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==Normal Battalions== Due to how Battalions are now universal, expect see the whole lot of this on the trash bin outside of narrative games. Bonus rules, traits and doodads are going to be likely added to the faction rules as default. ===<span style="color:#4c741c;">Ab-het's Skyseekers</span>=== '''(110 pts, Min: 630 pts Max: 710 pts)''' ''1 Magister on Disc of Tzeentch, 1 unit of 3 Tzaangor Skyfires, 1 unit of 3 Tzaangor Enlightened and 1 unit of 3 Screamers'' This battalion came from the Aether War set that pitches Disciples of Tzeentch against Kharadrons, it is no longer legal for matched play. You can play the minimum points by simply fielding the Enlightened without their discs, or max by using them with their discs. Fielding the battalion grants you the following benefit : Foreseen Maneuvers : When making a charge roll for a unit from this battalion, roll 3D6, remove one dice of your choice and then use the remaining 2D6 to determine the charge roll. While good (and a cheap way to grab an extra command point given that in small scale games you're very likely to use those units), this battalion is only of use for two of its units, the enlightened and the screamers, as you may not want to stick your skyfires in melee and definitely should not drop your magister anywhere near the frontlines. ===<span style="color:#4c741c;">Aether-Eater Host</span>=== '''(140 pts, Min: -pts Max:)''' ''1 Herald of Tzeentch on Burning Chariot and 3-8 (in any combination of) The Blue Scribes, Herald on Burning Chariot, Herald on Disc, or Screamers'' Whenever a model in this battalion unbinds a spell, that model heals D3 Wounds. 1 unit of Screamers can also unbind one spell per enemy Hero phase as well. Let's be honest here, unless you're running some gimmick list or are trying to make your 40k Screamerstar work in AoS, this Battalion will be hard to make worthwhile. Play against an army with little magic like Stormcast often and you won't reap many benefits. ===<span style="color:#4c741c;">Alter-Kin Coven</span>=== '''(140 pts; Min: - pts; Max - pts)''' ''1 unit of Kairic Acolytes, 1 unit of Tzaangors and 1 unit of Tzaangor Skyfires'' A unit of Kairic Acolytes, a unit of Tzaangors and a unit of Tzaangor Skyfires get an aura of mutation that works basically like Nurgle's Rot but every model killed lets you add a Tzaangor to a nearby unit. Not too shabby. An inexpensive Battalion with a decent bonus and no dead weight at all. Not bad, but not great. Let's be honest here, you take this because you want to turn it into a ''Cult of the Transient Form'' later. No shame in admitting that. As you are already running these units in a Arcanite army, why not run this?!? ===<span style="color:#4c741c;">Arcanite Cabal</span>=== '''(140 pts; Min - pts; Max - pts)''' ''3-9 '''MAGISTER''', Fatemasters or Tzaangor Shamans, in any combination.'' After setup you pick 1 '''HERO''' from this battalion. Each time that '''HERO''' spends a Destiny dice, roll a dice and on a 2+ you may add that dice to your destiny dice pool. Rules as written, if you roll two Destiny dice for things like spells, each instance of the roll triggers separately and you can therefore regain both dice with a little bit of luck. This, quite obviously, makes any spellcasters a great choice for this ability, especially '''MAGISTERS''' as you may be able to spend your dice to perfectly control your casting rolls, enabling a second free spell and ensuring your wizard doesn't turn into a Spa-WARHAKGLALGKAKF as you cast it. If you cast Glimpse the Future with your enhanced wizard, in a majority of cases you gain more Destiny Dice than you spent. Might be fun to keep your Shield of Fate spell at full efficiency. Slap the Paradoxical Shield artefact on the target of your Shield of Fate and ensure your Fatemaster never ever dies. ===<span style="color:#4c741c;">Changehost</span>=== '''(180 pts; Min: - pts; Max:)''' ''1 Lord of Change and 8 (In any combination of) '''HORROR HERO''', Exalted Flamer, Horrors of Tzeench, Flamers, Screamers, or Burning Chariots'' At the start of each of your hero phases, as long as the Lord of Change is alive, you can redeploy <s>2</s> one other unit from this battalion to anywhere more than 9" from enemy models. They can't move in the following movement phase. Nerfed as per the errata two weeks after the battletome dropped, thanks to Changehosts absolutely dominating tournaments immediately ===<span style="color:#4c741c;">Multitudinous Host</span>=== '''(160 pts; min 750 pts; Max: 3750)''' ''1 Changecaster and 8 units or Horrors'' In every friendly Hero Phase, you return D3 slain models to each Horror unit. And no, the Herald's position or surviving is not a condition for this. Hoo boy, you could end up with a hell of a lot of Horrors with this. You need big units to take advantage of it. Or, just saying, run an Endless Lifeswarm for less points and don't spam unneeded Horrors. The minimum is calculated by using 8 min-sized units of brimstone horrors, the max 8 max-sized units of pink horrors. This author believes a more reasonable approach would be to field 2 max-sized of pink horrors and 6 of min-sized brimstone horrors, which rounds at 1510 points. Still, best take the lifeswarm. ===<span style="color:#4c741c;">Overseer's Fate-Twisters</span>=== '''(160 pts; Min - pts; Max: -)''' ''1 Lord of Change and 8+ (in any combination of) '''HORROR HERO''', Exalted Flamer, or Burning Chariots'' Oh. Oh, my. If this weren't so insanely big and expensive, it'd be absolutely mandatory. As it is, it won't see much use. Combined with the Battalion cost, you're looking at 1240 points bare minimum, though the benefits speak for themselves: First, every Hero Phase, you get another Destiny Die. Second, you get to re-roll one Destiny Die every Hero Phase. Third, and this is the Cheddar, so long as there are 9+ models in the Battalion, you can wait until after you've made a roll before you decide to sub Destiny Dice in. This not only lowers your consumption of Destiny Dice drastically, but it's also a wonderful psychological tool that lets the opponent know you have almost complete control over your dice rolls and puts you at ease as you have ''almost complete control over your dice rolls''. ===<span style="color:#4c741c;">Omniscient Oracles</span>=== '''(160 pts; Min: pts; Max:)''' ''Kairos Fateweaver and 3 Lords of Change'' Really, really not worth the price of admission. You get to re-roll all 1s on Hit, Wound, and Save rolls. Now, to be honest, this is a massive fucking load of bullshit. It's ''Daemonic Power'' on steroids for four powerful Behemoths. Never mind that they can still take unique spells, gear and magical gear on top of this. On the other hand, even in a 2500 point game, you just spent well over half your points on four models. Never mind all the cash you'd have to throw down for this...if only it also gave you better castings. Cool, but hard pass. ===<span style="color:#4c741c;">Skyshoal Coven</span>=== '''(140 pts; Min - pts; Max - pts)''' '' 2 units of Tzaangor Enlightened (Must be on discs) and 2 units of Tzaangor Skyfires'' After a unit from this Battalion flys over an enemy unit, you role a d6. On a 2+ that unit takes D3 mortal wounds. Sorta expensive for what it does, but its at least 1 free mortal wound and you get an extra artifact out of it. ===<span style="color:#4c741c;">Tzaangor Coven</span>=== '''(180 pts; Min - pts; Max - pts)''' ''2 units of Tzaangors, 2 units of Tzaangor Skyfires and 2 units of Tzaangor Enlightened'' If you like Tzaangors, and let's be honest, of course you do, then this one is damn good but really expensive. Your Tzaangores likely will be in units of 20, and at least 1 unit of Enlightened will likely be 6 big. At the start of YOUR hero phase, nominate 1 of these 6 units within 3" of an enemy unit. That unit can either fight or