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Old February 13th, 2008, 22:39   #11 (permalink)
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I find it weird that they would change the tzeentch lore to almost nothing but magic missiles. Especially considering that tzeentch champions for Hordes and Beasts are close combat characters they would need spells that can be cast in combat. Will these new spell lists be used for all chaos armies (when they come out) or just for the new daemonic army?

Have you heard if the daemonettes will be getting ASF? I heard a rumor that they would be. It is nice that the horrors are cheaper but they don't seem to have a close combat spell anymore, and if the spell summons them into close combat they won't be able to do as much as they used to (they didn't do much before but at least they did a little).

Bloodletters with killing blow would be nasty!

Is the new slaanesh spell remains in play? If it is then it would be much less effective to use that over some of the other RiP spells that lore has access to.

All the new special choices seem very interesting, like scouting nurglings and upgradeable flesh hounds. Are the flamers special or rare? The new special characters seem interesting and it will be cool to see all their special rules.


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Old February 15th, 2008, 11:17   #12 (permalink)
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Tux

I've added the contents of the Spearhead box to the summary. It looks alright to me. 32 model in the fantasy and 33 for 40K (One is a vehicle.) 8Y

JvK :happy:
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Old February 16th, 2008, 06:08   #13 (permalink)
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Despite trying to make the book less mono-god specific, I still look forward to this book. Only thing I really miss is the chariots as their own, though I guess one or two heralds in some could make up for it.

I tried to order some older Deamonettes but they were placed on classic status and increased in cost, so I said screw it and went Tzeentch, my secret favorite god! The idea of Tzeentch being ulta-gunline is cool to me, and increased WS for Horrors means they can at least hold their own.

Since I don't see Spawn in the list, I decided to use Spawn models as my deamon princes. If a new base is needed I'll transfer, but it's a cheap and effective way to get one on the table. Got some Horrors and Screamers as well.

Also Jared is Flamers being special and rare a misprint? I thought they were only rare, seeing as each god has only one choice for each.
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Old February 16th, 2008, 06:28   #14 (permalink)
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The idea of Tzeentch being ulta-gunline is cool to me, and increased WS for Horrors means they can at least hold their own.
They currently use spells to do damage in close combat which I think is cooler. It adds to the feel and fluff of the army when you are mutated just by being in combat with their troops. Higher weapon skill? Pssshh, I would rather corrupt them than swing a punch. While the lore could have used a boost I think they need to have if more balanced for all around. Tzeentch is the changer of ways, not the guy with tons of magic missiles.
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Old February 16th, 2008, 07:04   #15 (permalink)
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Good points, but I dislike the current magic lore for Tzeentch. Not that effective other than a few spells, I found it hard to really pack a punch sometimes with my Hordes army. The new list only has two true magic missles, and they are usually standard. Tzeentch is also master of sorcery, so proving that with the ability to generate power dice and take enemy spells is fluffy. Changer of ways comes into play with firestorm, what better way than to morph the very troops you fight? And since Horrors have a higher WS, they can keep the unit occupied more than they could with the previous spell with the same effect.

I do understand some points, and I hope Horrors do get a rule to still cast in H2H, but even without it I don't expect my horrors to enter combat much, though having a Changeling copy an opposing heroes stats is a very tempting prospect.

So is the Tzeentch Herald Special Character just a straight up shooter? Also do the special Heralds have access to a chariot as well?
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Old February 16th, 2008, 14:44   #16 (permalink)
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Originally Posted by Stunted_Merc View Post
Good points, but I dislike the current magic lore for Tzeentch. Not that effective other than a few spells, I found it hard to really pack a punch sometimes with my Hordes army. The new list only has two true magic missles, and they are usually standard. Tzeentch is also master of sorcery, so proving that with the ability to generate power dice and take enemy spells is fluffy. Changer of ways comes into play with firestorm, what better way than to morph the very troops you fight? And since Horrors have a higher WS, they can keep the unit occupied more than they could with the previous spell with the same effect.

I do understand some points, and I hope Horrors do get a rule to still cast in H2H, but even without it I don't expect my horrors to enter combat much, though having a Changeling copy an opposing heroes stats is a very tempting prospect.

So is the Tzeentch Herald Special Character just a straight up shooter? Also do the special Heralds have access to a chariot as well?
Slight change to the Daemon Lore of Tzeench.

Daemon Lore of Tzeentch
- Supposedly only 6 spells
#1: Flickering Fire of Tzeentch: D6+1 hits, Strength D6+1, 24" range
#2: Boon of Tzeentch: Adds D3+1 Power dice to own side's dice pool
#3: Gleam Magic: Cast any enemy spell (other than one that creates new models, such as certain Undead spells) as a Bound spell with a power level equal to its basic casting level
#4: Bolt of Change: 2D6 hits, Strength D6+1, 30" range
#5: Gift of Chaos: all enemies within 12" takes D6 Str D6 Hits
#6: Tzeentch Firestorm: One Strength 5 hit per model in unit, wounds caused creates horrors, range unknown.

Despite your reservations the four offensive spells are actually very nasty and if your opponant has a powerful spell then you can use one of theirs which is not too shabby. Imagine the look on a High Elf players face when you cast Flames of the Pheonix on his own units. (An experience I am sure I will have the pleasure of not enjoying at some point. )

JvK :happy:
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Old February 16th, 2008, 21:05   #17 (permalink)
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Gift of Chaos is new to me, and seems pretty devestating under the right circumstances. I could see a nasty combo with someone using the Lore of Shadows. Basically let him waste some dispel dice on minor spells, fly over and cast Gift, then steal the steed of shadows or w.e and fly back lol. Although that would be under very tight circumstances, I think it'd be fun to do.

Now the list does look very shooty, but I still stand by it being more effective than the last list. As we have a few Empire and High Elf players here heavy on the magic I'll have a good time stealing some spells ;Y
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Old February 16th, 2008, 21:28   #18 (permalink)
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Yeah it looks really nasty now. Depending on what spell you get that spell could be absolutely awesome. ;Y

JvK :happy:
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Old February 16th, 2008, 21:42   #19 (permalink)
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Mhmm, I really want to know the casting level of the extra power dice though. If two is needed I see it being a waste, since the average roll would be a 2-3 with the +1 anyways. So if anything most of the time you would profit with one more. If it's say a 4+ I could see it being a good use for one dice and profiting.

Yeah another fantasy of mine is gleaming Comet of Cassadora and letting it grow. I did this once with a Brettonian player, I decided to not dispel it and let it grow until the last turn and it hit the entire table pretty much. Both our armies were completely messed up, but I was able to squeak out a minor victory from it.
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Old February 16th, 2008, 21:53   #20 (permalink)
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It is a low casting value so that you put more dice into getting it off thus making it harder for your opponant to dispell especially if you get one of their really, really nasty spells.

JvK :happy:
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