Top Three AoS Lists for Warhammer World: Matched Play Event

Advertisements

This is the Top Three AoS Lists for the Warhammer World: Matched Play Event that took place in Nottingham, UK on 24th and 25th September. It involved 72 players vying to be crowned champion in a 5 game tournament.

Before I jump into the Top Three AoS Lists, I wanted to remind everyone of our friendly Discord server where you can join in the conversation with the Woehammer crew and suggest articles or series for the website.

If you like what we’re doing, why not join our Patreon and help keep it going?

Also if there’s a one day or two day tournament you’d like us to cover drop us a comment on this post and we’ll have a look at it for you.

The Top Three AoS Lists

Allegiance: Maggotkin of Nurgle
Subfaction: Drowned Men
– Mortal Realm: Ghur
– Grand Strategy: Show of Dominance
– Triumphs: Inspired

LEADERS
Lord of Afflictions (210)*
General
– Command Trait: Overpowering Stench
– Artefact: The Splithorn Helm
Orghotts Daemonspew (300)*
Bloab Rotspawned (300)
Lore of Malignance: Gift of Disease

UNITS
10 x Putrid Blightkings (500)**
5 x Putrid Blightkings (250)**
2 x Pusgoyle Blightlords (220)*
1 x Dolorous Tocsin
2 x Pusgoyle Blightlords (220)*
1 x Dolorous Tocsin

CORE BATTALIONS
*Battle Regiment
**Expert Conquerors

TOTAL: 2000/2000
WOUNDS: 127
ALLIES: 0/400
REINFORCED UNITS: 1/4
DROPS: 4

Declan: Maggotkin of Nurgle are appearing at the top of many a tournament at the moment with Blightkings and Pusslords distributed as wished. Marco’s list has two of the special characters – Daemonspew and Rotspawned. This gives him a little punch and a little range, but must also help in the mirror match; as Marco beat Nurgle at the beginning and the end of the tournament.

Finishing 1st with 5-0 is always a good result and particularly special at Warhammer World!!

Advertisements

Allegiance: Beasts of Chaos
Greatfray: Gavespawn
– Grand Strategy: Take What’s Theirs
– Triumphs: Indomitable

Leaders
Beastlord (95)*
Artefact: Mutating Gnarlblade
Dragon Ogor Shaggoth (155)*
Lore of Dark Storms: Hailstorm
Dragon Ogor Shaggoth (155)**
General
– Command Trait: Unravelling Aura
– Lore of Dark Storms: Sundering Blades
Great Bray-Shaman (100)**
Lore of the Twisted Wilds: Savage Dominion

Battleline
6 x Dragon Ogors (250)***
3x Paired Ancient Weapons
– 3x Draconic War glaives
– Reinforced x 1
6 x Dragon Ogors (250)***
3x Paired Ancient Weapons
– 3x Draconic War glaives
– Reinforced x 1
10 x Ungors (65)****
Mauls & Half-Shields
10 x Ungors (65)****
Mauls & Half-Shields
10 x Ungors (65)****
Mauls & Half-Shields

Units
20 x Bestigors (250)***
Reinforced x 1
5 x Centigors (85)*
5 x Centigors (85)**
1 x Mindstealer Sphiranx (95)*

Behemoths
Jabberslythe (150)*
Cygor (125)**

Core Battalions
*Battle Regiment
**Battle Regiment
***Bounty Hunters
****Expert Conquerors

Total: 1990 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 194
Drops: 8

Declan: Well Beasts have well and truly made it, with some of the top players in the UK taking them and doing well with them… and Freddie is doing very well with them as well. He got his last win on the top table but was just pipped to the post by Marco.

Freddie’s version of the Beasts of Chaos army has a bit of everything… and lots of Dragon Ogres. Whilst they don’t hit too hard with the Paired Ancient Weapons (no rend), they have volumes of attacks over a relatively small area. The mix with the War Glaives (2″ reach) likely allows Freddie to get a few more of them into combat as they are on large bases. Being in Bounty Hunters doubles the damage against Galatian Veterans as well so be careful what you send against them.

From Games Workshop & Wahapedia

If you’ve not seen the Beasts of Chaos in your local area their other trick is summoning – with the Dragon Ogre Shaggoth taking damage from the herdstone and then healing most of it back – the summoning racks up quickly and just when you’ve started to make progress more appear. This makes the Beasts of Chaos army difficult to shift and with 194 wounds and summoning it’s a true DPS (Damage per Second) check. You need to do the damage!

