Tag Archives: 1000pt list

Vanguard: Orruk Warclans (Kruleboyz) – Beginners 1,000pt Army

Why play Kruleboyz?

Kruleboyz are one of the few armies which enjoy dishing out mortal wounds in buckets. It’s also the one Orruk army which enjoys a tonne of shooting attacks. They are a glass cannon however, and suffer from the odd breeze. They lack any serious screening but enjoy a surfeit of monsters that both dish out the damage and buff your troops attacks.

What’s in the Vanguard Box?

In the box you get:

  • Killaboss on Great-Gnashtoof
  • Murknob with Belcha-Banna
  • 10 Gutrippaz
  • 3 Man-Skewer Boltboys
  • 1 Beast-Skewer Killbow

All for £85 at Games Workshop. Unless you wanted to buy it through our affiliate Element Games, in which case it would cost you £72.25.

The total points of these units under the current battlescroll comes to just 540 points, so we’ll need to buy a fair few more units to get up to the 1,000 point mark.

Next go and pick up the Age of Sigmar Harbringer Set, it’s great value and you’ll get the difficult to source Swampcalla Shaman as well as 10 more Gutrippaz and 10 Hobgrots to act as a screen. This brings us up to 870 points. For the final spend, pick up another set of 3 Man-Skewer bolt boys.

Your total spend through Games Workshop will be £215 (if you include the Orruk Battletome which you’ll need for the rules). But as mentioned, if you use our affiliate link with Element Games, you’ll get all of this for just £176.25 (including the Battletome).

Don’t forget though, you can probably get at least £20 back for selling the Stormcast half of the Harbringer box. So consider this 1k army as £150ish with the Tome.

The List

Faction: Kruleboyz
Subfaction: Grinnin’ Blades
Grand Strategy: Defend What’s Ours
Triumph: Inspired

LEADERS
Killaboss on Great Gnashtoof (120)*
Warlord
– Command Trait: Slippery Skumbag
– Mount Trait: Fast ‘Un
– Artefact: Mork’s Eye Pebble
Swampcalla Shaman and Pot-grot (100)*
Nasty Hex
Murknob with Belcha-Banna (70)*

BATTLELINE
10x Gutrippaz (150)*
Wicked Stikka
10x Gutippaz (150)*
Wicked Stikka
10x Hobgrots (80)*

ARTILLERY
Beast-Skewer Killbow (80)*

OTHER
3x Man-Skewer Boltboyz (120)*
3x Man-Skewer Boltboyz (120)*

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 990/1,000
Wounds: 89
Drops: 1

First off, we’ve chosen Grinnin’ Blades to nullify your squishy army from getting popped outside of 12″.

We’re then wrapping them all up into a single drop Battle Regiment. In theory this should give you control of the first turn. If you’re facing another ranged army like Kharadron Overlords or Lumineth Realm-Lords this can mean you actually opt to give them the first turn, force them to move closer but stay outside of their ranged attacks, then on your first turn have your Man-Skewers and Killbow take down some fools. If you’re lucky you may even get th priority into the second turn…

The Units

Killaboss on Great Gnashtoof

Killaboss on Great Gnashtoof Painted By Woehammer Peter

This fella is great, and it’s a model I personally love. With a 10″ move, he’s not particularly fast, so we’ve given him the mount trait Fast ‘Un to get that one extra hero phase move. Meaning, in theory you could potentially pull a move and charge off against an enemy 27″ away.

Rather than the traditional Supa Sneaky you often see on a Kruleboyz warboss, we’ve gone for Slippery Skumbag. This is to maxmise the Savage Hound ability which gives the unit +1 to its hit rolls if it made a charge in the same turn. This means if you’re locked in combat, you’ll be able to retreat out, and then charge once more in the same turn.

Swampcall Shaman and Pot Grot

Painted by Woehammer Peter

This guy is going to be key to maximising the amount of damage your units can kick out during the battle. Using his Poison ability means that the unit you buff will cause mortal wounds from their venom-encrusted weapons on a 5+ instead of the usual 6+. During the early stages of a game, you’ll want him giving poison to your ranged Man-Skewer Boltboyz. Follow this up late game with the Gutrippaz when they make combat and watch the colour drain from your opponent’s face.

We’ve also given him the spell Nasty Hex, so if you do come up against any armies with ward saves, he’ll have a chance of turning them off before your Poison enhanced units pick them apart.

