Let’s dive into all the leaked info on Helsmiths today! At first reveal, I convinced myself I didn’t need to get them. Chaos Dwarves were my 2nd army back when I was a wee lad… and despite needing to proxy almost the entire army, I have fond memories of sitting on the floor moving my infantry around whilst bombarding the enemies with rockets and cannons. I’ve still even got some of my old models packed away in a box somewhere!
So today… I’m going to go through what looks to be the rules as according to leaks. Now these are a bit of a collection of some different leaks I’ve managed to lay my eyes on and now that most of the book has leaked out onto the internet I figured I’d pull all these notes together and set them free!
Warning:
This is all based on a couple of different leak sources (reliability unclear) so things may not match up 100% to the released book.
(c) Games Workshop – needs more bull centaurs… see below
Desolation and Daemonic Power Points
We have to talk about DPP to start with since it’s core to the army but on the other hand… this seems to be the least consistent… we’ve got Warcomms explanation which doesn’t fit with the other couple of leaks. So I’ll try and lay out how it seems to be right now.
So planning around collecting and how to use these best is going to make a serious difference in tight games (if this info is correct because under this system it won’t be many that we’re getting each turn).
Start of any turn, opt army (opt means once per turn)
Pick a terrain feature or objective that does not have a friendly desolation token and is contested by a friendly HoH unit that is not in combat to be the target (as noted above, if this can be more than one desolation marker a turn, then there will be a lot more to go around).
Give that target a desolation token
So to get our economy rolling, we need to be next to different terrain at the start of each turn… easy to begin with but if we want to get lots of DPP, then we will need to push forward
Next step is to remove all the DPP from the units who have them and distribute them up to a max of 3 per unit
Command ability is: 3 or fewer DPP, give 2 DPP to a unit, otherwise just 1. That’ll play at effectively 1 CP down but some of the abilities are worth a CP
Early game, effect will be beneficial but not game deciding… in games of attrition, this will make a bigger effect towards the end of the game when you can stack full 3 DPP on multiple units
Can conditionally gain more DPP via an artefact and one of the units too
The DPP then have different benefits for each unit (abilities are on their warscrolls) with some definite winners and losers for these. Like Hobgrots! Big losers, no DPP for Hobgrots!
Massive side thought: I hope we get a few more Hobgrot units and can run a hobgrot army at some points. But Fittsy, why not just play GSG and run wolves… fair point but I still want rebel hobgrots!
Second side thought: This is going to be a bit of a pain to manage each turn… personally I’m definitely going to have in mind conditions under which I’ll want to have it on certain units or not so that I don’t have to think too much during the turn.
(c) Games Workshop – Gotta collect ’em all
Battle Formations
All need 3 DPP on the units to activate. In summary they are:
+3 rally dice for infantry -> meh
+2” move for cavalry -> spicy as with 3DPP Bull Centaurs get +3” to charge too
+1 to cast, unbind, banish and chant -> good if running Uruk Wizards/Priests
+1 attacks for war machines -> slightly more interesting as the Tauruses are War Machines too
BUT! You need 3DPP to get at these benefits so it’ll be 1 unit maybe 2 from 3 onwards
Heroic Traits
We’ve got 3 to choose from here and they’re some interesting options:
Pick a visible enemy unit in your hero phase within 18” add +1 to wound rolls for combat attacks
This looks solid, no roll to get it off. Wish it was both hero phases but I like this one.
A complicated conditional shooting attack (trigger an infantry unit wholly within 12” not in combat), then they can shoot an enemy unit who charged but only hit on 6s
Hard pass for me… this is too tricky for me to pull off
Pick an Automaton unit during deployment, becomes the “bodyguard” it gets first strike when within combat range of the hero, if hero is infantry, it gets a 5+ ward
Really cool. This is the sort of thing I’ll take for PtG and could have play in certain lists. This first strike is really good on the fight twice against heroes Big Fella as the strike first cancels the strike last on the second attack from them
Artefacts
Another 3 to choose from here and they’re pretty flavorful but a bit funny in general:
OPB 3DPP to the unit but no more DPP can be assigned for the rest of the game
Sounds bad but with Uruk, he can shift those DPP around so it could be used to power up turn 1 or 2
D3 on a 2+ mortals in each of your shooting phases
This sounds pretty nice to me and will probably be my default choice (points depending)
OPB give a unit a 2+ ward for the turn but they then can’t use any active abilities
This sounds really interesting… they become immobile blockers, great for holding down an objective BUT! Watch out for ward removals in the game, we’ve got a fair bit of that nowadays. Great for flavour but I wont be taking this one often
(c) Games Workshop – Some hot duardin on duardin action
Spells and Prayers
I think GW has already covered all of these… so here’s just a quick overview.
First up for spells, we’ve got one on a 6+ which halves moves, one which does serious mortals against high armour targets (it’s an 8+ to cast though but when it goes off, that’s 7ish mortals against a 2+ save, and one on a 7+ which makes terrain obscuring and does mortals against nearby enemies (D3 on a 2+). I like the three spells here for their flavour and each of them feels very chaos dwarfy.
Yay priests…
Horde clearer on a 4+, roll per model on 5+ do a mortal, buffed to on a 4+ for 8+
Give a unit more rend on a 4+, crit mortals on a 8+
D3 mortals and -3 control score on an enemy unit on a 4+, 2 units on an 8+
Now… the one priest we’ve got here has an ability to generate extra ritual points so hitting these 8+s are going to be easier than it looks!
No terrain and manifestations (yet) so we can move onto the units next!
(c) Games Workshop – I look forward to casting mortals on these golden fellas!
Units
Now… I know I’m meant to pick out a few to cover but it’s only 16 so I’m giving you my thoughts on each of these!
Uruk Tarr
Feels like a good warscroll will depend on points, really good wizard and with DPP plus the subfaction get get to +3 to cast. He’s got the move 2D6 after a charge ability we’ve seen in other battletomes so he’ll get around pretty well. He’s pretty fighty too! We need to talk about his ability to move DPP around in the Enemy Hero Phase… This gives you a lot more value out of the DPP. On the other hand, he looks like he needs the DPP for survivability (gives ward and bonus to cast), so he’s going to be a drain on the economy. Is he a must take? I don’t think so… but he’ll help when starting out with the army to be able to react before the enemies turn, especially if you get double turned.
Other wizard on a Taurus
Do I wish it was a Lammasu? Yes. Do I like this warscroll? Also yes. Real good for bulls enabling the retreat and charge (one of my favourite abilities in AoS). Also has a roll higher than the health of a model and just smash it (end of turn rampage though). Giving it a pip of ward per DPP also good for a 15 health 3+ save model.
Daemonsmith
Cool healing ability that with DPP can be extended up to 24” which is a bit funny
Ashen Elder – a Priest
Is a priest, gets an extra ritual point in X hero phase when next to desolated terrain/objective so probably going to hang back with your war machines. Can also give out an aura of ignore first damage per phase which I’m a big fan of (see the ever-present Kruciator in my Nighthaunt lists) but it starts at wholly within 6” and gets bigger with DPP. Still even if it just effects him, it’s a cool one to have.
War Despot
The disappointing hero… is always control 5 and gives an extra attack to infantry but as we’ll get to, the infantry hit like a wet rag
(c) Games Workshop – Ok fine, I’ll paint up 20 of these but I’m still a bit disappointed 😉
Infernal Cohort Spears
Best thing on the warscroll is can generate a DPP on a 3+ when contesting an objective you control… so maybe a good screen in front of your war machines
Infernal Cohort Swords
Somehow worse than the spears and run 4 if you roll 1-3. Enough said. Build spears.
Hobgrots
Units of 20, pregame move (for a 5” move) in the deployment phase, could be good for screening your war machines or giving some breathing space and going out and desolating terrain
Infernal Razors with flamers
These don’t look crash hot with a short range and a 3 shots 2+, 4+,-,1 shooting profile. One rend per DPP makes them look better but it’s not where I want to spend my DPP. 5 model base units make this even harder to look good on paper.
Blunderbusses
And now we get a profile that looks a lot more interesting! For a reinforced unit, it’ll be 18” 11 attacks at 3+, 2+,-,2 but no shoot in combat. With an all out attack and some DPP they’ll definitely sting when they hit. They can also give out strike last on a 6+ (add one to the roll for each model you kill). So I might buy two boxes of these for running a shooting focussed castle.
Bombard
30” range does a bit of damage… with DPP on it, it can give units nearby no commands on a 3+. I like this one for the range and the ability which both have value against different types of lists and with a 2+ to hit (for units 5 or more over 12″ away) on 4 shots, it’s going to be relatively reliable for plinking those annoying teleporting units and other crap which score objectives and tactics.
Deathshrieker Rockets
OHHHHH YES! 24” 3 shots 4+,2+,-2,D3+2 damage anti-warmachine and anti-monster plus (opt army), you can make it flat 5 damage against monsters and war machines. I will have one of these in my lists! Also just because of good memories of the old one in the Old World. It also has a cool splash damage effect with DPP.
(c) Games Workshop – This is one of my favourite bits of art… and not just because it’s Cities getting smashed!
Anointed Centaurs
You’ve probably already read about their strike first on the counter charge… now having tried to make that work for me with KO and the frigate, this is good, primarily from a psychology perspective for your opponent. Otherwise, they’re not bad and hit slightly less well than the Bull Centaurs. Both Centaurs get +1 to charge per DPP so you can definitely throw a unit up into the enemy’s face turn 1 if you want. Health 4 control 1… that part didn’t excite me much.
Bull Centaurs
Yum yum yum… 4 attacks each, 3+,3+,-1,2 +1 damage on the charge and crit mortals. They’re also doing mortals on the charge. To get value out of them… there’s going to be a very Daemonsmith on Bale Taurus shaped tax to get them the retreat and charge. But hey, that warscroll looks pretty good too.
Dominators with flamers
This warscroll has a really interesting ability, they get +2 ranged attacks per enemy unit targets when they split their attacks… which could be a shitload of attacks. But then they’ve only got range 8” so they probably aren’t hitting many units. Still not a bad warscroll if you build into the war machine side of things. They appear to have +1 to ranged and melee on their warscroll per DPP so that could be a nice place to use the DPP. Guess the writers did these early and got tired by the time they got to the infernal cohort.
Dominators with maces
10 wounds on a 2+, fight twice when in combat range of enemy heroes, could be a bodyguard unit. I like them.
(c) Games Workshop – I just love the art they’ve released this time!
Have we got Combos?
Definitely yes, Daemonsmith on Bale Taurus and Bull Centaurs for Retreat and Charge.
Priests can nicely buff some of our units with the crits etc.
Bodyguard and fight twice Dominator… nice for a bit of fun
Uruk and the trait to get 3 DPP in a turn
I don’t see a need to lean hard into one side or the other in general which has a benefit for list building. As soon as we see points, I’ll be back with some list options for you… I wonder how many Bull Centaurs I can fit in a list 😉
General Impressions
Don’t forget everyone, points make armies… the KO book looked pretty good but then we’ve had really generous points on them which gives them an edge over a lot of other armies.
Not an elite army. Where are my 2 health for duardin GW? How do the Bull Centaurs come in at 4 health? Have you seen bulls? I’ve seen bulls and even without half a duardin on top, I’d rate them at 5 times the health of a Cities human. At least they can lay the smack down!
Am I still hyped? Yes. It definitely isn’t what I thought it would be after their descriptions. I sort of like the range of units available here and it does feel like a new army. Will the bookkeeping be a shit to keep track of? Very much yes, this feels like some strange combo of old Lumineth and Ossiarch Bonereapers. There are some nice looking warscrolls in here (and a couple of really shit ones, sorry Infernal Cohort) and I’m looking forward to getting my grubby little hands on these fellas and painting them up! After these leaks, I think I’ll be leaning a bit more towards Dominators and Bull Centaurs supported by some artillery and I’m excited to see how they play on the table in the end!
Don’t worry Infernal Cohort… I’m tired too after a long day of desolating
This will be the first of our Age of Sigmar 4th Edition battletome reviews.
Like other Battletome reviews you see elsewhere, we’ll be looking at the Battle Traits, Battle Formations, Artefacts, and Heroic Traits. But we’ll be adding our own twist as we look at their effectiveness and usage by players using our own stats that we publish each week. We’ll keep this updated throughout 4th edition so you can keep referring back.
On top of this, because not everyone is a competitive player, we’ll be looking at the lore in the book as well as the rules for both Path to Glory and Spearhead.
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And if you want to chat to us directly, why not join our friendly Discord server?
I want to thank everyone who has helped create this Battletome review by either sending me pictures of their models to use or giving me little snippets of their tactical thinking around Skaven:
Boggy
Carl Stokes
Celefaze
Droog
DustyDness
HairyHogg
Jesterscf
Kieren Coates
Noel Fundora
Patrick German
Roland Rivera
Schokoweck
Scott Huber
Vericur
Vladislav Turusov
Zaza / Elsaz
Fazer
Also, a massive thank you to our Patreon supporters! It’s because of you that the site no longer had ads!
What are the Skaven?
To witness the Skaven at war is to glimpse the apocalyse. Twisted fusions of man and rat, they epitomise the most despicable traits of mortalkind. Callous, cunning and foul beyond imagining, they strive to reduce the realms to ruin, overthrowing the natural order with wicked glee.
The Skaven are a race of humanoid rats who plot and scheme for realm spanning domination (think Pinky and the Brain). They number in the their billions, and the realms have not yet been overrun by the Skaven only due to constant infighting and distrust of one another.
Each Skaven claws their way as high as they can through the social structure by any means necessary, whether through double-dealing, bribery or assassination.
Crazy and ingenious, their War machines are things of terror, as are their menagerie of monsters, created from the visions of the warp-addled minds of the Clans Moulder.
The Chittering Horde Advances – Carl Stokes
Battletome Lore
The lore of the battletome focuses on the Hour of Ruin, a time when the Skaven unite under their father-god, the Great Horned Rat, and swarm across the Mortal Realms. Central to this narrative is the Great Horned Rat’s grand scheme: for the sprawling Skaven stronghold of Blight City to breach the weakened veil of reality and spill into the fiery hellscape of Aqshy’s Great Parch, now corrupted and renamed the Gnaw.
The Gnaw is a landscape saturated with the corrupting taint of Chaos and glittering with warpstone dust, lethal to both body and soul. Only those with resistance to Chaos can tread within its bounds, and even then, they must face the countless hordes of Skaven that infest the area.
The battletome also explores the larger Skaven clans in detail, highlighting their character and roles within Skaven society:
Clans Eshin specialise in espionage, deception, and assassination, their shadowy operatives striking from the darkness with deadly precision.
Clans Pestilens venerate the Horned Rat as the Great Corruptor, willingly infecting themselves with virulent plagues they believe bring them closer to their father-god.
Clans Moulder are macabre beastmasters, known for creating horrific warbeasts by melding creatures together through dark alchemy and mutation.
Clans Skryre are diabolical engineers, crafting devastating machines and warp-powered devices capable of wreaking havoc from a distance.
Clans Verminus derive their strength from sheer numbers, commanding endless hordes of Skaven to overwhelm their enemies in a tide of fur and claws.
The battletome digs into the details of Blight City, describing its labyrinthine layout and painting a picture of the Skaven’s festering metropolis. Alongside the background lore, it includes a selection of short stories. One, Red in Fang and Claw, recounts the fate of Greatcost, a fortified city in the Great Parch. This story captures the destruction carried out by the Skaven.
Faction Rules
Battle Traits
Skaven armies have a number of thematic abilities that reflect their devious and unpredictable nature. These traits allow players to embrace the Skaven underhanded style of warfare:
Lurking Vermintide (Deployment Phase): Allows one friendly Skaven unit to be held in reserve, representing their knack for striking from the tunnels below.
Always Three Clawsteps Ahead (Enemy Hero Phase): Once per turn, a non-Monster Skaven unit not engaged in combat or freshly deployed can make a ‘Normal Move‘ as if it were the movement phase, showcasing their quick reflexes and adaptability.
Too Quick to Hit-Hit (Passive): Skaven Infantry and Cavalry are immune to mortal wounds caused by Retreat abilities, reflecting their frantic and slippery nature.
Splinters of the Vermindoom (Once per Battle Round): If there are fewer than threeGnawholes on the battlefield, this ability allows you to place another Gnawhole, provided it adheres to specific placement rules.
Gnawhole Ambush (Your Movement Phase): A unit in reserve can emerge from the tunnels, deploying within 6″ of a Gnawhole and at least 9″ from enemy units, enabling surprise attacks.
These traits reinforce the Skaven‘s strengths in mobility, and making their heroes difficult to pin down, making them partially unpredictable to play against.
Skaven in battle on the tabletop – Credit to HairyHogg
Battle Formations
The Warpcog Convocation stands out as the current favourite among Skaven players, offering a combination of risk and reward during the shooting phase. Once per turn, the Skaven player rolls a dice for up to three Skryre units. The outcomes vary dramatically: on a 1, the unit suffers Kaboom! and takes D3 mortal wounds. Rolling a 2-5 (66% Chance) grants More Power!, adding +1 to wound rolls for shooting attacks for the turn. But roll a 6, and you get More-more Power!, not only improving wound rolls but also adding +1 to the rend characteristic of ranged weapons. This mechanic captures the chaotic nature of the Skryre faction, rewarding a little risk-taking with offensive boosts.
Trailing behind but still notable is the Fleshmeld Menagerie, a solid second choice for many Skaven players. Triggered during the hero phase, this ability allows the player to target up to three friendly Moulder units and roll for each. On a 1-2, the units suffer Self-destructive Fury and take D3 mortal damage. A roll of 3-4 grants +1 to the attacks characteristic of melee weapons until the next turn. On a roll of 6, the rewards stack with the addition of Ward (5+) alongside the increased attacks. While not as universally useful as the ranged effect of Warpcog Convocation, the Menagerie appeals to those looking to boost their melee-centric Moulder lists. Fleshmeld Menagerie affects the following units:
In contrast, Virulent Procession and Claw-Horde struggle to make a similar impact. Virulent Procession offers a situational effect for Pestilens units, allowing up to three of them in combat to pile in and deal mortal damage. Affecting:
While both abilities have their uses, neither matches the versatility or consistent boost of the top two choices, leaving them underrepresented in competitive play.