Advertisements

Army Faction: Stormcast Eternals
Army Type: Scions of the Storm
– Subfaction: Hammers of Sigmar
– Grand Strategy: Take What’s Theirs
– Triumph: Inspired

LEADERS
Knight-Draconis (300)*
General
– Command Traits: Heroic Stature
– Artefacts of Power: Mirrorshield
– Mount Traits: Celestial Instincts
Knight-Judicator with Gryph-hounds (205)*

BATTLELINE
Dracothian Guard Tempestors (220)*
Liberators (115)*
Liberator-Prime
– Grandweapon
– Heavens-wrought Weapon and Sigmarite Shield
Stormdrake Guard (340)**
Stormdrake-Prime
– Drakerider’s Lance
Stormdrake Guard (340)**
Stormdrake-Prime
– Drakerider’s Lance

OTHER
Vanguard-Raptors with Longstrike Crossbows (240)*
Vanguard-Raptors with Longstrike Crossbows (240)*

CORE BATTALIONS
*Battle Regiment
**Bounty Hunters

TOTAL POINTS: 2000/2000

Declan: They may have lost the first game, and the Stormdrake Guard scroll may have been rewritten (and again), but they are no longer giving away extra points and so they are back on top! The dragons are doing +1 damage to Galatian Veterans with incredible moving and mortal wounds at range (no +1 damage on these!), and the Liberators provide a single GV unit in case it’s needed for scenarios or Battle Tactics.

This is quick… I mean really quick! And anything that might survive gets shot off. Eagle eyed readers will notice that the teleport has gone, but the Vanguards are in smaller units to give some flexibility, so it’s not really needed.

Advertisements

Army Faction: Orruk Warclans
Army Type: Kruleboyz
– Army Subfaction: Skulbugz

LEADER
1 x Gobsprakk (280)
1 x Killaboss on Corpse-rippa Vulcha (240)
Artefacts: Arcane Tome
– Mount Traits: Fast ’Un
– Spells: Flaming Weapon
1 x Swampcalla Shaman and Pot-grot (105)
General
– Command Traits: Supa Sneaky
– Spells: Choking Mist
1 x Breaka-boss on Mirebrute Troggoth (180)
1 x Kragnos (720)

BATTLELINE
10 x Gutrippaz (180)*
Gutrippa Hornblower
– Gutrippa Banner Bearer
– Gutrippa Boss
– Wicked Stikka
10 x Gutrippaz (180)*
Gutrippa Hornblower
– Gutrippa Banner Bearer
– Gutrippa Boss
– Wicked Stikka
10 x Hobgrot Slittaz (80)*

ENDLESS SPELL
1 x The Burning Head (20)

CORE BATTALIONS:
*Bounty Hunters

TOTAL POINTS: (1985/2000)

Declan: Well Kruleboyz are bottom of the pile with Gitz, making Eddie’s 4-1 a great achievement — and done without an Incarnate. Take A Bow! This is all about the characters and Kragnos charging monsters off the board… take it off!

Games Workshop & Wahapedia

Whilst Kraggy is doing his thing, Gobsprakk is scaring (or killing) enemy casters and the Mirebrute & Vulcha are charging alongside Kraggy. Of course a double turn might be the end of this army, but Eddie must have had a few against him to still get 4-1 — that doesn’t happen by accident with this list. A great wildcard.

Final Tournament Placings

Top Three AoS Lists for Epic Level Showdown

Advertisements

This is the Top Three AoS Lists for the Epic Level Showdown that took place in Georgia, USA on 24th and 25th September. It involved 35 players vying to be crowned champion in a 5 game tournament.

Before I jump into the Top Three AoS Lists, I wanted to remind everyone of our friendly Discord server where you can join in the conversation with the Woehammer crew and suggest articles or series for the website.

If you like what we’re doing, why not join our Patreon and help keep it going?

Also if there’s a one day or two day tournament you’d like us to cover drop us a comment on this post and we’ll have a look at it for you.

The Top Three AoS Lists

Allegiance: Maggotkin of Nurgle
Subfaction: Drowned Men
– Grand Strategy: No Place for the Weak
– Triumphs: Bloodthirsty

Leaders
Be’Lakor, the Dark Master (360)*
Allies
Lord of Afflictions (210)*
General
– Command Trait: Overpowering Stench
– Artefact: Arcane Tome (Universal Artefact)
– Lore of Malignance: Rancid Visitations

Battleline
10 x Plaguebearers (150)*
2 x Pusgoyle Blightlords (220)*
1x Dolorous Tocsin
4 x Pusgoyle Blightlords (440)*
2x Dolorous Tocsin
– Reinforced x 1
4 x Pusgoyle Blightlords (440)*
2x Dolorous Tocsin
– Reinforced x 1

