Post by Yvain on Apr 26, 2021 14:47:47 GMT
I have been toying around with this idea for a while. Its seems like a fools errand as don't really have any combat troops worth a damn and Lore of Tzeentch isn't very good.
+ Lords +
Kairos Fateweaver: AB - Staff of Tomorrow, Wizard Level 4
Herald of Tzeentch: Battle Standard Bearer, Greater Locus of Change, Lore of Tzeentch, Wizard Level 1
The Changeling: Lore of Tzeentch, Wizard Level 1
+ Core +
Pink Horrors of Tzeentch: Lore of Tzeentch, 10x Pink Horror of Tzeentch, Wizard Level 1
Pink Horrors of Tzeentch: Lore of Tzeentch, 10x Pink Horror of Tzeentch, Wizard Level 1
Pink Horrors of Tzeentch: Lore of Tzeentch, 10x Pink Horror of Tzeentch, Wizard Level 1
Pink Horrors of Tzeentch: Lore of Tzeentch, 37x Pink Horror of Tzeentch, Wizard Level 1
. . Champion
. . Musician
. . Standard Bearer: BRB - Banner of Eternal Flame
+ Special +
Flamers of Tzeentch: 3x Flamer of Tzeentch
Screamers of Tzeentch: 3x Screamer of Tzeentch
Screamers of Tzeentch: 3x Screamer of Tzeentch
+ Rare +
Burning Chariot of Tzeentch: Blue Horror Crew
Burning Chariot of Tzeentch: Blue Horror Crew
For Lords, seems like Fateweaver is a must have choice. It prevents inclusion of a Lord of Change or a Daemon Prince, both of which would be solid combat troops. However, Fateweaver having access to a free 4+ ward rerolling ones is more likely to survive, but more importantly has access to buff and debuff spells which can help turn the tide in the favor of our piss poor fighters
In heroes, we need a BSB. Its a given, have another access to Lore of Metal to strip off Regen from warp flame seems necessary. Locus of Change will more than likely help out our horrors in one of their fights and with Fateweaver reroll we can gamble to get that six. The Changeling is nothing really special, but he gives us access to enhanced blue horrors and someone who can fight with characters. He will likely lose, but it can buy us some more time.
For Core, we have 4 units of horrors. 3 of them just exist as roadblocks and channelers. The army has a wacky 7 channels per turn which can help ensure a few spells always get off. One unit is a horde to do fighting where we actually need to. Banner of Flame is there to strip off warpflame regen. With the help of some Fateweaver spells you could really make the blue horror rule devastating as well. Yes they suck, but really its all we got.
Special, we again have no real fighters. The screamers bite is very useful for whittling down anyone that approaches our line. A rear or flank charge would also be helpful. The flamers are just there to lay down some support fire in the same manner.
Rare, I thought about adding in a soul grinder, but really for his points I feel like he will just get killed or focused down. He doesn't have the attacks to really fight blobs. However, the Birb Chariots with potential high str flamers seem pretty solid. They do also generate 9 St 4 attacks, which is nothing to sneeze at.
Thoughts?