Tag Archives: Battletome review

Cities of Sigmar: Battletome Review

Contents

Lore Synopsis

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

Your HUMAN 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. 

Disciples of Tzeentch Battletome Review

Menu

Lore

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 Endless Spells 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)

CORE BATTALIONS
*Battle Regiment
**Command Entourage – Magnificent

TOTAL POINTS: 1990/2000

 – 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)

CORE BATTALIONS

*Battle Regiment

**Command Entourage

– Magnificent

TOTAL POINTS: 1990/2000

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”!

Flesh-eater Courts: Battletome Review

Menu

Lore Synopsis

The Flesh-eater Courts are leagues of valiant nobles, courtiers, knights, and serfs that aim to bring peace to the Mortal Realms. At least, that is what the Delusions have led them to believe. In reality, the nobles of the Flesh-eater Courts are bestial vampires and ghoulish monstrosities all led by Ushoran. Known by many titles, the Carrion King, the First Exemplar, the Sumeros Summerking, the Lord of Masques, the Sombre Paladin, the Mortarch of Delusion.

Credit: Games Workshop

Ushoran, one of Nagash’s great Mortarchs, was driven mad by something that occurred at the edges of the Realm of Death. Nagash placed him within the prison of the Shroudcage in an attempt to repair his broken mind. Sigmar’s invasion of Shyish resulted in the destruction of the Shroudcage and Ushoran’s escape. The madness, however, turned into something greater within the Shroudcage. Ushoran emerged a monstrous bestial creature dripping with madness. The delusion he now held was that he was still the valiant and beautiful Sombre Paladin that he once was. He would rally his courts and lead them to defend the mortal realms. This delusion spread to the members of his courts simply by proximity. Mortals would feast on his blood and on bountiful feasts of carrion, devolving into the ghoulish monstrosities that make up the Flesh-eater Courts. However, the madness takes them in turn, and they, in turn, see themselves as heroic figures led by the beneficent Summer King.

Playstyle

The Flesh-eater Courts is a battletome that supports a number of distinct playstyles centred around the common theme of recursion (returning slain models to the battlefield). Heroes utilize spells and abilities to debuff the enemy and strengthen your forces. You can deploy hordes of serfs or bands of knights that level volumes of attacks at your opponent while confidently occupying objectives. Or you can stomp across the battlefield with imposing monsters that wield a combination of debuffs, melee, and missile weapons.

Credit: Games Workshop

Allegiance Abilities

The FEC Deathless Courtiers battle trait is their version of the Death signature 6+ ward for all of their units. The crux of their other allegiance abilities are Noble Deed Points (which we will shorten to NDPs for the rest of this article) that are earned by their HEROES. FEC HEROES start the battle with 0 NDPs. Each time they chant a prayer or cast a spell that isn’t unbound, they get 1 NDP. After they fight, they earn a number of NDPs equal to the amount of wounds allocated to enemy units (excluding those caused by mount attacks). Each HERO can have a maximum of 6 NDPs. They will need them for FEC’s other abilities because Feeding Frenzy, Muster, and Summoning have changed entirely from their previous edition.

Feeding Frenzy is now a 12” aura that emanates from your HEROES that have 6 NDPs. The aura gives +1 attacks to melee weapons for all FEC units that are wholly within the aura. Rather than extra attacks being tied to spells, it is now just a passive buff you get for doing things you already planned on doing. So you will still have plenty of dice to chuck at your opponent.

Credit: Games Workshop

Muster Guard is the first recursion mechanic that they can utilize to return slain models. At the end of the movement phase, each COURTIER can spend 1 NDP to return 1 slain model to a SERF unit within 10” or 2 NDPs to return a KNIGHT. You can use this ability as many times as you wish as long as you have the NDPs to spend. Summon Loyal Subjects is the second major recursion mechanic. At the end of the movement phase, each ABHORRANT can spend 6 NDPs to pick 1 SERF or KNIGHT unit that has been destroyed. You can summon an identical replacement unit with half of the number of models rounded up, wholly within 6” of the board edge and more than 9” away from all enemy units. You can only replace each of your units once, and replacement units themselves can’t get replaced. What makes FEC very unique here is that the remaining models that are not set up are considered slain. This means they can be returned with abilities like Rally and Muster Guard. Note that both Summon Loyal Subjects and Muster Guard are both at the end of the movement phase. So you can position your COURTIERS, summon a replacement unit, and then muster that unit. The mustered models can be placed closer to the enemy to reduce your charge distances. Managing this NDP economy makes for interesting decision-making.