Units
3 x Nurglings (105)*

Endless Spells & Invocations
Ravenak’s Gnashing Jaws (60)

Core Battalions
*Battle Regiment

Total: 1985 / 2000
Reinforced Units: 2 / 4
Allies: 360 / 400
Wounds: 134
Drops: 1

Brett: We’ve seen the Nurgle Blightlord’s a lot in Season 1, they deny the missions well more than play them well, but to look at this list and think it’s like that would be a mistake. To start with Be’lakor is heading the list (even if he isn’t the general) and it has Plaguebearers and Nurglings even. That’s right there are Galletian Veteran’s in this list. On top of that we have Ravenak’s Gnashing Jaws, the mechanics of this spell are brilliant (roll 3D6 and subtract the target unit’s movement, take the difference as mortal wounds). 3 casts/dispels with Arcane Tome and Rancid Visitations, an anti horde mortal wound spell. Be’lakor is a skill pick, 20% of your army and he can hit really hard but he only has 14 wounds on a 4+ and degrades quickly.

You need to pick your time to commit him and I feel like the durable Blightlords compliment him well. Commit them to the early scoring/battle tactics and bluntening your opponents thrust before swooping in. It might even open up a This One’s Mine which can help a lot with your scoring. The Blightlords are just an effective unit, 8 wounds and 11 attacks each and mortal wounds on the charge and at the end of combat. With disease points they grind units down through a combination of resilience (5+ ward and heal a wound every round) and steady damage. The Nurglings are a natural for either taking an unprotected objective or completing Desecrate the Lands with their Hidden Infestations (they don’t deploy until the end of your first movement phase and must be outside of your deployment).

They arrive 3″ away from Terrain so it will be the next turn before they can do Desecrate. It’s a unique take on a pretty common solution and able to access pretty much all battle tactics (particularly from the GHB). Great work going 5/0 and proving the there is depth to Nurgle.

Advertisements

Army Faction: Idoneth Deepkin
Subfaction: Mor’phann
– Grand Strategy: The Creeping Gloomtide
– Triumph: Indomitable

LEADERS
Akhelian King (250)*
General
– Command Traits: Unstoppable Fury
– Bladed Polearm and Falchion
– Artefacts of Power: Arcane Tome
– Mount Traits: Voidchill Darkness
– Spells: Flaming Weapon
– Bonding: Krondspine Incarnate of Ghur
Isharann Soulscryer (150)*
Prayers: Curse
Isharann Soulrender (120)*

BATTLELINE
Namarti Reavers (170)*
Namarti Reavers (170)*
Namarti Reavers (170)*
Namarti Reavers (170)*
Namarti Thralls (390)*

BEHEMOTH
Krondspine Incarnate of Ghur (400)*

TERRAIN
1 x Gloomtide Shipwreck (0)

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 1990/2000

Brett: Another different take on the popular infantry heavy Idoneth list. Instead of a 20 or 30 model units Jon is running his Reavers in 10 model trading units. The Thralls are still in a double reinforced unit. The Soulscryer is one reason for the smaller units, they are much easier to Deep Strike. One can garrison the shipwreck as well. The Soulscryer can take 2 units with him and redeploy at the end of the movement phase within 6″ of the edge of the battlefield and outside of 9″ from an enemy unit. Great for battletactics and sniping important things. The Soulrender is returning units with Lurelight. The King has all of the upgrades which include Unstoppable Fury (+2 attacks for each unit within 3″ in High Tide), Arcane Tome/Flaming Weapon (+1 damage) and Voidchill Darkness (-1 hit to enemy attackers).

Rounding out the list are Krondspine and the Shipwreck.Krondspine is interesting choice but helps before High Tide (turn 3) when Idoneth has fight first available before dropping into Ebb Tide where they can retreat and charge (or shoot). Krondspine gives you an offensive threat that needs to be dealt with. Supported by Reavers and even the King from turn 2 it’s a serious threat, even better if it’s still around in turn 3. The small units of Reavers can make effective use of the Tides of Death, there is less on the line if you run and shoot with a small unit that will most likely be taken out next turn. An interesting take on Idoneth that ran very well and scored well throughout, in the end losing to our winner in the final round. No surprises really, Jon is one of the top ranked players in the world.

