore of Change: Bolt of Tzeentch10 x Pink Horrors Of Tzeentch (200)- Lore of Change: Fold Reality20 x Tzaangors (360)- 10x Pair of Savage Blade- 8x Savage Greatblade- 2x Savage Blade & Arcanite ShieldBalewind Vortex (40)Chronomantic Cogs (60)Total: 1600 / 2000Extra Command Points: 8Allies: 0 / 400Wounds: 85 Quote Link to comment Share on other sites More sharing options...
Cronman Posted October 8, 2018 Share Posted October 8, 2018 I've been playing around with a hero heavy, Melee & Magic list with some trickery thrown in from the ghur realm artifacts. Fatemaster- 120. General, Artifact: shardfist pelt Command trait: Aether Teather Lord of Change- 380. Spell: Tzeentch's Fire Storm Tzanngor Shaman- 180. Spell: Arcane Transformation Magister- 140. Spell: Shield of Fate Ogroid Thaumaturge- 180. Spell: Infusion Arcanum Curseling- 160. Spell: Glimpse of the Future Battleline 20 Tzanngor- 360 16- paired savage blades. 4- great weapons 10 Kairic Acolytes- 80 10 Kairic Acolytes- 80 Warscroll Battalion Arcane cabal- 180 Endless Spell Crogmatic Cogs- 40 Balewind Vortex- 60 Quicksilver Swords- 20 Soulsnare Shackles- 20 2000pt/2000pt So with this list I have the casting power to throw around 7-9 spells per turn depending on my positioning. The Fatemaster as a general with Ather Teather and Shardfist Pelt is something that I've been wanting to try for a while. The Shardfist Pelt reflects 6+ saves back as mortal wounds and with the Fatemaster's ability to add 2 to his save it does mortal wounds reflected on saves of 4+ instead, basically if I use him to get into combat with a non-flying hoard unit that puts out a lot of wounds to save (eg. Skellies, Witch elves, etc) I get to roll all those saves at 2+ re rolling 1s and mortal wounding on 4+. I think it turns him into a defensive fortress that causes enemies to punch themselves in the face. I would have my Acolyte's screening my casters while my Tzanngor and Ogroid go out for Objectives and summon where need be. What do you guys think? Feedback would be greatly appreciated! Quote Link to comment Share on other sites More sharing options...
Iradekhorne Posted October 8, 2018 Share Posted October 8, 2018 (edited) Why noone use Tzaangors enlightened on discs? 6 of them in a unit are absolutly worth now. They won +1 attack, 3 of them cost 140now, and they have the daemon keyword, you can ress 1d6 of then with a single spell.... I see him way better than normal tzaangors, and more resilent bcause the ress. And they moove 16"! But i didn't see to much lists with them xD. Edited October 8, 2018 by Iradekhorne 1 Quote Link to comment Share on other sites More sharing options...
Calum Todd Posted October 8, 2018 Share Posted October 8, 2018 I run a list with 6 of them and 6 Skyfires (this was pre-Beasts of Chaos) Likely to change that to 2x6 Enlightened + 10 Pink Horrors. Though I do expect that Enlightened will get a bit of a points increase in GHB19 (yes I know it just changed!) Quote Link to comment Share on other sites More sharing options...
Jeamsu Posted October 8, 2018 Share Posted October 8, 2018 Hey All, I Invested in Tzeentch last January, and have finally got around to building and painting my units after finishing my Sylvaneth army. Our local group only really plays 1000 points which is fine, but with the point increases I feel hamstrung while building a functional army at such a low point cap. I was hoping to go a heavy caster hero list with chaff and some tzaangor units, but I feel like I'm not getting enough wounds on the table. I still haven't built everything yet and was hoping to get some direction on what to work on first. Here is my list of units to work with: 1 LOC/Kairos 2 Tzaangor Shaman 1 Herald 1 Hearald on Chariot 1 Daemon Prince 1 Cursling 1 Gaunt Summoner 30 Pinks 10 Blues 10 Brimstone 6 Screamers 6 Flamers 2 Exalted Flamers(1 magnetized for chariot ) 6 Skyfires (3 magnetized for enlightened) 20 Tzaangor 20 Kairic Cultists 1 Balewind Most balanced list I can come up with is: 1 Shaman 1 Herald on Foot 10 Pinks 10 Tzaangor 3 Enlightened on foot 3 Skyfires Thoughts? Quote Link to comment Share on other sites More sharing options...