The last battle trait we have to cover is Delusions, which have also been overhauled. You get to pick 1 Delusion to apply to your FEC units for the whole battle, but you do not pick until before the first turn and after starting command points have been received. The flexibility of being able to pick your delusion after knowing the battle plan, your opponent, and who is going first is really neat. Crusading Army gives +1 to run and charge, perfect for chasing down some pesky invaders. Defenders of the Realm give +1 to save rolls while contesting objectives that you control, which is a nice durability boost for our not so great save characteristics. The Royal Hunt gives +1 to wound rolls against MONSTERS, sorry Gargants (He’s not sorry – Peter). The Grand Tournament gives +1 to hit for HEROES that are not a general and made a charge move in the same turn. The Feast Day allows Feeding Frenzy to apply, while HEROES have 4 NDPs rather than 6.

You also have access to 2 unique heroic actions. The first being Rousing Oration which allows you to roll a number of dice equal to the number of FEC units wholly within 12” of that HERO. Every 5+ gives that HERO 1 NDP. A nice extra way of generating NDPs and keeping your economy steady. The second is Scent of Blood which allows you to roll a die and on a 3+ make a move of D6”. You have to finish the move outside of 3” of enemy units. If there is an enemy with wounds allocated to it, you have to finish the move closer to that unit. A neat, albeit niche tool we can use for some minute repositioning, like walking out of combat!

Subfaction Traits Summary

Morgaunt

Morgaunt will allow each of your MORGAUNT HEROES to gain 1 NDP at the end of each turn if they are contesting an objective. A nice NDP trickle. This subfaction will also make the new Crypt Guard unit battleline.

Battleline in Morgaunt. Credit: Games Workshop

Hollowmourne

Hollowmourne will give HOLLOWMOURNE KNIGHTS +1 damage on the charge for their melee weapons (excluding mount). This subfaction will also make your Crypt Horrors battleline.

Yes, Horrors will be damage 4 on those 6s to wound.

Crypt Horrors, battleline in Hollowmourne. Credit: Games Workshop

Blisterskin

Blisterskin gives your ABHORRANTS the PRIEST keyword. Your HEROES can not chant a prayer and cast a spell in the same phase. This subfaction will also allow your Crypt Flayers to be battleline. The prayers are good, but I don’t think they are so good that this is warranted. This is really just for the Flayer enjoyers.

Gristlegore

Gristlegore will allow you to pick 1 of your GRISTLEGORE MONSTERS at the start of your combat phase to have Strikes First. This subfaction will also make your non-hero Zombie Dragons and Terrorgeists battleline. Monster mash enjoyers rejoice!

Credit: Games Workshop

Spells and Prayers

Misamal Shroud (Spell)

Miasmal Shroud has a casting value of 6 (CV6) and a range of 18”. It allows you to pick 1 visible enemy and roll 6 dice (8 if the casting roll is 10+). If 2 of those dice share a number, the enemy takes 1 mortal wound. If 3 share a number, they get -1 to hit rolls. If 4 share a number, they get -1 to wound rolls. These effects are cumulative.

Crimson Victuals (Spell)

Crimson Victuals has CV6 and range 18”. You pick one enemy unit and one FEC unit within 6” of that enemy that has a wounds characteristic of 1. The enemy suffers D3 mortal wounds and you can return 1 slain model to that friendly unit for each wound not negated. If the casting roll was 10+, the enemy suffers 2d3 mortals instead. This will help keep your SERF units topped off.

