Vanguard: Disciples of Tzeentch – Beginners 1,000 Point Army

Following on from Danny and Patrick’s excellent Battletome review we thought it would be great to give you an option for a beginners army based on the new Vanguard: Disciples of Tzeentch.

Vanguard: Disciples of Tzeentch

This new boxed set priced at £80 through Games Workshop comes with 27 models in total to give you an (almost) complete beginners army. I say almost, the total points in this set amounts to 730 points.

Included in the box you have:

  • 1x Magister on Disc of Tzeentch (145 points)
  • 3x Screamers of Tzeentch (100 points)
  • 3x Flamers of Tzeentch (190 points)
  • 10x Tzaangors (175 points)
  • 10x Kairic Acolytes (120 points)

But we want a full 1,000 point army that we can start playing with, so to add to the above I’d possibly look at buying a Fluxmaster, the Tzeentch Endless Spells and a Chaos Spawn (buy a couple, they can be summoned by certain spells).

What will it all cost?

  • Battletome: Disciples of Tzeentch £32.50
  • Vanguard: Disciples of Tzeentch £80
  • Fluxmaster £27.50
  • Tzeentch Endless Spells £27.50
  • Chaos Spawn £30

That’s total of £197.50 at Games Workshop prices for everything you need to play at 1,000 points with Disciples of Tzeentch.

You can of course get these cheaper through your local retailers. Element Games offer between 15-25% off on these prices and the total of this army would cost just £166.37 through their store. Why not use our affiliate link below to start your army today?

The List

Army Faction: Disciples of Tzeentch
Subfaction: Hosts Arcanum
– Grand Strategy: Master of Destiny

LEADERS
Magister on Disc of Tzeentch (145)*
General
– Command Trait: Arch Sorcerer
– Artefact: Spiteful Shield
– Spell: Arcane Suggestion
– Spell: Infusion Arcanum
– Spell: Shield of Fate
– Spell: Bolt of Tzeentch
Fluxmaster (170)*
Spell: Unchecked Mutation
– Spell: Blue Fire of Tzeentch

BATTLELINE
10x Tzaangors (175)*
10x Kairic Acolytes (120)*
3x Screamers of Tzeentch (100)*

OTHER
3x Flamers of Tzeentch (190)*

ENDLESS SPELLS AND INVOCATIONS
1x Burning Sigil of Tzeentch (50)
1x Tome of Eyes (40)

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 990/1000

Aside from the Acolytes and Tzaangors this is a quick army with all of the other units moving a minimum of 9″ per round. We’re also magic heavy in true Tzeentch fashion with the ability to use 6 spells from their lore and two endless spells. Movement and casting with your leaders will be key.

How it could play

Magister on Disc of Tzeentch

Our general for this particular list. He’s quick with a 16″ move which should be enough to both keep him out of combats you don’t want him to be part of, as well as keeping him range for casting one of his myriad of spells.

He’s a single cast wizard with the ability to cast two at the 17% risk of changing into a Chaos Spawn. I would only cast two spells with this chap if you’re on the ropes in a game, otherwise stick to one.

It’s not a great model for melee, so try and keep it out. That said if it is in combat then we have the Spiteful Shield which will cause two mortal wounds on an attacker if you make any save rolls of 6 in melee.

In terms of the spells this model knows we’ve given it the Arch Sorcerer command ability to give it access to two more spells for a total of four.

Bolt of Tzeentch will allow it to cause D6 mortals on a unit, Arcane Suggestion will allow you to debuff enemy units making them easier to wound or making it harder to attack for them. Shield of Fate will give one of your units a ward save. While Infusion Arcanum will give buffs to its own attacks in combat. Something for every eventuality and that’s not including the two Endless Spells we’ve picked.

Fluxmaster

This “chap” comes with his own Arcane Tome ability which, once per style will allow you to re-roll one casting roll for this unit, it also allows you to add 3 to that casting roll when you do so. For its spell I’ve chosen Unchecked Mutation to go alongside its Blue Fire of Tzeentch.

Blue Fire of Tzeentch is particularly tasty, rolling nine dice for an enemy unit within range. For each 5+ roll that unit suffers 1 mortal wound and your force gains 1 Fate point. Unchecked Mutation causes D3 mortal wounds on a unit and if that successfully removed a model then you cause an additional D3 mortals.

As with the Magister you’ll ideally be keeping both of these characters out of combat and casting as many spells as you can to raise fate points. You should be able to manage two or three Fate points per turn giving you an opportunity to summon units at around turn three or four.

Tzaangors

As mentioned, these and the Acolytes are the slowest units in your force. That being said, both units are still movement 6″…. And they can run and charge in the same turn. If they do charge then each model can add 1 to the number of attacks they make with their beaks. This doubles those attacks from 10 to 20!

If you have 10 of these all with paired blades you’ll find they’re kicking out 30 attacks at 3+/3+/-/1 giving you on average a damage output (along with their beaks) of 16 before any saves (19 on the charge). That’ll remove some lighter units in a single turn. With both these and the Acolytes you’ll want to work in concert with your magic to make sure you’re removing the units you need to remove in order to win, as damage output is not the best with Tzeentch.