JonnyTheKing Posted October 8, 2018 Share Posted October 8, 2018 Hey everyone, revisiting my Tzeentch after a long break from them and I have to say I'm kinda lost! What units are people finding the most successful so far in second edition? Quote Link to comment Share on other sites More sharing options...
RaritanAnon Posted October 8, 2018 Share Posted October 8, 2018 5 hours ago, Jeamsu said: Hey All, I Invested in Tzeentch last January, and have finally got around to building and painting my units after finishing my Sylvaneth army. Our local group only really plays 1000 points which is fine, but with the point increases I feel hamstrung while building a functional army at such a low point cap. I was hoping to go a heavy caster hero list with chaff and some tzaangor units, but I feel like I'm not getting enough wounds on the table. I still haven't built everything yet and was hoping to get some direction on what to work on first. Here is my list of units to work with: 1 LOC/Kairos 2 Tzaangor Shaman 1 Herald 1 Hearald on Chariot 1 Daemon Prince 1 Cursling 1 Gaunt Summoner 30 Pinks 10 Blues 10 Brimstone 6 Screamers 6 Flamers 2 Exalted Flamers(1 magnetized for chariot ) 6 Skyfires (3 magnetized for enlightened) 20 Tzaangor 20 Kairic Cultists 1 Balewind Most balanced list I can come up with is: 1 Shaman 1 Herald on Foot 10 Pinks 10 Tzaangor 3 Enlightened on foot 3 Skyfires Thoughts? This is the 1k I'm hoping to test this weekend. Close to yours, but a Summoner is nearly essential to tzeentch. We don't have a lot of other ways to deal with hordes. Allegiance: TzeentchMortal Realm: GhurGaunt Summoner and Chaos Familiars (180)- General- Trait: Incorporeal Form - Artefact: Gryph-feather Charm - Lore of Fate: Glimpse the FutureTzaangor Shaman (180)- Lore of Fate: Arcane Suggestion10 x Pink Horrors Of Tzeentch (200)- Lore of Change: Treason of Tzeentch10 x Pink Horrors Of Tzeentch (200)- Lore of Change: Fold Reality10 x Tzaangors (180)- 4x Pair of Savage Blade- 4x Savage Greatblade- 2x Savage Blade & Arcanite ShieldChronomantic Cogs (60)Total: 1000 / 1000Extra Command Points: 0Allies: 0 / 200Wounds: 51 Quote Link to comment Share on other sites More sharing options...
Fenomeen Posted October 9, 2018 Share Posted October 9, 2018 Hi all, New player here and I am feeling this faction! I'll be playing 1250 locals primarily and was thinking about the following list 1240 points 1 lord of change 1 gaunt summoner 3 pink horrors 1 umbral portal 1 soulsnare shackles Seems like a cool controle list i'm a bit undecided on the spells/traits/items yet but I have this as a skeleton for 1250 . What do you guys think? Quote Link to comment Share on other sites More sharing options...
Magnus The Blue Posted October 9, 2018 Share Posted October 9, 2018 19 minutes ago, Fenomeen said: Hi all, New player here and I am feeling this faction! I'll be playing 1250 locals primarily and was thinking about the following list 1240 points 1 lord of change 1 gaunt summoner 3 pink horrors 1 umbral portal 1 soulsnare shackles Seems like a cool controle list i'm a bit undecided on the spells/traits/items yet but I have this as a skeleton for 1250 . What do you guys think? Feels very fragile to me, if you lose the two characters you can no longer summon all those blue horrors the Pinks will be producing. Would prefer switching one of the units of Pinks for 10 Tzaangor to provide some combat punch and protection for the Gaunt Summoner. Also, if you have the models, Gaunt Summoner is about a million times better with the familiars. As for traits/items, if you feeling mean stacking minus to hit on the LoC is nasty at this size game: incorporeal form and Gryph Feather charge would make it a nightmare to take out. 1 Quote Link to comment Share on other sites More sharing options...
