Tzeentch relies on it's wizards, of which there are enough of that most armies cannot shoot them off the board before they are themselves destroyed. Tzeentch is also strong at unbinds so armies which rely on magic for character sniping are in a similarly tough spot.
Kharadron don't have either issue. And by piling everything into an Ironclad the Tzeentch player will be unable to target any of the more valuable targets until after the Kharadron player has jumped them out and shot with them. Further, the ironclad is a poor target for mortal wounds since it has 18 wounds and is readily repaired by the same models that want to be embarked within it. An Endrinmaster and three Endrinrigger units is 500 points, perform well in shooting and melee when they get out, and will repair d3+3 every turn while they are onboard or nearby.
Finally, Kharadron can often finish deploying first by having many units in transports, allowing them to secure second turn for the round 1-2 double that is the strongest thing in the game (doubly so for shooting-heavy armies...).
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