As a last little gift, this guy will sticking close to either your Man-Skewer Boltboyz or your Gutrippaz, so we’ve given him the artefact Mork’s Eye Pebble. Meaning once per game in a single phase, the Swampcalla Shaman and all units within 12″ will have a 5+ ward save. Not bad for a bit of extra survivability.

Murknob with Belcha-banna

Credit: Games Workshop

Under the current General’s Handbook (Season 23/24), this model has improved in value. With the amount of Wizards now able to cast various spells without too much difficulty, it helps to have a source of ward saves against them. Make sure you keep him near your key damage dealers like the Gutrippaz and Man-Skewers so they benefit from that 5+ ward save against spells.

On top of that he can dish out some mortal wounds alongside the Gutrippaz with the Breath of the Mire-drakes ability. Just don’t rely on it too much.

Gutrippaz

Painted by Woehammer Peter

I hope your woman loves you like Woehammer Pete loves Gutrippaz

– Pete Atkinson (PlasticCraic)

It’s true, I love these guys. I’ve found so many times that people underestimate the amount of damage that they can kick out (that’s why I have a list with 60 of them…).

With Poison from the SwampcallaShaman a unit of 10 of these boys they dish out the following damage on average:

v SaveGutrippaz (Wicked Stikka + Poison)
2+7.29
3+7.58
4+7.88
5+8.17
6+8.46
8.75

At only 150 points a unit, they’re great. Their downside is their lack of bravery, but this can be compensated for by the Killaboss on Great Gnashtoof‘s ability All Part of Da Plan.

Hobgrots

Painted by Woehammer Peter

These are here as a simple screen, but to be honest they’re not even too great at that. They won’t stick around and they won’t do too much damage. They’re not bad for protecting your Man-Skewer Boltboyz and Beast-Skewer Killbow, or for claiming home deployment area objectives. But otherwise don’t expect a great deal from them.

Beast-Skewer Killbow

Painted by Woehammer Peter

It’s a lot cheaper than it used to be, but don’t expect great things from it. Really, it’s only use is against multi wound monsters and even then you have to pray that it hits. IF it hits, and IF you roll a 6 on that to hit roll, you’ll be laughing though as every wound caused will be mortal…

Man-Skewer Boltboyz

Painted by Woehammer Peter

These are your early game damage dealers while the enemy struggles to get to grips with you. Get the Poison on them from the Swampcalla Shaman and fire at long range at first. If you have your target within 12″ though, make sure you shuffle them to ensure you’re using the hasty shot. Doubling the amount of shots means you’re fishing for those all important 6’s for the mortal wounds (5’s if you’ve given them Poison from the Swampcall Shaman).

As an idea as to what just 3 can do in terms of damage:

v SaveAimed Shot (+Poison)Hasty Shot (+Poison)
2+3.565.19
3+4.005.44
4+4.445.70
5+4.895.96
6+5.336.22
5.336.22

What Next?

When you’ve had a few games and you’re looking to expand your list up to 2k, I would seriously consider purchasing Gobsprakk. In the current meta with his Mork Sez No abilty and Primal Dice being able to enhance this he’s an absolute menace to enemy casters.

You may also want to look at getting a Snatchaboss on Sludgeraker, they’re beasts in combat and their Sludgeraker Venom means that the venom-encrustd weapons of any units nearby will be causing one additional damage each. That means your Gutrippaz could be causing 2 damage and your Man-Skewer Boltboyz 3 damage.

Most lists also run 2 Swampcalla Shamans to maximise the Poison output. If you also like running lots of Gutrippaz, I’d consider buying a Killaboss with Stab Grot or two for the bravery benefits.

Painted by Warhatter

Vanguard: Slaves to Darkness – Beginners 1,000 Point Army

Following on from Danny and Phil’s excellent chat about the new Slaves to Darkness Battletome, we thought it would be great to give you an option for a beginners army based on the new Vanguard: Slaves to Darkness.

Vanguard: Slaves to Darkness

This new boxed set priced at £85 through Games Workshop comes with 17 models in total to give you an (almost) complete beginners army. I say almost, the total points in this set amounts to 680 points.

