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Post by jukei on Jun 19, 2019 16:50:13 GMT
The last spell I like is Kandorak, the Harbringer I think these are the best summon options we have
1) Khemrian Warsphinx with one token 2) casket of souls for additional power dices ( d3 per turn)
BUT we need 24+!!!!
In my list, The Lord of Change undeath wizard is the general and I don't want to take any risk...
Anyway, because all the spells I mentioned before for being interesting have to be cast at 16 + I think a Lev 4 wizard is a must.
the chromatic chrome is also a must. We need to manage in the best way our magic phase.
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Post by jukei on Jun 19, 2019 17:02:49 GMT
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.
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Post by jukei on Jun 19, 2019 17:22:59 GMT
- if you go for a LOC only lev 2 of metal you will have less chance to get Transmutation and other spells useful
CONS
- 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)
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Post by jukei on Jun 19, 2019 17:40:24 GMT
So I motivated my choice of 2 Lord of Change.
But one last thing I would like to add.
Lords [1,065pts]
Lord of Change [570pts]: Exalted Gifts [75pts], Lesser Gifts [25pts], Lore of Undeath, Wizard Level 4 [70pts]
Lord of Change [495pts]: Lesser Gifts [25pts], Lore of Metal, Wizard Level 4 [70pts]
One strategy is giving to the General tome and Wand.
He is not going to fight in the beginning.
I will hide him behind buildings, hills or even Soul grinder ( I have 2 of them ) in order to
1) try to summon troops 2) dispel 3) charge his Wand for a sending him to fight in the late game
The second LOC has a lesser gift ( i hope useful in melee )but anyway I had that 25 points and It was the best way to invest them imho.
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Post by jukei on Jun 19, 2019 18:03:53 GMT
+ Heroes [81pts] +
The Blue Scribes [81pts]: Disc of Tzeentch
Blue Scribes ....
- 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.
All in all their flexibility is great.
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Post by jukei on Jun 19, 2019 18:16:13 GMT
+ Core [610pts] +
Pink Horrors of Tzeentch [160pts]: Lore of Tzeentch, Musician [10pts], 10x Pink Horror of Tzeentch [130pts], Standard Bearer [10pts], Wizard Level 1
Magic Standard: Banner of Eternal Flame
Pink Horrors of Tzeentch [150pts]: Lore of Tzeentch, Musician [10pts], 10x Pink Horror of Tzeentch [130pts], Standard Bearer [10pts], Wizard Level 1
Pink Horrors of Tzeentch [150pts]: Lore of Tzeentch, Musician [10pts], 10x Pink Horror of Tzeentch [130pts], Standard Bearer [10pts], Wizard Level 1
Pink Horrors of Tzeentch [150pts]: Lore of Tzeentch, Musician [10pts], 10x Pink Horror of Tzeentch [130pts], Standard Bearer [10pts], Wizard Level 1
At the beginning of this thread, I explained why playing 4 units and pro and cons of this decision.
I have 4 channelings ( horrors) + 2 ( lords) and maybe Blue Scribe will also help.
6 channeling ( re-rolling 1) + Chromatic tome will ensure me to have a good magic phase and this is what I need absolutely.
Because I will have 4 spells from Lore of metal + 4 spells form lore of undeath with horrors probably I will almost never cast .
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Post by jukei on Jun 19, 2019 18:28:01 GMT
almost ..yes!
we should avoid swapping spell for the signature in order to increase the chance to have" gateway "on one unit.
If we have enough power dices in the first turns we can be aggressive and cast "gateway "with 5 or 6 dices.
In this way, we won't take any risk to miscast with our second LOC attempting to cast Transmutation.
( no comparison meant to be between these two important spells)
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Post by jukei on Jun 19, 2019 18:32:38 GMT
+ Special [120pts] +
Screamers of Tzeentch [120pts]: 3x Screamer of Tzeentch [120pts]
ok here If we want to be wiser we should swap them for 2 units of Furies...but as I mentioned before I don't like Furies and they are not enough Tzeentchy for me
even if I mark them.