Advertisements

Army Faction: Slaves to Darkness
Army Type: Knights of the Empty Throne
– Grand Strategy: Take What’s Theirs

LEADERS
Varanguard (560)
General
– Mark of Chaos: Tzeentch
– Command Traits: Inescapable Doom
– Daemonforged Blade and Warpsteel Shield
– Artefacts of Power: Grasping Plate
Chaos Sorcerer Lord (135)*
Mark of Chaos: Tzeentch
– Spells: Mask of Darkness
Slaves to Darkness Daemon Prince (210)*
Mark of Chaos: Khorne
– Hellforged Sword and Malefic Talons
Chaos Sorcerer Lord on Manticore (270)*
Mark of Chaos: Tzeentch
– Spells: Mask of Darkness
– Bonding: Krondspine Incarnate of Ghur

BATTLELINE
Untamed Beasts (70)*
Mark of Chaos: Tzeentch
Untamed Beasts (70)*
Mark of Chaos: Tzeentch
Untamed Beasts (70)*
Mark of Chaos: Tzeentch

BEHEMOTH
Krondspine Incarnate of Ghur (400)
Chaos Warshrine (215)*
Mark of Chaos: Tzeentch
– Prayers: Heal

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 2000/2000

Brett: Knights of the Empty Throne (without Archaon) being run here by one of the top 10 players in the world (tough crowd in Georgia). Although there is no Archeon it’s still a hero based list and possibly a prelude to what the end of the year may look like with the new book. Only 2 casts/dispels but with both the Krondspine (Endless Spell protection and massive melee threat) and the Warshrine (Behemoth priest). Both Sorcerers know Mask of Darkness (teleport for Mortal units). Everything except the Daemon Prince is Tzeetch marked (reroll save rolls of 1 for everything except the Incarnate and Untamed Beasts) and a 5+ ward against the effects of magic. Varanguard as general with Inescapable Doom (no retreat within 3″) and Grasping Plate (6″ engagement range and 6″ pile in). We’ll assume they are 6th Circle for the extra damage on the charge.

Playing this well takes some considered action, there are 4 solid hammers but they work best with overlapping buffs. Khorne Marked Daemon Prince has the 18″ halve charge and run rolls, he is best close to something important that you don’t want charged. The Krondspine doesn’t benefit from the armies buffs so can act independently but it’s also strong anti endless spell protection. Varanguard are a mobile threat as is the Sorcerer on Manticore but committing them too early could be a mistake. The Untamed Beasts and Sorcerers are mortals and can be teleported with Mask of Darkness. Great for those Battle Tactics. The Sorceror’s can use Eye of the Gods at the end of the turn if they kill a unit. Probably not something to play into, the Sorcerer’s can be removed relatively easily – even the 12 wounds on a 4+, but something to take advantage of

The ideal set up is probably to have the Sorcerer cast Demonic Power (reroll hits and wounds) on the Varanguard before launching them. Keep the Daemon Prince near to the Varanguard to prevent the counter charge. In earlier turns screen with the Untamed Beasts (both the Prince and Manticore fly so can go over the screen if necessary). Initially everything is likely to stay close to the Warshrine for the 6+ ward, particularly if there is much shooting in the enemy’s list. The loss to Lumineth just highlights the issues Slaves have as a melee army that is relatively slow moving with long range mortal wound shooting. Lumineth in particular aren’t likely to push into to you to score giving little room to react to their shooting, 2 turns across open ground is uncomfortable.

Advertisements

Army Faction: Ogor Mawtribes
Army Type: Boulderhead
– Grand Strategy: No Place for the Weak
– Triumphs: Inspired

LEADERS
Frostlord on Stonehorn (430)*
General
– Metalcruncher
– Lord of Beasts
– Brand of the Svard
Kragnos, The End of Empires (720)*

BATTLELINE
Mournfang Pack (320)*
Reinforced: Once
Ogor Gluttons (250)*
Ogor Gluttons (250)*

CORE BATTALIONS
*Bounty Hunters

TOTAL POINTS: 1970/2000

Brett: Do you like a quick movement phase without the distraction of a lot of units (and models)? But Gargants don’t float your boat then get on Ogors, mini, hungrier Gargants looking for their next meal. They also look pretty angry rather than slow witted so that’s something (I always wanted Ogres as a playable race in Warcraft). With a new book coming there is some light at the end of the tunnel, at the moment Ogors are languishing with a 42% winrate with fairly low representation. I’m going with this must have been a Battle Regiment not Bounty Hunters because Bounty Hunters is only 3 units max. Anyone 2 Generals since Kragnos is no one’s servant (he counts as a General).

