Why then a second LOC Lev4 metal? I will try to explain
PRO - we have access to the lore of metal having 4 spells. this means very often to have Transmutation. This is a key spell and, first, we can count on 4+, second, we can be sure to scare our opponent who will try to dispel always leaving us the opportunity to summon our troops.
- In case we lose one LOC we have a second wizard 4 level to dispel efficiently.
- in case we lose one LOC we have a lot of interesting spells to cast and nothing is lost.
- The lore of metal is a good answer to some heavy armored armies.
- if you go for a LOC only lev 2 of metal you will have less chance to get Transmutation and other spells useful
- a lot of points invested in LORDS - if you leave him Lev 2 with points saved you can add baleful torrent to soul grinder or adding a unit of Furies
( I think if I manage to hide in the first turns my Lords I am sure opponent will target the Soul Grinder more dangerous and expensiveand probably kill him before he shoots.) ( Furies are good and cheap chaff ...but I don't have miniatures and I don't like them eheheh Anyway if we need chaff ..we can try to summon skeletons, zombies or TK carrion which I like much more)
- I like them because they cost a little bit more than furies but they can be chaff as well
- I like the models ( it's super tcheenchy and Furies are not)
- They can help us to channel dices
- At the beginning of the battle, I use them next to my general ( in case he has wounds I can choose the lore of Life and, if luck,y try to cast a spell for healing him )
- In the middle-game before fighting, I use them as chaff to gain time. Before they die, and because now they are in the middle of the battlefield, I choose Lore of life and if I have Dwellers below I cast it with 6 dices.
There is a lot of potentials but often I will have to use power dices for other spells.
Mono-Tzeentch is an interesting conundrum, this thread has made me think about it. I think it is a hard army to make work. You really only have troops which can fight attritionally and make use of the wardsave. Otherwise you are reliant on magic-ing away or shooting away the enemy. I think you have to decide on how you are going to approach the battle and really completely tailor your list to it.
I think this leaves you 2 options: an evasion list with a MSU approach, or attempting to tarpit the main enemy danger units and pick off the rest - kind of Vampire Count style.
The Lord option is also something to ponder - Do you opt for Kairos and give yourself a complete toolkit of magic but sacrifice one of your few decent fighting units in the LoC/Daemon Prince. It's a tricky decision.
For the MSU approach I think either Lord option is viable. Kairos covers all eventualities and is very mobile. Multiple horror units would be spaffing magic missiles and DD spells at the enemy, and Flamers, Chariots and Screamers are all pretty fast and mobile.
If you are actually going to do some fighting I think the Changeling is worthwhile and having at least some access to the Lore of Metal is vital (if you do not take Kairos that is). Not only for removing any warpflame you may have conferred but also for some access to hexes and augments which the Lore of Tzeentch is lacking. Horrors are not the worst tarpits in the world but unfortunately cost 13 points a piece so you kind of need them to do something. I still think Flamers are one of your better options in this list for a flanking force who can pour out some serious punishment if allowed to get in range. Soulgrinders are also a sound investment. I think Chariots are probably an all-round better investment than units of Screamers. The problem with this approach is that actually putting out 1 big block of Horrors and the rest of your stuff you find your points have not gone very far, so you will probably only be rocking 1 decent(ish) fighting unit