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Ok so when I started DOC, (a whole total of yesterday) I wanted to do an all tzeentch army. But thinking about it I have decided that it would probably be in my best interest to inclde some other units. I would still like to have a majority of Tzeentch units led by a greater deamon of Tzeentch, but what else should I include. Probably a unit or two of bloodletters and some juggernauts but what else? I dont really know what else to include because as I have said I dont really know much about Daemons.
One final question how should I equip my Lord of Change? I plan on making it a lv four wizard but what else?
Thanks for the replies and advice in advance.
Once again, good question given with bad details.....mostly tzeentch units mean you plan to use them just to fill your required core, load up a lot of screamers, or have your rares packing with flamers. Details would really help here.
Though, to just deny Bonzi the satisfaction (I would feel comfortable putting money on his first recommendation), I'm just going to go ahead and say it.
FURIES! Wonderful, blessed, dark-god sent furies. These things are great against any opponent who dares face a tzeentch army. Nothing is worse than an army running towards a magic-missile bananza that is tzeentch to be told that it must instead walk because there are 2 units of 5 furies are march blocking behind them. Get the most out of those pre-charging magic phases by creating more of them. These guys have something to do in every army, even if it's just standing in the right spot.
If they should try to fight back with thier own shooting, simply fly these guys over to thier artillery to take out thier biggest guns. Got some tough cavalry coming up your flank, force them to follow you right off the table. yes, you can never go wrong with having a few furies in your army.
As for your LOC, I wouldn't focus too much on what to equip him with....a good thing about daemonic gifts is that it usually doesn't require you to pay extra money to field a model to represent it. Tzeentch's will with power vortex is a crowd favorite, but the daemon has so many good abilities that you have plenty of viable options.
Agreed, Furies are awesome. March blocking, screening, warmachine hunting, and waiting to catch those fleeing units in a crossfire.
What sort of Tzeentch units will you be running? Core Horrors are a great way to save points for Special/Rare/Heroes and provide extra magic missiles and dispel dice. Flamers are excellent shooters and fast-moving skirmishers. Screamers are plain annoying, but fun to use.
Tzeentch units' biggest weakness is combat, so if you want to kill the gaps take some of that. Lucky for you, Daemons have plenty of good combat units. Nurgle units are extremely resilient and can win through combat res (unless you take a level 1 Herald with the 1st Nurgle spell, brutal!). Slaanesh units are insanely fast and great for getting flank charges, tearing up light infantry, and messing up the enemy's movement. Khorne units rip everything apart, especially heavy infantry and knights.
Check out ==My== blog: www.bnhblog.blogspot.com
And of course, there's always terror bombing with the furies--as if their other uses weren't enough. Man, we are stealing Bonzi's trademarks left and right today, eh? Oh well, he'll thank us for making his job easier
No, I don't have any wool.
first sorry for the lack of details I was trying to be specific but failed utterly. Anyway, what I mean by mostly tzeentch is I would like to include some things like the LOC, some screamers, and a unit of horrors. After that fill the rest of the army out with khorne units for melee action and maybe a mounted daemonettes for a flanking unit? All in all I know that I want the LOC and screamers and nee your opinions to help flesh out the army.
Flesh Hounds make a great addition to a magic heavy army, as they themselves can charge a full static res unit in the front and still win combat. The fact that they move so far also means that you can control what gets charged by who to some extent or at least match the movement of most cavalry.
Furies, enough said above.
Bloodletters make good core, as do Plaguebearers, especially if you add a Nurgle Herald to keep them alive when they are charged. The bloodletter's higher movement means that they can usually get the charge more often than not against infantry.
As for rares, it's more or less up to you. Flamers are awesome ranged units, and Fiends make great warmachine and skirmisher hunters. Bloodcrushers can crush high armour/toughness enemies as long as they get the charge and beasts can stick around to hold up enemy units.
Last edited by BlackSheep; August 2nd, 2008 at 04:18. Reason: Forgot "movement". Durrrrrr
No, I don't have any wool.
Well you could....ah wait, that's been said. How about....out wait, they said that too. UNACCPETABLE! WHO DARES DOLE OUT MY ADVICE!? I have nothing left to say....I'm going back to sleep.
The only honorable options left to we combatants is seppuku or semantics...which amount to the same thing really.