Fenomeen Posted October 9, 2018 Share Posted October 9, 2018 (edited) So you recommend me getting the chaos familiars box to strengthen my Gaunt Summoner correct? I didn't think about the summoning condition being dependable on my hero's. If so your trait/item makes sense to make him more durable thanks! Also how do you feel about endless spells in a 1250 format. There seem to be so many good options but i dont know which endless spells i should prioritize. Portal seems good in every matchup and shackles was fillered in Edited October 9, 2018 by Fenomeen forgot to add Quote Link to comment Share on other sites More sharing options...
JonnyTheKing Posted October 9, 2018 Share Posted October 9, 2018 Hi everyone, I just ordered the Tzeentch Christmas set, what load out do you guys think is best for a big unit of Tzaangors and are enlightened better on their disc or off them? Quote Link to comment Share on other sites More sharing options...
Myzyrael Posted October 9, 2018 Share Posted October 9, 2018 On 10/8/2018 at 4:56 PM, Cronman said: I've been playing around with a hero heavy, Melee & Magic list with some trickery thrown in from the ghur realm artifacts. Fatemaster- 120. General, Artifact: shardfist pelt Command trait: Aether Teather Lord of Change- 380. Spell: Tzeentch's Fire Storm Tzanngor Shaman- 180. Spell: Arcane Transformation Magister- 140. Spell: Shield of Fate Ogroid Thaumaturge- 180. Spell: Infusion Arcanum Curseling- 160. Spell: Glimpse of the Future Battleline 20 Tzanngor- 360 16- paired savage blades. 4- great weapons 10 Kairic Acolytes- 80 10 Kairic Acolytes- 80 Warscroll Battalion Arcane cabal- 180 Endless Spell Crogmatic Cogs- 40 Balewind Vortex- 60 Quicksilver Swords- 20 Soulsnare Shackles- 20 2000pt/2000pt So with this list I have the casting power to throw around 7-9 spells per turn depending on my positioning. The Fatemaster as a general with Ather Teather and Shardfist Pelt is something that I've been wanting to try for a while. The Shardfist Pelt reflects 6+ saves back as mortal wounds and with the Fatemaster's ability to add 2 to his save it does mortal wounds reflected on saves of 4+ instead, basically if I use him to get into combat with a non-flying hoard unit that puts out a lot of wounds to save (eg. Skellies, Witch elves, etc) I get to roll all those saves at 2+ re rolling 1s and mortal wounding on 4+. I think it turns him into a defensive fortress that causes enemies to punch themselves in the face. I would have my Acolyte's screening my casters while my Tzanngor and Ogroid go out for Objectives and summon where need be. What do you guys think? Feedback would be greatly appreciated! Just a side note - please correct me if I’m wrong - casting spells doesn’t require you to be in range at all. The rules say you pick a spell and roll 2d6. No range check is involved, the only thing is max 1 attempt per spell “name” per round. A bit of being “that guy” but hey tzeentch weaves our fate ? Quote Link to comment Share on other sites More sharing options...
Magnus The Blue Posted October 9, 2018 Share Posted October 9, 2018 Arcane cabal seems like a waste of points with only 2 casters in it. You could use those points and the two 20 point endless spells to upgrade your acolytes to pink horrors. Means you've got the same number of spells, don't have to keep those 3 heroes together and tonnes of blue horrors later in the game. Also Q swords is just a bad idea if you've got demon's in the list. Quote Link to comment Share on other sites More sharing options...