Heroic Traits
When it comes to Heroic Traits in the Skaven Battletome, Scurry Away emerges as the clear favourite among players. This trait allows the hero to attempt a Retreat on a 3+ if they are engaged in combat. What makes this effective is its synergy with the Too Quick to Hit-Hit ability, detailed in the Battle Traits section, which ensures that SkavenInfantry or Cavalry units don’t suffer mortal damage when doing so.
Short-tempered sees moderate play and offers a straightforward but useful buff. It adds +1 to both run and charge rolls for friendly Skaven units wholly within 13″ of the hero. This trait is ideal for lists looking to capitalise on mobility and aggression, helping to close the distance to enemy lines or reposition quickly.
Lagging slightly behind in popularity and in terms of success on the tabletop is Skilled Manipulator, which grants the hero a Ward (4+). However, the trait comes with a twist: successful ward rolls pass the damage onto a nearby non-hero Skaven Infantry unit. While this provides survivability for the hero, the reliance on sacrificial units to absorb the damage can make it a more situational choice, particularly in lists with limited disposable infantry (but entirely thematic).
Artefacts of Power
Among the Artefacts of Power in the Skaven Battletome, Foulhide takes the top spot, chosen by roughly a third of all competitive GT players. Its straightforward utility allows the bearer to Heal D3 health each turn, offering much-needed durability.
In second place is Skavenbrew, a once-per-battle artefact that provides a powerful but risky buff. In any combat phase, the bearer can target a friendly non-heroSkaven infantry unit wholly within 13″. The chosen unit suffers D3 mortal damage, but gains +1 to the Attacks characteristic of its melee weapons for the rest of the turn. This trade-off is very Skaven and has proven a solid choice for players looking to enhance their offensive output at crucial moments.
Warpstone Charm, on the other hand, sees little use and limited success on the tabletop, falling just outside the ideal 45-55% win rate range. Its effect allows the bearer to target an enemy unit in combat, and on a 3+, that unit suffers a -1 penalty to save rolls for the rest of the turn. While potentially impactful, its situational nature make it less appealing compared to the more reliable Foulhide and the high-risk, high-reward Skavenbrew.
Prayer Lore
The Skaven’s Noxious Prayers offer a blend of offensive and defensive abilities. These prayers are chanted by Skaven Priests each with effects that grow stronger on an higher ritual points. The Skaven Priests are:
Bile-Torrent is an offensive prayer with a chant value of 4. The Skaven Priest targets a visible enemy unit within 13″ and rolls a dice for each model in that unit. Each roll of 5+ inflicts a mortal damage. If the chanting roll is an 8 or higher, the prayer deals mortal damage on a 4+ instead. This makes Bile-Torrent particularly effective against large units.
Filth-Crust, also with a chant value of 4, enhances the offensive power of a friendly Skaven Infantry unit wholly within 13″. It grants +1 to their wound rolls for melee attacks. On a chanting roll of 8+, the effect becomes even more devastating, giving the unit’s weapons Crit (Mortal), until the start of the next turn.
Rabid-Tough shifts the focus to defence, with a chant value of 5. It allows the Skaven Priest to target a friendly Skaven Infantry unit wholly within 13″, subtracting 1 from wound rolls made against that unit. On a chanting roll of 8+, the targeted unit gains +1 to their save rolls until the start of the next turn, boosting their survivability.
Spell Lore
The Skaven Spell Lore, Lore of Ruin provides spells for controlling the battlefield and disrupting opponents. Each spell has a casting value of 6, making them relatively easy to cast for their Wizards:
Skitterleap offers mobility, allowing a Skaven Wizard to teleport a visible Skaven Hero wholly within 13″ to anywhere on the battlefield, as long as it is at least 9″ away from enemy units. This spell is perfect for achieving battle tactics like Take Their Land, Take the Flanks, or Attack on Two Fronts.
Warpgale provides battlefield control. Targeting a visible enemy unit within 18″, the spell inflicts the Strike-Last effect for the rest of the turn. This can swing key combats in your favour, particularly when used against high-impact enemy units.
Wither allows the Skaven Wizard to pick an enemy unit within 13″ and inflict D3 mortal damage. This makes it an excellent option for sniping vulnerable enemy heroes or chipping away at key threats, adding a touch of reliable damage to the Skaven arsenal.
Each of these spells brings utility, whether for enhancing mobility, controlling the flow of battle, or dealing targeted damage.
Manifestation Lore (Manifestations of Doom)
Most Skaven players are choosing to take Krondspine Incarnate or Forbidden Power over their own Manifestation Lore, Manifestations of Doom. And we can see that they are having good success with Forbidden Power at 72% win rate where it’s included.
Manifestations of Doom is seeing little success and falls short of the 45-55% win rate we see for lists where its included.
I asked the Skaven players on our Discord server why they are choosing Manifestations of Forbidden Power over their own lore and generally Forbidden Power allows the units of Ratling Guns and their screens to be teleported which is especially useful when the Gnawholes have been removed or can’t be set up. Forbidden Power is also great for area denial.
The Krondspine Incarnate is taken as something to sit in the midfield and tank the enemy.
There are three spells within the Manifestations of Doom, the first being:
Bell of Doom
Bell of Doom by Vericur
This is fairly easy to cast on 7+. It has a 3D6″ move and it will force the Skaven opponent to subtract 1 from wound rolls for attacks that target a Skaven Infantry unit wholly within 13″ of the Bell of Doom.
Average Melee Damage (v Save Value)
2+
3+
4+
5+
6+
0.6
0.9
1.2
1.5
1.8
Vermintide
Vermintide by Vericur
Vermintide has a move of 7″ with a health of 13 and save of 6+. If can also be cast on 7+. At the end of any turn it will Heal (D6).
Average Melee Damage (v Save Value)
2+
3+
4+
5+
6+
0.5
1.0
1.4
1.9
2.4
Warp Lightning Vortex
Warp Lightning Vortex by Vericur
During the Hero Phase in a turn in which it was not set up enemy units within 6″ of the Manifestation suffer D3 mortal damage on a dice roll of 4+. It will also force enemy units to subtract 2 from run and charge rolls while they are within 6″ of the Warp Lightning Vortex, and if any enemy unit passes across the Warp Lightning Vortex they’ll suffer D3 mortal damage.
But considering none of the three models that make up this manifestation move, it wouldn’t be hard for a canny player to avoid.
Throughout the following warscroll reviews you’ll see figures for average shooting and melee damage output. These do not include bonuses from All-Out-Attack or the effects of Covering Fire. Please bear this in mind when viewing these figures.
Hero
Arch-Warlock
Average Shooting Damage (v Save Value)
2+
3+
4+
5+
6+
0.6
0.8
1.0
1.3
1.3
But note, this unit can shoot in combat as well.
Average Melee Damage (v Save Value)
2+
3+
4+
5+
6+
1.5
2.1
2.7
3.3
3.7
The Arch-Warlock is a Skryre Hero and a Wizard (1). It has an ability that negates the need to spend a command point for using the Covering Fire command for nearby Skryre units.
Works with other Skryre units that have ranged weaponry:
However, if this unit has been damaged it adds three to the number of attacks increasing it’s damage output to:
2+
3+
4+
5+
6+
2.0
3.0
4.0
5.0
6.0
You could tie this in with the Skavenbrew artefact when it comes up against a tougher opponent. It would mean it suffers D3 mortal damage, but then its attacks would increase to 10 and its damage output would increase to (I’m not at all advising this!):
2+
3+
4+
5+
6+
2.2
3.3
4.4
5.6
6.7
Once this unit has fought, you can also get another nearby Verminus Infantry unit to then resolve their Fight ability immediately after the Clawlords attacks have been resolved.
The Verminus Infantry units that this would work with are:
This is another unit that can shoot in while in combat.
Average Melee Damage (v Save Value)
2+
3+
4+
5+
6+
2.0
3.0
4.0
5.0
6.0
Like the Clawlord on foot, if this unit is damaged, it can add three further attacks to it’s Warpforged Blade. Increasing its output to:
2+
3+
4+
5+
6+
2.7
4.0
5.3
6.7
8.0
It can also inflict 1 mortal damage on a nearby Non-Hero Verminus Infantry unit to then add 5 to that unit’s control score until the start of the Skaven players next turn. This works with:
But let’s be honest, its melee damage output isn’t why you’re taking it.
The Grey Seer benefits from having Warpstone Shards which boosts his casting rolls to 3D6 instead of 2D6. If the casting roll is 13, the spell is cast successfully and cannot be unbound but the Grey Seer suffers mortal damage as a result – but beware, if two of those dice rolls are 1’s then it will count as a miscast, regardless of the dice you choose. Otherwise, the player may choose which two dice to use for the casting roll.
Grey Seer on Screaming Bell
Screaming Bell
Average Melee Damage (v Save Value)
2+
3+
4+
5+
6+
3.3
4.9
6.6
8.2
9.8
Note that the number of attacks reduces once this unit has 10 or more damage
The Screaming Bell has a number of abilities that accompany it, such as giving Skaven Infantry wholly within 6″ a Ward (6+). Peal of Doom has a random effect of either subtracting 1 from hit rolls for combat attacks for enemy units nearby or dishing out up to 3 mortal damage for each enemy unit within 13″, but if the roll for Peal of Doom is a 1, the Screaming Bell itself suffers D3 mortal damage.
The last one is not an ability, but a spell – Cracks Call, with a casting value of 6 (which is easy enough considering the Screaming Bell has Wizard (2)) it will inflict an amount of mortal damage on an enemy unit based on the difference between the casting roll and the enemy units move characteristic. It comes in particularly useful against those tough slow units like Chaos Warriors – lifting an average of two of them.
Krittok Foulblade
Krittok Foulblade by Vladislav Turusov
Average Shooting Damage (v Save Value)
2+
3+
4+
5+
6+
1.0
1.3
1.7
2.0
2.0
Average Melee Damage (v Save Value)
2+
3+
4+
5+
6+
3.3
3.9
4.4
5.0
5.0
At the expense of using commands, this unit can use the Strike-First ability as well as adding 1 to the wound rolls for friendlyStormverminunits while they’re wholly within 13″ of this unit.
Krittok Foulblade can also pick 2 units to benefit from the Always Three Clawsteps Ahead ability instead of 1 (providing 1 of those units has the Verminus keyword).
Lord Skreech Verminking
Lord Skreech Verminking by Fazer
Average Melee Damage (v Save Value)
2+
3+
4+
5+
6+
7.3
9.7
12.2
14.6
14.6
Lord Skreech Verminking also comes with a Rampage ability that reduces his opponents control score and prevents them from using commands that turn.
He has the spell The Dreaded Thirteenth Spell which he can cast on 7+ (a 72% chance of success), this will allow the Skaven player to pick a visible enemy unit within 13″ of Lord Skreech Verminking and then roll 13 dice. For each 5+ it inflicts 1 mortal damage on that enemy unit, but also returns 1 slain model to a friendly Clanrat unit wholly within 13″ of Lord Skreech Verminking.
He can also choose to pick one of the following in the Hero Phase for his ability The Thirteen-Headed One:
Add 1 to casting rolls for friendly Masterclan Wizards
Add 1 to the charge roll of nearby Verminus units
Add 1 to the hit rolls for nearby shooting attacks made by friendly Skryre units.
Add 1 to the rend characteristic of nearby Eshin units.
Add 1 to chanting rolls for nearby friendly Pestilens Priests
Heal (D3) for nearby friendly Moulder units
It’s worth noting that he also has Ward (5+).
Master Moulder
Average Shooting Damage (v Save Value)
2+
3+
4+
5+
6+
0.7
1.0
1.2
1.5
1.5
Like other Skaven Hero units, the Master Moulder can also shoot in combat.
Average Melee Damage (v Save Value)
2+
3+
4+
5+
6+
0.6
0.8
1.1
1.4
1.7
This unit is really only useful as a buff to your other Moulder units, giving a nearby Moulder unit Heal (D3) at the end of any turn, and adding 1 to the charge rolls for a Moulder unit in the Skaven charge phase. The units that benefit from this are:
The Plague Priest on Plague Furnace also buffs Pestilens units within 6″, giving them Ward (6+), while also subtracting 1 from Ward rolls enemy units. The buff can be applied to:
In addition to the melee attacks, Thanquol on Boneripper also benefits from the Boneripper Rampage which inflicts a number of mortal damage on one enemy unit he’s in combat with. This can range from a single nothing (33% chance), to D3 (50% Chance) to 2D3 (17% Chance) depending upon a dice roll.
While Thanquol on Boneripper is a Wizard (2) his staff also grants a plus 1 to casting rolls, making him one of the most reliable Wizards in the game currently. Add to this the ability to Heal (D3) at the end of any turn, and you can see why the unit is a top pick for players right now.
His signature spell is Terrible Madness which can prevent enemy units from using commands and causing mortal damage at the same time – though don’t expect this to cause too much damage.
Verminlord Corruptor
Average Melee Damage (v Save Value)
2+
3+
4+
5+
6+
4.7
6.2
7.8
9.3
9.3
This unit goes well with any Priest models in the Skaven army. If any friendly Priest models roll 6 on their chanting rolls it will allow the Skaven player either cause mortal damage for a nearby unit of the Verminlord Corruptor to suffer D3 mortal damage each time that enemy unit moves, or, re-roll chanting rolls for friendly Pestilens Priests, or, inflict 2D3 mortal damage on a nearby enemy unit. This can benefit:
In addition, once this Verminlord is in combat it can cause mortal damage to up to 3 enemy units with its Rampage ability, it also gains ritual points for mortal damage it does deal in this way.
Verminlord Deceiver
Average Shooting Damage (v Save Value)
2+
3+
4+
5+
6+
2.0
3.0
4.0
5.0
6.0
Average Melee Damage (v Save Value)
2+
3+
4+
5+
6+
7.1
8.2
9.3
9.3
9.3
This unit has the unique ability to be be able to teleport out of one combat to an area 13″ away even if that brings it into another combat. However, this only has a 50% chance of working.
It can also allow friendly Eshin Infantry to Redeploy a minimum of 4″ when using that command ability if they are wholly within 13″ of the Verminlord Deceiver. This benefits:
In addition to this damage output though, the Verminlord Warbringer also has a Rampage ability called Killing Blow, which it can use at the end of any turn. The Skaven player can choose a damaged enemy unit in combat with the Verminlord Warbringer. If a dice roll is less than the amount of damage the unit has it inflicts that amount of mortal damage.
It can also use the All-out Defense or All-out Attack commands on two units of Verminus Infantry even if those commands have already been used that phase. This affects:
The benefit that would appeal to me personally of running the Verminlord Warpseer is adding 2″ to the distance of the friendly Skaven units when using the Always Three Clawsteps Ahead ability. However this can be lost by using your Hurl Scry-Orb to cause mortal damage (average of 3 mortal damage) on an enemy the Verminlord is in combat with. It can dish out Strike-Last to a unit it is in combat with, but you want to avoid having this fella in combat and instead take advantage of his Wizard (2) keyword. Though Thanquolis better….
Vizzik Skour, Prophet of the Horned Rat
Vizzik Skour by DustyDness
Average Melee Damage (v Save Value)
2+
3+
4+
5+
6+
5.8
7.1
8.5
9.9
11.2
Vizzik Skour can cause some decent damage to enemy units in combat, especially when adding in the mortal damage (average of 2) it can dish out from its Fissures in Reality ability, and reducing the hit and wound rolls of an enemy unit facing it in combat by 1.
Vizzik also has the ability to reroll his chanting rolls once per battle until the Skaven players next turn. While his signature spell, The Death Frenzy, which he can cast on a roll of 8+ can target either an enemy unit or a friendly Skaven Infantry unit within 13″. If the target is an enemy unit, then they must subtract 1 from their attacks characteristic of their melee weapons. If the target is a Skaven Infantry unit, that unit can use 2 Fight abilities this turn, with the second Fight ability also having Strike-Last. If this was cast on 12+ you can even pick 2 targets for the spell.
This weapon does have anti-Infantry and so would deal a little more damage to them:
2+
3+
4+
5+
6+
1.2
1.6
1.9
2.3
2.3
Being D6 damage though, this weapon can spike a fair bit, the above is based on an average dice roll. You can also add 1 to the hit rolls for the unit if it targets an enemy unit that has 10 or more models, and if the Warlock Bombadier doesn’t move or wasn’t set up you can change it’s damage to D3+3 instead of D6. All of this combined boosts its damage output against infantry units with 10 or more models to:
2+
3+
4+
5+
6+
2.2
3.0
3.7
4.4
4.4
There’s possibly better ways to spend the points.
Average Melee Damage (v Save Value)
2+
3+
4+
5+
6+
0.1
0.3
0.4
0.5
0.6
Don’t get it into combat?
Warlock Engineer
Warlock Engineer by Schokoweck
Average Shooting Damage (v Save Value)
2+
3+
4+
5+
6+
0.8
1.0
1.3
1.5
1.5
But like the Warplock Bombadier it comes with a few abilities to boost this output. More-more Warp Energy! will give it the chance (83%) to set the damage to flat 3 instead of D3, while Sniper-master will allow it to target an enemy Hero ignoring the effects of Guarded Hero – which it can also give to a unit of Warplock Jezzails.
Average Melee Damage (v Save Value)
2+
3+
4+
5+
6+
0.3
0.5
0.8
1.0
1.3
Warlock Galvaneer
Average Shooting Damage (v Save Value)
2+
3+
4+
5+
6+
1.1
1.5
1.9
2.2
2.2
The ranged weapons do also have Anti-Cavalry (+1 Rend) making them a little more potent there. But the better ability is the once per battle Lightning Master, allowing a chance (83%) for a friendly Warpvolt Scourgersunit within combat range to set the attacks characteristic of their Warpvolt Scourgers to 10 for the rest of the turn.
Average Melee Damage (v Save Value)
2+
3+
4+
5+
6+
0.1
0.2
0.3
0.3
0.4
Dangerous.
Infantry
Acolyte Globadiers
Average Shooting Damage (v Save Value)
2+
3+
4+
5+
6+
1.5
2.2
3.0
3.7
4.4
That not be the most impressive of damage output, but they are able to shoot in combat and if shooting enemy Infantry, they’ll get an additional pip of rend. If the enemy unit has more than 10 models as well, they’ll get to add 1 to the damage of their ranged weapons.