Deranged Transformation (Spell)

Lastly Deranged Transformation has CV6 and range 24”. Pick an FEC unit with a wounds characteristic of 7 or less that is wholly within range and visible. They get +2 to their move characteristic and +1 to wound until your next hero phase. If the casting roll was 10+, you can pick 3 friendly units instead of 1. This one is certainly the highlight for this lore, keeping your units screaming across the battlefield.

Bless this Meal (Prayer)

Bless this Meal is CV3 and range 18”. Pick 1 visible enemy unit. Each time a model from that unit is slain, you can heal 1 wound to a FEC unit within 6” of that enemy. This could be nice for keeping your monsters topped off.

The Summerking’s Favour (Prayer)

The Summerking’s Favour is CV3 and range 18”. You can pick 1 friendly HERO and they gain 1 additional NDP each time they slay an enemy model. Given that the max is 6, I am not sure our fighty heroes will be able to really take advantage.

Charnel Conviction (Prayer)

Charnel Conviction is CV3 and range 18”. You can give a 5+ ward to one of your units until the start of your next hero phase. A 5+ ward on any of our dense wound blocks is quite the jump in durability.

Command Traits and Artefacts

Your ABHORRANT generals will have access to 3 command traits. Shadowy Obfuscation will make your general invisible to models more than 12” away from them. Piss off pesky archers! Feverish Scholar will give your general +1 to casting, unbinding, and dispelling rolls. That bonus jumps up to +2 if that HERO has 6 NDPs. This is really nice for all those 10+ effects in the spell lore. And Kroak is shaking in his boots when it’s FECs time to unbind! Master of the Menagerie makes it so that you can use Summon Loyal Subjects on a NON-HERO MONSTER instead of only SERFS and KNIGHTS. When the MONSTER is summoned, it has 6 wounds allocated to it. Get back on the battlefield, you big beautiful monsters!

Your ABHORRANT HEROES have access to 3 artefacts of power. The Grim Garland subtracts 2 from the bravery characteristics of enemy units while they are within 9” of the bearer. This will combo nicely with some features we will cover later. The Blood-river Chalice allows the bearer to heal 2d3 in the hero phase once per battle. The Heart of the Gargant allows the bearer to add 1 to the attacks characteristic of themselves and their mount once per battle. Those last two leave a little bit to be desired.

Your COURTIER general will have access to 3 command traits. Stronger in Madness will add 2 to their wounds characteristic and give them a 5+ ward while they have 6 NDPs. Savage Beyond Reason makes their melee weapons score 2 hits instead of 1 for each unmodified hit roll of 6, 3 hits if they have 6 NDPs. Cruel Taskmaster improves their ability to use Muster Guard. Now when they spend 1 NDP to muster, they can return 1 slain KNIGHT model or 2 slain SERF models. The first two seem ok if you want to focus on a smashy Varghulf Courtier. However, the value on Cruel Taskmaster is absolutely and insanely efficient if you want to focus on blocks of KNIGHTS.

Your COURTIER HEROES have access to 3 artefacts of power. The Medal of Madness allows them to once per battle round issue a command as if they were a general without spending a command point. This simply isn’t the choice with such a lack of impact. The Flayed Pennant allows all Flesh-Eater Courts units to reroll charges while wholly within 12” of the bearer. This is not the worst artefact. The Charnel Vestments gives the bearer the PRIEST keyword. Having access to a prayer without having to invest in the Abhorrant Cardinal is really nice.

Mount Traits and Monstrous Actions

Your Royal Zombie Dragons and Royal Terrorgheists will have access to 2 unique monstrous actions. Delectable Appetizers allows you to pick 1 enemy unit within 3” with a wounds characteristic of 2 or less and roll a dice. On a 3+, that unit suffers D3 mortal wounds and the monster heals the number of wounds that were caused and not negated. This is just more healing to ensure your monster is topped off before the fight. Bloodcurdling Shriek allows you to pick 1 enemy unit within 3” and roll a dice. On a 3+, subtract 2 from the target’s bravery characteristic until the end of the turn. More bravery debuffs for more bravery shenanigans.

