Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
Hi, I already have 1000 points of Empire and Orcs & Goblins, and 2000 points of Dark Elves, and i want to start a Tzeentch army, i want to make it mortal, but when i get 2000 points to make it immortal with a Lord of Change as my general, but im not too sure what to get, and does anyone know any of the special rules for horrors, flamers, screamers or furies? Cheers!
Last edited by imfunny; January 25th, 2008 at 17:52. Reason: getting rid of the two lines of little animated thingies
Step one, less of the little animated thingies.
Right, now that that is out of my system....
Dont bother using a lord of change as your general, that means you need to take a large multiple of daemonic units and, even worse, it makes all your nice spiky mortal units special choices.
As for the special rules, posting them would be against forum rules, so alas no to that one. Check the Armies book, which if you dont already have is DEFINATELY priority one.
Now, the good part, how to do Tzeentch good and proper.
Whore that magic, lots of it, the full complement of characters, and all of them a level two spellslinger. Lets talk 1000 points to get you started, so three charcter blokies.
Exalted champion with mark of Tzeentch on disc of Tzeentch, some form of weapon and the golden eye for that nice ward save vs ranged stuff.
Then either two chaos sorcerors or one sorceror and a Tzeentch aspiring champion (I like a sorc and an aspiring champion) get the second level on the sorceror(s), luckily, the mark of Tzeentch comes with the second level as standard, which for XX points it bloody should.
This will probably come to a disturbing amount of points but dont panic, you want your entire battleplan to be based around the application of unneccessarily large amounts of magical power.
Fill up your remaining points with whatever you like from the mortal section of the army book. I always like at least one 12 strong unit of chosen warriors with 2 hand weapons and a shield to defend against those ranged attacks, but they do cost a lot of points, mark them Tzeentch for an extra power dice.
Chariots with Marks of Tzeentch are generally considered a nice way to get extra power dice.
Have a look around the army lists section, there are a lot of tzeentch related lists in there to help you get a feel for service in the name of the changer of the ways.
The name refers to facial hair, not playing style.Originally Posted by A news vendor's stand, London, June 1940
Yep, definitely less of the smilies please. Also were not really allowed to give away details of rules etc, so cant really fill you in on the Daemons. If you take a look around there will be some threads describing them a little though, so take a look. Also, look at the thread right under this one, someone else starting Tzeentch, maybe some ideas to be got from there.
As for the Army itself, Mortal is generally the best choice for a Tzeentch list, but be prepared to spend quite a few points on Characters, the rest of your army will be quite small. The majority of your damage should come from magic, so dont be afraid to max out on Spell casting Characters. They dont necessarily have to be Tzeentch casters, the odd Sorcerer or Shaman can be a good, and cheap, choice.
Units wise, try and include quite a few cheap units. Warhounds, Beast Herds, Deamons (Screamers), Furies. Tzeentch Chariots.
That doesnt mean you should avoid expensive units alltogther though, a unit of Chaose Chaos Knights pretty much owns anything, they are always a great choice imo. Id say avoid Warriors though, they are slow compared to most, and the army, imo, is best kept fast and flexible, with Characters on Tzeentch Discs (or Dragons) able to get where you need them fast.
chosen chaos knights use to rule everything but now with those pesky vampire blood knights they are harder than chosen knights of khorne!
so blast the daylights out of everything with magic, i play tzeentch alot and it tends to work quite well, 3 aspiring champs = alot of magic fire in a 1500pt game and lot of dead enemies! lol
If you want to wait a Deamon only codex is coming out soon, though you seem a bit inexperienced. Hordes is easier to use overall and can be effective when done with Tzeentch flair, taking some Horrors would give you deamon choices, and Screamers aren't that bad as long as you use them smart.
Lords and Heroes who can fight and cast devestating spells gives you a real since of power with the army, and an unexpected surprise to novice players when you can nab one to play you ;Y
Mortal Tzeentch armies combine the best of both worlds. Hard hitting AND obscene amounts of magic. Only downsides i can think of is that its expensive, plus some of the tzeentch spells are iffy. Their champions are powerful warriors, and potent spellcasters as well. Mortal Tzeentch was my very first army and I was not dissapointed by its performance. As for the lord of change, If you take a Daemon prince, give him MoT and master of mortals you can take some of the items as the Lord Of Change takes. I doubt youd be able to take them all,
Last edited by Hashulaman; February 17th, 2008 at 20:28.
My advice for any one who is considering Tzeentch is to consider another chaos variant instead. Tons of power dice are nice, but since the only thing you're allowed to cast is lore of Tzeentch, it's a lot of bark and very little bite.
However, if you simply MUST play a Tzeentch army, then my advice is to go heavy with characters, knights, and chariots. Use magic and mobility to hit hard because you will be outnumbered and outshot by any one who wants to try.