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Ok, anyone else notice how pointless Tzeentch magic can be versus armies like vampire counts and Tomb kings?
With their mass amounts of dispell dice it becomes almost impossible to bleed enough in order to get the only spell worth using (gateway of course) as they aren't worried about any of your other spells.
Flickering fire? oh no, two dice...MAYBE
Baleful transmorgification? only useful after you've cast and got off pandemonium, which is what they are most likely to throw 3-4 dice at due to the miscast on any doubles part of it. and even if you DO get pandemoniun off before this, you can't cast other spells without cancelling the effects of pandemonium so it's pointless.
Treason of Tzeentch? doesn't work against ITP.
Call to Glory, low return for RiP spell, which keeps you from using other spells like Pande or Gateway.
Gateway, great, equal chance of miscasting as getting irresistable force, and if you don't get I.F. then he's going to dispell as he still has a TON of dispell dice left...
I think I'm going to go with lore of nurgle and shadow next time against anything ITP.
Chaos Warriors (2009) 16-4-9
Meh Tzeentch is better agaisnt ItP units than Slannesh. That is truly a useless lore against Undead.
If a Million Guardsmen die, that's a statistic. If one marine dies, that's a tragedy.
Yes, that's old news, we all know a psycology based magic lore is pointless against ITP armies, I'm just showing how easily Tzeentch can be out done as well. Better to go Death, Fire, or Shadow against these lists.
Chaos Warriors (2009) 16-4-9
Few quick comments.
You actually have a higher chance to miscast than get IF.
However if you don't miscast and get something ridiculously high like a 18 or 20 something, he has to throw a lot of dice to stop it and there's a huge chance he won't be able to still.
I only see this as a problem if you only take tzeentch. If there is a lore of nurgle or lore of death,fire,metal sorceror in the army as well then it's not as big of a problem. Tzeentch basically has 1-2bad spells in my opinion, which overall, is not that big of a deal. Most lore have at least 1 situational spell but most have 2. So this is average to me. I don't think gateway is the ultimate spell or even in the top 3 spells from the lore of tzeentch anyway. I'd rather have 1,2,3 generally. BUt like I said, take a couple of different lores and maybe the book of secrets and you have lots of good spells to choose from.
You cast Gateway first to bleed dispel dice. After that you snipe enemy wizards with your two lvl1 Nurgle sorcerers () make sure you have the Skull to raise casting value so he might need more DD. That way you kill off his ability for future dispelling and casting. When the enemy wizards are dead you blast away with Gateway.
"The more choices you force the opponent to make, the better the chance for you to capitalize on his mistakes"
If I was either of these armies I would not be to worried about pandemonium. Thier spells are usually low numbers of dice or don't even roll.. Treason is useless as well.
Besides those two, all the spells of tzeentch are very useful against ITP armies. Both the undead armies have things that particulerly hate fire, so flickering fire is good. Baleful trans is great because of the core choices low leadership. Gateway is great against most armies.
Call to Glory, I think, is particulerly awesome against the undead armies. Key is to cast it at the end of the magic phase., when your done casting that wizards spells. casting that spell on a marauder means it's more likely to pass it's fear test. Having that offensive power in a unit, for likely two rounds of combat, can turn a fight that's looking like double 1s into wating for that unit to crumble. It's remains in play, which means you have to cast it last. It's a high powered spell, you should be casting it near the end to avoid a magic phase ending miscast anyway. If they want to dispell it in thier own magic phase, fine, that's less dice for them to cast with. Best of all, when the spell ends, the intial trooper returns. If he goes out of his way to try and kill it, you can deny him the extra VP, and you can just recast to get him back to full strength.
Tzeentch is a fine spell lore against these guys....if your having trouble with it, you either got bad luck on spell rolls, didn't take enough wizards against a magic heavy enemy, or just had some poor rolls.
call to glory is actually a decent way to wizard snipe if you play your dice right. Marauders charge a unit with wizard or vamp hero, at the end of your magic phase *presto* there's an exalted in base to base swinging lots of str 5 hits on your wizard/vamp hero (who usually don't have decent armor)
True, but I would need an on foot infantry model in my army for that strategy to work