This ups their damage output to:
2+
3+
4+
5+
6+
3.3
4.4
5.6
6.7
6.7
Also, set them up within combat range of a Clanratunit with 5 or more models and the enemy won’t be able to target them.
Average Melee Damage (v Save Value)
2+
3+
4+
5+
6+
0.2
0.3
0.5
0.7
0.8
Clanrats
Clanrats by Patrick German
Average Melee Damage (v Save Value)
2+
3+
4+
5+
6+
1.9
3.8
5.7
7.6
9.5
The damage ramps up a bit when facing units with a 5+ or 6+ save.
Tactical Note: With 20 models and being relatively cheap, Clanrats are perfect as screens for your ranged weapons and expensive toys.
Night Runners
Converted Night Runners by DustyDness
Average Shooting Damage (v Save Value)
2+
3+
4+
5+
6+
1.1
2.2
3.3
4.4
5.6
Average Melee Damage (v Save Value)
2+
3+
4+
5+
6+
3.9
4.3
4.7
5.1
5.4
This unit gets Slinking Advance, allowing it a free move in the Deployment Phase. Plus, while all the models in this unit is within 1″ of terrain they can’t be targeted by shooting attacks unless the attacking model is within 9″.
And don’t forget this unit can use a Shoot and/or a Charge ability even if this unit used Run when they’re near a Deathmaster.
Tactical Note:… I usually run a Night Runner unit with (Verminlord) Deceiver for turn 1 objective completion….
Jesterscf – Woehammer Discord
Plague Monks
Plague Monks by Fazer
Average Melee Damage (v Save Value)
2+
3+
4+
5+
6+
1.9
3.8
5.7
7.6
9.5
Plus, if their near a Plague Furnace they can benefit from both having a Ward (6+) and if chosen to be the target of the Prayer Filth-crust, they’ll get +1 on their wound rolls. This ups their average damage output to:
2+
3+
4+
5+
6+
2.3
4.6
6.8
9.1
11.4
Don’t forget that Vizzik Skourcould get them to fight twice in one combat phase.
Plaguepack
Average Melee Damage (v Save Value)
2+
3+
4+
5+
6+
1.5
2.4
3.3
4.3
5.2
Enemy units that shoot at the Plaguepack subtract 1 for hit rolls due to its Enshrouding Fumes ability.
This unit does count as a Priest (1) however, and even comes with a Plague Rat, which if you roll 1 on a chanting roll, you can burn the Plague Rat to re-roll that chanting roll.
Rat Ogors
Converted Rat Ogors by DustyDness
Average Shooting Damage (v Save Value)
2+
3+
4+
5+
6+
1.5
1.9
2.4
2.9
2.9
But, this is based on average dice rolls and considering its shooting attack is based on 2D6, it could spike a fair bit.
Average Melee Damage (v Save Value)
2+
3+
4+
5+
6+
3.3
5.0
6.7
8.3
10.0
But their ability Unleashed Warp-fury can add to their attacks characteristic for the remainder of a turn at the cost of D3 mortal damage. But this could be healed (as well as adding 1 to their charge roll) if there’s a nearby Master Moulder.
Ratling Guns
Ratling Guns by Boggy
Be honest, how many of you clicked straight here from the menu?
Average Shooting Damage (v Save Value)
2+
3+
4+
5+
6+
2.6
3.9
5.3
6.6
7.9
Which doesn’t look great off the bat, but this unit can spike with 3D6 shots each and at 15″ range they’re fairly decent. Plus if you have this unit near a unit of Clanrats, they aren’t visible to enemy units.
You’ll often find that players may run these as a reinforced unit.
Average Melee Damage (v Save Value)
2+
3+
4+
5+
6+
0.2
0.3
0.5
0.7
0.8
Stormfiends
Stormfiends by Zaza / Elsaz
Average Shooting Damage (v Save Value)
Weapon
2+
3+
4+
5+
6+
Warpfire Projectors
1.5
1.9
2.4
2.9
2.9
Ratling Cannons
1.2
1.8
2.3
2.9
3.5
Windlaunchers
1.0
1.3
1.7
2.0
2.0
In a unit of 3 you’ll only have two Stormfiends that can take ranged weaponry and one of those can take the Ratling Cannons but this is at the cost of taking Grinderfists. This leaves your other model to choose between either Warpfire Projectors or Windlaunchers.
Average Melee Damage (v Save Value)
Weapon
2+
3+
4+
5+
6+
Clubbing Blows
1.3
1.7
2.1
2.5
2.5
Doomflayer Gauntlets
3.1
4.2
5.2
6.3
6.3
Grinderfists
1.7
2.2
2.8
3.3
3.3
Shock Gauntlets
2.0
3.1
4.1
5.1
6.1
Again, we’ve listed the weapons as you’ll get to choose which ones you want to take in the unit. While one model will have to take Clubbing Blows, your second model can choose whether to have Ratling Cannons and Clubbing Blows or just Grinderfists. While your last model can either have Doomflayer Gauntlets or Shock Gauntlets.
Tactical Note: If this unit does include the Grinderfist unit, you’ll be able to use the Grinderfist Tunnellers ability if it has been set up in the tunnels below (Reserve), they can pop up on the table anywhere more than 9″ away from all enemy units. You can use this ability at the end of the enemy movement phase as well meaning you opponent can’t react with their hard-hitting units to remove them. Plus when it rolls over into your turn, if you’re going second you can move and then make a 3″ charge into the enemy.
Stormfiends by Patrick German
Stormvermin
Stormvermin by Vladislav Turusov
Average Melee Damage (v Save Value)
2+
3+
4+
5+
6+
3.4
5.2
6.9
8.6
10.3
Though remember Krittok Foulblade? He can add +1 to their wound rolls, boosting their damage output to:
2+
3+
4+
5+
6+
4.6
6.9
9.2
11.5
13.8
Plus Vizzik Skour could get them to attack twice in one combat phase.
There are benefits for friendly Skaven Infantry Heroes who are within combat range of the Stormvermin, they gain Ward (5+). This benefits:
Like the other Skryre weapon teams, the Warpfire Throwers aren’t visible to enemy units while they are in combat range of Clanrats.
Warplock Jezzails
Warplock Jezzails by Celefaze
Average Shooting Damage (v Save Value)
2+
3+
4+
5+
6+
2.3
3.1
3.9
4.7
4.7
While this unit has a range of 18″ this can be increased to 24″ if they don’t move. A Warlock Engineercan also allow them to ignore the Guarded Hero rule and snipe enemy characters.
Tactical Note: You can use Warplock Jezzails to shoot ranged non-hero enemies from 24″, Heroes on Monsters or teleporting from a Gnawholeto shoot without the possibility for your opponent to Redeploy.
Average Melee Damage (v Save Value)
2+
3+
4+
5+
6+
0.2
0.3
0.5
0.7
0.8
Warpvolt Scourgers
Average Shooting Damage (v Save Value)
2+
3+
4+
5+
6+
3.5
5.3
7.0
8.8
10.5
Not bad eh? But also, against enemy Cavalry units they’ll get an additional pip of rend.
But what’s even better is that a Warlock Galvaneercan (on a 2+) set the Warpvolt Scourgers attack characteristics to 10 once per battle. That will up the damage output to:
2+
3+
4+
5+
6+
5.0
7.5
10.0
12.5
15.0
Average Melee Damage (v Save Value)
2+
3+
4+
5+
6+
0.2
0.3
0.5
0.7
0.8
Monsters
Brood Terror
Brood Terror by Boggy
Average Shooting Damage (v Save Value)
2+
3+
4+
5+
6+
2.1
3.1
4.1
5.2
6.2
If facing off against Infantry, it’ll also get an additional pip of rend.
Average Melee Damage (v Save Value)
2+
3+
4+
5+
6+
5.1
6.0
7.0
7.9
8.2
This unit also has some defensive abilities making it durable in a fight. At the end of any turn it can Heal (D6) and, once per turn in any combat phase, for its Rampage ability it can subtract 1 from enemy hit rolls if they’re within 6″ and the Skaven player rolls 2+ on a D6.
Hell Pit Abomination
Hell Pit Abomination by Celefaze
Average Melee Damage (v Save Value)
2+
3+
4+
5+
6+
5.4
7.2
9.0
10.8
10.8
This isn’t bad, but you’ll also have access to Avalanche of Flesh for its Rampage ability which on a roll of 3+ will allow it to roll a dice for each model for a unit its in combat with and cause mortal damage on 5+. Like the Brood Terror, it can also Heal (D6) at the end of any turn.
The first time this unit is destroyed, you also have a chance (33%) of causing D3 mortal damage on each unit it was in combat (33%) with and a chance of having the unit remain in the battle with D6 health.
War Machines
Doom-Flayers
Converted Doom-Flayers by DustyDness
Average Melee Damage (v Save Value)
2+
3+
4+
5+
6+
2.1
3.1
4.2
5.2
6.2
But you do get a bonus of +1 damage on the charge and it also has Anti-Infantry (1 Rend), which would up the damage against Infantry units if it charges to:
2+
3+
4+
5+
6+
6.2
8.3
10.4
12.4
12.4
This unit will also cause an average of 2 mortal damage on its charge into any enemy unit. Compare that damage output to the two Monsters above who cost double its amount.
Doomwheel
Doomwheel
Average Shooting Damage (v Save Value)
2+
3+
4+
5+
6+
1.0
1.6
2.1
2.6
3.1
Average Melee Damage (v Save Value)
2+
3+
4+
5+
6+
0.3
0.7
1.0
1.3
1.7
The other benefit from using the Doomwheel is its Rolling Doom ability. This unit can move through other units but it cannot end its movement in combat. When it does move through units, you can choose up to three enemy units that it passed across and rolling a D3 for each one, you’ll cause mortal damage equal to the roll on a 2+. This unit has a movement of 2D6 +7″ so that’s an average of a 14″ move. The Doomwheel can use this ability even if it is combat.
Plagueclaw
Plagueclaw by Vericur
Average Shooting Damage (v Save Value)
2+
3+
4+
5+
6+
1.3
1.9
2.6
3.2
3.9
If you’re targeting an Infantry unit though, this does get an additional pip of rend in doing so.
When you do hit a unit and remove models as a result, you have the ability to roll a dice, if the roll is equal to or less than the number of slain models killed by the Plagueclaw that phase then that unit suffers from Strike-Last for the rest of the turn.
Average Melee Damage (v Save Value)
2+
3+
4+
5+
6+
0.1
0.2
0.4
0.5
0.6
Ratling Warpblaster
Average Shooting Damage (v Save Value)
2+
3+
4+
5+
6+
1.8
2.6
3.5
4.4
5.3
If the target has 10 or more models though you can add 1 to the hit rolls. Plus, once per turn you can use More-more Warpstone Bullets! if it is within combat range of Skryre Hero. This will boost the number of attacks from 3D6+3 to 6D6+3. But! for each unmodified roll of a 1 it’ll suffer 1 mortal damage (average 1 mortal damage). This will boost its damage output when attacking a unit of 10 or more models to:
2+
3+
4+
5+
6+
4.0
6.0
8.0
10.0
12.0
Given it has a range of 20″, that’s not too shabby.
Average Melee Damage (v Save Value)
2+
3+
4+
5+
6+
0.1
0.2
0.3
0.4
0.6
Warp Lightning Cannon
Average Shooting Damage (v Save Value)
2+
3+
4+
5+
6+
3.5
3.5
3.5
3.5
3.5
Damage inflicted by the Warp Lightning Cannon is all mortal damage and is resolved after it makes its hit rolls. If this unit is within combat range of Skryre Hero it can add 6 to the number of attacks making its mortal damage output:
2+
3+
4+
5+
6+
6.5
6.5
6.5
6.5
6.5
Given that it has a 20″ range, it could be a great way to chip wounds off those high save targets at distance.
Average Melee Damage (v Save Value)
2+
3+
4+
5+
6+
0.1
0.2
0.3
0.5
0.6
Warp-Grinder
Average Melee Damage (v Save Value)
2+
3+
4+
5+
6+
2.9
3.7
4.5
4.6
4.7
This unit and one other friendly non-Monster Skaven unit can be set up in reserve (in the tunnels below) during the deployment phase. During the Skaven movement phase you can pick an enemy unit as a target that is more than 6″ away from other enemy units. On a dice roll of 4+ this unit can be set up (along with the other Skaven unit that joined it in deployment) within 3″ of that target and more than 6″ away from other enemy units. This works with:
The Gnawhole is often the key to success for the Skaven on the battlefield, providing a couple of key functions.
The first is the ability for the Skaven player to transport units from one Gnawholeto another. Handy for claiming objectives further up the table, or getting a unit away from trouble.
The second, is a once per turn command ability that costs a measly 1 command point, The Endless Vermintide. This will allow the Skaven player to pick a friendly non-Hero Skaven Infantry unit that has been destroyed and set up a replacement unit with half the number of models from the unit chosen, rounding up near a Gnawhole. It can be handy for either reclaiming an objective, finishing off an enemy unit or perhaps putting out a bit more firepower from a unit like Warpvolt Scourgers. This ability works with:
The warscrolls and the unit sizes for these units differ from those given in the match play rules above. For one, you’ll notice that you have two units of 10 Clanrats, where in matched play their minimum size if 20.
Spearhead Battle Traits
The Skaven player has two Battle Traits to use, the first is allowing any one of their units to be set up in reserve in the tunnels below. The second is to allow a unit that has been set up in the tunnels below to use an ambush ability that sets them up wholly within 6″ of a corner of the battlefield more than 9″ away from enemy units.
SpearheadRegiment Abilities
They have a choice of their regiment abilities. Either Warpstone-Laced Bullets allowing units in their army with ranged weapons to have Crit (Mortals) that shooting phase once per battle. Or, Too Quick to Hit-Hit, where no mortal damage is inflicted on friendly Skaven units when they retreat.
Spearhead Enhancements
The Clawlord on Gnaw-Beastis allowed one of four enhancements. The first being Lead the Seething Horde, allowing the replacement unit from ‘Call for Reinforcements‘ to be set up within 13″ of the Clawlord on Gnaw-Beast.
Another, Warpstone Charm, will subtract 1 from save rolls for enemy units in combat with the Clawlord on Gnaw-Beast. While Skryre Connections will allow its Ratling Pistol to change its attacks characterisitc to 2D6 instead of D6.
The last is Cloak of Stitched Victories which gives your general Ward (5+).
Spearhead Warscrolls
Spearhead – Clawlord on Gnaw-Beast
Average Shooting Damage (v Save Value)
2+
3+
4+
5+
6+
0.6
0.9
1.2
1.5
1.8
But if you choose to give this unit the Skryre Connections Enhancement and use Warpstone Laced-Bullets to give Crit (Mortals), its damage output increases to:
2+
3+
4+
5+
6+
1.9
2.3
2.7
3.1
3.5
Average Melee Damage (v Save Value)
2+
3+
4+
5+
6+
2.0
3.0
4.0
5.0
6.0
Though, if this unit has been damaged its attacks increase by three boosting this output to:
2+
3+
4+
5+
6+
2.7
4.0
5.3
6.7
8.0
Spearhead – Grey Seer
The Grey Seer comes with two spells (in Spearhead you don’t make casting rolls) which it can do in the Hero Phase. One will add 3 to the control score of a nearby unit, while the other will inflict D3 mortal damage on a roll of 6+ on 2D6 onto a nearby enemy unit.
Average Melee Damage (v Save Value)
2+
3+
4+
5+
6+
0.5
0.8
1.0
1.3
1.5
Spearhead – Warlock Engineer
Average Shooting Damage (v Save Value)
2+
3+
4+
5+
6+
0.8
1.0
1.3
1.5
1.5
You could use the Warpstone-Laced Bullets on this unit, but with only two attacks, it’s not really worth it. But what you can do is increase the damage to 3 from D3 on a 2+ if the unit hasn’t moved. This will increase its average damage output to:
2+
3+
4+
5+
6+
1.5
2.0
2.5
3.0
3.0
Average Melee Damage (v Save Value)
2+
3+
4+
5+
6+
0.3
0.5
0.8
1.0
1.3
Spearhead – Clanrats
You’ve two of these units and each one is able to come back once during the course of a Spearhead game. Plus each turn this unit is able to return D3 slain models at the end of the turn.
Average Melee Damage (v Save Value)
2+
3+
4+
5+
6+
0.6
1.1
1.7
2.2
2.8
These are the main troops of the army that you’ll be using to claim the objectives in game.
Spearhead – Rat Ogors
Average Shooting Damage (v Save Value)
2+
3+
4+
5+
6+
1.5
1.9
2.4
2.9
2.9
This unit does have the benefit of being able to shoot in combat as well.
Average Melee Damage (v Save Value)
2+
3+
4+
5+
6+
3.3
5.0
6.7
8.3
10.0
These are your main hitters in Spearhead, though be careful as these models don’t come back once they’re destroyed. Which makes their ability a little dicey, for the cost of inflicting D3 mortal damage on the Rat Ogors you can increase their average damage output to:
2+
3+
4+
5+
6+
4.0
6.0
8.0
10.0
12.0
Is the mortal damage worth this extra output? Possibly not.
Path to Glory
This is my favourite game mode as members of the Woehammer Discord server would tell you. Though I’m disliking how long it takes to increase your list sizes in 4th Edition PTG…. but that’s just my niggle.
Anvil of Apotheosis
The Skaven Battletome comes with rules to create your own unique special character to include in Path to Glory campaigns.
You have three different hero types you can create, each costing a certain amount of points and coming with their own Destiny Point Limit (DP).
Hero Type
Destiny Point Limit
Points Cost
Skaven Underling
10
150
Skaven Chieftain
30
250
Skaven Clan-lord
50
350
Having run a couple of campaigns for Path to Glorynow in 4th Edition, I can tell you that it is possible to break campaigns with Anvil of Apotheosis characters, so my recommendation is to run any characters past your opponents before using them.
You’re guided through a step-by-step process on creating your unique character starting with their basic stats and then adding to those by spending your Destiny Points (DP).
You’ll be asked to choose a Great Clan for your character with each one giving a benefit to your character. Each one of these costs 4 DP.
Then you move on to choosing an origin and/or flaw for your hero. You’re allowed to pick up to 1 Origin and 1 Flaw – with Origin costing DP and Flaws giving you additional DP to spend.
