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Made in us
Virulent Space Marine dedicated to Nurgle





Eye of Terror

Hello everybody. I'm interested in Tzeentch and want guidance building an army.

My main question is, what do I use for infantry? Tzaangores or Horrors? Are horrors/Tzaangores good?

How many casters should I have?

"Show me where it says that in the codex!" said Learchus.
"You know brother that I cannot." said Uriel.
 NenkotaMoon wrote:
AoS raped our cattle and stampeded our women.
 
   
Made in us
Monstrous Master Moulder




Cleveland, Ohio, USA

First question is whether you're engaging in Narrative Play or Matched Play.

Second is whether or not you're looking for offense or defense out of your battleline, and ranged vs shooting. Obviously Tzaangors cannot shoot, but are much faster (can run and charge) and hit much harder (but only in close combat). As a tradeoff, their bravery is half that of the Horrors and they cost more per unit but also have twice the wound count. The Horrors splitting doesn't really work in Matched Play as it requires reinforcement points, but there are uses for reserving those points to split them. Horrors also serve as a non-hero wizard, though you shouldn't lack for slots here.

I'd tend toward a caster every 750ish points., but also no less than two. The Ogroid and Lord of Change both double as beatsticks who can also cast (though the Ogroid is a better brawler for his points). Shamans are decidedly mobile supporting units. I haven't messed so much with Magisters, Changeling, or Fatemasters.

Remember that every unit of Tzaangors gets to sling mortal wounds if you have your casters near it. With a wide variety of mortal wound slinging spells, you shouldn't worry about too many wizards and not enough spells. Add to that, the Tzaangors and Skyfires throwing non-magic Mortal Wounds, and Ogroid dealing them on impact.

They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines, and they shall know no fear. 
   
Made in us
Virulent Space Marine dedicated to Nurgle





Eye of Terror

 obsidiankatana wrote:
First question is whether you're engaging in Narrative Play or Matched Play.

Second is whether or not you're looking for offense or defense out of your battleline, and ranged vs shooting. Obviously Tzaangors cannot shoot, but are much faster (can run and charge) and hit much harder (but only in close combat). As a tradeoff, their bravery is half that of the Horrors and they cost more per unit but also have twice the wound count. The Horrors splitting doesn't really work in Matched Play as it requires reinforcement points, but there are uses for reserving those points to split them. Horrors also serve as a non-hero wizard, though you shouldn't lack for slots here.

I'd tend toward a caster every 750ish points., but also no less than two. The Ogroid and Lord of Change both double as beatsticks who can also cast (though the Ogroid is a better brawler for his points). Shamans are decidedly mobile supporting units. I haven't messed so much with Magisters, Changeling, or Fatemasters.

Remember that every unit of Tzaangors gets to sling mortal wounds if you have your casters near it. With a wide variety of mortal wound slinging spells, you shouldn't worry about too many wizards and not enough spells. Add to that, the Tzaangors and Skyfires throwing non-magic Mortal Wounds, and Ogroid dealing them on impact.

At this point I'm looking to do pitched battles, primarily with my brother whom will be playing Slaves to Darkness.

So are horrors worth using, with their one attack in each category?

Tzangores interest me since they can put out an absurd amount of attacks with the right numbers and have cool models.


Automatically Appended Next Post:
May have to reconsider building the bulk of my force out of Tzaangores. They're $32 minimum for a box of 10.

Guess I'll do a couple test games to see if horrors are worth anything.

This message was edited 1 time. Last update was at 2017/02/07 18:20:42


"Show me where it says that in the codex!" said Learchus.
"You know brother that I cannot." said Uriel.
 NenkotaMoon wrote:
AoS raped our cattle and stampeded our women.
 