Your Zombie Dragon HEROES will have 3 mount traits to choose from. Baneful Breath will give the Pestilential Breath rend 2 rather than 1. Death from the Skies allows you to set up this unit in reserve and deploy at the end of the first movement phase anywhere outside of 9” of enemy units. Venerated Zombie Dragon allows you to add 1 to hit rolls for friendly Flesh-eater Courts MONSTERS wholly within 12” of this unit. That last one will be the obvious pick if your goal is Monster Mash.

Your Terrorgheist HEROES will also have 3 mount traits to choose from. Gruesome Bite adds 1 to the attack characteristics of this units Fanged Maw. This is for all your gamblers out there as the Fanged Maw is still going to cause 6 mortal wounds on 6s to hit. Horribly Resilient allows you to heal 2d3 in the hero phase with Royal Blood rather than D3. Morbheg’s Swiftness allows this unit to retreat and charge, which is a really nice bit of mobility.

Warscrolls

Nagash is in the book, but the spell lore is not really one he can take advantage of. The points seem tight, and there are a lot of neat FEC toys that interact with each other. If Nagash is your jam, he definitely fits the theme of recursion.

Terrain

The Charnel Throne is back and mostly the same. Enemies still can not use abilities that would allow them to ignore battleshock tests while they are within 12” of it. However, when one of your little 7 wound or fewer heroes is garrisoned inside, they generate D3 NDPs at the start of your hero phase! Chuck an Archregent in there and the rest of your army around it to hear a Rousing Oration, and you will be at 6 NDPs before you know it.

Abhorrant Heroes

Ushoran, the Mortarch of Delusion, has some very interesting abilities on his warscroll in addition to being a two caster Wizard. His warscroll spell is CV7 and range 18”. You pick an enemy model and 1 of its weapons. That model has to make that weapon attack against another unit within range. If your opponent is not careful, their units might get a bonk! He heals 2d3 in the hero phase and has a 5+ ward which makes him quite resilient. In the hero phase, Ushoran can pick a second delusion to apply to the army until your next hero phase. The flexibility this provides you can be so valuable. His Feeding Frenzy range is 24” rather than 12” if he has 6 NDPs. At the start of the combat phase, he will give -1 bravery to each unit within 3” that lasts for the rest of the battle. And then, he rolls 2 dice against the bravery characteristic of each enemy within 1”. If the roll surpasses that unit’s bravery, that enemy will fight last. Combining this with another hero carrying the Grim Garland can make Ushoran hand out fight last to even the bravest of units. There is a lot of utility in this single warscroll.

All ABHORRANTS can heal D3 in the hero phase with their Royal Blood ability.

The Abhorrant Archregent can use Countless Servants to return 3 SERF models or 1 KNIGHT model to a single unit within 18” of this unit. I will have a side of recursion with my recursion. Thank you very much. Being a two caster means the Archregent can generate NDPs quite well. Their CV6 warscroll spell Carrion Call allows a unit that is set up at the end of the following movement phase to make a D6” move. This warscroll is packed to the brim with value.

The Abhorrant Ghoul King does not come with similar value. It is a single caster with a CV6 warscroll spell that allows them to make a 3d6 charge in the hero phase. In the combat phase, it can pick an enemy hero to duel and get +1 damage against them. 5 attacks at damage 3 is funny, certainly. However, I do not think this mini missile will afford you the same utility as some of these other warscrolls.

The Abhorrant Cardinal is going to be your only priest outside of a COURTIER, taking the Charnel Vestments. Their warscroll prayer is CV 4 and range 18”. Pick a unit, and every time it receives a command, the command fails on a 4+. I am not sure how this prayer is expected to compete with the 5+ ward or healing/recursion prayers that have CV 3s. They generate 1 NDP from 1 prayer and then offer no other utility.

The Abhorrant Gorewarden is going to make your Morbheg Knights battleline if it is the general. It can set itself up in reserve and bring a unit of Morbheg Knights or Crypt Flayers to reserve with them, dropping onto the battlefield outside of 9”. It is a single caster with a CV6 spell that teleports them and a flying unit anywhere outside of 9” of enemies. A good bit of utility on this one, and a great pick if you want to focus on Morbheg Knights!