In step 3, you can pick up to 1 Skaven Contraption or up to 1 Moulder-Beast for your hero. Some cost more than others, but they do give both a narrative element and an opportunity for you to start converting a Hero you can use in a campaign. Your given the choice of:
Siege-Engine Chassis
Gnaw-Beast
Moulder-Beast
By choosing these you’ll also be asked to adjust your Health, Save, Move or perhaps your Control characteristics. They’ll also come with some Keywords to add to your Hero.
The next step will then allow you to pick some upgrades (also at the cost of DP) for your Contraption or Mutations for your Moulder-Beast. All of these will add abilities to your Path to Glory Hero.
In the final step you can then pick a number of upgrades for your hero (all of which cost DP), but none of these upgrades can be picked more than once. These range from Adding 1 to the Hero’s Control characteristic to making you hero a Wizard or Priest.
Skaven Paths
The book gives you two additional paths to those that you can use from the Core rulebook. One for a Hero (Path of the Master) and one for non-Hero Skaven (Path of the Swarm).
Path of the Master
As in the book each Path has four levels, with the player forced to choose between two abilities at each level. Some of the standout skills here are giving the Hero Strike-First or adding 1 to the charge rolls.
Path of the Swarm
Path of the Swarm is for non-Hero Skaven units only. The abilities in here reflect the Skaven mentality of war and there are a few here which stand out. Such as giving the unit Ward (5+) (I would not like to see that on Stormfiends for example) or giving the units melee weapons Crit (Mortal).
Rules of Renown
Armies of renown are armies that use specific faction rules and units for the army. Often the roster of units is much less than you would get with the usual matched play armies.
You CANNOT include Regiments of Renown or Gnawholes for this Army of Renown.
When units are included in army of the Great-Grand Gnawhorde they gain the Gnawhorde keyword.
I’m not going to sugar-coat this, the loss of Gnawholes is possibly a little too large to overlook when choosing a Skaven Army.
Battle Traits: The Great-Grand Gnawhorde
There are four Battle Traits available to the Great-Grand Gnawhorde. The passive ability Disciples of Vizzik will allowVizzik Skour to have a Ward (4+) and to pass off the saved damage to another Gnawhorde unit within combat range.
The three remaining Battle Traits, also have the keyword Warpshatter Throes. This means based on the rules of these, you can only use one of these traits each turn so you’ll have to consider carefully which one you may want to use each turn.
With Frenzied Momentum if you have not used any Warpshatter Throes abilities that turn, you can pick up to three Gnawhorde units in the movement phase to add 2 to their run and charge rolls and subtract 1 from their control score.
In the shooting phase, you’re able to use Unstoppable Warp-Volley which, again, if you haven’t used any Warpshatter Throes that turn, you can pick three Gnawhorde units. They can then add 3″ to the range of their ranged weapons at the expense of receiving commands.
Finally Reckless Abandon will allow you to pick up to three Gnawhorde units and add 1 to their attacks characteristic of their melee weapons, but this comes at the expense of your opponent being able to add 1 to hit rolls for units that have benefitted from this ability. Again, you can only use this ability if you haven’t used another Warpshatter Throes ability that turn.
Heroic Trait: Harbringer of the Great Ascendancy
Any Hero in the Skaven force may have this and use it once per battle, allowing the unit to use 2 Warpshatter Throes abilities in a single turn if the unit is not in combat.
Artefact of Power: Icon of Great-Total Supremacy
Once per battle you can return up to D3 slain models to each friendly Gnawhorde Infantry unit with a health characteristic of up to 3.
Spell Lore: Deafening Frenzy
A Gnawhorde Wizardmay attempt to cast this on 8+ targeting a visible Gnawhorde Infantry unit wholly within 13″. This will allow them to have Strike-First at the expense of using commands.
Prayer Lore: Reverberating Ritual
A Gnawhorde Priest may chant this Prayer with a value of 7, allowing them to give a Gnawhorde Infantry unit wholly within 13″ an extra 3″ move when it makes a pile-in until the start of the Skaven players next turn. If this was made with a chant roll of 8 or more then that unit can add 1 to it’s control score.
Manifestation Lore: Summon Vermintide
With a 7+ a friendly Skaven Wizard may summon a Vermintide to the battlefield wholly within 13″ of the caster and more than 9″ away from all enemy units.
You CANNOT include Regiments of Renown or Gnawholes for this Army of Renown.
I’m not going to sugar-coat this, the loss of Gnawholes is possibly a little too large to overlook when choosing a Skaven Army.
Battle Traits: Thanquol’s Mutated Menagerie
There are four Battle Traits available to Thanquol’s Mutated Menagerie. Monstrous Entourage will allow Thanquol to pass off wounds with Ward (4+) that were meant for him to another friendly Mutated Menagerie unit within combat range.
More-more Mutation! will allow the Skaven player to pick a friendly non-Hero Mutated Menagerie unit (Note: Any one unit can only be chosen once per battle) and add 2 to their Health characteristic, 2 to their Move characteristic, 1 to an Attacks characteristic of one of the units melee weapons and give them Ward (5+). BUT, and it’s a big but, I cannot lie, at the end of each turn that unit will suffer D3+2 damage.
Spiteful Swarm is a Rampage abilitie and allows the Skaven player to pick a non-Hero Mutated Menagerie Monster that has not used any Rampage abilities. That unit will have Strike-First for the rest of the turn, but, at the end of the turn it is destroyed. When it is destroyed, you can also subtract attacks on a 3+ from enemy melee weapons that are within 6″ for the rest of the battle.
Finally Rampaging Demise is also, if you hadn’t guessed it, a Rampage ability. The non-Hero Mutated Menagerie Monstergains Strike-First like Spiteful Swarm and is also destroyed at the end of the turn, but instead on a D3 roll of 2+ inflicts mortal damage equal to the roll on enenmy units within 6″.
Heroic Trait: Pack Tactics
You can pick two friendly non-Hero Mutated Menagerie Monster units within 13″ of the bearer to use All-out Attack or All-Out Defence. This is a once per battle ability.
Artefact of Power: Warpstone Innards
This is a once per battle ability where you can add 1 to the number of attacks to a Non-Mutated Menagerie Monster for the rest of the battle. However, that Monster then suffers D3 damage points at the end of each turn.
Spell Lore: Untapped Mutation
This has a casting value of 5, and allows a Mutated Menagerie Wizard to pick up to 3 Mutated Menagerie units with 13″ that are already affected by More-more Mutation!. For each damage point allocated to those units at the end of the turn by More-more Mutation! They add 1 to their Control characteristic until the start of their next turn.
Manifestation Lore: Warp Lightning Vortex
If there is no friendly Warp Lightning Vortex on the battlefield then a friendly Skaven Wizard may attempt to cast this spell on a casting roll of 7+. This would allow the Skaven player to set up the first part of the Warp Lightning Vortex within 18″ of the caster, the second part and third parts exactly 7″ from the first part and from each other creating a triangle.
Regiment of Renown: Krittok’s Clawpack
This Regiment of Renown may only be included in other Chaos armies with the exception of Beasts of Chaos. It consists of Krittok Foulblade, a unit of Stormvermin and a unit of Doom-Flayers.
Units in this regiment will be able to add 1 to the attacks characteristic of their melee weapons while the player has more victory points than their opponent. The Doom-Flayers will have Ward (5+) while they are within combat range of the Clawpack Stormvermin.
Once per turn a single unit in this regiment that is not in combat may use a normal move in the hero phase.
This may be a good unit for Blades of Khorne who don’t have access to much in the way of ranged weaponry.
Once per battle in the shooting phase units in this Regiment of Renown may add 1 to the hit rolls for their shooting attacks and add 3″ to their ranged weapons.
If any of your units within this Regiment of Renown are within combat range of the Ratling Warpblaster then it will not be visible to enemy units more than 13″ away.
Change Log
This will be updated with changes to the articles and the date they occurred throughout 4th Edition.
14th December 2024 – Initial Release 23rd December 2024 – Update to the Skaven Grey Seer comments. Update to Skreech Verminking as a Wizard (2).
The forces of Order aim to bring peace to the Mortal Realms by stamping out evil. Forces of Stormcast Eternals, known as Stormhosts, would travel across the Realms liberating the pathways between realms known as Realmgates. Cities were then strategically erected around these places of power at the behest of the God-King Sigmar himself. Populated by the Humans, Duardin, and Aelves, these Free Cities came to be known as the Cities of Sigmar. Bastions of Order, these Cities serve as the garrison to crusades launched all across the Mortal Realms.
Playstyle
The Cities of Sigmar Battletome boasts a strong variety in play styles that include high durability, strong mobility, long range shooting, powerful magics, and formidable melee. What you will enjoy about Cities is being able to have your cake and eat it too. The wide variety inherently within the warscrolls and allegiance abilities will allow you to mix and match all of these archetypes to your heart’s content. Whether you aim to castle up and charge forward the Cities of Sigmar (CoS) will enable you to achieve that and more.
Allegiance Abilities
The delicious bread and butter for CoS lies in their Orders. Orders are special abilities your CoS HEROES can utilize. At the start of the battle round, you give each of your heroes an order, face down such that your opponent does not know what they are. You can then trigger them throughout the battle round at the appropriate times. This “trap card” style ability allows the CoS player immense flexibility on a turn by turn basis. You can’t have more than 3 of the same order out at the same time, and a unit cannot be affected more than once by the same order in the same phase. At the end of the battle round, you discard any that are not revealed and start anew.
The first two orders can be given to any CoS HERO. Advance in Formation is revealed at the start of the movement phase. Any unit that starts a normal move within 3” of this HERO gets to add 3” to their move characteristic. This means you get the opportunity to move the hero in range of a different unit that wants to receive the bonus. Castelite units with the Fortified Position ability can use said ability even if they made a normal move as long as they end within 3” of this HERO. We will get into what all that means when we discuss the warscrolls. Counter-Charge is revealed at the end of the enemy charge phase. You pick a unit that is not in combat and within 3” of this HERO. That unit can attempt a charge, and if they make it their rend is improved by one until the end of the turn. Anything that allows you to act in your opponent’s turn is very powerful, a Counter Charge being amongst the best of them. Your opponent can carefully position all they want and you can surprise them with one more unit that they did not intend on fighting.
The next three orders can only be given to your HUMAN CoS HEROES. Return Fire is revealed when a friendly unit within 3” of the HERO is targeted by a shooting attack. After that attack, a HUMAN CoS unit within 3” of that HERO that is not in combat can make a shooting attack. Any enemy archers will have to think twice about who they shoot! Suppressing Fire is revealed at the start of your shooting phase. Pick one HUMAN CoS unit within 3” of this HERO. If that unit shoots and puts all its attacks into one target, roll two dice against that unit’s bravery adding the number of models slain by that attack. If the roll exceeds the target’s bravery, that unit is suppressed until the end of the turn (meaning it has strikes last). Soften up a target with some missiles before charging in and you may be able to give it strikes last in addition! Engage the Foe is revealed at the start of your charge phase. Pick a CoS HUMAN within 3” of the HERO, not in combat, and has not fought yet in the battle. If that unit makes a charge move, they will get +1 attacks until the end of that combat phase. This will make your melee threats even more threatening on that initial impact.
The next two orders can only be given to your DUARDIN CoS HEROES. Form Shieldwall is revealed at the start of the enemy combat phase. It allows you to pick a CoS DUARDIN unit with 5 or more models within 3” of this hero to get a 5+ ward and strike last. A surprise jump in durability that can catch an opponent off guard. Grim Last Stand is revealed at the start of your combat phase. It allows you to pick a CoS DUARDIN unit models within 3” of this hero and gives them an explode on death. The explosion is 3” range measured from the unit and causes 1 mortal wound on a 5+ per slain model. This one leaves a lot to be desired as it does not seem to stack up to anything that we have seen so far.
The next two orders can only be given to your AELF CoS HEROES. Strike Them Down is revealed at the start of the charge phase. One CoS AELF unit within 3” of the hero will get strike first if they charge this turn. This combos very well with Counter-Charge. A unit can benefit from more than one order in the same phase assuming it is not the same order. Swift Disengage is revealed at the end of the combat phase.One CoS AELF unit within 3” of this hero can immediately make a retreat move. This is a very nice piece of out of phase mobility, and we love abilities that let you do things out of phase.
Subfaction Traits Summary
There are a whopping 11 Free Cities to choose from as your subfaction! You may find some to be more impactful than others, however each will definitely provide a niche that you may find enjoyable! A number of these will specifically lay out how allies can interact with them. As a reminder, allies will not get the subfaction keyword nor are they CoS which means they cannot have or receive orders.
Hammerhal Aqsha lets one of your Aqsha HEROES have two different orders instead of just one order. You also get an extra CP at the start of your hero phase if you have an allied Aventis Firestrike on the battlefield. This is going to be outclassed by some of the other cities as getting a single additional order or CP per round does not a subfaction make.
The Living City enables you to deepstrike up to half of your Living City or Sylvaneth units during deployment. One or more of them are set up wholly within 6” of the board edge and more than 9” away from enemies at the end of your movement phase. If deepstrike excites you and you would like to bring along your Sylvaneth toys, go nuts!
Vindicarum units are able to rally while within 3” of enemies, and your Vindicarum Flagellants can rally on a 5+. This one is not particularly flashy as no other unit will have an improved rally. Large blobs of Flagellants with defensive buffs tarring up the board and exploding on death while rallying back certainly is a choice you can make. However, they are so fragile that they may not survive to see the rally. And with the 10 wound cap on rally, it might be that much more difficult to pull off.
Tempest’s Eye units, Kharadron Overlords skyvessels allies, and the units embarked in said vessels are able to retreat and shoot. This is an alright touch of mobility, and could be exciting for the flying duardin enjoyers that want to bring their lads into Cities!
Greywater Fastness allows you to issue All-out Attack in the shooting phase to three Greywater Fastness units. The first two times you issue it, it does not cost a CP. If you’re a fan of tanks or lads with firearms, this could improve your output in the shooting phase.
Excelsis gives all your Excelsis monsters an additional wound. It also gives your Freeguild Cavaliers the ability to do some mortal wounds in the combat phase. After they fight, pick any enemy within 3” and roll a die for each model in the Cav unit. Each 4+ will deal a mortal. There are some formidable monsters in the book, so if you wish to beef them up and then sprint around with the very fast Cavalry, this may be the option for you!
Hallowheart stands out as the magical subfaction, allowing your Hallowheart wizards to cast on 3d6 rather than 2d6. If the unmodified casting roll was 10+, they take D3 mortal wounds after resolving the spell. We will review the spell lore shortly but getting the chance to 3d6 cast your critical spells at the cost of maybe D3 mortal wounds is the deal of a lifetime.
Lethis stands out as the premier PRIEST subaction. Your HUMAN Lethis non-WIZARD HEROES become PRIESTS and gain access to the Lethis specific prayer Morrda’s Embrace which is a 4+ 12” range ward turn off (your Stormcast PRIEST allies will also get this). The range is a bit short, but a ward turn off is a phenomenal tool to have in addition to the generic and Cities specific prayer scriptures.
Settler’s Gain WIZARDS get +1 to cast and your general will generate an additional CP if they are within 3” of a Lumineth Realm-Lord ally. This is another magic subfaction and while it feels less flashy than Hallowheart, it offers some nice consistency.
Hammerhall Ghyra allows you to bring 1 additional reinforced CoS unit than normal and make all of your HUMAN units bravery 10 while they have 10 or more models. This one seems like a miss. There are tools that will allow you to deal with battleshock so this just doesn’t seem necessary.
Misthavn lets you pick 3 Misthavn units at the end of the hero phase that are outside 12” of enemies. Those units move D6”, or 2d6” if they are mounted. This move can end within 3” of enemies. This is a really nice touch of mobility and will give your already speedy cavalry even more room to move. Being able to end within combat has so many implications including shutting off unleash, redeploy, counter-charges, certain commands, and so on!
Spells and Prayers
There are two spell lores in the CoS tome, one for HUMANS and one for AELVES. The Lore of Collegiate Arcane for HUMANS has a whopping 8 spells. Fireball (CV6 range 18”) is a hordebreaker (roll a number of dice equal to the number of models in the unit and do mortals on x) on 6s. This one is not winning any awards. Mystifying Miasma (CV5 range 18”) is a single target debuff for no running and -2 to charge. This could help slow down some folks that rely on run and charge and the range is really nice. Pall of Doom (CV7 range 18”) is a single target debuff to shut off commands. Some units rely more heavily on commands than others. When they DO rely on it, woof does it hurt to take that away. Pha’s Protection (CV7 range 18”) is a single target HUMAN buff to ignore all modifiers to save rolls. Giving a high base save unit an ethereal save could prove quite useful. Rain of Jade (CV7 range 12”) is a single HUMAN model heal, rolling a dice for each wound allocated and healing it on a 5+. This is only for models, not units. Not sure if you are casting this over the other options but could be ok to heal up a durable monster that is heavily injured. Transmutation of Lead (CV7 range 12”) is a hordebreaker on dice value that exceeds the target’s save characteristic. Shutter in fear bricks of ok save models! Twin-tailed Comet (CV7 range 18”) lets you pick an enemy unit and draw a line to one model in that unit. Any HUMANS that the line touches get bravery 10 for the turn and then that unit suffers D3 mortal wounds. This one is really really niche. Wildform (CV7 range 12”) is a single target HUMAN buff for a 3d6 charge. Yes, I would absolutely take more mobility thank you very much. The Lore of Dark Sorcery will give your AELVES a less whopping 3 spells to choose from. Sap Strength (CV6 range 18”) is a single target debuff for -1 to wound. Bonuses to wound don’t come sound too often so this one can hurt. Umbral Hex (CV6 range 12”) is a single target debuff to roll 2d6 instead of 1d6 for battleshock tests. Pair this with Pall of Doom and the battleshock phase will be terrifying. Tenebrael Blades (CV7 range 9”) is a single target AELF buff. Any enemy that this AELF unit targets in melee will be treated as having a save characteristic of “-” which means 7+.
Amongst these two spell lores, there are a number of interesting tools you can utilize to buff yourself or debuff your opponent. With all the casting bonuses you may have access to based on the subfaction you choose, this is a toolbox that you can have at the ready.
