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First impressions on how our Gifts are now in 8th edition. Hope this helps you guys. Its just me rambling, so don't yell that I'm wrong or right, but you're more than welcomed to put your thoughts here.
Overall I feel that our more expensive gifts got worse and our cheaper gifts got better. That's a good thing.
Mantle of Chaos:
Got worse. Used to be able to put this on a demon prince and 67% of the time make str3 stuff not hurt you and 33% chance to make str4 not hurt you. Now all you can do is get a 33% chance to make str3 stuff not hurt you. Still a decent gift for a combat DP, but not as good as it was.
Tendrils of Tzeentch:
Another Demon Prince only item. I'd say this stayed the same. Was a very good gift for dropping big spells like gateway. Gateway is so easy to cast now when adding +5 to your throw, you can get away 3 dicing it, but if you wanted to throw 4-5-6 dice at a spell, specially some of the bigger college magic spells, you can still pick and choose what die to reroll to stop you from miscasting, but still getting the spell off. You can still use it to try and get the IF/MC if you want, since DPs are so resilient to most miscast results.
Still completely not worth taking. 8th edition didn't make this any better and it shouldn't even be taken, since regular attacks from your Lord should be killy enough and your Sorc Lord should be focused on casting.
Word of Agony:
Average item. It never seems to kill characters, specially now that ward saves are a lot easier to come by. Combos good with the other tricky trinket. Might be the only thing between you and an assassin killing you.
Definitely took a big step back. BSB's letting you re-roll leadership means that you can't plan a strategy around consistently causing psychology problems for your opponents.
Stream of Corruption:
Probably the gift that got the biggest boost. The downside of this item was its one use only and it still got used a lot. Well now all breath weapons are one use AND you can use it in combat. This basically gives your character a free 2D6 str 3 armor piercing hits in 1 combat. That's good for 3-4 wounds against human/goblin troops. It goes off your intiative too. If you have the points I don't see why you wouldn't always bring this in a combat army. My favorite gift now. So cheap.
Third Eye of Tzeentch:
Another gift that got a nice buff. The problem with 7th edition and this gift was that our lores were usually better than college magic. Why change out flickering fire or buboes for a fireball or something similar. Now college magic is NASTY, making this item very valuable.
I always liked this item on exalteds in knight units to make your opponents pay for not accepting their charge. Now its even better. Mv7 guys roll 3 dice and keep 2 highest, this gift makes them roll 4 dice and throw out the highest and lowest, basically making the result average. This is great for foot characters to give them better than even odds at catching fast units when they break. And its still a great option for cavalry units, specially with charge distances being greater than before (seriously, who WANTS to accept a charge from frenzied chaos knights with a character in it?).
Blood Curdling Roar:
Yet another gift that got better. This gift can now wound ANYTHING. Str1 used to be capped at T4 for wounding purposed, now this thing can be used to reliably take 1 wound off even the mighty steam tank. If you have a flier in your army, specifically on a caster, this gift is a no brainer. Very effective against cavalry.
Even another gift that got better, we seeing a pattern here? 7th edition this item was hit or miss since we generally had LD8 for our stupidity check and while that's good odds, it wasn't good enough to hurt our next magic phase. Now in 8th it got better for two reasons. If you're BSB is near by you reroll that stupidity check, reducing the chance to fail to something like 4-5% at LD8, well worth the risk. Also, its better because if you fail to cast a spell, your sorcerer is DONE for the phase, this extra D3 can not only get the spell off for you, but can keep the spells that wizard knows available for you to cast. That's HUGE, specially with magic defense being weakened globally.
Fury of the Blood God:
This is one of those oxymoron type of gifts. Only because it works so so so well with the mark of tzeentch of all things. By itself it gives the bearer a 2+ ward against wounds caused by spells. Put the bearer into a unit and that unit gets a 5+ ward against spells and if its a tzeentch unit they get a 4+ ward. Since you can't take other magic items, I'd use it if you had some points left over for a naked exalted. Give him a shield or weapon and possibly a mark and he's cheap, can kill things still and helps protect your unit against spells. Magic so far appears to be harder to stop, but easier to negate its affects. Specially for us, since we can have multiple characters with MR2. Works very well on a Demon Prince.