The Frostlord has Metalcruncher (D6 MW to a unit within 3″ at start of combat) and as a Boulderhead, Lord of Beasts (1″ extra movement) and Brand of Svard (+1 to hit with melee weapons). Kragnos is handing out his 18″ charge with 3D6 rolls. The Gluttons get an extra 2″ move if they are more than 3″ from all enemy units (they’re hungry) and everything does mortal wounds on the charge. Kragnos is unique there where he makes a charge with different profiles if it is against units or a single monster. His Bellowing Roar as he gets wounded is always funny, in a bad way. If you see Ogors you know they are going to concentrate on stomping you, if they are with Kragnos they will be fairly compact.

Michael recovered really well from his early round losses, eventually finishing higher than both of his opponents. As expected scoring was an issue with 6 dropped tactics and 2 dropped Grand Strategies through the weekend. Congratulations on bringing a pretty unique list.

Final Tournament Placings

Beginner’s Guide to The Disciples of Tzeentch

Advertisements

The new Disciples of Tzeentch tome has arrived! If you’re a collector, you’ve likely already looked into what this book will bring you, but if not you can find out right here! If you’re brand new to Tzeentch, or if you just want to know what kind of mystic filth you’ll be playing down at your local club this October, allow us to fill you in.

Who is Tzeentch?

The chaos god Tzeentch is the herald of change, represented by mutated flesh and gouts of multicoloured flames that “transform” you into piles of ash. He is also a purveyor of both secrets and lies, hatching elaborate plans so convoluted and nefarious that if one seems to have failed he can simply claim that’s how he wanted it to go all along. Oh and he’s really into birds…?

Tzeentch’s followers include his daemonic hordes of imp-like Horrors, fire breathing raincoats inventively called Flamers, and mantaray-like flying beasts called Screamers. On the mortal side you can find the avian beastman Tzaangors, some of whom ride into battle atop daemonic frisbees called Discs of Tzeentch (which are themselves living creatures), and Tzeentch’s human servants the Karic Acolytes who are basically a bunch of bird cosplayers with the physique of a WWE superstar. Wizards of various shapes and sizes also flock (heh) to Tzeentch’s banners, notably the nefarious Gaunt Summoners who transport your slower units around through silver portals and this update’s signature foot-hero model the curseling, who is actually a buy-one-get-one-free champion with 2 heads and the ability to turn his opponent’s spells against them.

Tzeentch only has 2 monsters in the roster, not counting allies from other armies, but they are his greatest servants and extremely powerful Wizards to boot. The Lord of Change is a giant, bird-like daemon who’s mixture of spellcasting, combat potential and manoeuvrability makes them a versatile unit who add a great deal of value to an army. The named version, Kairos Fateweaver, does everything the Lord of Change does but a little better. You should expect to see these centrepiece models as part of many Tzeentch armies.

Coming soon to a table near you

How does Tzeentch play?

Tzeentch’s signature ability is Destiny Dice. At the beginning of the game a Tzeentch player can roll 9 dice and place them to one side. Before making most kinds of rolls the Tzeentch player can choose to expend one or more of the dice from their Destiny Dice and use its result in place of whatever roll they were about to make. This ability is absolutely incredible if used intelligently, and can guarantee success in game-changing plays like making a 12 inch charge to secure an objective or guaranteeing that your general survives by passing a crucial save roll.

Typically any Tzeentch list will include a variety of spellcasters churning out a varied mix of buffs, debuffs and mortal wounds. Every time a spell is successfully cast they also generate fate points which allow them to summon daemonic reinforcements so you should expect their forces to expand as the game goes on. Particularly if your opponent has a lot of wizards too, because even enemy spells will feed into Tzeentch’s summoning pool! They can also start the game with one of their signature endless spells already on the field and unable to be dispelled for the first battle round, including the powerful Burning Sigil which does mortal wounds to all enemy units in an 18” bubble and has the potential to summon a Chaos Spawn to frustrate your opponent’s movements. Frankly there are too many cool magical abilities and bonuses to list. Basically: they’re really, really good at magic.

Tzeentch has access to a lot of shooting, which combined with their magic output makes them deadly at range. Of course Tzeentch’s units tend to be quite squishy in exchange – unless they are able to buff their survivability with vital spells and abilities. The Arcane Shield spell for example can give a unit a 5+ ward, and all daemon units have a built-in -1 to be hit if they are standing close to a Daemon Hero (including the heroes themselves). Still, even fully buffed Tzeentch isn’t the tankiest faction in the game and you should treat them like the glass cannons they are. Don’t let your units get into a fight and trade blows. Make surgical strikes, only fight battles you know you can win, and abuse your relatively high mobility and summoning to control the board.