Rune Lore is the prayer scripture with 3 prayers your DUARDIN will have access to. Rune of Unfaltering Aim (CV3 range 12”) is a single target DUARDIN buff with that will give +1 to hit with missile weapons. Copters and Bombers rejoice? Rune of Oath and Steel (CV3 range 12”) is a single target DUARDIN buff that will give enemies -1 to wound in melee against that unit. Yet another durability buff for blocks of DUARDIN. Rune of Wrath and Ruin (CV3 range 18”) is a single target damage prayer. On 6 dice, each 5+ is a mortal wound. On 3 or more mortals, that target cannot benefit from bonuses to save. Two consistent buffs and an inconsistent debuff.
Command Traits and Artefacts
YourHUMAN generals will have access to four command traits from Sentinels of Order. Diving Champion will make your general a PRIEST and give them access to the prayer Hammer of Sigmar (CV4 range 12”). The prayer is a +1 to wound AoE buff centered on the chanter. +1 to wound is nothing to sneeze at, but you’re still asking for a 4+ without rerolls. Grizzled Veteran is only for your FREEGUILD generals and it makes it so attacks can only wound successfully on unmodified rolls of 4+. This is a significant bump in durability. Master of Ballistics will improve your general’s All-out-Attack, giving +1 to wound in addition to +1 to hit when issued to a CASTELITE unit. If you want to go all in on Fusiliers or Steelhelms, this could be a good consideration. Fiery Temper allows this general to reroll charges. If this general makes a charge move, all other CoS units wholly within 18” also get to reroll their charges. If you live by the ABCs (Always Be Charging) this is a fun command trait for you.
Your HUMAN HEROES have access to 6 artefacts of power from Treasures of the Cities. Brazier of Holy Flame lets you roll a dice each time a HUMAN model flees from battleshock while wholly within 12” of the bearer. On a 4+, that model does not flee. Could potentially mess up coherency if you are not careful, but between this and all the potential bravery buffs I do not foresee HUMAN bricks running to bravery. Mastro Vivetti’s Magnificent Macroscope (great name) gives +3” to the range of missile weapons used by HUMANS wholly within 12” of the bearer. Steam Tanks and Fusiliers shooting from even father is going to be tough to handle! Shemtek’s Grimoire is a once per battle debuff to enemy wizards. You use this at the start of the enemy hero phase to give their wizards -D3 to cast for that phase. This is very niche, but if you want to go high drops for extra artefacts this is an interesting inclusion to make your army more magically dominant. Sigmarite Warhammer will just give one of the bearers weapons an extra pip of rend and damage. If you like a smashy Griffon, this is your golden ticket. Flask of Lethisian Darkwater is a once per battle D6 heal at the end of any phase. Once per battle abilities need to be REALLY good to keep up with the other options you have access to. D6 is just too inconsistent. Glimmering is a once per phase reroll for a hit, wound, or save roll for the bearer. Not sure why one would take this over some of the other options.
Your DUARDIN generals will have 3 command traits to choose from Lords of the Mountains. Of Mighty Lineage allows your general to pick an enemy HERO within 3” at the start of the combat phase, giving your general strikes first if they target the enemy HERO with all their attacks. Not sure if Mighty Lineage is going to earn much Mighty Mileage. Insurmountable Resilience allows you to roll a die for each wound allocated to this general at the end of the combat phase, healing the wound with each 3+. The beefiest DUARDIN HERO is 6 wounds on a 3+ save in the Warden King. I am not seeing how you can reliably take advantage of this. Master of Ancient Lore makes your general a PRIEST, and gives them an extra prayer from the scripture if they are already a priest. The scripture is not particularly inspiring. A common theme you may be noticing is that the DUARDIN are looking like they got the short end of the stick, pun intended.
Your DUARDIN HEROES can pick from 3 artefacts of power from Ancestor relics. Book of Grudges lets the bearer pick an enemy unit while out of combat. On a 4+, DUARDIN get +1 to hit that enemy unit until a different one is picked. The coinflip requirement hurts. Piledriver Gauntlets (best name yet?) allows the bearer to roll a dice for each enemy unit within 3” at the start of the combat phase. Each 4+ will give them strikes last. The bearer must forgo their chance to fight in order to do this. More coin flips, more feels bad.Heavy Metal Ingot allows the user to ignore negative modifiers to their save rolls as long as they have not made a move in the same turn. That 6 wound 3+ save Warden King may be a bit tougher to kill with this, but it is only 6 wounds after all.
Your AELF generals will have access to 3 command traits from Dreaded Leaders. Unparalleled Duelist will deal 1 mortal wound to an enemy for every hit roll that targets the general and does not produce a hit. Most of the AELF HEROES are not particularly tanky, so this may not be as good as it looks on paper. Secretive Warlock will give a wizard general +1 to cast and unbind. Simple, not flashy, but consistent and can combo with your subfaction. Although, your AELF WIZARDS are only single casters. Draconic Blood-pact is specifically for your AELF HEROES that are riding a Black Dragon. The general can take 1 mortal wound to give the Black Dragon mount attacks +1 attacks. This is alright if you like The Dragons themselves hit on 4+s base. I am not sure an AELF general’s role is to be fighting on the front lines. They have warscroll abilities that may better suit them elsewhere, which we will cover later. Your AELF HEROES will be able to choose from 3 artefacts of power from Exotic Armaments. Shadowshroud Ring will once per battle allow the bearer to become invisible to enemies outside of 12” until the start of your next hero phase. This may prevent them from being sniped if they didn’t already benefit from Look Out Sir! Venomfang Blade will make one of the bearer’s weapons deal an additional D3 mortal wounds on 6s to wound. Again, not sure your AELF HEROES are sprinting to the front lines to use this. Anklet of Epiphany will add 6” to the range of their spells while they are wholly on a terrain feature or contesting an objective. This one definitely has a use!
Warscrolls
HUMANS HEROES
The Alchemite Warforger is a single cast WIZARD that can choose at the start of the hero phase between +1 to cast or forgoing their spell for +1 to save for all HUMANS wholly within 12”. Their warscroll spell Blazing Weapons (CV7 12”) will give all HUMANS wholly within range 1 mortal in addition on 6’s to hit in melee. This one wizard packs both utility and a pretty banger warscroll spell. If you manage to get this off, your damage will skyrocket.
The Battlemage has a couple of loadouts to choose from. Those options are 2 extra weapon attacks (haha no GW I don’t think so), a 5+ ward, a once per battle casting of an additional spell at the cost of 1 wound, a once per battle 2+ D3 mortals wounds at 12”, 6” extra to the range of its spells, +1 to cast, or +1 to unbind. While these rules are neat in theory, the last 3 seem like the only options you would ever realistically choose for this single caster. And even then, it is probably the range.
Pontifex Zenestra, Matriarch of the Great Wheel, premier priest and utility piece for the Cities of Sigmar. They get a dispel and a +1 unbind, a 4+ ward, and a 2+ D3 mortal wounds ability within 3” after it fights and at the start of the combat phase. Their warscroll prayer Vessel of Sigmar (CV 3) allows you to pick 1 of three effects: a 5+ ward for all HUMANS wholly within 18”, +2” to the move characteristic of all friendly HUMANS on the field, or 2+ D3 mortal wounds to every enemy WIZARD and PRIEST on the field. If Zenestra is wholly outside of your territory when they chant this, they get to pick 2 effects. In a HUMAN focused army, Zenestra is an absolute banger pick providing you some immense options to flex between.
The Freeguild Marshal and Relic Envoy is a cheap order carrier that can once per battle make some of your HUMANS count as two models on objectives. He can make a HUMAN unit receive a free command once per turn and gets a 4+ ward next to the Freeguild Command Corp he deems his retinue. He is quite tanky for a little foot hero and has some utility behind him. Bringing along a cheap and safe hero for orders and investing more points into your units is quite feasible.
The Freeguild Cavalier-Marshal is nothing to write home about. It can give your Cavaliers +3 to charge when it uses Their Finest Hour and can make your Cavaliers fight immediately after it does. Your Cavaliers are already quite mobile so this may be putting a hat on a hat.
The Fusil-Major on Ogor Warhulk feels like a bit of a miss. It can increase the range of your Fusiliers’ missile weapons by D6, but with the movement order their effective threat range is already quite high. It can do some damage and has a rule to unreliably kill some models in a target. Your points may be better spent elsewhere.
Galen and Doralia ven Denst are interesting inclusions. You get two heroes for the price of one leader slot, meaning you get to carry around more orders. You are bound to run into wizards or daemons in most matchups, and they can be quite nasty with those targets as they get double damage against them. They have the added utility of being able to shoot down endless spells, which is nice. They do not have many wounds, so their 5+ ward can only keep them around for so long.
Haskal Hexbane and Hexbane Hunters can do a respectable amount of damage against the HERO that they target to hunt. Haskal is an additional HUMAN that can carry orders for your HUMAN focused army. That is about the extent of this package’s usefulness.
The Freeguild General on Griffon is quite the competent fighter and equipping it with the right enhancements can make it both killy AND hard to kill. 14” fly will have this unit screaming across the battlefield. Once per battle it can be given two orders rather than one, which is nice. And this monster can Monstrous Rampage Roar two units rather than one, which is very good.
The Battlemage on Griffon is equally fast, has exploding hits on the damage 3 beaks, and bonus damage against monsters which makes this unit somewhat formidable in combat. They are locked into Wildform if they take a spell from the lore, but that is one of the best ones so I am not bothered by this. The warscroll spell (CV7 18”) is a straight line of 2+ D3 mortals which is alright, but the unit has plenty of other things it is good at.
Battlemage on Celestial Hurricanum is a single caster. If they choose a lore spell it must be Twin-tailed Comet. In your hero phase you can pick 1 enemy unit within 18” and roll a number of dice equal to the current battleround. Every 2+ is going to be D3 mortal wounds. The Hurricanum is going to give your HUMAN units +1 to hit while wholly within 9” of it.Their warscroll spell Chain Lightning (CV6 range 18”) lets you pick one unit in range to suffer D3 mortal wounds. Then, every enemy within 6” of the target will suffer D3 mortal wounds on a 4+. Essentially, the Hurricanum is just going to spray mortal wounds around the table at a confident range. The unmounted Hurricanum is exactly the same without the warscroll spell for a small discount.
Battlemage on Luminark of Hysh is a singler caster as well. If they choose a lore spell it must be Pha’s Protection. They have a 30” range shooting attack that will create a straight line and deal D3 mortal wounds to any unit it touches on a 2+. The Luminark is going to give your HUMAN units a 6+ ward while wholly within 9” of it. Their warscroll spell Burning Gaze (CV6 range 18”) will allow them to do D3 mortal wounds to a unit. The damage is doubled against a 10+ model unit or tripled against a 20+ model unit. The unmounted Luminark is also exactly the same without the warscroll spell for a small discount. You already get a ward from Pontifex Zenestra if you are focusing on HUMANS so I am wholly uncertain why one would take the Luminark over the Hurricanum.
Thalia Vedra is reasonably killy, has a 6+ ward, can hold 2 orders, has a fight last monstrous action against enemy monsters, and can issue rally to units in combat while she is also in combat. That rally works on 4+s. While niche, she absolutely has use cases and comes equipped with very neat rules that could provide you with nice tools.
Steam Tanks are good. The Steam Tank Commander is exactly the same as the Steam tanks except for a couple extra weapons and the very neat ability to double issue commands to Steam Tanks for the price of 1 CP. They are all 12 wounds on a 2+ save. If the Steam Tank Commander is your general, your Steam Tanks will be battleline. They have single shots at 24” and a multitude of shots at 12”. With 8” move and the movement order, these Tanks can absolutely pepper you with bullets at great effective ranges. They also have impact hits and damage 2 attacks in combat which is nothing to sneeze at. They also have a special rule that allows you to roll 2d6 in the hero phase. If you beat the number of wounds currently allocated to them, they can run and shoot/charge or they can get extra shots. If you want to run a giant killy wall of steel forward at your opponent, Steam Tanks are going to be formidable.
HUMANS UNITS
Steelhelms are your only HUMAN non-conditional battleline. They actually have some very cool rules. They can consecrate an objective they control that has no enemies. Your HUMANS will have a 6+ ward as long as they control it. And when they receive All-out-Attack or All-out-Defense, they can share it with another unit of Steelhelms. Their real purpose is to just fill battleline slots very cheaply and exist a screen with some durability in a 4+ save, which they do well!
Wildcorp Hunters can be taken as a battleline for each unit of Steelhelms that you have. They have a pregame move, which is always really good. They are invisible to enemies while in cover or more than 12” from them and get an extra rend to their missiles while near terrain. They have some shots at 18” range. Altogether, they are alright and can take advantage of all the synergy within HUMAN focused armies.
Freeguild Cavaliers are battleline if your general is Freeguild. They are a speedy 10” move with a formidable 3+ save. They get bonus rend and damage on the charge, which will make them the perfect starts for your cavalry focused builds.
Freeguild Fusiliers can be taken as a battleline for each unit of Steelhelms that you have. This unit can shoot at 24” if they are fortified or 12” if they are not. If they move, they are not fortified (unless they benefit from the movement order). While fortified, they ignore negative modifiers to their save from missile weapons. Once per battle, they can reroll their hit rolls. This unit can be menacing with a multitude of shots at a distant range, especially when paired with the artefact Mastro Vivetti’s Magnificent Macroscope and the command trait Master of Ballistics.
Flagellants are battleline if your army includes Pontifex Zenestra. They spit mortals when they die on a 5+ to an enemy unit within 3”. There are certainly builds that could have you running hoards of them, but it seems like it is outclassed by some of the stronger options you have access to.
The Iornweld great cannon has the same Fortify rules as the Fusiliers. While it can do some damage, I am wholly uncertain why you would ever take it over Fusiliers.
One of the highlights of the book, a gang of absolute stars, the Freeguild Command Corps. This warscroll is dense with absolutely stellar rules amongst its 6 models. The unit can be a retinue for a Freeguild General on foot which gives that general a 4+ ward. The Arch-Knight and Mascot Gargoylian together have 7 damage D3 attacks which is nothing to sneeze at. The Whisperblade has a damage D6 attack and a boardwide once-per-turn command deny on a 4+. The command still counts as being issued and the command point is still spent. It may only be a coinflip, but if you have ever needed to reroll a critical charge this is a very scary coinflip that has no range or triggers holding it back. The Great Herald makes this unit a totem. Any HUMANS wholly within 12” of this unit white it has the Great Herald gets +1 to run and charge as well as an additional D3 to retreat moves. The War Surgeon allows you to pick 3 HUMAN units wholly within 12” at the end of your hero phase. Those units heal D3 wounds, or return D3 wounds worth of models if no wounds are allocated. The Soul Shepherd allows you to roll a die each time a model flees from a HUMAN unit wholly within 12”. On a 4+ that model does not flee. In this single warscroll you have the means to interrupt opponent commands, heal your own units/return models, prevent battleshock, gain extra mobility, and do some damage. If you want to play with HUMANS, I think you will be hard pressed not to include at least one unit of Freeguild Command Corps.
DUARDIN
DUARDIN HEROES
The Cogsmith can issue commands to Gyrocopters and Gyrombombres anywhere on the battlefield. That’s it. The Runelord is your DUARDIN PRIEST, gets an unbind, and has the warscroll prayer Forgefire(CV4 range 18”) that can give a DUARDIN unit an extra rend in melee. The Warden King (if they are your general) can pick an enemy unit at the start of the battle and all your DUARDIN will automatically wound with melee weapons on hit rolls of 6. They can also make a DUARDIN unit fight immediately after they do. These are your 3 options for DUARDIN heroes. If you like spamming helicopters, the Cogsmith can help somewhat. The prayers offer some value, which the Runelord will enable you to access. And the Warden King can help take down a single tough target. These heroes’ use cases are not far and wide.
DUARDIN UNITS
Ironbreakers and Longbeards are going to be your non-conditional battlelines. Ironbreakers have a 3+ save and when they Form a Shieldwall they get a 4+ ward rather than the 5+. Longbeards can have a 4+ save for rend 2 attacks or a 3+ save for rend 1 attacks. They will also prevent nearby DUARDIN models from fleeing to battleshock on a 4+ for each model. Neither unit is going to be particularly hitty, nor are they particularly tanky with 1 wound a piece. That being said, the DUARDIN have access to a number of buffs and orders that could make these little lads more formidable. Hammerers are going to do just that. They may have a 4+ save, but they do have 2 attacks at 2 rend and 2 damage. They will also give a Warden King a 4+ ward, but I am not sure you want the Warden King near danger with how few wounds they have. Irondrakes will be your shorty DUARDIN with 1 attack a piece at 15” range (2 attacks if it did not move and is not in combat). This is, again, outclassed by some of your other options for missile weapons.
Gyrocopters and Gyrbombers each sport 3+ saves and 12” fly. The Copters will have a choice between long range damage D3 attacks or shorter range damage 1 attacks with more shots. The Bombers will have damage 2 attacks at 18” range as well as 2+ D3 mortals for any enemies it flies over. The damage on these units is nothing to write home about, but what they are is absolutely mobile. If you want to play fighter choppers in your fantasy wargame, you certainly can with these units.
AELVES
AELF HEROES
There are 3 main keywords that will separate the AELVES: Serpentis, Darkling Covens, and Scourge Privateers.
Black Dragons are the big monsters that your AELF HEROES can ride. The Dreadlord on Black Dragon (Serpentis) is 14 wounds on a 4+. Its damage is unimpressive, which is unfortunate because its warscroll would lead you to believe you want this thing to be a fighter. You can forgo some of its weapon options to have a shield that will make it always save on 6s regardless of modifiers. It gets bonus rend and damage on the charge with a lance, some horde killing with its breath, and gives reroll charges to all your Serpentis units (Drakespawns and War Hydra). With the mediocre damage and middling combat enhancements, this one feels like a bit of a miss.
The Sorceress on Black Dragon (Darkling Covens) is not much better, unfortunately. The 5+ save is quite tough to swallow. The damage is worse and it has a warscroll spell. Bladestorm (CV6 range 18”) lets you roll 9 dice against a target and do a mortal for each roll below their save characteristic. It is a chaff clearer which is fine? It can double issue to your AELF units (specifically only the Darkling Coven ones) and that is it. This too feels like a miss.
