
My hope was to make this brief, but I don’t think I accomplished that
goal. I hope this is useful for a vast amount of people both beginners
and veterans. I have set this up in 3 parts. The first part being an
overview of each troop type and character available in a tzeentch
daemon army. The second part being an overview of the tzeentch magic
lore. The third part being some useful tactics that I have picked up
playing my tzeentch daemonic army. Keep in mind this is all my own
opinion, feel free to disagree with anything that I write here. Enjoy!
Lord of Change
-
The LoC is by far the best character available to Tzeentch daemon
armies. I would even venture to say that the LoC is the best greater
daemon available (I’m sure people will disagree). The key to the LoC is
the versatility that he provides. The ability to fly, cause terror,
cast spells and is rock hard in close combat make the LoC a force to be
reckoned with. In 2000 pt games I usually always take a Lord of change
as my general. If I take the LoC in a 2000 pt game I will not take any
other characters.
Pros
- Fly, Terror, Gifts, Wounds, Unit strength 6, Large Target
Cons
- Large target, all eggs in one basket, huge investment
-
Lots of people will argue and tell you that a daemon prince is a better
general for tzeentch daemon armies. IMO, the LoC is a
much better choice. Compare the stat line of a LoC and a daemon prince
and you will notice the LoC has +1S +1T, +2 I, +2 W and -2 WS. Do not
worry about the lack of WS. The only time that will effect you is if
your LoC is fighting a character, if that is the case you are using the
LoC completely wrong. The LoC should be using his 20” movement to set
up and make flank charges. The LoC has US 6 and the ability to negate
ranks; this is the best feature as you can easily break big units of
ranked infantry or cavalry with ease. So in conclusion if you have the
points take a LoC in any games 2000 pts or more.
Daemon Princes
-
The DP costs 450 pts without any gifts, which is very expensive for the
abilities and stats you get. For the DP to be at least a little
effective you need to spend at least 50 points on a couple of gifts.
Pros
- Fly, Terror, Cheaper then a LoC, WS 8, not a large target
Cons
- Not a large target, only 4 wounds, only US 3
-
The only time I will take a DP is if I am short on points in a 2000pt
game and cannot squeeze in a LoC. The only other time I will take one
is in games 3000pts or more where I will take both a LoC and a DP. The
biggest problem for me with a DP is not being able to negate ranks. The
only way the DP is successful is if I can combine charges or chase
after smaller units (war machines, skirmishers, etc). Spending 500 pts
on model to chase down smaller units and to combine charges is not very
effective way to spend a quarter of your points. In conclusion leave
the DP at home and spend the extra 150 odd points to pick up a LoC,
unless of course you are playing 3000pt games and want both a LoC and a
DP. If you need to engage the enemy and prefer to take the fight to
them rather than play a "non-engagement" style of army you do have the
option of tooling up a pretty nasty hand to hand monster capable of
leading a flying circus.
Exalted Daemon
- The ED is a cheaper version of
the Daemon Prince. For 305 pts you get a very effective combat
character with the ability to cast spells (level 2).
Pros
- Fly, Terror, Cheap, good combat stats, level 2
Cons
- US 3, 3 wounds, only 4 attacks, LD 9
-
The ED is a very effective general in games under 2000pts. In smaller
games a flying, terror causing creature can be a game breaker. If used
effectively you should be able to cause at least a few units to fail a
terror check. Protect this model at all costs as it does not have many
wounds. The ED is also effective in 3000pt games teamed up with a LoC.
Overall the ED is a very effective model and I use it a lot more then a Daemon Prince.
Daemonic Herald
- The cheapest daemon character available, but cannot be your general. A base point cost of 195 pts.
Pros
- Ability to take icon, cheap, level 2, can join units, able to ride on disc or chariot, more magic for the Legion
Cons
- Only 2 wounds, not the greatest combat ability
-
The daemonic herald may not be a very good choice for a tzeentch army. You
are much better off taking an exalted daemon for the ability to fly and
cause terror. At first glance the daemonic herald looks to have some
attractive options such as riding in a chariot/disc or carrying an
icon. All of these options are overpriced and not very effective in my
opinion. A tzeentch army is never going to have enough units or big
enough units to make the icon worth while or to get some use out of a
magic banner. I know many players like to put there daemonic herald in
a chariot, this may seem like a good idea, but it immediately makes the
chariot almost 400 pts. This is not a very cost effective way of using
the herald. The chariot on it’s own should be good enough as you can
set up flank charges with it’s incredible movement and when it hits it
hits very hard. In conclusion I will never take a Herald except
possibly in very large games.