Grand Justice Gormayne is an interesting fella. He is not a priest, but instead has 4 judgments he can pick from to pronounce in your hero phase on a 3+. Petty Transgression lets you target a visible enemy (no range) and get +1 to wound rolls for all your FEC units that target that enemy that turn. There is some redundancy here with Deranged Transformation, but it has its uses.. Grievous Insult to the Court is the same but with +1 to hit rolls instead, with the added requirement of that enemy having to be within 3” of an ABHORRANT to be selected. Dishonourable Conduct in Battle lets you target a visible enemy (no range) that is outside of 3” of your units. All your FEC units can run and charge if they finish the charge within .5” of the target. Even more mobility? Yes, please! Regicide lets you pick a visible enemy (no range) that has slain an ABHORRANT. Your units get +1 damage against them. We have found the Abhorrant Ghoul King’s purpose!

The Abhorrant Ghoul King on Royal Terrorgheist is up to 16 wounds now. The rider has damage 2 attacks, and the Skeletal Claws are up to 7 attacks! The warscroll is otherwise mostly the same except for the CV6 warscroll spell – Ferocious Hunger, which allows a Royal Terrogheist to reroll those Fanged Maw to hit rolls. So the Terrorgheist is still the same moderate beat stick 6 fisherman we all know and love.

The Abhorrant Ghoul King on Royal Zombie Dragon also received the 16 wound and damage 2 rider treatment. On this warscroll, however, you will shut down Inspiring Presence or units within 3” of any Royal Zombie Dragon, which will combo nicely with the Bloodcurdling Shriek and the Charnel Throne. The CV 6 and range 18” warscroll spell Monstrous Hunger will give out run and charge to every FEC monster within range. If you like Monster Mash, this hero is an excellent inclusion to send your monsters barreling forward.

Courtier Heroes

Your COURTIER heroes will give you access to the Muster Guard ability, but that means they will need to generate NDPs in order to use them. None of them are wizards or priests innately, so you will have to rely on Morgaunt, Rousing Oration, the Charnel Throne, or combat to generate those NDPs.

The Marrowscroll Herald is invisible to the enemy if there are 5 FEC models within 6” of them. This keeps them exceptionally safe, and you can even abuse this to charge the Herald in and shut off unleash hell (yes, unleash hell requires visibility). The Herald can also give out an infected bone at the end of the charge phase. The enemy can deny it and give all your units within 3” of the Herald fight first. If they accept, then you can roll against their bravery every time they try to issue or receive a command, cast, or chant. If you beat their bravery, they fail. Yet another case where our bravery debuffs are going to come in handy.

The Crypt Ghast Courtier and the Royal Decapitator will be able to chain activate a SERF unit in the combat phase. In theory, you can have them fight, generate NDPs, and chain activate SERFs that are now benefiting from Feeding Frenzy. In practice, their combat profiles are just not what they need to be for this trick to work. Not to mention, they are very squishy, so the frontlines might not be where you want them. The Decapitator also has the funny 5+ auto slay at the end of combat if it dealt any wounds to a hero. Are you feeling lucky?

The Varghulf, Crypt Infernal, and Crypt Haunter are going to be your punchy COURTIERS that might be able to fight with your units a bit more efficiently. The Varghulf 2 extra attacks against 1 or 2 wound non-mounted units, a D6 heal if it slayed models, and a retreat move at the end of the combat phase. With some decent mobility and combat stats, the Varghulf could prove an interesting inclusion. If the Crypt Infernal manages to kill a model in the shooting phase, it will give +1 damage to your nearby Crypt Flayers for that shooting phase. If you’re into shooting, Flayer bricks can surprise your opponent with this trick. The Crypt Haunter can chain activate your Crypt Horrors in the combat phase, and it might have the best chance at taking advantage of that Feeding Frenzy trick. The Infernal and Haunter are only 6 wounds, meaning they can receive Deranged Transformation. Sporting 8 wounds, the Varghulf is not so lucky.

