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So as the title shows this thread is about the greater daemon of tzeentch, but thats not all that I have to ask. I am new to daemons and would like to do a good majority if not all tzeentch army. So here are my questions.
1. Is this list viable?
2. What are the Pro's and Con's?
3. If it isnt viable what is a good partner with tzeentch?
Of course these are just the questions about the army as a whole my real question is: How do I equip my greater daemon? What do you guys use on this beast? What works well what doesnt and lastly: Is he a good general choice?
Anyway thatnks for any replies I recieve and thanks for reading
1. The list is viable but that being said if you go mono god you are really specializing. Many people will say that it gets boring tp play so speacialized... It also gives you the situation of putting all your eggs in one basket. I am not a big fan of magic heavy list or lists that dont rely on combat to win the day, just my style of play though. Tzeentch is the magic part of the DoC and will make some kind of appereance in most lists that need the dispel dice that is provided by the unit of horrors. Also MoS adds a great flexibility to a lot of armies when you put it on a lord/hero of tzeen.
magic magic magic- if you like magic you got it....
LoC- a lot of list utiize this guy, i however dont have the model and never played with him
MoT- these guys give you that added flexibiity to maybe get off a spell from a different lore, also allow you to customize for whichever army you are facing
unit of horrors- allow you to get a cheap dispel dice and a core unit at the same time plus arger units become better wizards
Screamers- never used them but infamous from flying circus lists
Flamers- great flank protection and one of the few options for missle combat
all magic- miscasts, poor dice rolling, anti magic list trouble
weak combat- low stats, lack of static cr in most lists
eggs in one basket- can be boring to play
3. Any of the other gods can be used with great success when combined with tzeen., the combos can all be made to suit your style better and they will become more balanced imo. If you want hard hitting go Khorne, if you want to play defensive pick nurgle, and if you want fast go slannesh (also slannesh has some great spells that mix well with the MoS using the lores with ld modification).
4. Give him stuff to help with miscasts and i cant remember if there is something to beef up his ward or any armour. He is DoC's cheapest level 4 wizard and gets all the spells in tzeen. plus with flying he is hard to catch making him a great choice for a general.
All in all mono tzeen can be done, LoC is a good general but imo mixing gods adds to the fluff and a more balanced force.
Please don't do this. Single power lists CAN be fun, but usually aren't very effective, and Tzeentch is the least of these.
You will get annihilated in combat. Your core unit has the very, very base statline of the game. A single unit of basic orcs get into combat with one of your units, they'll chew through it. Even with that ward, you can't take it.
For a mixed army, Tzeentch usually works best as a supporting element. My current list has a large block of Khorne and Slannesh infantry, supported by small units of Horrors, Flamers and a Lord of Change, amongst other Slannesh and Khornate support. They work well with any army, but usually one that is better in combat than simply taking hits - its all well and good if one of your units can survive a block of Chosen for four turns, but its a very painful thing for casters if they can't melt anyones face because they're all in combat... At that point, you have all those points just going to waste - and because your opponent didn't go so heavy on one side, they won't be similiarly crippled and will have their entire army eating your half which isn't the magic half.
But the two most important factors for not going all Tzeentch are this: its incredibly cheesy and no one has fun playing against it.
You can get upwards of twenty casting dice in an all Tzeentch army - you will dominate that phase so totally that the other person has no point being there, because they will just get destroyed. This is not generalship. This is not tactics. This is an unbalanced, broken, cheesy (and I do loathe to use that word) army which will make you no friends and have people avoiding playing games with you.
Please don't go down that route. Any more than, say, a Lord and a Hero (or at most two) or so of Tzeentch, and you better have a damn good reason for including it.
I play a flying Tz list, 1 LOC, 2 heralds on chariots and blue scribes. backed by horrors. It not only works well it works too well I am 11 wins 0 losses with it but many people will not play me as the list is considered Cheesy.
Not to say it is unbeatable anything that can shut down a magic phase like a lizard man dark cube or a HE shard or even HE drain magic will ruin a Tz list.
i never made a pure tzeentch list but if i were to i will include Kairos + 3 flying heralds 1w/hellfire banner. Then add 12 flamers. MSU horrors and lots of screamers. This way your opponent will have increadibly hard time catching your army since they could get into combat effectively with the horrors and possibly the flamers, but your other flying units will be tough to catch especially your magic min 15pd + hellfire will draw out most dispel scrolls by turn 2 and then you can blast away whoever's fastest or lethal. Even if the opponent manages to kill everything not flying it will be ~800 points tops and you will still be flying around all over the place. As others have said this type of army is incredibly cheesy and I certainly do not want to play against... that's why i havent made it....(maybe try it in a casual game...)
I will say that Tzeentch is probably the most effective of the solo-god armies (if only because it is the only cost effcient way to play any sort of magic game), but I will have to add that is is probably the most hated (whiners...) and the most boring. Your really only playing two phases of warhammer if your playing this list (movement and magic), and I can say with some certainty that if you stick with DoC long enough, your army will probably become multi-god out of neccesity if not boredom.
That being said, Tzeentch gives a much stronger showing with it's unique skills than it did before. The LoC probably is the most versatile when it comes to combat of all the lord choices, horrors are a good way to add dice and boost your numbers, screamers can cause all sorts of headaches, and flamers are pretty much decided to be the best rare choice as far as I'm concerned. If your worried that if you go multi-god will dimish the tzeentch in your list, don't.....my multi-god army list at the moment has it in hero, core, and rare options (would be in special too if not for my love for fleshhounds). I'd say go multi-god, but keep the unit's you like.
Tzeentch is mostly about magic, with lots of speedy units and some good shooting to back it up. That said, Tzeentch units are fairly soft and terrible in combat, so going pure or heavy Tzeentch will leave you with virtually no (decent) combat units and you'll be playing points denial (which is easy with lots of flyers).
I run a hybrid list, Tzeentch and Khorne, as ==My== brother and I intend to share the army and he likes Khorne while I prefer Tzeentch. Khorne fills a big gap in a Tzeentch list, awesome combat abilities against hard troops. Tzeentch can handle soft troops with magic missiles and shooting, while Khorne units do the heavy lifting against knights and such. Likewise, Tzeentch provides Khorne with some much needed firepower and magic defense.
The other two work well, but differently. Tzeentch/Slaanesh would be extremely fast but still quite brittle and weak in combat, they would rely more on Ld abuse and nasty combos like any Slaanesh spell and the Icon of Great Despair or Doom and Darkness. Tzeentch/Nurgle would combine rock solid infantry with the uncatchable flying circus.
As for the magic turkey, I love him. I typically run it as level 4 with Tzeentch's Will to prevent miscasts or make that Bolt of Change that much deadlier. The lore of Tzeentch is probably the most destructive lore in the game, and he just flits around blowing entire regiments away and avoiding things that can hurt him. He isn't a slouch in combat either, but that would be a last resort.
Check out ==My== blog: www.bnhblog.blogspot.com