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Made in us
Enigmatic Sorcerer of Chaos






Every model I currently own is painted and ready to play, so I'm trying the figure out what I want to do next. So yeah. I've come up with another list idea I want to run by the hivemind. I've decided that if I go with a Tzeentch army, I want to focus on the ranged aspect. Here are two possible lists I've been mulling:


List 1

Leaders

Fatemaster - General, Incorporeal Form, Paradoxical Shield

Tzaangor Shaman - Souldraught, Glimpse the Future

Tzaangor Shaman - Nexus Staff, Fold Reality or Arcane Suggestion

Battleline

Tzaangors x20 - Twistbray, banner bearer, musician, 4 mutants, 8 great Weapons, shields on the rest

Kairic Acolytes x20 - Adept, scroll, vulcharc, shields on the rest.

Kairic Acolytes x20 - Adept, scroll, vulcharc, shields on the rest.

Other

Tzaangor Enlightened - Aviarch, discs

Tzaangor Skyfires - Aviarch

Battalions

Pyrophane Cult - Witchfyre Coven w/ 2x20 Acolytes and Arcanite Cabal required

Witchfyre Coven - 2x Acolytes and 1x Enlightened required

Arcanite Cabal - Fatemaster and 2x Shaman required (could swap any or all for Magisters)

Total: 1970 points

The big benefits to this list are the extra artifacts I can take here. Technically, I could take one more if I could fit in another hero. The Witchfyre Coven give my Acolytes a second round of shooting in the hero phase. The Pyrophane Cult gives them Acolytes +1 to wound for each other unit from the battalion who attacked that target, and gives my wizards and pretty solid new spell to cast (casting value 7, d3 MW to target within 18', plus d3 MW to any each enemy unit within 3" of the target on a 4+). The Arcanite Cabal give allows me to roll a die any time I use a destiny die and on a 4+, roll a new Destiny Die. They can also cast an extra spell as long as they are close to the other two units from this battalion. The downside is the I have 390 points wrapped up in battalions, and I would need to keep my Shaman, who want to be on the backline, close to my Fatemaster, who wants to be in the midfield or even up close and personal.

List 2

Leaders

Fatemaster - General, Incorporeal Form, Paradoxical Shield

Tzaangor Shaman - Souldraught, Glimpse the Future

Gaunt Summoner w/ Familiars - Windthief Charm, Fold Reality or Arcane Suggestion

Battleline

Tzaangors x20 - Twistbray, banner bearer, musician, 4 mutants, 8 great Weapons, shields on the rest

Kairic Acolytes x20 - Adept, scroll, vulcharc, shields on the rest.

Kairic Acolytes x20 - Adept, scroll, vulcharc, shields on the rest.

Other

Tzaangor Enlightened - Aviarch, discs

Tzaangor Skyfires - Aviarch

Tzaangor Skyfires - Aviarch

Battalions

Witchfyre Coven - 2x Acolytes and 1x Enlightened required

Reserves - 150 points

Total: 2000 points

So the obvious benefits here are eliminating the redundant Tzaangor Shaman in favor of the superior hero with enough reserves to summon a Balewind Vortex under him (giving probably the best spell currently in the game a range of 36"). I also get a second unit of Skyfires, still one of the best units in the game. The downside is that I will have less fewer destiny dice over the course of the game, and the Shaman will lose that decent Pyrophane Cult spell.

The basic idea behind both lists is to maximize ranged output while using the Tzaangors and Enlightened to screen when necessary. The good thing about using Disks of Tzeentch is that they give the units riding them the Daemon keyword, giving the Fatemaster access to superior Daemon command traits, and giving the Shaman access to the Change discipline. The reason I would take Fold Reality in a mostly mortal list is that I can use it to replenish my Skyfires and Enlightened, though Arcane Suggestion may still be the better option. And if anyone is wondering why I still use a Fatemaster as my general, he has the only Command Ability in the entire Tzeentch Arcanites range, and if you give him Incorporeal Form and Paradoxical Shield, enemies are at a -1 to hit him, and he effectively has a 0+ save against anything that isn't flying (2+ against flying units), though you have to reroll successful saves. It's mostly just trolling at that point, but it would still give him an advantage against things with both Fly and rending attacks (like a Mourngul). I also have a pretty cool idea for converting Ahriman to a Fatemaster.

This message was edited 2 times. Last update was at 2017/12/21 19:58:48


2750 Unliving Legion of the Zarith Dynasty
840 Imperial Knights of House Janis
2000 Khorne Bloodbound of the Skullfiend Tribe
2000 Tzeentch Arcanites of the Cult of Searing Light
3000 Slaves to Darkness of the Legion of Rusted Chains
2500 Sylvaneth of the Seelie Court
 
   
Made in us
Plaguelord Titan Princeps of Nurgle






Both of those are solid lists, and I like them because they are non-tournament Tzeentch. Now if you want to take this to tourneys there's a lot to change, but I assume eye-rolling OP isn't the goal here.

That said, I feel like running Pyrofane Cult with only two units of acolytes is a bit of a waste. Including at least one additional 10-man unit to give the others +1 to wound when they shoot in the shooting phase really adds a lot. Also note that a given unit can split up its attacks, so a 10-man unit in the middle of your line could send some attacks to a target in range of unit A and some attacks to a target in range of unit B, giving them each +1 to wound on targets the other may not have range to.

Taking Tzaangors in a unit size of not-30 is a really inefficient use of points, and you also need the extra wounds on your front line to keep the acolytes out of melee. I would honestly drop a unit of Skyfires to achieve that since the ranged attack power of the list is already pretty strong.

Overall you seem to have a good grasp on which equipment options to take and the advantages of the battalions so you're in a good spot. Don't be too afraid to go Pyrofane because even though there's a high points cost you can single-drop deploy to secure turn choice, which is big since like most armies you'll pretty much always want turn 2 for the round 1-2 double potential. More so, since a round 1-2 double will be nearly auto-win for an army like this.

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Made in us
Enigmatic Sorcerer of Chaos






Appreciate the input, Ninth. I've been trying to figure out how to up that unit of Tzaangors to 30 since I started the list. That extra +1 attack for having 27+ in the unit would be really nice, and it only costs an extra 90 points. It wouldn't be that hard to pull off in list two if I dropped the second group of Skyfires. In fact, I could even fit in a second Tzaangor Shaman in that scenario (keep on on the backline to buff my Skyfires and Acolytes while the other sits in midfield to buff the Tzaangors and Enlightened). I'll probably end up getting an extra box of each and try it both ways to see which I like best.

Adding 10 Tzaangors and Acolytes to list one is a little bit trickier. I'd have to completely remove Skyfires from the list, and I don't really know if it's worth it for a buff to Sorcerous Bolts. The Enlightened are a requirement for the Witchfyre Coven, and I need three heroes chosen from Fatemaster, Tzaangor Shaman, and Magister for the Arcanite Cabal. Even the cheapest option for that battalion (3x Magister) would leave me over by 60 points. If I'm going to add either more Tzaangors or Acolytes, I'd have no choice but to drop the Skyfires (technically, I could work in the Tzaangors with 3x Magisters, but that feels pointless). I think that option might be out.

2750 Unliving Legion of the Zarith Dynasty
840 Imperial Knights of House Janis
2000 Khorne Bloodbound of the Skullfiend Tribe
2000 Tzeentch Arcanites of the Cult of Searing Light
3000 Slaves to Darkness of the Legion of Rusted Chains
2500 Sylvaneth of the Seelie Court
 
   
 
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