Horrors
- Horrors
should form the backbone of any tzeentch daemon army. The majority of
players out there laugh at a statement like that as they look at the
horrors goblin like stat line, but Horrors definitely are a great troop
choice and are more then capable of holding their own.
Pros
- Bound magic, champions (level 1), ward save, fear, sweet looking models, underestimated by most players
Cons
- goblin like stats
-
I see a large variety in the way people use their horror units. I see
units of varying sizes anywhere from 10 up to units of 25. I am a firm
believer in the multiple small unit (MSU) tactics for elite style
armies and I play my Horrors using this theory. After tons of play
testing I have found units of 12 horrors with a champion are the most
successful way to run a unit. This leaves the unit fairly cheap and
expendable if needed. For 12 Horrors and a champ the unit comes in at
229 points. This allows me to take as a minimum 3 units of 12 horrors
with a champ in my 2000 pt armies.
- This is the most
efficient way to play units of horrors as it allows you to get more
bound spells off, take more champions and to spread your points out so
you don’t have huge units worth tons of points.
- Horror
champs are a must for any daemon army! I always take 3 one for each
unit of horrors in my 2000pt army. These champs feed dice for your lord
of change allowing him to cast at least 3 spells per turn. As an added
benefit they are level 1 wizard and can cast spells themselves.
Unfortunately though only 2 spells in the tzeentch list are worth
taking for horror champs, they are red fire and orange fire. Yellow
fire is the most useless spell in the list as it only effects the
caster and all the others are way to hard to cast on 2 dice.
-
Horror bound spells are an extra bonus and add a lot more fire power to
your army. I always try to make the spells sound vicious to draw as
much dispel dice as possible from my opponent. I always hope my
opponent will try to dispel these bound spells so my LoC can get off
more of his more devastating spells (like indigo). Fire of Tzeentch is
a good spell at the start of the game as you should always be within
24” to use it. Coruscation of energy is by far the best bound spell and
you should use it whenever you possible can. Uncontrollable mutations
should only be used against enemies with a high armour save such as
knights or heavily armoured dwarves.
Flamers
-
Units of flamers are very effective, but cost a large amount of points.
Flamers are a great troop choice as they hit very hard both in the
shooting phase and in hand to hand combat.
Pros
- Hit hard, 2 S4 attacks, fast, skirmishers (and therefore effective against enemy skirmishers), fear, flames of tzeentch, T4
Cons
- Lots of points, WS 2, I find my opponent is always trying to target these guys
-
I always take at least 2 units of flamers in my 2000pt list. I always
use my flamers to protect the flanks of my horror units. They are very
effective at scaring opponents from trying to get close to my horrors.
If my horror units get into combat towards the end of the game I will
throw what is left of my flamers into a flank. Remember even though
they don’t cancel ranks you still get the +1 combat resolution for
having a flank if you have US 5 or more.
Screamers
- Screamers are a very fast and versatile unit. Every army should have at least one unit of 3-5 screamers.
Pros
- 2 wounds, fly, fear, slashing attack, S4 T4 A2, very versatile unit
Cons
- No cons for these guys, every army should have at least one unit.
-
Screamers are very good at chasing down smaller units and killing war
machine crews. Also another good tip is to fly over enemy magic users
outside of units and get some auto hits on them. Screamers are also
very good at combing charges and breaking units. I find a unit of 5
screamers can even break fully ranked infantry units if you can get a
rear charge off. They can usually kill enough models to break the unit,
plus they get the +2 for charging in the rear. So the bottom line is
you should always have at least one unit of these guys in your army as
they are a great support unit and can do many things for you.
Changebringers
Pros
- Float, flamer hits, US2, good profile, draw missile fire and spells, high toughness
Cons
- Expensive, can't negate ranks becuase of being a flying unit
-
These guys don’t make much sense to me. You can get 3 flamers for
almost the same cost as one changebringer. The 3 flamers may not be as
fast, but they are more effective then a single changebringer. A unit
of 3 is good for hitting a flank and racking up some extra combat resolution. That is really the
only use I have for these guys. I am not the type of player to move
within shooting range and then fly away and try to get into shooting
range again. Tzeentch armies are already frustrating enough for
opponents. No point making it worse by taking some of these guys. So in
conclusion lots of people use these guys and think they are great, I on
the other hand have not had much success with them and would rather
have a chariot and more flamers instead of paying the 220 points for
three of these. I will however continue to play test these guys; I
believe they would be more effective in larger games. Their high
toughness is a definite bonus though since most everything else in the
Tzeentch army is very fragile.
Tzeentch Chariot
-
After Horrors this is by far my favorite unit in a tzeentch army. These
chariots hit incredibly hard and are extremely and difficult for
opponents to deal with.