Drib Posted October 9, 2018 Share Posted October 9, 2018 28 minutes ago, Magnus The Blue said: Arcane cabal seems like a waste of points with only 2 casters in it. You could use those points and the two 20 point endless spells to upgrade your acolytes to pink horrors. Means you've got the same number of spells, don't have to keep those 3 heroes together and tonnes of blue horrors later in the game. Also Q swords is just a bad idea if you've got demon's in the list. Well, you don't need to keep them together, as it only works for 3 Wizards, so its even more a waste of points. Quote Page 105 – Arcanite Cabal, Cabal of Sorcerers Change the last sentence to: ‘Each Wizard from an Arcanite Cabal that is within 9" of at least two other Wizards from the same battalion in your hero phase can attempt to cast one additional spell.’ Quote Link to comment Share on other sites More sharing options...
JonnyTheKing Posted October 9, 2018 Share Posted October 9, 2018 Are Tzaangor mutants worth it for Tzaangor units or is it better to just invest in shields for everybody without great weapons as you are only losing out on 1 attack for more durability for those who do the damage in the unit Quote Link to comment Share on other sites More sharing options...
RaritanAnon Posted October 9, 2018 Share Posted October 9, 2018 Just now, JonnyTheKing said: Are Tzaangor mutants worth it for Tzaangor units or is it better to just invest in shields for everybody without great weapons as you are only losing out on 1 attack for more durability for those who do the damage in the unit As per the rules change, you only need one shield in the unit for the 6++, so 1-2 per 10 Tzaangors is perfectly fine. Quote Link to comment Share on other sites More sharing options...
JonnyTheKing Posted October 9, 2018 Share Posted October 9, 2018 8 minutes ago, RaritanAnon said: As per the rules change, you only need one shield in the unit for the 6++, so 1-2 per 10 Tzaangors is perfectly fine. which rules change if you don't mind me asking? Quote Link to comment Share on other sites More sharing options...
RaritanAnon Posted October 9, 2018 Share Posted October 9, 2018 6 minutes ago, JonnyTheKing said: which rules change if you don't mind me asking? Quote Link to comment Share on other sites More sharing options...
JonnyTheKing Posted October 9, 2018 Share Posted October 9, 2018 Just now, RaritanAnon said: Oh damn, was that in the Beasts of Chaos book? Quote Link to comment Share on other sites More sharing options...
RaritanAnon Posted October 9, 2018 Share Posted October 9, 2018 1 minute ago, JonnyTheKing said: Oh damn, was that in the Beasts of Chaos book? Yeah that's when they added another attack to Enlightened, too. Double check your warscrolls. Quote Link to comment Share on other sites More sharing options...
AverageBoss Posted October 9, 2018 Share Posted October 9, 2018 1 hour ago, JonnyTheKing said: Oh damn, was that in the Beasts of Chaos book? Yep, all 4 Tzaangor units changed in the BoC book. Quote Link to comment Share on other sites More sharing options...
JJUN Posted October 10, 2018 Share Posted October 10, 2018 I'm playing with this lists. Magical powers are not that strong, but combat is better. You can give a -2 hit to enemy units that target Chaos sorcerer on Manticore in combat phase. Fatemaster could get +2 save against for non fly units. Revive tzaangor enlightened on disc for shaman's lore. The key is endless spells. Shaman can cast Doomblast Dirgehorn and also Geminids of Uhl-Gysh. With Dirgehorn and Geminds, enemy units get -2 hits, tzaangors could survive longer. Allegiance: TzeentchMortal Realm: GhurLeadersChaos Sorcerer Lord On Manticore (200)- General- Trait: Incorporeal Form - Artefact: Gryph-feather Charm - Lore of Fate: Treacherous BondTzaangor Shaman (180)- Lore of Change: Fold RealityTzaangor Shaman (180)- Lore of Change: Fold RealityFatemaster (120)Battleline5 x Chaos Warriors (90)- Hand Weapon & Shield10 x Tzaangors (180) 10 x Tzaangors (180) Units6 x Tzaangor Enlightened on Disc (280)6 x Tzaangor Enlightened on Disc (280)6 x Tzaangor Enlightened (200)Endless SpellsGeminids of Uhl-Gysh (40)Doomblast Dirgehorn (60)Total: 1990 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 146 Quote Link to comment Share on other sites More sharing options...
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