Well, above/a page ago I proposed “MSU” Tzaangors surrounded by wizards for MW slinging. I can say from first impression it’s quite good. At least in my initial run vs. Nighthaunt.
my list was:
Guant summoner (bolt)
Magister (glimpse)
Tzaangor Shaman (treason)
4x10 Tzaangors (standard kit of mutants/heavies/specials)
1x10 Pink Horrors (forget their spell, cast endless spells with them)
Nighthaunt list from memory:
Grimhailer
Guardian of Souls
Spirit Torment
One other hero, maybe lord executioner
2x10 Grimghast Reapers (maybe 3x10?)
1x10 Bladegeists
2x10 Chainrasp (maybe 3x10?)
6 Spirit Hosts
So I won first turn choice. Nighthaunt went first. Moved up a little, dropped 10 reapers, 10 revenants, 1 character behind and off to my right. Failed all charges. Tzeentch T1 Tzaangor mortal wounds killed the deepstriking character, 3 revenants, 3 reapers, and gemnids from horrors did 3 more to each (this all was a bit above average). Basically wiped that deepstrike party. One Tzaangor unit charged killing the leftovers of one deepstruck unit.
Tzeentch lucked into the double turn. Tzaangor mortal wounds did a solid amount to spirit hosts, one or two to some chainrasps. Aethervoid pendulum finished up the spirit hosts, and killed 4-5 reapers on my flank, plus a few chainrasps. Surprisingly good roll on pink horror shooting killed several chainrasps. Combat, left flank tzaangors couldn’t quite kill the final reapers and 5 would come back. Right flank killed a handful of chainrasps and reapers. Got hit back hard.
Nighthaunt second turn hit back a bit and killed off the right tzaangors and my Shaman (spirit torment for a free round of attacks for high charge roll). Killed a few pinks but I DD’d a 1 for 4 back in battle shock.
Heading into T3, Nighthaunt rolled a double turn, but that meant I got to throw the gemnids into his 6 remaining reapers. Rolled a 6 and killed 3. Not too much more the Nighthaunt could do. Called it there.
All in all I think in a smaller point game and with certain matchups, loading up on Tzaangors seems very strong. It’s probably not going to win tournaments but it’s a strong ability. In all honesty, talking about it after the game, they might not have been as nerfed as it first seemed. The change to the shield helps durability a bit. 30 used to put out a ton of melee damage but throwing out 8 on average MW per turn is something that can be huge. Scaling to 2000 points that average can quickly become 12+. It’s putting a lot of eggs in that ability, but it’s not like Tzaangors are bad in melee and the MW are their only output. Screening with pinks who add MWs to the total and can sling out some endless spells are great.