Knights

The new Morbheg Knights can pick 1 unit within 1” after a charge, and that enemy can not receive unleash hell. You can also roll a dice for each model in this unit that is within 1” of that enemy unit, and each 4+ will cause D3 mortal wounds. Archers be damned! These KNIGHTS sprint around with 12” move and a tasty 4+ save. They get +1 to run and charge and count as 3 each on objectives if they charged. On top of all of this, they can retreat and charge. These batty KNIGHTS are not to be trifled with.

The Crypt Flayers and Crypt Horrors remain the same. Flayers can pick up and transport your sub-7 wound heroes, which is the perfect tool for positioning your COURTIERS that need to muster elsewhere on the board. They also get +1 to wound for shooting sub 7 bravery targets, of which there will be many with all the bravery debuffs we can hand out. Crypt Horrors are going to be the cheapest battleline option in Hollowmourne and very hitty to boot.

Serfs

The new Cryptguard will allow Flesh-eater Courts HEROES that are wholly within 3” of a unit of Cryptguard to add 1 to their ward rolls. This will provide a nice little boost to the durability of your ever important heroes. They can also form a U shape around larger bases to get your monsters wholly within 3” of the unit. You can deploy your Cryptguard or charge them into this formation to make your monsters even more formidable (yes, Ushoran will have a 4+ ward). They also prevent enemies they damage from receiving commands for the turn. Niche for the combat phase commands, but very good for turning off Inspiring Presence.

Crypt Ghouls are the same on the warscroll, but the pitched battle profile has seen a huge update in that they are now minimum size 20! This means you can rock up to the table with Crypt Ghoul units as large as 40 or 60 models strong! The wound density of these little Ghouls makes them an exceptionally efficient choice. They will also be your only non-conditional battleline.

Royal Beastflayers are the cheapest serfs but are in no way battleline. The unit has a wounds characteristic of 1 and the SERFS keyword. This means you can return 1 model to this unit for 1 NDP from a COURTIER, 3 models to this unit with Countless Servants from an Abhorrant Archregent, and the number of other tricks this book has for replenishing SERFS. The reason this matters is because of the Offal Hound and Flaymaster models within this unit that have 2 and 3 wounds, respectively. For the price of returning a SERF model that is typically 1 wound, you can return Offal Hounds and Flymasters. This makes the Beastflayers so absolutely efficient that they will compete with Ghouls at clogging up the board and tying up your opponent. They also turn off monstrous actions and make monsters -1 damage, which is just a cherry on top.

Monsters

The non-hero version of the Royal Zombie Dragon and Royal Terrorgheist are going to be the makeup of your monster mash lists. They sport 14 wounds a piece. The Terrorgheist has the same mortals on the maw, and the Zombie Dragon has the same shutting off inspiring presence. The Zombie Dragon can be set up in reserve, which may combo nicely with Carrion Call. 

Endless Spells

The Chalice of Ushoran is CV 6 with 24” range.  The endless spell is all the same, except now it is an 8” flying predatory spell! You keep track of the number of models slain within 12”. At the end of the turn, you roll that many dice. For each 4+, you can heal 1 wound allocated to a Flesh-eater courts model within 12”, or return 1 slain model to a Flesh-eater courts unit wholly within 12” that has a wounds characteristic of 1. This will confidently keep your units topped off as it always did. However, now you can move it around to hide behind terrain or get out of range and avoid dispellment.

The Cadaverous Barricade is CV5 with 24” range. It becomes a piece of terrain that prevents runs, retreats, and halves movement within 3”. It might be easy to dispel, but it is super cheap and can be used to block redeploys or counter charges in your turn. Not to mention, the laughs that may ensue should it fail to be dispelled.

The Corpsemare Stampede is a CV7 with a range of 3d6” and predatory flying move of 12”. You roll 6 dice against every unit it flies across, and it does a mortal for each 6, and for each roll that’s greater than that unit’s wounds characteristic. It is on a decent sized base, so it could also be used for move blocking outside of the ok damage.

Grand Strategies

The Grand Strategies are quite difficult to achieve, and you may be better off with a generic option. On the table, none of these have proven to be very reliable.