   
Made in us
Monstrous Master Moulder




Cleveland, Ohio, USA

Tzaangors are simply better from an offensive perspective, unless you never get into close combat (which obviously favors the Pink Horrors). That said, they're not your only close combat offensive option. Others include;

Chaos Spawn
Soul Grinders
Daemon Princes
Slaves to Darkness (w/ Keyword: Tzeentch)

Just off the top of my head. So you could have a battleline consisting of Pink Horrors for ranged damage and spellcasting, supplemented with a close combat force of Spawn, Grinder, Chaos Knights, etc. Anything with Keyword: Tzeentch is up for grabs.

They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines, and they shall know no fear. 
   
Made in us
Regular Dakkanaut




Hello there
i too am looking to start my own Tzeentch army and have reviewed thier army book and have decided to try two lists:

Tzangors list that would include Arcanite Cabal warband and Tzaangor coven.

Arcanite Cabal will allow me to maximize the use of destiny dice without the worry of depleting my stock ad allowing my wizards to cast 2-3 spells a turn will really help me spread out my damage out put and support.

Tzaangor coven-allows my tzaangor units to maximize the combat phase and really put the hurt to my opponent by getting a free combat phase (with buffs) before i start my hero phase. So far ive calculated running a big block of 30 tzaangors and a small unit of elightened/skyfire Plus the cabal characters and i would still have 600 pts free to include whatever i want.

On the Demon side of things, im really interested in trying out the overseer's fate-twisters and running so many flamers ;-P Plus generating and manipulating the destiny dice, yes please!!!
   
Made in us
Sacrifice to the Dark Gods





I played in a pitched battle league with Tzeentch Daemons only, and I beat every one of my opponents. These were 1000 pt games. My list was:

Lord of Change
Herald of Tzeentch

2x 10-Pink Horrors
1x 20-Blue Horrors
1x 10-Brimstone Horrors

Exalted Flamer on a Burning Chariot

I would suggest playing both Daemons and Arcanites. This list was no fun for anyone to play against. When I made the list I had no idea it would be that good. I just wanted to play an all daemon list because I never had. People eventually didn't want to play against me anymore because they felt they couldn't beat it in that format. So basically if you want to play and have fun just play both Daemons and Arcanites, or just Arcanites.
   
Made in us
Virulent Space Marine dedicated to Nurgle





Eye of Terror

M1ndl3ss wrote:
I played in a pitched battle league with Tzeentch Daemons only, and I beat every one of my opponents. These were 1000 pt games. My list was:

Lord of Change
Herald of Tzeentch

2x 10-Pink Horrors
1x 20-Blue Horrors
1x 10-Brimstone Horrors

Exalted Flamer on a Burning Chariot

I would suggest playing both Daemons and Arcanites. This list was no fun for anyone to play against. When I made the list I had no idea it would be that good. I just wanted to play an all daemon list because I never had. People eventually didn't want to play against me anymore because they felt they couldn't beat it in that format. So basically if you want to play and have fun just play both Daemons and Arcanites, or just Arcanites.


I have played 5 proxy games (these are the only games I've played) and lost all of them. Though most recently I lost in part because I screwed up my list because I was distracted by the point value my brother wanted, and the fact that we would have to proxy more than usual.

I'll try your list in my next match.

"Show me where it says that in the codex!" said Learchus.
"You know brother that I cannot." said Uriel.
 NenkotaMoon wrote:
AoS raped our cattle and stampeded our women.
 
   
Made in us
Sacrifice to the Dark Gods





 MrVulcanator wrote:


I have played 5 proxy games (these are the only games I've played) and lost all of them. Though most recently I lost in part because I screwed up my list because I was distracted by the point value my brother wanted, and the fact that we would have to proxy more than usual.

I'll try your list in my next match.


One good tactic you could try is to leave one unit of pink horrors in reserve and summon them with any of your wizards. Then they can be placed anywhere within 18" of the caster but not within 9" of the enemy. You can also do this with your Herald if you wanted. They can then cast and shoot, but not move. You can still charge though, or try to you would just need to roll a 9.
   
 
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