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Games Workshop 99120201063" Tzeentch-Kairic Acolytes Action Figure, Black

£9.9£99Clearance
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player, 5-round Grand Tournament in Lower Hutt, Wellington, NZ on October 07 2022. All the lists for this event can be found in Best Coast Pairings. The Showdown

This should be used at your advantage together with the mobility and the eventual use of the Tzaangor abilities. Overall it’s a pretty versatile utility spell if not for the higher than average cost it’d do better B+ Now realistically these will almost never see use, because Covens force a unique Command Trait on your character, but I’m going to record them for posterity, if for some reason you really want to do your own thing: Arcanite Traits Warptongue Blade (Triple, both Gaunt Summoners): A chance to do some damage depending on the value of the ability and dice roll on an engaged enemy.For raw power try to mix a Curseling, an Ogroid Thaumaturge and few Tzaangors. How to buy a Tzeentch Arcanites Warcry Warband The Eyes of the Nine Blue Horror is actually a Tzeentch Daemon and has access to a revised Split Again ability that allows it to be replaced by a Brimstone Horror. Note that, contrary to the Tzeentch Demons, the Brimstone Horror cannot be added to the warband directly, hence its cost of 0 points. They have both the same profile as their daemonic counterpart. Abilities for the Tzeentch Arcanites Warcry Warband The Acolytes also have different options available and that includes a leader: the Kairic Adept. Outside of the generic ability available to all Arcanites and Master of Destiny for all leaders, the Adept does not offer anything new outside of being the cheapest leader. Treason of Tzeentch –Casting Value 5. Roll a die for each model in a unit and for each 6, deal a Mortal Wound. If any models are killed as a result of this, that unit has -1 to hit for the turn. A much more streamlined version of the old spell and I’m a big fan of it. You still gotta be smart with it though. Cast it on large units with 1 wound models, don’t bother against a 5 man squad of Orruk Brutes, that won’t really do anything for you. A-

Choose a Tzeentch Wizard, if that Wizard can cast 2 spells in the same turn with an unmodified 9+ on the casting roll the wizard receives a permanent +1 to casting rolls. Only a few units can actually complete this, since it requires the wizard to cast at least 2 spells per turn and getting an unmodified 9+ twice is about 7% odds. A Lord of Change is uniquely equipped to handle this one since their Mastery of Magic ability lets them manipulate the rolls to give much better odds. Ninefold Dismantlement Also, depending on whether you started with Daemons or Mortals, try mixing it up by adding a bit of the other, or swapping lists entirely. It allows a different playstyle which keeps the army interesting. After all, Tzeentch approves of those who don’t settle and are constantly aspiring for new ways to change up their life, shouldn’t you follow suit? Arch-Sorcerer –Your general knows 2 extra spells from the lore of fate bringing up to 3. Nice versatility, just make sure to put it on someone who can cast a lot of spells. B+ The Tzaangors on disc give the warband extreme mobility with 10” flying movement and the 20” shooting range of the Skyfires; but even the infantry with movement between 5″ and 4” have decent speed. Burning Sigil of Tzeentch –Casting Value 5. Basically you roll a die which grants a random boon or bane and then select a unit to apply it to. Since you get to figure out the effect first it does at least prevent you from hurting your own guys (or benefiting your opponent) but random effects never seem to go the way you want when you need them (As Tzeentch prefers) and the low casting value means this can easily get swept off the field. Exceedingly cheap, at least, at 40 pts. C+

Command Traits

Tzeentch is one of the most well-known of the Chaos Gods and is present in a variety of games from Games Workshop making easier to find tutorials online of all types. Another ability available to all Leaders is Master of Destiny, that for a Triple enables to increase the value of all other abilities up to 6 on a range of 12″. The concept is that you trade a high Triple improving all other abilities. It is extremely situational as if you have a high Triple you could just rather use it directly on other abilities, plus you could use an enemy hit roll to upgrade a Double any way using the reaction Twist of Fate. Marked by the Changer Of the Ways for their cunning and devotion, these warrior cultists fight with blade, sorcery

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