Legendary Exploits requires having 3 FEC heroes alive with 6 NDPs each at the end of the battle. FEC feels like an army that wants to grind to the final turn, and it needs to spend those NDPs to stay on the field. I am not sure this one is feasible at all.

Expand the Kingdom requires an Abhorrant to be wholly within enemy territory while the enemy general is not wholly within their territory. This one is very easy for the opponent to deny, especially if their general is the type to sit in the back and hide anyway.

Defend the Throne requires you to have no enemy units within 6” of the Charnel Throne and have it garrisoned by one of your heroes. This one is also easily preventable by your enemy simply running up alongside the throne. The way you score this is by sitting the throne in the corner, but then the hero inside of it does not get to interact with the battle and you do not get to take advantage of the turning off battleshock abilities.

Battle Tactics

Some of these are going to be a bit challenging, but with the specific setup and list building, they can be good alternatives to the GHB tactics.

Screamed to Death requires you to kill an enemy unit with the shooting from Crypt Flayers, the Crypt Infernal, or a Terrorghiest. If you are running Crypt Flayer Bricks, this one is quite achievable. Or if there is a weakened unit or model running around that a Terrorgeist can pick off with a shout, even better.

Valiant Slaying requires you to kill a monster with attacks made by an Abhorrant. If you are not running a big monster, this one may be quite impossible unless there happens to be a severely wounded monster for an Archregent to pick off.

Overrun requires every enemy unit on the battlefield to finish the turn within 3” of an FEC unit. If you’re running large SERF blocks, then this tactic is much more achievable as you can spread yourself quite effectively and squeeze in between screens. However, this one may be a safer tactic to pick up later into the game when there are fewer enemies to tag.

Glorious Feast requires every friendly unit to be wholly within 12” of a FEC hero that has 6 NDPs. On certain battleplans where you do not want to travel far from your deployment, you may be able to reliably set this up on turn 1. You can roll Rousing Oration before you select your battle tactic. If you are going second, 2 good orations and a good roll on the D3 from Charnel Throne could guarantee this tactic. REALLY, good rolls could even make it possible as a Turn 1 tactic. More likely, though, you can pick this up towards the end of the battle when there are fewer units to track.

Lance Formation requires you to charge with two or more KNIGHT units, and each of those charge rolls must be a 7+. With +1 to charge from Crusading, +1 to charge on the Morbheg Knights, and potentially a reroll charge for a CP, this tactic is doable. Two 7+s is still a lot to ask for. Not to mention, if you are aiming to charge with more than 2 KNIGHT units, you risk more chances of failure.

The Ties of Chivalry requires you to take an objective from your opponent and be contesting it at the end of the turn with a SERF, KNIGHT, and COURTIER unit. This requires very specific positioning on the battlefield but may be one of the easier tactics we have access to.

Final Thoughts

The new Flesh-eater Courts tome has a lot of really interesting interactions that make multiple playstyles viable. Whether you want to swarm the board with hordes of bodies or punch the enemy with powerful hammers, you will be a nuisance that dies and keeps standing back up. Our overall weak save characteristics are aided by wound density and some good defensive buffs. The army has the same issue as it did last edition, which is a lack of rend across the board. We can still hope that the volume of attacks will help crack those tough saves. With strong objective presence and very neat warscroll rules, the Flesh-eater Courts are the perfect army to be able to push around a variety of toys and experiment with different lists from one battle to the next.

Tome Talks: Seraphon

Welcome to the latest in our ‘Tome Talks’ series, in which we review a battletome via a balanced discussion – and with the benefit of a little hindsight and some hands-on testing.

Danny Wadeson: So – we’ve had the book for a while, but now seems a good time to judge it properly now that the new Season is underway and recent changes to things like coherence have allowed a lot of Seraphon units to really shine.

As we’ll be keeping this relatively high level, let’s start with the overall standouts. What, to you, are the things that make Seraphon, Seraphon – and where does this book really sing? Sell it to me!

Patrick German: I think to really look at Seraphon you can either dig into a few units, or look at the book as a whole. Seraphon have always been a flexible force, jumping between elite infantry and cavalry, huge monsters, and powerful wizards. I can say for sure that all of these still exist, but I’ve seen a lot more “magic castles” than anything else.