Included in the box you have:

  • 1x Chaos Lord (115 points)
  • 10x Chaos Warriors (220 points)
  • 5x Chaos Knights (230 points)
  • 1x Gorebeast Chariot (115 points)

But we want a full 1,000 point army that we can start playing with, so to add to the above I’d possibly look at buying a Chaos Sorcerer Lord, a Darkoath Warqueen and a set of Darkoath Savagers.

What will it all cost?

  • Battletome: Slaves to Darkness £32.50
  • Vanguard: Slaves to Darkness £85
  • Darkoath Warqueen £21
  • Darkoath Savagers £35

That’s total of £173.50 at Games Workshop prices for everything you need to play at 1,000 points with Slaves to Darkness.

You can of course get these cheaper through your local retailers. Element Games in the UK offer between 15-25% off on these prices. Why not use our affiliate link below to start your army today?

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The List

Army Faction: Slaves to Darkness
Subfaction: Host of the Everchosen

LEADERS
Chaos Lord (115)
General
– Mark of Nurgle
– Reaperblade and Daemonbound Steel
– Command Trait: Death Dealer
– Artefact: Hellfire Sword (Reaperblade)
Chaos Sorcerer Lord (120)
– Mark of Nurgle
– Lore of the Damned: Daemonic Speed
Darkoath Warqueen (100)

BATTLELINE
10x Chaos Warriors (220)
– Mark of Nurgle
– Murderous Weapons
– Retinue
5x Chaos Knights (230)
– Mark of Nurgle
– Cursed Flail
– Ensorcelled Banner: The Eroding Icon
10x Darkoath Savagers (100)

OTHER
1x Gorebeast Chariot (115)
– Mark of Khorne
– Lashing Whip & Chaos War-Flail

TOTAL POINTS: 1000/1000

This army is tough! and it has fast elements which can also pin units in place while you bring your Chaos Warriors and Darkoath Savagers to bear. We’ve gone for Host of the Everchosen as our subfaction, this will allow us to bring back slain models on 5+ instead of 6+ with our rally ability. This only applies to the Chaos Warriors and Chaos Knights, but these two units with the Mark of Nurgle are already going to be blighters to shift anyway, this will just make it even harder for our oppposition!

How it could play

Chaos Lord

Our general for this particular list. He’s tough and hits like a hammer. Giving him the Mark of Nurgle means the enemy have to subtract 1 from their wound rolls that target him when using melee weapons. It also gives him the ability to use the Command Ability: Bestow Contagion. This will allow our other Nurgle Marked units (Chaos Warriors and Knights) a chance to cause D3 mortal wounds to enemy units within 3″ on a 3+.

We’ve got Death Dealer as our Command Trait, and this will allow our General to fight for a second time in the fight phase once per battle. Admittedly it’s with the Strike-last effect, but even so, well worth having.

With Chaos Lords you’re also allowed to choose a retinue which you can pass wounds off to on a 3+ (the reasons for this shown in the Chaos Warriors section), for this I’ve chosen the Chaos Warriors, as really he should be sticking to them like glue throughout the game. The other benefit from being retinue is they can fight immediately after our Chaos Lord if they haven’t fought yet. Essentially giving you two fight activations for the price of one!

As an artefact, I’ve gone for Hellfire Sword, which will allow our Reaperblade to cause two mortal wounds for each hit roll of 6.

Giving him the Reaperblade and Daemonbound Steel does mean that the damage output is slightly better than that of the Daemonbound Flail when you also take into account the mortal wounds caused by Hellfire Sword:

Weapon– Save6+ Save5+ Save4+ Save3+ Save2+ Save
Reaperblade222222
Daemonbound Steel111110
TOTAL333332
Daemonbound War-Flail222222
Average Damage after Saves
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Chaos Sorcerer Lord

This lovely fellow is a good buff to your forces. He’s a single cast and single unbind wizard which isn’t anything to write home about, but what he does provide is his spell Daemonic Power. With a casting value of 6 and a range of 18″ it should be fairly easy to cast each turn, and when you do you’ll be able to give ANY of your other units in this list +1 to hit and +1 to wound for their melee attacks. That’s nothing to be sniffed at!

As well as this he can give a 6+ ward to one of your other units in this list until the next hero phase. Hopefully you’re starting to see the tankiness of those Chaos Warriors now with their Mark of Nurgle (-1 to wound them) and a 5+ Ward Save against mortals and 6+ Ward against everything else.