I never liked this gift and I still think its dumb. Our characters, even wizards, are so hard to wound, that if you are taking wounds on your characters, its usually from some badass that can shroug off a str4 hit.
Mantle of Chaos:Leave it at home. Maybe give it to a combat Demon Prince, but Demon Princes are only worth it as a caster, so I'd leave the combat Demon Prince at home too.
Tendrils of Tzeentch:Put on a lv4 demon prince that uses any lore you want. Gives you a lot of options. If you're going casting Demon Prince, this should definitely on him (or her[or it]).
Leave it at home unless you KNOW you are playing a Dwarf Lord, even then I'd leave it at home.
Word of Agony:
Its a gimmick that can work. I've been known to use it. Kind of expensive Would you rather have this or another chaos knight? Don't feel bad about taking it, but try finding something else to use first. Its good with lord combos that don't have ward saves to try and kill those assassins.
7th edition I'd say this was our best gift. Psychology isn't worth messing with now. Unless you're going all out with a few hell cannons and the Doom Totem, I'd say ignore this gift.
Stream of Corruption:
Always bring this. You should always have a BSB in your army now, so this is a good way to make him better. Even if you're loading heavy on magic, spend the 170 points for a tzeentch BSB with shield and this item. 3+ 5+ in combat and he has extra combat abilities. You're getting off cheap at 170 for what that character brings you.
Third Eye of Tzeentch:I'd put this on a lv1 or lv2 in every magic heavy army and some none magic heavy armies. There are so many nasty spells out there now and you can throw so many dice at spells, specially with lv1s. You might know fireball with a lv1, but you could use the purple sun from someone else, throw your 6 dice to get it off and who cares what happens to your wizard after that. Nothing feels better than chill winding your friendly dark elf crossbow unit.
Soporific Musk:I like this gift a lot, even more so in 8th edition. You HAVE to wipe out units to get points and since combats will be taking longer on average, you might not get a second chance if you fail to catch your opponent the first time. Its cheap for what you get, if you got the points put it on a foot exalted to help chase down units he breaks, or in a knight unit to get those units that try to bait and flee you.
Blood Curdling Roar:If you have a flying sorcerer, this gift NEEDS to be on him. Its a free wound against almost everything there is, with an upside that borders the ridiculous. Killing 3 knights in 1 shot is demoralizing and you'll hear cheese and wine coming from your opponents. Fly somewhere, drop your magic at them and then curdle their blood. I see people put this on infantry or cav characters and its no good. You'll only get to use it 2-3 times a game if you're lucky, where as a flier should be using it 5 times a game.
As stated above, this keeps your wizards in the phase. Very much worth it. Put this on any wizard that will stay near your BSB. You don't want to fail a stupidity check. With how big casting values have gone, +D3 ain't ground breaking, but it doesn't hurt either. Magic in 8th edition appears to be all about abilities that give you more dice.
Fury of the Blood God:Again, I put suggestions above, but usually this goes on a demon prince to keep him alive from magic, giving him a nice 2+ ward. But can be put on cheap characters to help protect your units. Its easier to negate the affects of spells with MR than it is to just stop the spells themselves. This item in a tzeentch knight unit that has the blasted standard comes in with a nice 1+ armor, 4+ ward against magic and a 4+ ward against shooting. I don't care who you are, that could be the nastiest combo out there. You want a death star of any unit type, put this combo and your opponents will have problems getting points for that unit.
Leave at home. If you're taking wounds, this thing won't wound it back. I tried to think of any situation I'd want this item on one of my characters and I can't come up with anything.
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As magic is VERY nasty now I strongly recomend Third Eye of Tzeentch. It's greatest strengths is that it can give you spells not intended for our army.
I put it on a rather weak sorcerer in a rather pure combat army. He provide some magic protection and with the Third Eye he can have quite a lot of spell options if he goes up against a magic heavy army. Imagine getting Word of Pain from the Lore of Dark Magic, lowering a units ws and BS to 1. As I said, not intended for WoC.
"The more choices you force the opponent to make, the better the chance for you to capitalize on his mistakes"