The Black Ark Fleetmaster (Scourge Privateers) is an interesting utility piece. When it issues All-out-Attack to your Scourge Privateers, they also get +1 to their attack characteristics. Attack rolls of 1 that target this unit in melee reflect 2 mortals back to the attacker, which is funny enough. The special command alone is a reason to consider bringing this in an AELF build that wants to focus on Corsairs.
The Sorceress (Darkling Covens) is going to be a very popular inclusion for an AELF hero. They can kill a Darkling Coven AELF model to get +2 to casting. It may only be a single caster, but it is a cheap one. Its warscroll spell Word of Pain (CV7 range 18”) will deal D3 mortals and give -1 to hit to the target. A good bit of utility packed into a small package, but the real bang for buck comes with how the Sorceress interacts with Black Guard.
A serious miss comes in the form of the Assassin. It can do mortals on 6s, be invisible near AELVES (to units outside of 12”), and gets strike first on the charge. It is 5 wounds on a 5+ save. Your hero slots should not be spent here.
AELF UNITS
Starting with the Darkling Coven units, the Blackguard are going to be battleline if you take a Darkling Coven AELF as your general. Their damage is basic but their real value comes in their Steel and Sorcery ability. This unit and a Sorceress within 3” of it will have a 4+ ward. Yes, that means a big old block of Black Guard can effectively double their wounds just for having a Sorceress nearby. This tool will allow this unit to be a very effective tar pit for your opponent to slam their head against. And if you happen to get a Tenebrael Blades off they will also output a respectable amount of damage.
The Bleakswords and Dreadspears are cheap non-conditional battleline. Their damage is unextraordinary and their warscroll abilities give them exploding 6s to hit and +1 to hit on the charge respectively. They exist to fill battleline slots and screen for your good units, one of which is not Darkshards. Tenebrael Blades does not work in shooting and their shooting attack is quite bad without it. If you want to have a missile unit, don’t pick Darkshards.
Executioners are quite expensive. They have damage 2 base and 6s to hit will cause 2 mortal wounds. Not much else to discuss there. Moving on to the Scourge Privateers. Black Ark Corsairs have loads of attacks and with the help of the Fleetmaster they can get even more. Paired with Tenebrael Blades, this unit can absolutely blend whatever it may touch.
Scourgerunner Chariots have damage D3 attacks at 18”, which is just 3 against monsters. These harpoons can benefit from the Fleetmaster so if you have a lot of monsters stomping around your meta, these Chariots will keep them in check.
Kharybdiss has the Scourge Privateers. It is a relatively cheap monster that can get you a roar. It shuts off rally and inspiring presence within 12”. The damage is not remarkable, but it has its utility which is worth not nothing.
Finally, we have the Serpentis units. Drakespawn knights are a 3+ save base and have bonus damage and rend on the charge. They’ve got 10” move so they fit kind of nicely into the relatively hitty and somewhat durable cavalry category. Drakespawn chariots do impact hits and that is really about it.
Warhydra is meant to do damage and heal after combat. I do not think 12 wounds on a 4+ save is enabling to do that very effectively.
Darkriders have the same random Shadowblades keyword that the Assassin does. It does not do anything which is similar to this unit. They have a 4+ save and some attacks on not great profiles. They shut off commands for enemies within 12” on a 5+. Not sure that justifies including the unit.
Grand Strategies
There are four Grand Strategies to choose from in the book. Exemplar of the Acadamae Martial asks you to complete 4 battle tactics from the book. These are never the best pick as battle tactics can be way too finicky. Reclaim for Sigmar! asks you to have 1 CoS unit wholly within each quarter of the battlefield. Dedicating four units to four separate spots might be asking too much with objective based missions. Hold the High Ground wants you to have any friendly units and no enemy units within 12” of the center of the battlefield. This one is really easy to deny for your opponent. Banners Held High asks you to have more STANDARD BEARERS or TOTEMS than your opponent at the end of the game. Plenty of armies do not have too many standard bearers, but this one is really just asking you to kill your opponents units. You were already going to do that, so this one is the safest pick in the bunch.
Battle Tactics
You will have access to 6 battle tactics in this tome.
Bring Full Arms to Bear asks you to pick an enemy unit, use the Suppressing Fire order on it, and destroy it. This will require you to make a nice balancing act of shooting a unit with enough firepower that you kill enough models to beat their bravery, but not so much shooting that you outright kill the unit before you get the chance to suppress it.
Raise the Banner has you pick an objective your opponent controls and take it with a Command Corps unit that has their Great Herald. This is a reliable tactic because the Freeguild Command Corps is too good of a toolbox to not include in your list.
Blackpowder Bombardment asks you to kill 3 or more units in your shooting phase. The book packs some powerful missile weapons so this is possible but very risky.
Mount the Charge has you pick an objective your opponent controls and take that objective only with mounted units that made a charge move that turn. Cavaliers and Griffons are great so this is a pretty free tactic if you are planning on bringing them. Strike Without Warning asks you to charge with 3 or more CoS AELF units. With the strikes-first after charging and retreat after combat orders your AELF units have access to, charging with 3 units is very doable.
Iron Might asks you to fight with 3 CoS DUARDIN units and have no DUARDIN units destroyed in that turn. Given the variety of durability buffs you can dish out your DUARDIN, this tactic is doable albeit extremely niche.
Final Thoughts
The HUMANS feel like they are leading the pack in this book. They have the warscrolls and enhancements to make a variety of lists that can all perform well. The AELVES feel almost as good with slightly fewer options, but a lot of really good tricks. I think a Sorceress and Blackguard can fit into any list. DUARDIN feel a little lacking compared to the other options in the book. All that being said, if this book asks you to do one thing it is to find synergies to excel with. And the orders are a very interesting mechanic that can catch out plenty of opponents or force them into unideal decisions as they face down the barrel of your trap cards. I think there is so much potential for creative list building and skill expression in this book, and I hope CoS folks get their fair share of fun out of it.
Credit to Rhinoceruption, a prolific Cities of Sigmar player who offered great insights on this article.
The Disciples of Tzeentch are a faction within the Chaos pantheon in Warhammer Age of Sigmar. Dedicated to the Changer of Ways, Tzeentch, they embody the essence of change, magic, and manipulation. Led by powerful sorcerers and daemonic entities, they seek to unravel the fabric of reality and reshape it according to their whims. With a focus on sorcery, cunning, and intricate schemes, the Disciples of Tzeentch manipulate events from the shadows, often orchestrating complex plots that span years. In battle, they employ a diverse array of arcane powers and otherworldly creatures, leveraging their mastery over magic to outmanoeuvre and outwit their foes. However, their allegiance comes with a price, as Tzeentch is known for his ever-shifting plans and unpredictable nature, making loyalty to the Changer of Ways a precarious endeavour.
Battle Traits
Starting with the Battle Traits, Disciples of Tzeentch have a range of powerful and flavourful rules that really help define your army and shape list building. The first one, Arcane Armies allows an auto-cast of Tzeentch Endless Spell and it cannot be unbound until Turn 2 at the earliest. While somewhat out of sequence, it’s a good opportunity to go through those Warscrolls now to decide how good this rule actually is.
Tome of Eyes
The cheapest is also the one that I think is the best, due to the change to Chronomantic Cogs during 3rd edition. For 40 points, you can reroll casting roles (only) and thrown in is a spell that can do D3 mortals wounds and reduce bravery by 1 for the rest of the battle. For most efficiency, put it on Kairos and get to re-roll all three of his spells, potentially useful for a particular Book Battle Tactic. The Endless Spell follows around the model it is ‘bound’ to, so can also be used to sneakily screen off a portion of base, preventing all melee attacks being able to get in.
Burning Sigil
Next up, is the Endless Spell that I think is the coolest: Burning Sigil. It has a range of 18” and then at the end of the movement phase, you roll a dice for every unit within 9”, even friendly units. On a 4+, the unit takes D3 mortal wounds and if a model dies, you can add a spawn within 3” of the unit (only once per activation though). This is fantastic for shutting down shooting units as they find themselves in combat and have took overkill the spawn instead. It can be amazing to shut down charges too: I once popped a spawn down within 3” of a unit of Brutes, a Mawkrusha and some Pigs that were about to ruin my screen. Instead, they just ate a lot of magic next hero phase. It is pricey, at 70pts though, and with some armies, it’s practically useless. Face Beastclaw Raiders and it’s doing nothing as they have too many wounds; Khorne might die but a) they might ignore, earning Bloodtithe and b) they’ll kill the spawn quickly anyway…stop me if you’ve heard this one, earning Bloodtithe!
Daemonic Simulacrum
Again for 70pts, you have an Endless Spell that probably does 3 mortal wounds (9 dice and 5+s) or 5 mortal wounds to wizards (9 dice and 4+s). Waste of a slot – take Aethervoid Pendulum or Ravenak’s Gnashing Jaws instead.
Summoning
Disciples of Tzeentch are a summoning army, with summoning or Fate Points being earned whenever a spell is cast, friendly and enemy. This can have an interesting effect on armies that depend on casting as if they do go through with the cast, they make summoning easier but at the same time, it might also make the Tzeentch player allow some spells to be cast for the same reason. There are several Daemon units that can be summoned, but the three you are most likely to see are 10 Blue Horrors for 10 Fate Points; 10 Pink Horrors for 20 Fate Points; a Lord of Change (the generic one, not Kairos!) for 30 Fate Points. There is a sub-faction that allows for Lords of Change to be summoned on a 9 the first time and then on an 18 each time after that BUT you can only summon Lords of Change. Lore-wise, the Guild of Summoners (the sub-faction in question), aims to summon NINE Lords of Change at once to bring about something appropriately apocalyptic. At 2k points and 5 turns, the most you can get on the table is 8, so look for a Guild of Summoners mirror match to check the veracity of the prophesy! The summoning is fine, but is severely overshadowed by Seraphon Starborne summoning as they get summoning points for existing and for casting their own spells and unbinding the opponent’s.
Change Covens
I’ve mentioned one of the Change Covens or sub-factions already, so let’s dive into those now, starting with the Big Bird fans, Guild of Summoners.
Guild of Summoners
GoS is definitely one of the competitive options, allowing you to summon and almost 400pt model, relatively easily for only 9 Fate Points. Many GoS lists feature Kairic Acolytes as battleline, and they can cast a spell each; with a certain Command Ability, you get an extra 3 Fate Points and then the spell in Arcane Armies counts too – that’s 8 Fate Points already. In addition, there’s a Book Battle Tactic for doing this. However, there are a couple of buts. The biggest one is that only Arcanite (i.e. mortal) wizards can summon. Lose those and no more summoning. Having the space to fit those big bases in can be tricky too. The other catch is that the Lords of Change are casting from the same pool of spells and they are not good in combat, even with a sword and flaming weapon. Therefore, take the Rod of Sorcery for some shooting chip damage and an Endless Spell like Aethervoid Pendulum or Ravenak’s Gnashing Jaws.
Host Arcanum
The other competitive option, and the one you take if you want to take the very cool Screamers as battleline and be able to summon in Horrors (among other units, but mainly Horrors) is Host Arcanum. Another bonus from Host Arcanum is that you can unbind a spell without rolling dice rounds 1, 3 and 5. And why those three? What does 1+3+5 make?
And the rest…
Host Duplicitous has a cool gimmick where units can’t fall back and can bring 5 Pinks back on a 4+ once per game. Theoretically, 30 Pinks could tarpit a whole army as it would 150 wounds BUT that costs almost 800points and 10 Chosen fully buffed could take that out in a couple of combat phases. Eternal Conflagration gives extra rend to magical ranged attacks and have Flamers as battleline. 9 Flamers will put you back about 600 points and will die to a stiff breeze. The last two are Kairic and Tzaangor based and unless you have a particular army in mind for verrrrry casual games, skip these.
Coalition Options
Disciples of Tzeentch can play nicely with Slaves to Darkness, able to take two units out of every four from the other battletome and get along with Beasts of Chaos okay, able to take one out of every four from this book. As to the units you would want to take, they’ll probably all be melee units as melee is somewhere that Tzeentch can struggle with, though various hues of Tzaangor do have a good punch still.
For Slaves to Darkness, six Varanguard are an excellent choice, with some Chaos Chosen also being an option. Six Ogroids can also do tremendous work with their great axes and look really cool alongside an Ogroid Thaumaturge. 20 Chaos Warriors can be a decent anvil if you don’t want to use Pinks, especially as all of these units will be able to receive the Shield of Fate spell buff, giving them a 5+ ward and a potential spell ignore too. With Mystic Shield, All out Defense AND a 5+ ward, those Warriors will be tricky to remove. Having a melee threat is really important as there are lots of matchups that can neutralise the magic threat, for example, Khorne. A couple of more techy pieces from the S2D range include the Cockatrice to potentially mean that enemy melee only hits on 6s and the Mindstealer Sphiranx for fight last (though to make that worthwhile you’re going to want two melee threats!). Of the Warcry Warbands, Corvus Cabal are good for deepstriking as Tzeentch has (almost) no way of teleporting short of Soulscreen Bridge. Untamed Beasts could be useful to look at for a pregame move. Last but not least, for those people who have more friends than they know what to do with, there is Belakor. His spells will add to Fate Point generation, and there’s always The Dark Master ability aka ‘Belakor says no’ to potentially shut down unit activations.
For Beasts of Chaos, melee hammers such as Dragon Ogres or Bullgor certainly have a place and Ungor can do a good job as a screen at a very reasonable price.
Locus of Change
Pretty handy rule here for keeping your Daemon units alive in the form of Locus of Change. Really straightforward in as much as if a Daemon unit is wholly within 12” of a Daemon hero (e.g. Lord of Change or Gaunt Summoner) then they are -1 to hit in melee.
Master of Destiny
And the final Battle Trait is Mastery of Destiny which gives you Destiny Dice. You roll nine at the beginning of the game and then you can use the result of one of these dice INSTEAD OF rolling. They can’t be used for every dice roll but can be used for:
Casting
Unbinding
Dispelling
Run
Charge
Hit
Wound
Save
Damage characteristic of missile or magic weapon (not for magic damage, sadly)
Battleshock
For the above rolls that need two dice, you need to use two Destiny Dice and your Coalition units cannot benefit from them at all.
In terms of gaining more dice, Kairos allows you to add one at the start of each hero phase; there is a spell that adds one; there is a relic that gives and extra dice for unmodified hit rolls of a 6; there is a command ability that allows a dice’s value to be changed; there is a relic that allows you to roll a dice each time a Destiny Dice is used and on a 5+, you can roll a new one. This last relic (The Eternal Shroud) can be useful for doing something with the 1s and 2s you have rolled as you can use them for run rolls or any other roll that doesn’t really matter to try and generate a better outcome. However you are generating them, the number you have cannot exceed nine. Therefore, a good trick if you’re going second is to find a pre-text to use a low roll up, such as for a save roll you couldn’t make anyway or by taking a battleshock test that won’t result in models running, even on a 6. Then, when Kairos activates his ability to generate a dice in the Hero phase, you get another try at rolling for a better dice.
Managing your Destiny Dice is key to victory as Tzeentch, particularly as the Grand Strategy, Master of Destiny, needs you to have a total of nine or more on Destiny Dice at the end of the game (e.g. a 2, a 3 and a 4). They can be tremendously powerful when used at the right time. I’ll share two examples to illustrate this. In a game against Beastclaw Raiders, I think I’ve screened well enough, but a Stonehorn manages to get into Kairos and would have turned him into a puff of feathers if not for Destiny Dice. I slow rolled the first couple of saves (i.e. one at a time) and then used almost half of the rest of my Destiny Dice to save the rest. Kairos lived (well, for a couple more turns at least!). An aggressive example is with Tzaangor Enlightened on Disc, who move 16” with fly. My opponent had screened quite well, but because I had a couple of high Destiny Dice, I could guarantee an 11” charge to rip apart several key support characters that shifted the whole game in my favour.
Battle Tactics
Tzeentch are blessed with some pretty good Book Battle Tactics that can all be achieved, albeit with some list construction choices needed to allow them to happen.
Call for Change
To achieve this tactic you need to summon a Lord of Change, which is very difficult for most Covens as it costs 30 Fate Points but simple for Guild of Summoners as they only need nine Fate Points. Being able to achieve this tactic so easily is one of GoS’s strengths competitively and you will complete this tactic if you take this sub-faction.
Mass Conjuration
Casting three spells that are not unbound with the same character is what is required here. It doesn’t specify Kairos Fateweaver as the character as, when the book came out, Wizards could take the Arcane Tome as a relic to get an extra cast, meaning that there were a few options to achieve this tactic. As things currently stand, however, it is Kairos only who can achieve this. There is a bit of risk with this one, but if Tome of Eyes is attached to Kairos and he is out of unbind range, it’s a relatively safe bet.
Ninefold Dismantlement
Kill a unit with nine or more models or a hero/monster with a wounds characteristic of nine or more. Very straightforward one as even if you only do the final wound to a 10 wound model, the battle tactic is achieved.
Tides of Anarchy
Take an objective from an opponent with nine or more models. Again, really easy to do unless you are pinned in your deployment zone for the whole game.
Reckless Abandon
You need to successfully complete a charge with a mortal Tzeentch unit that started the turn 18” away from all enemy units. I have completed this one before, but the only unit that can really do it is a Magister on Disc and then the Magister gets squished shortly afterwards. Don’t bother with this one.
So in summary, two all sub-factions will be able to do; three that one of them will; one that Kairos can do but is situation dependent and one that’s just too much of a faff. Many armies would kill for an array that good!
Grand Strategies
Dominate Arcane Nexus
Don’t choose this.
Preponderance of Fate
Don’t choose this.
Realm of Magic
Don’t choose this.
Master of Destiny
Choose this! Having nine on your Destiny Dice at the end of the game is ENTIRELY uninteractive as your opponent can do nothing to stop you. If you fail this strategy, Tzeentch is throwing you into the Well of Eternity next.
So to bring Battle Tactics and Grand Strategies together, a Tzeentch player is positioned to score well on these, with an expectation, short of an early tabling of scoring 10+ points on these. The challenge, therefore, is in the primary scoring of holding objectives, so make sure you build your lists with that in mind.
Command Abilities
There are two flavours on offer here, Daemon heroes and Mortal ones, with there being a few good ones but maybe Mortal Command Abilities just edging it.
Daemon Heroes
Arch Sorcerer
Know two extra spells from the Daemon spell lore, Lore of Change. Lords of Change/Kairos know all of the spells anyway and the Lore of Change is the weaker of the two, so give this one a pass.
