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Tzeentch Magic
Topic Started: 8th October 2007 - 05:52 PM (798 Views)
Vermin Lord Skreek
Clanrat
I play tzeentch and if you are thinking of playing it I highly reccomend the staff of change, it allows the character with it to re-roll any dice when casting or dispelling a spell....brilient! It allows you a second chance in the magic phase.

And if you get past all the randomosity tzeentch has a great lore.

But a tzeencth/slaaneesh army is very effective. Led by a chaos lord/exalted champion of undivided, with 2 slaaneesh sorcerersand a tzeentch exalted/aspiring champion and a few marks of tzeentch and slaaneesh and there you go.

Oh, and is a tzeentch army with 3 characters and 13 power dice and no chosen very cheesy? Or does the lack of of chosen and only three magic users kinda lower it's cheeseness?

Vermin Lord Skreek

My RP site: Lineage Wars
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Morkskittar
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Meh. :P I used to play Tzeentch, but I switched to Slaanesh, because I found myself disliking magic more and more. I found Tzeentch games ot be rather boring... plus, the lore isn't subtle enough. It's all destructive spells of doom... they all do damage. Not a very balanced lore, and it seems out of character. The Slaaneshi lore, however.... *drools*

But it is the amount of power dice that makes the Tzeentchian magic phase so dominant, not the spells thesmelves. :P

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Decker_cky
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Gnawdoom
Oct 27 2007, 09:43 PM
I was on the receiving end of a massive Tzeentch Daemonic Legion magic phase during a tourney recently.

And if anyone thinks that Tzeentch magic is weak, then you are listening to the wrong sources.

The army consisted of a Greater Daemon of Tzeentch (lvl 4 wiz that flys and causes terror), a daemonic herald (lvl 2 wiz that flys and causes terror), a daemonic icon bearer (more magic) loads of ten strong horror units (I think it was 9! with a bound spell from each) and two units of 5 flamers.

His magic phase went for about 15 minutes each turn. And just look at the stupid amount of spells he could get off.

I only had 4 dispel dice - they did not last long.

I was dead on turn 4, 2250 pts of skaven broken and running.

It was REALLY boring!

Sure, the magic looks weak on paper, but it is the sheer VOLUME of magic that smashes the crap out of you.

Sure, the horrors are only WS 2, S3. But with the ability to not break and still cause fear, combined with the magical assault means you may only outnumber them after having 3-4 ranks toasted. Thats if you pass your leadership test to charge the buggers.

Remember, the majority of the skaven army is T3 with little or no armour.

TZEENTCH MAGIC is STRONG - BEWARE....

Even that list...they get 1 corruscating energy on you (the only spell that matters for horrors) then you're into combat with an army with the stats of slaves. Until then, you have 2 characters and loads of S2 magic missiles (as that's the only long range bound spell horrors have).

BTW, the L2 that flys and causes terror is an exalted daemon.

So he had 10 power dice between 2 L2s and a L4 (maybe a few more if he's burning wounds off his general to get more power dice). Then 9 bound spells that only actually do any damage within 12". Most any gunline puts out more shooting than that.

He only had 2 units that can outfight a clanrat unit, and only 1 that can go 1 on 1 against units (and even then, mostly only in the flank). Being a tournament army, I'm sure you had some jezzails, and maybe a WLC, so you likely had the tools to at least limit their movement severely.

If that list is what you're complaining about at a tournament, I'd hate to see you face a proper gunline.

Edit: I just mathed out the list. Lord of change, an exalted daemon of tzeentch, a daemonic herald of tzeentch with the icon, 2 units of 5 flamers and 5 units of horrors came to 2190 pts. Add in some daemonic gifts and that'll be 2250. What that gives you is a weak gunline with a few flying terror causers.
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FatherSquee
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Like they mentioned above it matters largely on what you want to do with the rest of your army as well. Slaanesh is awsome but their's times when you would want to flee and you simply can't (Immune to Psych) on the flip side Tzeentch boost your Magic phase like no tommarow but they do absolutly nothing to the actual unit that the Mark is on. So it's more than just the magic ;)
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Decker_cky
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Well...tzeentch means you pay to actually weaken the unit, since chaos tends to have a Ld8 general (I suppose tzeentch mortals will generally have Ld9), and you lose the undivided psychology reroll to get your power die.
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Sebrent
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Decker_cky
Oct 28 2007, 01:07 PM
What that gives you is a weak gunline with a few flying terror causers.

Yes, but you should ALWAYS beware of flying terror causers.

First, terror can devastate any non-ranked sections of a Skaven army as those portions have rather pathetic Ld.

Second, flying terror causers are quite often good in combat. Thus, they become a liability if they can charge one of your units that is or will be in combat with another enemy unit.

Third, fliers often catch you when you break. 3D6 trumps 2D6 most of the time.

Fourth, they are fliers ... they can be just about anywhere your opponent wants them to be within a turn or 2. This often means they will hit you in the flank or rear, already giving your opponent the much sought after +1/+2 CR to help overcome your rank bonus(es), standard, and outnumbering.
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