Pros
- 5+ save plus ward save, very fast, hard hitting, able to set up flank and rear charges, hard for opponent to deal with.
Cons
- US 3 don’t really get a chance to use flamer missile attacks.
-
Tzeentch chariots are by far one of the hard hitting units in the army.
Combine a charge with either a LoC or a unit of screamers and you will
destroy a ton of units. Always deploy last and place in a good spot as
you can always charge on the first turn if you think you can break a
unit. These chariots are a bargain for only 140 pts; I always have at
least 1 in a 2000pt list.
Lore of Tzeentch
-
Let me first start by saying that the Tzeentch lore is different then
any other type of lore. If you don’t like a spell you rolled you cannot
drop it and take the first spell in the list. You can however drop
anyone spell for Red fire of alteration. Here is my personal break down
of the lore.
Red Fire of alteration
- This spell is
not overly effective but it has its uses. The range of 30” is very good
and usually means you can hit most things on the table. I usually never
take this spell on my LoC, but I will take it for my horror champs. The
horror champs usually stay back and can blast away with this spell.
Keep in mind I will hardly ever try to cast this unless I have two
extra dice kicking around that I can not use. I have very bad luck with
this spell, whenever I roll a 6 I usually follow it up with a 1.
Orange Fire
-
This is a pretty good spell and easy to cast. If my horror champs roll
this spell I will usually keep it. My LoC like to cast this spell at
the end of the phase and if he is in combat. Do not cast this unless
you are in combat or you know you will be in combat next turn.
Yellow Fire
-
The most useless spell in the whole lore. I hate this spell so much I
do not even want to talk about it. But I will mention briefly why it
disgusts me so much. When daemonic Legions came out this spell did not
do anything as the daemons ward saves were already 5+. So GW put out a
FAQ stating that the spell is to be treated exactly like diabolical
splendor. So I was ok with this as I figured units were still affected
and could be given a 4+ save. Then I re-read the rules for diabolical
splendor and was shocked to find out that it only affects the caster.
So basically this spell is useless for horror champs and pretty useless
for the LoC. I’d much rather have orange fire as a remains in play then
yellow.
Green Fire
- This is by far one of the best
spells in the list. This spell is very effective as you do not need
line of sight and can target any unit within 24”. So the LoC should be
able to fly around and pick on some nice big units. This spell is very
effective against models with the killing blow or models with S4 and
T3. If I am playing an undead army or another daemon army I always drop
this spell as it doesn’t affect immune to psychology units. Remember
though if playing vampire counts ghouls are not immune to psychology
and can be target by this spell.
Blue Fire
- Another
effective spell to use. The random strength is usually pretty good as
you can never get lower then S2. I usually get S4 or S5 with this spell
with can make it pretty devastating. The opponent never knows if they
should dispel this one or not as its effects are pretty random (2d6,
then SD6 +1). Remember this is a magic missile and you need line of
sight.
Indigo Fire
- This is by far the most
effective spell in the lore and the most fun to play. Pick a nice big
unit within 18” and cast away. Expect your opponent to save some dispel
scrolls or dice for this one though. I cast this spell on a unit of 45
goblins once and killed 16 models giving me a nice big unit of horrors.
Remember you do not need line of sight for this one either. I usually
throw 4 dice at this spell with my LoC as I like to get it off as much
as I can.
Violet Fire
- This is a very difficult
spell to get off and hard to get within 6” to use. Also if you get into
range and have a chance to use it most models will be alright as now a
day most characters are at least LD9. This spell can be very effective
in small games as most heroes/generals will be LD7 or LD8. The majority
of the time this spell is not worth casting. Save your dice for indigo,
blue, green and orange fire.
Tactics
Tactic # 1 Lord of change gifts
Very
obvious, but if you take a Lord of change always try to use his spell
destroyer within the first 2 turns of the game. Make sure you pick the
opponents best spell to destroy (such as Gorks warpath or vanhels).
Always save your tzeentch will re-roll. So you get two chances to
destroy the spell on a 4+. This will usually surprise your opponent.
Tactic # 2 – using horror units
If
you have the first turn always move your horror units up about 4”
assuming you are approximately 24” away from your opponent to start the
game. Always make sure you are within range to use the fire of tzeentch
bound spell at the start of the game. Depending on how fast the enemy
is, try and move your horror units up the board at a fairly fast rate
early on the game. Get within 12 inches of infantry units to use your
bound 12” range bound spell. Once the opponent moves up, take your next
turn and move your horrors back and again use the 12” bound spell.
Hopefully not much will be left of the enemy unit when they finally get
to charge in.
*atricle contributed by Time of Madness*