This weekend I attended a local tournament to find out how
the latest Tzeentch book would play. The South Coast Series is a set of events
held at the Ageas Bowl, Southampton. Besides the Age of Sigmar event, there was
also Warhammer 40,000, Age of Darkness, Star Wars Legion, Star Wars Armada and
Blood Bowl events.
My learning style is definitely ‘play to learn’. Book
reviews are good, especially when the reviewer is matched play orientated or keenly
invested in the army. But that cannot express the feeling of playing with an
army, the mental strain it puts you through. Its capability to adapt to opponents’
actions, or its own failings. To my mind, Disciples of Tzeentch has the
potential to be a surprise winner at a five-round tournament. Let’s start with
my list:
I’m going to be relying on all aspects of the Tzeentch army
rules to make the army perform:
· Spawn creation. There are three ways to make minis into
spawn in this list, but only two possible per turn. The creation of spawn
within engagement range of enemy units gives me two things. In my turn I can
shut down ‘unleash hell’ when I make charges. In my opponents turn I can stop
enemy shooting and/or charges.
· The Burning Sigel of Tzeentch. Used to create spawn
units. If the enemy are using high wound units (and unlikely to be ‘spawned’) I
can move my units in range to spawn them. Its setup range and aura means it is
a credible threat to your opponent round 1, forcing them to alter their plans.
Especially effective against 5 wound heroes.
· Cult Demagogue. This ability on the Magister means any
double is cast, cannot be unbound and generates two summoning points. Because
of the simultaneous actions in the main rules, if I roll a double one to cast a
spell, I ignore the miscast. Destiny Dice can be used with this ability too.
Having the Chronomantic Cogs nearby can be useful to fish for a double.
· Guild of Summoners. With the Cult Demagogue ability, five
hero wizards and the Arcane Tome it is possible to generate twelve summoning
points in turn one with this army. Guild Lords of Change only need nine points
for the first unit, and twenty thereafter. With Chronomantic Cogs on the table,
it is likely you will have a greater deamon at the end of your movement phase.
· Lauchon. Used to transport the Thaumaturge. This can also
be used in the enemy hero phase. This is an excellent way of capturing
objectives and then darting off out of reach. Offensively it can allow the
ogroid to keep up with the enlightened for more punch. A third benefit is he
can be a summoning point for lords of change.
This mostly went according to plan at the weekend. Weirdly,
I always had the first turn in my games, as my opponents always gave it to me
and I always wanted it. This created a spawn before my opponent could move as
it targeted clan rats. In my first game this stopped three warp lightning
cannons from unleashing hell. In game four I threw the ogroid forward to get
within 12" of an Ironjawz army. This stopped the Ironjawz army from using
their hero phase move. This meant that being double turned was less impactful
to me. The Skyfires are invaluable in plinking off buff characters, especially
the Warchanters.
In the third game my opponent explained that his Stormcast
bow knights had an area of effect mortal wound damage bubble. I ignored this
and lost most of my characters, then the game. All my fault and not a reflection
on the army.
I let myself down in the final round with poor placement of Lauchon, resulting in him being dispelled. The ogroid was then eaten by dragons. Unfortunately, dsiciples rely on magic to create mortal wound damage output. When used against Stormcast dragons they can ignore the effects on a 4+, and he got the odds in his favour to keep his units alive.
The mental load of using this army is high and will not allow many mistakes. But at no point in any game did I feel like I had no chance. The only weakness I felt was that the army could be overwhelmed. With careful positioning you can limit your opponent to only hitting with one thing at a time.
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