Daemonspark
Once per game 3 Fate Points, which sounds underwhelming, but can help guarantee turn 1 summoning. If you have a Daemon general, this is probably your choice.
Incorporeal Form
5+ spell ignore…meh. You’re Tzeentch: unbind the spell!
Nexus of Fate
Can re-roll the result of a Destiny Dice at the start of each hero phase. Lots of fun, but there are better options.
Arcanite Heroes
Arcane Sacrifice
Add 9” to spell range by inflicting a wound to a nearby friendly unit. 27” cast is great, especially with some of the amazing spells from the Lore of Fate…but it’s only one spell and how long will you be 27” away from your target? One turn?
Arch Sorcerer
Same as above but for Lore of Fate. Now, Lore of Fate is the better spell Lore but Gaunt Summoners exist and knowing two is not the same as casting two. Best on a Cursling if you’re going to take it as he does have two casts.
Cult Demagogue
If the FIRST casting roll is a double, even a double 2, the spell is successful, regardless of the casting value and cannot be unbound. In addition, you get 2 Fate Points for this spell. Spells that cannot be unbound are absolute money, so this is probably the pick of the bunch. Rolled a bunch of 2s for your Destiny Dice? Despair not if you have Cult Demagogue!
Illusionist
Subtract 1 from hit rolls that target your general. The most robust character that can take this has 8 wounds on a 4+. This Command Ability won’t save him.
Nexus of Fate
Copy and paste from above with same comments.
Soul Burn
Unmodified rolls of a 6 in meleedo one mortal wound on addition. Could not be more underwhelming. No model has enough attacks to make this proc often enough and you don’t want your characters in melee.
Artefacts of Power
As above, one basket for Daemons another for their Mortal summoners.
Daemon Heroes
Beacon of Mutability
Add 1 to wound rolls for Daemon units wholly within 9” of the bearer. Screamers are the only Daemon unit we want in combat and they go 16” and potentially charge another 12” into the distance. Simply won’t come off enough for the investment of an artefact.
Blade of Fate
Pick one of the bearer’s melee weapons…skip! Even Lords of Change with swords are decidedly mediocre and you’d need to hit with an unmodified roll of a 6 to be able to generate a Destiny Dice.
Nine-Eyed Tome
Re-roll casting, unbinding and dispelling. Fantastic value on a Gaunt Summoner to get to re-roll two casts; pop Tome of Eyes on Kairos and that’s 5 spells you’re re-rolling. It’s almost like Cogs never changed!
Pyrofyre Staff
Pick one of the bearer’s melee weapons…skip! Even worse that Blade of Fate so don’t waste your time with it.
Eternal Shroud
Each time a Destiny Dice is used, on a 5+, you can roll another dice and put it back in. Very good and the go-to when Chronomantic Cogs still offered full re-rolls. With Kairos, the Destiny Dice Spell and this, you can legitimately expect to have access to 15+ Destiny Dice per game. Definitely worth a look.
Warpfire Blade
Pick one of the bearer’s melee weapons…skip! In the Lore for Lords of Change it explains how they basically kite opponents, hurling spells at them as they fly backwards, desperately trying to stay out of melee range…so I am clueless as to why half the Daemon relics are versions of combat weapons. In comparison, one (ONE!) of the eight Blades of Khorne relics, Daemon and Mortal alike, features “pick one of the bearer’s melee weapons.”
Mortal
Ambition’s End
Once per battle, a Wizard within 1” of the bearer takes the battle round number of wounds. Rubbish.
Changeblade
Pick one of the bearer’s melee weapons…seriously?!
Daemonheart
Ambition’s End but for all units and not just Wizards. Slightly less rubbish, but still rubbish.
Secret Eater
Pick one of the bearer’s weapons…I’m going to actually consider this one for a moment before rejecting it as it can be a missile weapon and the Cursling has a D6 attacks missile weapon. Roll an unmodified hit roll of 6 and roll yourself up a Destiny Dice if you have fewer than nine. But is it better than re-rolling spells or getting Destiny Dice back just for spending them (on a 5+ anyway)? No.
Spiteful Shield
Two mortal wounds back on an unmodified save roll of a 6. Great on a melee hero, of which Tzeentch have none…
Timeslip Pendant
Fight for a second time but at the end of the phase. Unlikely to need to kill something enough while that unit will not kill you when they activate. Not terrible, but same problem as Secret Eater – nowhere near best-in-slot.
TL;DR your command trait is likely Daemonspark or Cult Demagogue and your artifact is probably Nine-Eyed Tome.
Spells
This is where a lot of the flavour comes from with Tzeentch, with a huge variety of spells to consider. The Tzeentch Endless Spells have already been looked at, but with look at the Tzeentch Spell Lores, Notable Warscroll Spells and Notable EndlessSpells too.
Lore of Change (Daemon Spells)
Lords of Change and Kairos know all of these, which gives a lot of flexibility. Also worth mentioning at this point that if you are wholly with 18” of a big bird, you get +1 to casting, unbinding and dispelling and it stacks.
Bolt of Change
18”, CV7, D6 MWs. Bread and butter mortal wound spell and will be one of your most commonly cast spells. Really useful for popping heroes that are otherwise hidden by the Look Out Sir character targeting rules. Only slight downsides are the inherent variability of a D6 damage roll and the Lore of Fate has the same spell and you can only cast Bolt of Change from one of the disciplines and not both.
Fold Reality
18”, CV7, Recursion spell. Do you have Screamers in your lists in units of 6 or 9? If so, you want this spell. If successfully cast, choose one Daemon unit wholly within 18” and visible and roll a dice. On a 1, everything went wrong and the unit is sent back to whence it came. But on a 2+, you get this many models back. On a unit of nine Screamers that your opponent has whittled down to one or two, bringing back six with this spell is pretty crushing (and low risk for you as the 1 in 6 chance of being destroyed isn’t that impactful if there is only a single model left anyway). It does work on Horrors, but only Brimstones so only useful on them in very fringe circumstances. No restrictions on whether you are in engagement range either, which is another strong positive.
Treason of Tzeentch
18”, CV7, Damage/debuff spell. Pick a unit with two or more models (as they have to turn on each other, see) and roll the number of dice that there are in the unit and every 6 is a mortal wound. In addition, subtract 1 from hit rolls for this unit. It’s fine, but probably either a very situational spell or one that you use in Guild of Summoners when all of the other spells have been cast!
Tzeentch’s Firestorm
12”, CV8, Nine dice; 6s D3MWs. Really exciting spell on paper…that almost always does 2 mortal wounds. Cast Arcane Bolt and then charge instead!
Unchecked Mutation
18”, CV6, D3MWs and then maybe +D3MWs. An alright spell here and one that far outshines Tzeentch’s Firestorm at least on the one or two wound models that will proc the second D3MWs.
Lore of Fate (Mortal Spells)
The Gaunt Summoner (both varieties) know all of these, despite being a Daemon and having their chosen spell have to come from the Lore of Change, or any spells specific to a season of AoS. The spells are generally very good, which is why I almost always start with a Gaunt Summoner in my lists.
Arcane Suggestion
18”, CV8, Debuff Variety Pack
Arcane Suggestion gives you a range of debuffs to inflict. Either not being able to issue it receive commands; -1 to hit and wound; -1 from save rolls (note that this does not change armour characteristic or AP of a unit so can stack with rules that do affect those). Great spell and one that you’re likely to want to cast every turn. Turning off Inspire Bravery for key units is massive; -1 to hit and wound, potentially coupled with Locus of Change so that even All out Attack doesn’t cancel the -1; reducing saves is always awesome.
Bolt of Tzeentch
18”, CV7, D6 MWs. As above, but the Mortal variant that cannot be cast with the Daemon version.
Glimpse the Future
CV7, Gain a Destiny Dice. Great fill-in spell for when there’s not a particular spell effect you want, but you DO want the Fate Points. Why not grab an extra Destiny Dice!
Infusion Arcanum
CV5, Buffing spell. +1 to hit +1 to wound for attacks made by the caster. Actually very cool and works great on the Cursling as it takes him to 2s/2s on missile and main melee profiles…but it’s not worth missing out on the others for, unfortunately.
Shield of Fate
18”, CV6, Varying strength buff. If you have 1-3 Destiny Dice, a selected unit gets a 6+ ward. If you have 4-6 Destiny Dice, a selected unit gets a 5+ ward. If you have 7-9 Destiny Dice, a selected unit gets a 5+ ward AND a 4+ spell ignore. Just like Arcane Sacrifice, you will be wanting to cast this one pretty much every turn. Get your sequencing right if you have three or six Destiny Dice and cast Glimpse the Future first, if you can.
Treacherous Bond
9”, CV5, bodyguard spell. Pick a unit wholly within 9” of the caster and can pass off wounds, instead of taking a ward save, on a 3+ when the unit is within 9”. Note the difference: wholly when cast, to one model when effect takes place – just don’t take that one model first!
Notable Warscroll Spells
There are a lot of Warscroll Spells, but I’m just going to look at the ones you’ll find yourself using a bit more often.
Infernal Gateway
18”, CV8, Nine dice, starts on 3+ are MWs. Fantastic fantastic spell that legitimately has a good chance of one-shotting any foot hero unlucky enough to find themselves in range of this. The one downside is that Kairos and Lords of Change now share this as their Warscroll spell, which is why you hardly ever see a starting army with two big birds.
Blue Fire of Tzeentch
18”, CV8, Nine dice, 5+ are MWs. Kind of like Infernal Gateway-lite and cast by the Fluxmaster. The bonus to this spell and why the Fluxmaster was very hard to get hold of for a bit when the book dropped is that for each mortal wound caused you get an extra Fate Point, i.e. 3MWs = three Fate Points from the spell and one Fate Point from the cast. If you have a plan built upon summoning, this spell is hugely helpful to that plan.
Glean Magic
30”, CV4, Copy Homework spell. When the Cursling unbinds a spell, they can immediately cast Glean Magic, even in the opponent’s hero phase and attempt to take a copy of a spell on the opponent’s Warscroll that the Cursling would then be able to cast. For example, you can copy Kroak’s Celestial Deliverance spell (though only cast it once, Tzeentch is not an Order faction) because it just does damage to a unit, but you can’t copy the Alchemite Warforger’s Blazing Weapon spell as this names Cities of Sigmar units as the recipients of the spell. The opposing Wizard still knows the spell, but might see it coming back at them. A fun spell and a good way of earning some more Fate Points.
Infernal Flames
12”, CV7, Damage spell. Not cast very often, but the Gaunt Summoner does have a horde clearance spell that rolls the number of dice in the unit and causes a mortal on a 5+. Not why you’re taking the Gaunt Summoner, but handy to have if you run into 60 zombies.
Choking Tendrils
18”, CV7, Damage and healing spell. The Ogroid Thaumaturge has a nifty variant of Bolt of Tzeentch that also does D6 damage but also allows the Ogroid to heal a wound for each model slain by the spell.
Bolt of Change
18”, CV7, Damage/transformation spell. Both varieties of Magister can hurl out this spell that causes D3 MWs, with the option of turning a model into a spawn if one is killed, in much the same way as the Burning Sigil. They operate independently, however, and you can theoretically generate two spawn a turn with both at your disposal. Think hard about whether it benefits you to have a spawn though. Will it give an enemy unit free movement via a charge? Might it add a Bloodtithe point? Could it be an easy battle tactic for my opponent? Going against Khorne, the answer is almost always yes to all three of these, so such take the wounds and leave it there!
Sudden Warp-portal
18”, CV8, Teleportation spell with hoops to jump through. Even if you know Tzeentch quite well, you’re probably not that familiar with Sudden Warp-portal as it can only be cast by Ephilim the Unknowable, a Warhammer Underworlds release. Hoop number one is casting it as 8 is not straightforward, but then it gets very Tzeentchian. You must pick a unit that is wholly within 18” of Ephilim, within 6” of an objective AND 3” from enemy models. Okay, tricky, but doable, you may be thinking. We’re not finished yet. The unit must then be set up again within 6” of an objective and 9” from enemy models and then cannot move in the following movement phase. If being able to drop a unit in your opponent’s backfield is so key to your plan, take 2 units of Corvus Cabal for the same price and probably greater utility.
Notable Endless Spells
Aethervoid Pendulum
8” + 8”, CV6, D6 MWs. On a 2+, D6 MWs caused on every unit that it flew over or ended with 1” off but it must move in a straight line and it can cause them to friendly units too. Great damage dealer.
Ravenak’s Gnashing Jaws
8” + 3D6”, CV6, Variable MWs. You roll the 3D6 distance (re-rolling if desired – below 10 is a good indicator) and it moves that far and one unit it crosses or ends up within an inch of takes the difference in movement characteristic and the 3D6 roll in damage. Most units move 6”, so on average, that’s 5MWs, which isn’t bad. It’s also a pretty big base for move blocking.
Umbral Spellportal
18”, CV5, Extra range spell. When it is cast, you place one end next to the wizard you want to send a spell through and another in a strategic location that allows you to get range and visibility on a target as long as both ends are wholly with 18” of the caster. Then, when the portal is used the ‘other’ end is where all the measurements happen from. Combos really well with Infernal Gateway but is not cheap, so is not as commonly seen as it once was.
Warscrolls
Kairos Fateweaver/Lord of Change
I’ll look at these two together as you will rarely have both in a starting list and they do have very similar Warscrolls. They both have fly, move 12”, are Daemon monsters and share the same Warscroll spell as mentioned above: Infernal Gateway. They offer a great buff, Beacon of Sorcery, adding +1 to casting, unbinding and dispelling rolls when wholly within 18”, which does stack. They are also excellent at casting and unbinding as, when rolling the casting dice, you can turn the lowest dice into the highest dice, i.e. a 6 and a 1 is actually a 12, +1 for Beacon of Sorcery, making a CV of 13. They can also steal an Endless Spell instead of dispelling it.
Now to the differences. Kairos is a three cast whereas the Lord of Change is only two, so if you plan on attempting the Mass Conjuration battle tactic, Kairos is your guy. Kairos also gives an additional buff in as much as you get to roll an extra Destiny Dice at the start of your hero phase of you have less than nine. Neither are particularly great in combat, maybe able to beat up on a screening or skirmishing unit, but not much else. The Lord of Change, however, does have the option to take a 2D6 ranged attack that hits and wounds on 3s, for -1 and 1 damage, which isn’t terrible and the option you’ll most likely see.
Of the two, I tend to go for Kairos for the extra utility, but if you need to save on points and Mass Conjuration isn’t part of your plans, it’s a good place to make points savings.
Gaunt Summoner (on Disc)
More than Kairos or a Lord of Change, the Gaunt Summoner is my most auto-take and, while the Disc version gives an extra wound, better save and is faster, I usually go for the foot version to save points and be screenable. The reason he is so good is that he is a two cast wizard, with +1 to cast innately, which also stacks with Beacon of Sorcery. You can also be flexible with your casts as he knows all of the Lore of Fate. This combination makes Arcane Sacrifice succeed more often than not, despite being CV8. You also get to choose a bonus spell from the Lore of Change for added flexibility. If you are screening with Horrors, he also adds -1 to hit them from Locus of Change. His Warscroll spell is also notable in that it can be great for Horde clearance. There are two rules that he has that I rarely use: Silvered Portal and Lords of the Silvered Towers. Silvered Portal allows up to two Tzeentch units (so could be coalition unit) to be ‘in’ the Gaunt Summoner to be deployed as reserves at the end of a movement phase, wholly within 9” of the Gaunt Summoner and more than 9” from other enemy models. A Gaunt Summoner on Disc obviously gives you more reach on this, but would be somewhat exposed afterwards. Could be great for getting units forward quickly and, if they are Disciples of Tzeentch, you can guarantee the charge with Destiny Dice. But. You won’t get to buff the unit as they weren’t on the battlefield during the hero phase and, depending on what is inside the Gaunt Summoner, there could be half your points invested in an, at best, 6 wound character on a 4+ save. Finally, while you never want your Gaunt Summoner in combat or having to shoot, he’s not useless. The missile attack is 3 attacks, 3s, 3s, -1, 1 damage at 18” and the melee profile is 2 attacks, 3s, 3s, -2, D3.
Magister (on Disc)
As with the Gaunt Summoner, the Magister of Disc gets extra movement, an extra wound, a better save and one of the coolest models in the Disciples of Tzeentch range. It also allows the battle tactic of Reckless Abandon. It does suffer from the same targeting issues from being on disc, so you’ll probably more often see on foot. The Warscroll spell, Bolt of Change, can turn models into spawn, which is very fun and often strategically useful and he can potentially go from a one cast to a two cast wizard. The first spell has to be successfully cast and not unbound and then you can gamble on casting a second spell. If the second spell is a double, either the Magister blows himself up or turns into a spawn. Probably only use if you have a need for the spell rather than just randomly casting – unless you’re one Fate Point short of a summon you need, particularly if you need a Lord of Change for your battle tactic. At that point, it’s probably best to use Destiny Dice to guarantee the cast and the tactic. Above, I said the Gaunt Summoner is not useless at shooting/fighting… the Magister is! Almost better to save you and your opponent the one minute of your lives you are never getting back by not even rolling the attacks!
Curseling
A very interesting Warscroll, the Curseling. He’s a two cast wizard, with a very unique spell, Glean Magic, that is explained in more detail above. He can also re-roll unbinding and dispelling rolls to make it more likely to get the counter-spell version of Glean Magic off. He’s got good armour, at 3+, but only had 5 wounds and no ward (without buffing spells that probably want to go elsewhere). He’s low-key okay at range, with D6 attacks at 18” 3s, 3s, -1, 1 damage; and has 4 attacks, 3s, 3s, -1 2 damage AND D6 attacks, 4s, 4s, -, 1 damage. If you can justify it, the spell Infusion Arcanum adds +1 to all these hit rolls. Generally speaking, if you have a Gaunt Summoner to take care of your key buff spells and/or you have Endless Spells that need casting or the extra spell bonus from the Command Entourage or Warlord batallions, Infusion Arcanum isn’t as much of a luxury.