Horrors of Tzeentch have a unique ability that allows a Pink horror to split into 2 Blue Horrors upon death, who in turn become Brimstone Horrors when they die. This means that a unit of 10 pink horrors may not seem very imposing at first, but they are actually a whopping 50 wounds worth of meat shields! They are a perfect unit for holding objectives although at 250 points for 10 pink horrors it’s quite an investment for a Battleline unit that doesn’t do a great amount of damage without multiple stacking buffs. If you use them, you’re likely to want to invest in some heroes specifically to make them extra durable or extra killy and really get the most out of them.

Tzaangors and Kairic Acolytes are the other two main types of battleline, both of which are more traditional infantry with fairly well rounded stats. Tzeentch has 3 conditional battleline units however: Flamers, Screamers and Burning Chariots (which is a flamer, standing on a disc, being pulled by screamers, in a trenchcoat, trying to get into an R rated movie). On top of that they can include coalition units from both Slaves to Darkness and Beasts of Chaos, and allies from Slaanesh meaning that the range of models they can field is dizzyingly broad. In that respect, like the other chaos gods, there is a great deal of room for personalization in lists compared to other, more restrictive factions.

Should I play Tzeentch?

You’ll probably enjoy Tzeentch if you enjoy a more cerebral army. You really get what you put into this one: if you’re on top of your movement and are able to look several turns ahead Tzeentch’s rules will reward you with an army that can pull off all manner of tricksy shenanigans. It’s not the type of army you play if you just want to push everything into the middle of the board and roll dice until one side breaks. But if you mess up, you can get punished hard. The versatility of what Tzeentch can accomplish sometimes works against them, because although they can do a lot of cool things they can’t do it all at once. When the stars align however, you will walk away from the game feeling like an absolute genius. Honestly if you’re on the fence about starting this army try not to overthink it. After all, whether you’re aware of it or not, Tzeentch has already made this choice for you…

Disciples of Tzeentch: Battletome Review

Advertisements

The Changers of Ways return! And fittingly, we’ve decided to try and change our review format a little. Mainly because, to support the new release, we’ve decided to break things up and create a conversational, high-level review, a more detailed guide to playing the faction, and the next in our ‘Getting Started’ style series.

So read on to discover what two of the finest (and by finest, we mean, ‘most attracted to bright colours’) minds of Woehammer had to say about the new Tzeentch Tome.

What’s CHANGED in this Tome? Eh? *cough*

Danny:  So, Patrick – let’s start with what we were hoping for from this book. Put simply, I was hoping for balance. I feel like 3e books (apart from the opening brace of SCE and Orruks, who suffered from time honoured first-book syndrome) have been wonderfully balanced, internally and externally. Such a control and magic heavy army as Tzeentch risked being problematic to balance, so I thought if they could make a few of the lesser seen units more viable without breaking the game, we could all be happy.   How about you?

Patrick: I like variety and flavor, and with a few exceptions (looking at you, Gore-gruntas) AoS 3e has been good about making enough units viable in each tome to prevent mono-build and spam lists. Like you said, heavy magic armies make that balance and viability a little more difficult, but I was mostly hoping to see some varied lists start to show up in the top 10 spots at tournaments.

As someone who plays against Tzeentch rather than as Tzeencth, a selfish part of me was also hoping that the army would be bad. I don’t think I got my wish.

Danny : Good segue to your ‘favourite’ 3 things about this book, and a one line summary of where you think it will land competitively?

Patrick: My favorite part of the book is the spell lores. There are two spell lores with 11 spells between them. All of those spells are great, with maybe one or two exceptions. Tzeentch players are going to be able to customize their Wizards to perform whatever specific task they want. Past there, I think the summoning mechanic is interesting, and generating summoning points with every spell successfully cast means that even high level units like Lords of Change will see summons. I also like that the mechanic gives some counterplay, since your opponent can technically block your summons by killing your heroes, or swarming them with units.

The Change Covens are also great, and you will easily see two different Tzeentch armies have very different playstyles based on the chosen Coven. While some are going to be chosen more often than others for competitive games, I think there is play for each. Guild of Summoners will probably see the most play, but there’s something to be said for Pyrofane Cult and Cult of the Transient Form, both of which improve the utility of your battleline units. Competitively I think we’re going to see this army float to the top for a while.

The options that are presented are strong. I will say that I think the army is going to suffer against some current top contenders, though. Thunder Kroak lists are going to create problems for spellcasting and may be effective enough to delay summoning, and some top-tier Stormcast and Ironjawz lists will present problems for Tzeentch’s relative squishiness. That all being said, Tzeentch was in a good position before this book came out. We’ll see if the win rate breaks the 55% barrier that they were already flirting with.

