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Made in us
Regular Dakkanaut




Starting this thread to try and get some collective wisdom together for the forces of Tzeetch. I'm not a hugely experienced AoS player, so happy to update/edit post when more experienced players chime in.

Might initial thoughts on Demons of Tzeetch

Lord of Change
One of the most powerful wizards army can field. Solid in combat, reasonable fast and devastating in the Hero phase, though a strong command ability and probably the best casting bonus of any wizard. With command ability activated and a wellspring of arcane might (demon power) near by you can reliable get 10+ cast roles. His casting is also a great use of any generally not useful 3 and 4s you've rolled, to make sure important spells go off. Worth choosing a high damage spell from the lore of change to compliment the devastating infernal gateway, Tzeetch's firestorm is my personal favourite giving an average 9 mortal wound output if both spells go off (my record is 20!). A good choice as a general and gets a lot of mileage out of both defensive and offensive artifacts/warlord traits. If you plan to play it aggressively Miasmic blade and Incoporial form make it extremely hard to take out in combat. The updated Mark of the Conjurer is also interesting, combined with Cogs of Time it can produce 6 fate points at turn.

Herald of Tzeetch (on foot)
Our stable caster hero, arcane tomb, fate and fortune and a few + to cast buffs will mean it'll throw out 2 spells more often than not. Major down side is it's relatively easy to kill and is not a threat in combat, but some screamers near by help with both of these. The standard pink fire is a solid spell, which useful casts on the trigger value for fate and fortune. Worth noting that unless your packing some endless spells more than one of them in your army can mean that you run out of spells to cast with them if you get lucky with fate and fortune, leaving you with the indifferent basic spells.

Herald on Disk
Sacrifices fate and fortune for improved mobility and some nice combat attacks. Well worth it if you have fast elements that need some hero support. Nice easy cast spell although damage output is very random. Best left until you've drawn out all your opponents unbind attempts, so lost cast rolls will still get through.

Herald on Burning Chariot Expensive but gives you lots of tricks. The extra attacks, AoE spell and trail of flame ability make this option best up close and in your opponent's face, just make sure you back it up with screamers, burning chariots or some moral units so it doesn't get overwhelmed. The ability to make Burning Chariots a battleline unit (if the herald is your general) is interesting and opens up the option for a very different type of list focusing on speed and combat more than the usual shooting and magic focus of Tzeetch demon lists.

Pink Horrors
Despite multiple price bumps 'Pinkies' are still a great unit. Solid shooting, good casting (can get up to +3 to cast/unbind relatively easily) and killing them only produces harassment units. Personally I prefer minimal 10 demon units to maximise casting and fill up battle-line requirement. There main weakness is slow movement and relatively short range for a unit that doesn't want to be in combat, so anything that can move them around seriously improves there effectiveness, in a changehost battalion for example you can easily push 1-2 units forward to get turn one casting and shooting off.

Blue Horrors
Nice cheap shooting unit that spawns another unit when it dies. Really useful for pure demons armies, who lack cheap units for screening and board control

Brimstone Horrors
Nice free unit when summon, but to me they cost too much as a standalone unit. Unless you're really tight on point splash out the extra 30 points for Blue Horrors.

Screamers
With the current version of there locus (it seems to change every FAQ) they are quite a tough unit (100 points for 9 wounds, 5+ save and universal -1 to hit), but don't pack much of a punch unless there are some monsters about for them to latch on to. Their massive speed is their main use, allowing you to easily charge units and claim objective first turn.

Flamers
Lots of shooting on a fast but fragile body. Short range means they'll need screening to make sure they don't get mushed by the remains of whatever they shoot at. There locus ability is amazing, sometimes but usually not much impact. Annoyingly not much symergy with heros etc., Aura of mutability has helps a bit.

Exalted Flamers
Basically 2 flamers stuck together (double the wounds and shooting). Loose the Aura but degrade slightly slower and are a bit cheaper wound for wound (Can take 3 wounds without loosing a shot). A Better option if you want them to operate independently, but I think the aura makes flamers a tad better most of the time.

Mortals

Gaunt Summoner
Comes in three flavours, On foot, on disk and with familiars. Personally love the familiars as he gets 4 very useful bonuses and has the same horde devastating spell as the 'on foot' version. The disk version comes with a solid spell which is either devastating but hard to cast (Vs courage 8+ units) or just some easy mortal wounds.

Tzaangors
Very flexible unit can be used in large units as a steam roller unit throwing out tonnes of attacks or in small units for spaming mortal wounds.

Battalion Warscrolls

Change Host:
Expensive and requires a lot of units, but gives an amazing ability with so many great uses. While swapping units out of combat is an obvious use and very powerful in it’s own right (charge some horrors and end up in combat with a Lord of Change), but is only the tip of the iceberg.

18” range on shooting and magic often means being forced to take first turn means Tzeentch armies aren’t doing much other than maneuvering and focusing on objectives, Changehost helps with that. Swapping a pair of units with each other allows you to get upto 9” free movement into no-mans land for both (in addition to switching positions). As long as you have 9 units in the battalion you can do this twice, effectively advancing 4 units in the hero phase. Pink horrors get the most advantage from this as it means they can cast offensively, claim central objectives and shoot turn in 1.

This message was edited 5 times. Last update was at 2018/08/13 13:32:59


 
   
Made in gb
Regular Dakkanaut




Update, this week is getting away from me, so hopefully will have time to write up more stuff at the weekend. Would be great to get thoughts on Mortal units from others, as I generally play 100% Demons.
   
Made in us
Automated Rubric Marine of Tzeentch




I'm pretty new to the game, but I like Magisters for the Spawn summoning effect on their spell. Plus a chance for an extra spell if they roll doubles is nice.

Curseling has done well for me the couple times I've used it - no bonuses to do his stuff, but 2 casts and 2 unbinds are good for Fate Points. His spell stealing is fun too, unfortunate about the new FAQ nixing endless spells on that. At least I still have a reason to get some dryads lol.

Blue Scribes I haven't used yet, but on paper getting an Inferno or Bolt on a 2+ is mean.

Tzaangors are brutal - they get so many attacks. I think my battleline is going to end up being a unit of 30 standard, plus 2 units of pinks.

For the Lord of Change, the new update to Mark of the Conjurer seems like something I want to always run on it, for the high likelihood of 4 FP off one model each turn (6 if you run Cogs, and why would I not?).

Just a quick contribution off the top of my head at the end of my work day while I sit here waiting to go home.
   
Made in us
Regular Dakkanaut




Cool, thanks for you're thoughts. I'll update the first post.
   
 
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