shoot. Having a Tzaangor Shaman nearby is pretty horrifying as he buffs your Disc Gors alot, and 6 Enlightened fighting 2x (and their discs) can kill Nagash. ===<span style="color:#4c741c;">Warpflame Host</span>=== '''(140 pts) (Min 500 pts)''' ''An Exalted Flamer, 3-8 (in any combination) of Exalted Flamers, Flamers or Burning Chariots'' *at start of charge phase, on a roll of 6 for each enemy within 9" of this battalion takes D3 MW. Together, they have a small chance of dealing additional Mortal Wounds in the Hero Phase, similar to Nurgle's Rot. Not really that good, as all the models are already plenty killy, don't want enemies anywhere near that close to them and the chance of triggering damage at all is fairly low. Best to use those points of 3 more Flamers. ===<span style="color:#4c741c;">Witchfyre Coven</span>=== '''(160 pts; Min - pts; Max - pts)''' ''Three units of Kairic Acolytes and a unit of Tzaangor Enlightened. '' This nets you the ability to shoot your Sorcerous Bolts in the Hero Phase as well as in the Shooting Phase. This has a lot of uses, most of it boiling down to "more dakka". Acolytes got a big boost in the new book, and a unit of 30 will bring some serious hurt. If you want to get this as cheap as possible, remember to leave your Enlightened on foot so you save some points (<strike>the battalion requires footsloggers, as the warscroll uses the unit name Tzaangor Enlightened, not the keyword '''TZAANGOR ENLIGHTENED'''</strike> Per the rules you can ignore the sub-headers under the title unless they are included in the entry for that unit. "on discs of Tzeentch" is a sub-header for Tzaangor enlightened). ===<span style="color:#4c741c;"> Phantasmagoria of Fate </span>=== '''(200 pts) (Min: 470 pts; Max: 11400 pts)''' ''1-4 combination of any Beast of Chaos Hero; 3-9 combination of Bestigors, Gors, Tzaangors, Ungors, Ungor Raiders; 0-9 combination of Bullgors, Centigors, Dragon Ogors, Tzaangor Enlightened, Tzaangor Skyfires, Tuskgor Chariots; 0-2 combination of Cygors or Ghorgons.'' From the Beasts of Chaos Battletome but since it gives all units the '''TZEENTCH''' keyword you can use it. Non-wizards in the battalion can unbind spells within 9" as if they were wizards. Might just as well use only Tzaangors. Also grants you access to a larger selection of beastmen not traditionally found in Tzeentch Rosters if you want to go heavier in melee. ===<span style="color:#4c741c;">Daemon Cohort of Tzeentch </span>=== '''(Open Play Only)''' Could be fairly nasty if you play fair. Extra spells means you could reliably be casting Arcane Bolt and Mystic Shield with every unit (including your Horrors) every turn. Having most of your army with +1 saves while throwing multiple sets of D3 mortal wounds across the field, plus normal shooting, could be nasty. You'll probably want to borrow some speed bumps from somewhere to keep enemy units at arm's length. Lord of Change probably best for his command ability giving a bonus to cast. And all of this is not taking into account the fact that you could use summoning magic with all your casting attempts. As of 2.0 this battalion has no point cost and can only be used in open play. ===<span style="color:#4c741c;">Arcanite Cult</span>=== '''(120 pts) (min 1800 pts; max 18,190 pts)''' Like with the Sylvaneth, this super Battalion is the blueprint. It has the most rigid structure and the fewest bonuses. Avoid at all cost. The other two Arcanite super Battalions are literally this one, but tricked out and with more choice. Either way, to start, you need an Arcanite Cabal, then 3-9 of the other Arcanite Battalions and then you can take up to one Curseling, Ogroid and Gaunt Summoner each. For that, you get +1 Bravery on everything (don't scoff, your Tzaangors and Acolytes have horrible Bravery) and you get to choose three of your Destiny Dice rather than rolling them at the start of the game.
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