Big Bird Make More Stuff Cast Good Now

What about you? I expect that you have more experience to see some exciting changes.

Danny: Yep, the new Guild of Summoners capping the 2nd LoC summon at 18 is potentially huge, especially given there are now plenty of ways to generate fate points, including one off guarantee chunks of them. The spells, predictably, do kick ass too – the strongest for me is easily Arcane Suggestion due to the tactical flexibility of it. Choosing whether to turn off commands, -1 to hit and wound, or put an extra -1 rend on a unit is absolutely game-changing in many circumstances

Danny: I’m not sure I agree on the Change Covens though. I like that they offer plenty of conditional battleline now, but they’re definitely not all created equal. Eternal Conflagration giving extra rend to flamers is potentially very strong – combo with the above spell for -2 rend flamers for example, screened by horrors etc.   But I think Hosts Arcanum (one free unbind and nothing else), Transient Form  (very unhelpful fight on death on Acolytes with a 6 generating a Tzangor) (and Pyrofane Cult super niche extra damage from Acolytes shooting) are all hot garbage, basically, and I see no reason to take any of them outside of fluff or really loving your Acolytes and wanting to juice them to the max.

Patrick: Interjection: I do love fluff and Acolytes.

Danny:   Interjection noted!

As a counterpoint, I’m going to list my 3 least favourite things about the book.

1. A whole bunch of the artifacts are geared towards melee (e.g. Daemonheart being a once per battle, number of MWs equal to battleround within 1″ of the bearer) with no good melee heroes to utilise them.

2. The aforementioned Change Coven internal balance – I think there are basically 2.5 competitive ones and 3 assuredly garbage ones. It’s a shame, given they could really have been a way to elevate Tzangors or similar that doesn’t really exist anywhere else in the book.

3. Warscroll wise, there are quite a few heroes who just don’t really seem to have a well defined niche and are variations on a theme. There’s some missing identity and fun factor there for me.

Patrick: I 100% agree on the relics. There are some strong choices, but there’s never a good reason to put a melee-focused option on a Tzeentch Hero. You’re always better off with something that’s going to improve your spellcasting like the Nine-Eyed Tome, or your Destiny Dice mechanic like The Eternal Shroud. I don’t see a lot of good uses for the Arcanite Artefacts at all, though. Especially the “deal mortals equal to the battle round” appearing twice. That is either going to do nothing, or only deal a solid chunk of mortals too late in the game to do anything. I also don’t like the number of “feels bad” mechanics in the book.

The ability for a Lord of Change to simply turn your endless spells back on you is going to feel rotten every time it happens. The presence of a non-interactive Grand Strategy that only requires you to have Destiny Dice equal to or greater than 9 at the end of the battle is bad. It guarantees that you succeed without giving your opponent the opportunity to play around it.

Danny: Moving on – we’re not going to talk about every damn allegiance ability and army enhancement. Some stuff got taken away, some stuff has been streamlined – but let’s quickly talk about Arcane Armies, which is an excellent new rule allowing for a Tzeentch endless spell to be auto-cast before the start of the first turn, which can’t be unbound in the first battle round – how do you see that playing out?

This is huge!

Patrick: I really like Arcane Armies. I think we’ll mostly see the Tome of Eyes to get rerolls on casting. That will guarantee an effective first hero phase, especially for a unit like a Lord of Change, and push some summoning points early on. If the ability was not restricted to faction endless spells I think it would be broken. A guaranteed turn 1 purple sun, or deploying in a way for all of your wizards to get the benefit of the Chronomatic Cogs would be devastating. As it is, it’s a nice ability that won’t be game changing.

Danny: Tome of Eyes is great but it’s hard to overlook Sigil – the ability to do multiple instances of d3 mortals and turn stuff into spawn in both turns of the first battle round – maybe pinning units in place and killing more in melee is potentially huge. I think it is a game changer!

Now, we both agree the artifacts are, overall, a missed opportunity. Do we feel the same way about the command abilities? Any stand outs for you?