They are a good unit for killing enemy chaff ...
they are fast ,
they can hunt WM or simply be an expensive chaff.
they are expensive but not that bad in combat ( against the right unit)
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Post by jukei on Jun 19, 2019 18:43:07 GMT
+ Rare [520pts] +
Soul Grinder [260pts]: Daemon of Tzeentch [10pts]
Soul Grinder [260pts]: Daemon of Tzeentch [10pts]
I need this 2 guys.
- they are mainly a meat shield for my Lords
- useful for target saturation purposes
- They can shoot
- Toughness 7
- Strength 6
- good defense with Armour save 4+ Ward save 5 ++ ( re-rollable one)
- 6 Wounds
- thunder stomp
I know I am going to lose one of them at the beginning ( depending on the army I front)
But I have a good chance to have one in combat.
For that time I want him supported by my Summoned Units charging on the flank or rear.
I wanted to keep them "cheap " for the reason mentioned above.
If one has to die then, I don't want to lose an additional 50 + 10 points of equipment.
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Post by jukei on Jun 19, 2019 18:50:35 GMT
look at the list again and for the last time :-)
Lord of Change [570pts]: Exalted Gifts [75pts], Lesser Gifts [25pts], Lore of Undeath, Wizard Level 4 [70pts]
Lord of Change [495pts]: Lesser Gifts [25pts], Lore of Metal, Wizard Level 4 [70pts]
The Blue Scribes [81pts]: Disc of Tzeentch
Pink Horrors of Tzeentch [160pts]: Lore of Tzeentch, Musician [10pts], 10x Pink Horror of Tzeentch [130pts], Standard Bearer [10pts], Wizard Level 1
Magic Standard: Banner of Eternal Flame
Pink Horrors of Tzeentch [150pts]: Lore of Tzeentch, Musician [10pts], 10x Pink Horror of Tzeentch [130pts], Standard Bearer [10pts], Wizard Level 1
Pink Horrors of Tzeentch [150pts]: Lore of Tzeentch, Musician [10pts], 10x Pink Horror of Tzeentch [130pts], Standard Bearer [10pts], Wizard Level 1
Pink Horrors of Tzeentch [150pts]: Lore of Tzeentch, Musician [10pts], 10x Pink Horror of Tzeentch [130pts], Standard Bearer [10pts], Wizard Level 1
Screamers of Tzeentch [120pts]: 3x Screamer of Tzeentch [120pts]
Soul Grinder [260pts]: Daemon of Tzeentch [10pts]
Soul Grinder [260pts]: Daemon of Tzeentch [10pts]
All in all, it seems to be a linear, fluffy list, but as you can see, there are a lot of things to plan carefully (deployment, movement, spells to cast,
units to summon, timing.)
Believe me, it's demanding but worth to play.
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Post by jukei on Jun 20, 2019 10:00:15 GMT
Time arrived for a Mini-tournament in my club and..... I did finally well ! 2W / 1 L
main events happened:
- I was able to summon in each game on average 3 Units and cast successfully once transmutation and /or Gateway.
- I summoned 2 Units of Vargheist and 1 Black knights unit.
they were a really huge help for my lords and Soul Grinder in combat!
- twice Blue scribe healed my lord
- once with transmutation he lost 1/3 of his Uber and I managed to kill his General!
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Post by jukei on Jun 20, 2019 10:05:31 GMT
this army list is the most difficult I have ever played. A single mistake can cost you the game but I had a lot of fun.
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Post by jukei on Jun 20, 2019 10:28:09 GMT
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Post by jukei on Jun 20, 2019 10:31:27 GMT
Now it's up to you to choose
do you wish
A) I gave a tutorial on how to manage power dices with this list ( for instance First turn if we have 7 dices what its preferable to cast before and how many dices to use...etc.)
B) do a battle report ( I don't have pics of that tournament but i will try to recollect memories and details )
or
I talked
C) About Khorne
D) Slaanesh/ Tzeentch
E) Khorne / slaanesh / tzeentch
F) Khorne /slaanesh / Tzeench and Nurgle
G)about .... hmm Nothing :-) it was enough thanks!
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Post by Horace on Jun 20, 2019 13:43:09 GMT
Battle Reports 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
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