Ogroid Thaumaturge
The big, blue angry magic bull! Has a great default Warscroll spell as a D6 damage spell is almost always useful, meaning that his chosen spell can be a bit more buff orientated. Infusion Arcanum is a good potential spell here if you want him to get stuck in, though no range attack to buff as well. Of all the heroes, the Thaumaturge is the one you’d be happiest throwing into combat as he has 8 wounds on a 4+ save and the Warscroll spell can heal him. He’s also a bit of a bully to your more standard battleline, screening units with 3 attacks, 3s, 3s, -1, D3 damage; 2 attacks, 3s, 3s, -2, 3 damage; 4 attacks, 3s, 3s, -, 1 damage. In addition, if any wounds were allocated earlier in the phase, you get +1 to hit and wound. This final ability means that the Ogroid is a good candidate for the Timeslip Pendant as, when he gets to fight again, some wounds were probably taken, meaning that the second set of attacks are more efficient than the first.
Fluxmaster
A Herald of Tzeentch on Disc who is pretty mediocre apart from the speed of the disc, potentially allowing a summons to pop up in an awkward spot or to spread the Locus of Change to some swarming Screamers harassing your enemy’s deployment (and being able to issue them orders as they are not elite) and their Warscroll spell. The spell does cause mortal wounds, but is more of a Fate Point generator than anything else as each wound is an extra Fate Point. If successfully cast, a return of 3-5 Fate Points is not unreasonable, which is close to a Lord of Change across a whole game, even if you aren’t Guild of Summoners. It is a difficult spell to cast, but the Fluxmaster also has a once per game re-roll of a cast with an additional +3 to whatever the outcome is.
The characters so far will be the backbone of most hero slots in most lists, with the Ogroid, Magister and Curseling being particularly key to Guild of Summoners lists as they are where the summoning comes from. Next, are a variety of characters that might have a niche role they can play in your list. I’ll focus on what makes each a bit different.
Changecaster
A relatively easy character to summon who can reduce save rolls by 1 with his Warscroll spell and has the same once per battle re-roll mechanic as the Fluxmaster, who is basically the same character but on a disc.
Fateskimmer
The most VIP of the Heralds of Tzeentch, being pulled on a Screamer Sleigh. Tougher than the Fluxmaster with some combat punch. The spell just isn’t as good as the Fluxmaster as it is an AoE spell from measured from himself and needs to be danger close for it to really work.
Fatemaster
A dude of a disc who can’t cast spells, can’t really fight, but does buff the wound roll Disciples of Tzeentch wholly within 9”. Possibly useful for this mythical Flamer build…but you’re investing so many points in buffing units that won’t hang around long enough to justify the investment.
Blue Scribes
Can choose any spell from Lore of Change or Fate and cast it on a 2+ and it cannot be unbound. Good ability and flexibility, but on a disc, so character screening is an issue.
The Changeling
Can be set up in your opponent’s deployment 3” away from enemy models, but has no Warscroll spell, despite being a two cast wizard, and can choose to debuff hit rolls and halve the movement of a unit. 5 wounds on a 5+ means that he’ll be The Deadling next turn though.
Tzaangor Shaman
Cheap and mobile with a spell to potentially increase numbers of standard Tzaangor units. If you have lots of these, maybe worth it. Can be used for Guild of Summoners summoning too.
Ephilim the Unknowable
If you’re taking him, it’s for the Sudden Warp-portal teleport spell described above.
Vortemis the All-seeing
Magister with a worse Warscroll spell. Don’t bother.
Pink Horrors
Probably one of the most iconic and maybe most hated units in AoS! You start with 10 Pinks as standard and those can split into 20 Blue Horrors, who then split into 20 Brimstone Horror bases. So in total, that’s 50 wounds. Very awkward unit to shift by trying to chip away at it as there end up being more of the unit than there was to begin with. Also, nothing counts as being slain until Brimstones start being lifted off the table. This is actually good news for opponents of Tzeentch as it means that you can only Rally Brimstones and not Pink Horrors!
The problem they’ve had more recently is that there are plenty of units who can just go in and clear 50 wounds on, at best, a 5+ save ignoring rend -2 and a 5+ ward, even if the attacking unit has -1 to hit and wound from Arcane Sacrifice. Might be better off with a unit of, for example, Kairic Acolytes, who will die MUCH quicker, but you can have two separate units for about the same price, meaning that the whole unit isn’t wiped out in one phase.
But what else can they do? Well, on a 3+ for each banner you get a Fate Point for free; they have a lot of shots, with the Eternal Conflagration sub-faction adding rend -1 to those attacks. With some additional spell support that could be even better. The highest volume of shots you can get is when you have all Blue Horrors, with all Brimstones being the ‘best’ (in heavily inverted commas!) combat option.
They can do great work and if your opponent has a couple of hammers that you can cripple early on, then it does become difficult to shift them. In addition, if you can get to 20 Fate Points and return 10 Pink Horrors to the board, the colour will drain from your opponent as they have to chew through those wounds again.
Theoretically, they can be taken in units of 30, but it becomes difficult for a Daemon character to stay wholly within 12” for Locus of Change and it’s a big investment in one unit that isn’t realistically going to cause much damage. It is 150 wounds, but please don’t underestimate how tiring it is, swapping Pinks to Blues and Blues to Brims. Depending on table height and battleplan, you might need a chiropractor over the weekend. And speaking of deliberately inflicting pain for fun, watch out for Pink Horrors vs. Slaanesh. They will be on maximum Depravity in no time at all as the chew through 50 wounds of Horrors in double quick time!
Kairic Acolytes
The other and probably more common battleline option for Disciples of Tzeentch are cheap, a little bit shooty and a little bit fighty. When at 9 or more models they can cast a spell that adds -1 rend to their shooting attacks. This can be cast multiple times by different units and be passed onto another Kairic Acolytes unit. For example, with three Kairics as your battleline, two outer units could buff a central unit that buffs itself for -3 rend shooting attacks. It is only one attacks, 4s, 3s, -, 1 damage though. You do get Fate Points from these spells though and your opponent will be unlikely to attempt to unbind them, so useful to cast at the start of the Hero phase to track Fate Point generation. A smart opponent will simply try to kill a couple from each unit and that’s the casting done with though. Most times they are build with shields for a 6+ ward, but don’t rely on these guys hanging around too long on a 5+ save. They can fight a little bit, but the ceiling on damage is 13, with everything hitting, wounding and going through.
Tzaangors
Currently the most effective way of running these is with a Pair of Savage Blades along with a couple of mutants. With their run and charge ability, this generates 33 Savage Blade attacks on 3s, 3s, -, 1 damage (though only 1” range, even on the Greatblades, so you’ll struggle to get this efficiency). On top of this, there’s 20 beak attacks on 4s, 3s, -, 1 damage. They’re also 2 wounds on a 5+, so while not tanky by any stretch of the imagination, adding Mystic Shield, All out Defense and Shield of Fate has them at 4+ ignoring rend +1 with a 5+ ward. Also debuff the unit most likely tasked with killing them with Arcane Sacrifice, and they’ll hang around for longer than your opponent would like. Their final ability is a nice bonus on top. Ornate Totems allows you to pick a unit within 18” and then roll as many dice as there are Wizards (friendly and enemy) within (not wholly within) 9”. On 4+, you do a mortal wound. If you have three such banners in range of your more than likely 3-5 Wizards…that’s probably about 8 mortal wounds to something that probably isn’t screening very well any more. There’s also no targeting restrictions, so a foot character within range is probably not long for this world! It is done at the start of your hero phase so can be done before battle tactics are chosen.
Jade Obelisk
The last of the standard battleline options is a Warcry Warband whose gimmick is that have a 4+ save that cannot be modified up or down. They still only have 10 wounds though and their other ability, smashing an enemy terrain feature to rubble is a bit too niche to justify these. I have not experimented thoroughly though, so maybe a unit of 20 could do some damage with their Mason’s Tools and their double Obelisk Bearer to bring back a model each at the end of the combat phase.
Screamers (Host Arcanum)
Super-fast skysharks that also cause mortal wounds when they fly over another unit (move, charge or fallback), Screamers are the best one of the better melee options that Tzeentch have. They can do great work as 16” move objective grabbers and harassers in minimum sized units, with 3 attacks each that hit and wound on 3s at -1 rend and 1 damage. As conditional Battleline in a double reinforced pack of nine is where they can start to do some damage. Passing over a target unit with all nine should do 4-5 mortal wounds, and then when you charge (which can be turbocharged by Destiny Dice) you get to do another 4-5 before the attacks even start. With 27 attacks coming in, while -1 rend may bounce off tankier units, they will shred anything on a 5+ or even 4+ save. They’re also not easy to wipe out in one go as there at 27 wounds in a unit of nine. Just be careful if you need to issue them orders as they’re not elite and don’t have a champion, so it will need to come from a hero. If your opponent does manage to kill most of them, the Fold Reality spell can bring up to six of them back allowing them to go again with close to maximum efficiency even if the unit is left with only one alive (very worthwhile having a sneaky Rally here first).
Flamers (Eternal Conflagration)
Every Tzeentch player at some point looks through their Battletome and looks at the Flamer Warscroll and starts to wonder whether it can do work. At maximum efficiency, with a Fatemaster for +1 to wound, an Exalted Flamer for an extra attack and the rend -1 stacked with another buff, Arcane Sacrifice, for example, to make the attacks effective rend -2 you get: 36 attacks at 18”, hitting on 3s, wounding on 2s, -2 rend and D3 damage. But what I’ve just described takes half of your army to pull off, so it should be pretty good! You can also use Fold Reality on this unit and bring Flamers back…if they aren’t all wiped out in one attack as they’re only two wounds each on a 4+ save. So enjoy that shooting phase…it’s probably the only one you’re going to get!
Burning Chariots/Exalted Flamer
Both of these buff Flamers with an extra attack when in range and are similar to each other in as much as the Burning Chariot is an Exalted Flamer on a Disc that is pulled by two Screamers. The ranged attack is similar to that of Flamers, but is 4s and 3s rather than the other way around, which is slightly better and the Screamers do most of the melee work for the Burning Chariot variety. It would be cool to see these on the table but they are about the same price if not more than a Stormstrike Chariot at half the wounds, worse save, weaker combat and shooting and no mortals on impact.
Chaos Spawn
You’ll get more use out of an Endless Spell. If you want some spawn, bring them in via spells – don’t make them part of the original army. If you want something cheap that can get on points and can’t fit in Screamers, add coalition Furies.
Ephilim’s Pandaemonium/Eyes of the Nine
These come with their respective characters, Ephilim and Vortemis – you’re not taking them for their own Warscrolls.
Tzaangor Enlightened/on Disc
The Disc bird/goat-kin get most of the headlines and rightly so, but the on foot variant are worth considering too. Both types of Enlightened have 3 attacks with their 2” spears, hitting on 4s, wounding on 3s, rend -1 and damage 2. However, if you are going second in a battle round, they wound on 2s. They are also elite, so can issue All out Attack for themselves. Time for their next ability – they prevent command abilities being received within 3”. This is huge as it means that the rend -1 is effectively rend -2 and maybe even rend -3 if Arcane Sacrifice was successfully cast on the target unit. It also helps make the unit more survivable too. They also both get a beak attack each that isn’t anywhere near as good, but could chip a wound away here or there. The Disc version gets fly, 16” move, an extra wound and an extra D3 Disc attacks that hit on 4s, 3s, -1, D3 damage. With Destiny Dice helping with charges, that’s a potential 28” threat range for the Discs and 18” for the on foot. Clearly the Disc versions are better but are they 100% better? At the time of writing, the on Foot versions are exactly half the points of the Disc versions, which really start to ask some questions about which ones should be in the list or not. Or just take both! The Discs for an early raid behind enemy lines and the on Foot version for lurking behind screens, ready to compete with their faster kin ones the screens part ways.
Tzaangor Skyfires
In a unit of three, you get four shots at 24” from a Disc that moves 16” that hit on 4s and ignore negative modifiers, wound on 3s at rend -1 but ignore positive modifiers to saves (i.e. the save is, at best, at rend -1) for D3 damage. Any hits of 6 automatically go to D3 mortal wounds. The way that Destiny Dice interact with these is worth going through. Let’s imagine that we have a six wound character that we can shoot at (we’re ignoring the -1 from Look Out Sir, but are close enough to ignore other rules) and we have a 6 and two 5s in Destiny Dice at our disposal for this attack. We slow roll the hit rolls and if we have no 6s by the fourth roll, we use our 6 to cause D3 mortal wounds. We cannot use a 5 to make this 3 mortal wounds. The Destiny Dice rules say that we can use them for the damage of missile or melee attacks. No wound roll or save roll was made to allocate damage with, so Destiny Dice can’t be used. However, we roll a 4 for two mortal wounds, two saves were failed and after rolling for one damage with the first dice, we use one of the 5s to make second damage, damage 3. In total, 6 wounds and the character is dead. Before the changes to targeting, Skyfires used to be a lot stronger, but on balance, I think Tzeentch players are happier not having their characters levelled by Thunderers from 18” away!
Sample Lists
List 1 – Classic Tzeentch
Army Faction: Disciples of Tzeentch – Subfaction: Hosts Duplicitous – Grand Strategy: Master of Destiny – Triumph: Indomitable
LEADERS Gaunt Summoner of Tzeentch (230)* – General – Command Traits: Daemonspark – Artefacts of Power: Nine-Eyed Tome – Spells: Unchecked Mutation Ogroid Thaumaturge (170)* – Spells: Infusion Arcanum Fluxmaster (180)** – Artefacts of Power: The Eternal Shroud – Spells: Fold Reality Kairos Fateweaver (440)** Magister (140)** – Spells: Glimpse the Future
BATTLELINE Horrors of Tzeentch (Pink) (260)* – Iridescent Horror – Pink Horror Icon Bearer – Pink Horror Hornblower – Split and Split Again Horrors of Tzeentch (Pink) (260)* – Iridescent Horror – Pink Horror Icon Bearer – Pink Horror Hornblower – Split and Split Again Kairic Acolytes (120)* – Kairic Adept – Cursed Blade and Arcanite Shield – Scroll of the Dark Arts – Vulcharc – 3 x Cursed Glaive and Arcanite Shield
ENDLESS SPELLS & INVOCATIONS 1 x Umbral Spellportal (80) 1 x Tome of Eyes (40) 1 x Ravenak’s Gnashing Jaws (70)
When I first started playing Tzeentch, this is very similar to what I was playing. Lots of casters generating a tonne of points, with Umbral Spellportal getting into awkward places and the Jaws chomping anyone they could get near. 20 Pinks for strong early screening and Host Duplicitous to be just within engagement range of enemies so they couldn’t run away, while being within 18” of the magical maelstrom that was about to be unleashed!
List 2 – Guild of Summoners Melee Twist
– Army Faction: Disciples of Tzeentch
– Subfaction: Guild of Summoners
– Grand Strategy: Master of Destiny
LEADERS
Gaunt Summoner of Tzeentch (230)*
– Artefacts of Power: Nine-Eyed Tome
– Spells: Unchecked Mutation
Magister (140)*
– Spells: Glimpse the Future
Ogroid Thaumaturge (170)*
– General
– Command Traits: Cult Demagogue
– Spells: Shield of Fate
BATTLELINE
Horrors of Tzeentch (Pink) (260)*
– Iridescent Horror
– Pink Horror Icon Bearer
– Pink Horror Hornblower
– Split and Split Again
Kairic Acolytes (120)*
– Kairic Adept
– Cursed Blade and Arcanite Shield
– Scroll of the Dark Arts
– Vulcharc
– 3 x Cursed Glaive and Arcanite Shield
Kairic Acolytes (120)*
– Kairic Adept
– Cursed Blade and Arcanite Shield
– Scroll of the Dark Arts
– Vulcharc
– 3 x Cursed Glaive and Arcanite Shield
OTHER
Tzaangor Enlightened on Discs of Tzeentch (360)*
– Aviarch
Varanguard (560)*
– 6 x Fellspear
ENDLESS SPELLS & INVOCATIONS
1 x Tome of Eyes (40)
CORE BATTALIONS
*Battle Regiment
TOTAL POINTS: 2000/2000
As more and more of the meta became anti-magic, I started to look at options where I could leverage damage in good matchups, but the heavy lifting could be done by my own melee units that I could target with buffs. Here, we have a one-drop list that is looking to take second turn and use the Enlightened’s bottom of the turn buff to delete something important. No Lord of Change to begin with, but looking to summon one in either turn one or two. Varanguard a speedy threat ready to be fully buffed up and sent in do some heavy work and screening while magic missiles come from the rear. Should also be able to score three book tactics without much effort.
List 3 – Screamers
– Army Faction: Disciples of Tzeentch
– Subfaction: Hosts Arcanum
– Grand Strategy: Master of Destiny
– Triumph: Inspired
LEADERS
Gaunt Summoner of Tzeentch (230)
– Artefacts of Power: Nine-Eyed Tome
– Spells: Fold Reality
Curseling (200)
– General
– Command Traits: Cult Demagogue
– Spells: Shield of Fate
Ogroid Thaumaturge (170)
– Spells: Infusion Arcanum
BATTLELINE
Screamers of Tzeentch (330)
Screamers of Tzeentch (220)
Screamers of Tzeentch (110)
Horrors of Tzeentch (Pink) (260)
– Iridescent Horror
– Pink Horror Icon Bearer
– Pink Horror Hornblower
– Split and Split Again
OTHER
Tzaangor Enlightened on Discs of Tzeentch (360)
– Aviarch
ENDLESS SPELLS & INVOCATIONS
1 x Ravenak’s Gnashing Jaws (70)
1 x Tome of Eyes (40)
TOTAL POINTS: 1990/2000
No big bird in this lists either to be able to get the full 18 Screamers into the list. One unit of nine that is the focus for Fold Reality and defensive buffs, with smaller units able to bully threats on the flank. Enlightened with their 28” threat range always ready to pounce on any opportunities. Not Guild of Summoners, so summoning of extra Screamers or Horrors is an option.
Conclusion
So there we have it – Disciples of Tzeentch. A challenging army to play well, but one with plenty of options available to a player willing to dig through the Battletome (and that of Slaves to Darkness and Beasts of Chaos) for some good combinations to work. An extremely strong Grand Strategy and good Book Tactics mean that if you can score the primary, you’ll be in most games, with a magical double turn potentially able to cripple your opponent. And, if you do lose a battle, smile enigmatically and simply repeat the Tzeentch motto, “just as planned”!