Patrick: The Command Abilities either stink or they’re amazing, and there isn’t a lot of in-between. Cult Demagogue providing a 1/6 chance of automatic casting without the ability to be unbound is incredible, and Arcane Sacrifice can seriously improve the function of your wizards early-game, since your opponent will generally want to deploy outside of the 18” danger zone. I personally don’t love the Daemon traits, they don’t seem to synergize well with what the units want to do outside of Arch-Sorcerer providing two extra known spells. (edited)

Outside of those, we are once again seeing a few abilities to improve the melee capabilities of your Arcanite units, which you will never take, and they wasted ink by putting them in the book. (edited)

Patrick: I’m interested in your thoughts on the matched play rules, particularly the grand strategies. I have some strong opinions, but maybe you can provide some counterpoints to my rage. (edited)

Danny : They’re undoubtedly strong. Maybe close or equal to the strongest of any book in 3e so far. Master of Destiny – ‘add the total value of your unused Destiny Dice – score the GS if they’re above 9’ is effectively guaranteed. The others are good, but why would you ever not take this one?

The battle tactics… Call for Change wants you to summon a LoC. In Summoners, with an obvious combo of Enhancements/units, you’ll be able to guarantee this on the appropriate turn at near zero risk. Mass Conjuration needs a wizard casts 3 spells that go off and aren’t unbound in a turn. You’re Tzeentch so this isn’t hard. Ninefold Dismantlemant asks you to kill a unit with 9 or more models, or a monster with 9+ wounds. This will be almost any unit, in reality, on the board. Reckless Abandon wants a moral more than 18″ from an enemy to complete a charge – bit naff but ways to get it done. And Tides of Anarchy wants you to take control of an objective from your opponent and have 9+ models within 6″ of it.

Now, as a DoK player I’ve heard plenty of salt about trivially easy to score battle tactics. They’re obviously one of the main vectors a book can become unbalanced along. And it’s pretty clear to see DoT are going to have an incredibly easy time of scoring 3-4 of their book tactics every game. Given I think the army plays the mission very well anyway, yeah I’m going to agree with your implication Patrick, these are over-tuned and almost impossible for your opponent to deny in most match ups.

Should we move onto the warscrolls? Who do you think are the biggest winners?

These guys hit hard now.

Patrick: The changes to Arcane Tome for the Fateskimmer and Fluxmaster are great. The security provided by a reroll alone is excellent, but adding 3 to the value of the second attempt makes most spells a guaranteed cast. The Blue ascribe is also an insanely flexible caster, and I expect we will see him used in most lists. The gaunt summoners created some rumblings over their new Lords of the Silver Towers ability, potentially one-shotting an enemy hero. The summoner has to survive the initial attacks to use the ability, however, and if an opponent can’t kill a Gaunt Summoner in one round then they deserve what’s coming.

I think Tzaangors Skyfires are going to show up a good bit, too. Their speed and flying makes them an excellent harassing unit, and the ability to ignore hit/wound penalties with their bows means they might pose a threat to more targets. Special shout out to Kairos Acolytes. I wouldn’t describe them as good, but Arcane Cataclysm made them pretty bad. The Battletome corrects all the changes, and leaves them pretty much identical to their 2e profile.

Danny: Agreed, Skyfires doing d3 mws on 6s combos nicely with Fate Dice, and I think a unit of 6 will be common given how reliably they can snipe off support heroes at range – their movement and relative durability make them excellent objective grabbers too. I think it’s fair to say everything that was already good, stayed good – including Screamers, even if they lost their extra damage to wizards, at 100 points and with their newly reliable combat profile, they’re fantastic value. In general, things got more consistent – especially flamers.

For me, the losers are Tzangors, on foot and Enlightened. I just don’t really get what they do now, aside from look pretty. I also nominate a fair few heroes – Curseling, the Ogroids, Tzaangor Shaman especially – as being highly uninteresting now. But overall, there are some serious buff bots here with plenty of fun and powerful rules. Be prepared to have many of your models turn into spawn…

Ok let’s wrap this up. I wanted to hold back my reaction to your competitive rating until now – and I think I agree. Some folks are bemoaning what the book has lost, but overall I think it contains board control (horrors, Sigil, fast cheap grabbers), extremely powerful magic, and A+/S tier matched play rules.

Weaknesses will be fast, aggressive armies and powerful shooting that can shut down their casting momentum. I predict it’ll take some time to bed in, but then we’ll absolutely see it taking down podiums but not reaching the heights of Nurgle, Seraphon or SCE – certainly not this season anyway.

Patrick: I completely agree. I expect that they will break the 55% win rate barrier. There are a handful of rules that they lost, but I think what they gained more than makes up for it. The only real complaint I have comes from me being an opponent rather than a player, but I don’t want to restate what I’ve already said. Overall, this is a great tome, and I think Tzeentch players have a lot to love.

And there you have it! Bird fans – agree, disagree, just want to talk about how good big birds are? Let us know in the comments, twitter or discord! We’d also love to know what you think of this review format. Don’t be shy now.