Darkoath Warqueen

I absolutely love this model, which is mainly why I’ve chosen it (never discount rule of cool!). Like the Chaos Lord, this unit can allow the Darkoath Savagers to fight immediately after herself (as long as they haven’t already fought), another twofer!

She has an ability where if issuing the inspiring presence command while inside the enemy territory she can give it up to 2 Darkoath or Cultist units. We only have one for this list, but perhaps consider buying one of those awesome Warcry warbands when you look to expand to 2k?

Chaos Warriors

The first of our three battleline units. Keep these near your Chaos Lord so that they can benefit from the Retinue rule and fight immediately after the Chaos Lord in the fight phase.

With a 3+ save, a 5+ ward against mortals and a 6+ ward against everything else using the Chaos Sorcerer Lords Oracular Visions, AND the ability to have slain models return from the rally command on 5+, this unit is going to take A LOT of punishment before it goes away! In fact they would need an average of 72 damage from zero rend weapons to be allocated to them before saves, for the enemy to have a chance of destroying them.

By getting the Chaos Sorcerer Lord to cast Daemonic Power on them as well you’ll soon see their average damage output after saves is not to be ignored:

Weapon– Save6+ Save5+ Save4+ Save3+ Save2+ Save
Murderous Weapons1414121075
Murderous Weapons (Enemy Territory)*21211814117
*Chaos Warriors gain +1 attack while wholly within enemy territory
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Darkoath Savagers

Another unit I absolutely love. These guys have an added benefit of causing mortal wounds on hit rolls of 6 when in combat. This is the perfect unit to try and take objectives with, because if you manage to claim one previously held by the enemy then this unit will get a 5+ ward save until the end of the game. They won’t stand up to much punishment though, so if you’re going to commit them make sure you can win!

Weapon– Save6+ Save5+ Save4+ Save3+ Save2+ Save
Darkoath Weapons874411
Average Damage Output after Saves

Chaos Knights

Another tanky unit. They also benefit from the 5+ ward save against mortal wounds. We’re also giving them Mark of Nurgle (who is Mark anyway?) so the enemy is at -1 on their to wound rolls.

These guys are quick as well, we’ve given our Chaos Sorcerer Lord the spell Daemonic Speed. This will allow to roll 3D6 for their charge rolls when within 18″.

We’ve also chosen to give these chaps The Eroding Icon Ensorcelled Banner, this will worsen the rend of melee weapons used against them by 1, making them even harder to kill!

You’ll want these guys quickly claiming objectives and tying up units you want to hold in place ready for your Chaos Warriors to pummel.

Weapon– Save6+ Save5+ Save4+ Save3+ Save2+ Save
Cursed Land (Charging)888664
Cursed Lane*443321
Cursed Flail*322110
Trampling Hooves*322110
TOTAL*1087541
Average Damage Output
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Gorebeast Chariot

Another flanker unit for our army. We’ve given this the Mark of Khorne which allows us to add 1 to the attacks of its melee weapons when it charges.

Don’t forget that at the end of the combat phase it can make a normal move even if still within 3″ of the enemy. If it does so, it can cross across models with wound characteristics of 4 or less as though it can fly. If you do so, pick a unit that this model passed over and roll a dice, on 3+ that enemy suffers D6 mortal wounds! You’ll probably do an average of 3 or 4 mortal wounds… And it only costs 115 points! Bargain!

Weapon– Save6+ Save5+ Save4+ Save3+ Save2+ Save
Lashing Whip100000
Chaos War-Flail322110
Crushing Fists222200
TOTAL644310
Average Damage Output

Where to go next?

Everything in this book looks cool and you certainly couldn’t go wrong by possibly buying a second Vanguard box! If not, have a look at the Varanguard and Chosen, both heavy hitting units if that’s what you like. There’s also a certain bloke named Archaon…

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

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

Vanguard: Disciples of Tzeentch

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

Included in the box you have:

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

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

What will it all cost?

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

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

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

The List

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

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

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

OTHER
3x Flamers of Tzeentch (190)*

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

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 990/1000

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

How it could play

Magister on Disc of Tzeentch

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

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

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

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

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

Fluxmaster

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

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

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

Tzaangors

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

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

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

Kairic Acolytes

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

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

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

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

Screamers of Tzeentch

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

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

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

Flamers of Tzeentch

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

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

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

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

Other Notes

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

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

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

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

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

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

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

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

Where to go next?

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

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

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