With the amount of damage this unit has the potential to do, it makes it your hammer. Tie up units with the Acolytes or Screamers then pile these boys in to bring them down.

Kairic Acolytes

Coming with Sorcerous Bolt at 18″ range, this is your only unit with any ranges firepower. Hitting on 4+, and wounding on 3+ with no rend (but this can be improved to -1 through their own spell) and only a single point of damage they aren’t Sentinels. They do an average of 3.3 damage at range and so make perfect units to chip damage off lightly armoured enemy.

They are classed as a wizard (with a +1 and so can cast a spell and also unbind in each hero phase. A lot of the time you may be improving the rend of their Sorcerous Bolts, but that’s good, as any successful spell can generate you a summoning point for more units!

Get them as near to enemy casters as possible, as each time they successfully cast near this unit they’ll suffer a mortal wound on 4+.

Finally, this unit has the option to take three models with shields. These shields give you a ward save of 6+ so remove these after you’ve removed other models to keep your ward save going.

Screamers of Tzeentch

These are quick, and they can dish out mortal wounds as well. With a 16″ move, if you use the movement to go over another unit you’ll cause mortal wounds to that unit on 4+ for each Screamer. Meaning on average you’ll score one to two mortal wounds. This is great for perhaps adding some chip damage to a hero or for whittling down an enemy anvil unit.

Once in combat they’re ok but not great. Causing on average 4 damage at rend -1. They’re better for harassing the enemy and using the pass over skill to cause mortals. Also use them to capture objectives quickly.

Remember to use Locus of Change if these are in combat and within 12″ the Fluxmaster as enemies will suffer a -1 to hit against them.

Flamers of Tzeentch

Another fairly decent ranged unit. It’s 18″ attacks should cause on average 6 damage (8 if the target has 5 or more models) before saves, which isn’t to be sniffed at. They’ll wipe small cheap screens like Hobgrots with ease.

If you summon an Exalted Flamer, be sure to place it near to these chaps to give them +1 attack each. That’ll push their average damage before saves up to 10 if they target a unit with more than 5 models.

Like the Screamers, they’re fairly fragile in combat so keep them out of it unless absolutely necessary or you need to finish off a unit. Take advantage of their ranged attacks.

Like the Screamers, remember to use Locus of Change if these are in combat and within 12″ the Fluxmaster as enemies will suffer a -1 to hit against them.

Other Notes

We’ve included two Endless Spells in this list. The first being the Burning Sigil of Tzeentch. This spell cause D3 mortal wounds to enemy units within 9″. If this is successful, then you also get to drop a Chaos Spawn model within each unit that suffered a casualty from this spell. Chaos Spawn‘s can be great to pin down units that are causing you problems as they’ll heal ALL their wounds if there is a friendly wizard within 9″ of them that successfully casts without their spell being unbound. They won’t stick around long as they’re only five wounds with a five plus save, but they’re worth it, especially if a spell is giving them out for free.

The second Endless Spell is the Tome of Eyes. Which when summoned will follow its caster around allowing them to re-roll their casting rolls. It also gives the caster access to yet another spell, The Parchment Curse, this will allow you to cause D3 mortal wounds to an enemy unit within 18″ of the caster on 3+. For each model slain by this they have to subtract 1 from their bravery for the REST OF THE GAME.

As Disciples of Tzeentch a wizard in your army can automatically cast a spell (the enemy doesn’t get an opportunity to unbind) that summons one of your Endless Spells. As this happens before the first Hero Phase it may be better to cast the Tome of Eyes to give the casting benefits to your caster in your first Hero Phase.

The other key thing to remember with Disciples of Tzeentch is that you can automatically unbind a spell with one of your Wizards in the first, third and fifth battle round thanks to our subfaction Hosts Arcanum.

You also have access to Destiny Dice where you roll nine dice at the start of the game and place them to one side. These dice can be used to replace a roll you have made for:

  • Casting Rolls
  • Unbinding Rolls
  • Dispelling Rolls
  • Run Rolls
  • Charge Rolls
  • Hit Rolls
  • Wound Rolls
  • Save Rolls
  • Rolls that determine the number of attacks or damage of a weapon
  • Battleshock Rolls

Remember to keep track of your Fate Points! You’ll get a Fate Point each time you successfully cast a sell that isn’t unbound. You can use Fate Points to summon units into your army. Once at 10 (which is the minimum needed to summon) you’ll have enough to bring either 3 Screamers of Tzeentch, 10 Brimstone Horrors or 10 Blue Horrors onto the table.

The army should be a lot of fun, especially if you like dominating the Magic Phase.

Where to go next?

I’d possibly look at buying a few of the summonable units such as Blue Horrors and another box of Screamers.

You get great value for money from the Burning Chariot kit. This can be used to build a Fateskimmer and an Exalted Flamer, a Fluxmaster and an Exalted Flamer, a Burning Chariot and a Changecaster or a Blue Scribes kitbash and a Changecaster.

Either way you go, have fun and let us know how you do!

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