Lord Kroak still exists, and is a lynchpin unit for the book. Backing him up with another frogman, some skink wizards, and an Astrolith bearer can turn him from being a sniper and artillery piece into a factory that produces more skinks as it kills units.

I’ve always been a more flavor-over-competitive player, and I love the idea of putting a load of big monsters on the table. Stegadon is still a thing, and while it isn’t the most competitive choice, it’s good fun to throw seven or eight stegadons on the field and have them waddle around killing your opponent’s models is great.

Peter Holland: I think the appeal of Seraphon cannot be ignored. The model range is gorgeous, and really appeals to that 6 year old inside. After all, what 6 year old wouldn’t want an army of Dinosaurs?!

Coupled with that, in this particular GHB, they’re proving they have some tricks up their sleeves to compete at the top tables.

Patrick: I will say: the model range is gorgeous now. I was really happy for Seraphon players when they got so many new sculpts, because the old ones were looking very dated.

Danny: Yeah. They look GOOD. But how do they play? Obviously there are two very different flavours – the ‘magic (bouncy?) castle that Poots mentioned and the more bitey-fighty Coalesced. The former is high on movement and summoning shenanigans and can bring overwhelming amounts of magic to bear while the other has good old fashioned durability and toe to toe offence.

Peter – I think i know the answer but for the benefit of our readers – what do the stats say about which is getting more play and what’s tickling the podium?

Peter: It’s an interesting one. Fangs of Sotek are by far the most popular subfaction with 56% (45 players) of tournament players choosing them. They’re also overly successful with a win rate of 60%. However Dracothion’s Tail currently has the most success with 68% win rate.

While Starborne is seeing success, players who have taken coalesced are struggling.

Koatl’s Claw has had good representation (2nd most popular subfaction), but their win rate is in the doldrums at 38% currently.

I will add that Dracothion’s Tail and Thunder Lizard are very small sample sizes.

Patrick: I’m not surprised that Fangs of Sotek is doing so well. Out-of-phase movement is a very strong tool to have (just ask your friendly local Khorne player). The ability to redeploy three times in response to your opponents movement can set you up for excellent counter-punches or provide cheap screens as a roadblock, preventing a charge onto an objective. The fact that the first two instances of redeploy are free makes it even better.

Danny: They’re fun. Movement shenanigans are fun. It just gives you lots to do in the opponent’s turn too.

I can see why competitively Starborne are the go-tos – hero phase teleport, loads of summoning so that you can react to the board state and the above very strong sub-faction ability, combined with an excellent spell lore are hard to resist.

Let’s not forget the excellent Star Power abilities too, which give you just a wild suite of options. However – even for an experienced player like myself it can be quite draining to keep track of everything – spells, a parallel economy, and LOTS of separate aura ranges etc. And it can all fall apart quickly if a couple of key spells go wrong or the opponent has enough threat projection to get into you before the summoning ramps up.

Having just started trying out Coalesced recently, I’m glad to say that it offers a more chill, but still strong, playstyle. 20 Warriors are a helluva drug, and the added durability makes for a more ‘traditional’ and forgiving game.

On that note, let’s talk about Thunder Lizard – it’s been a wild ride for anyone with big dinos since the end of the last book and the new one – namely it’s much harder to buff them now and their sub-faction rule is totally different, with double monstrous actions which are of dubious utility.

Also, the Engine of the Gods had been…I don’t know how else to say it other than ‘fucked up’. Stegadons still feel ok – the ‘counts as ten’ is great for objective stealing but they feel expensive on the board. The less said about the Stegadon Chief, the better – which is a shame as vanilla Stegs feel like they need a force multiplier. Why? What did they do to my horny boys?

Patrick: Conspiracy says that GW likes to downplay the units that were doing well last edition. Skink Chiefs and EotGs were great, and now they are less great. Personally, I think that in an effort to find better internal balance in battletomes GW tends to try to move the good/bad/ugly more towards the middle. Sometimes they overshoot, though, like I feel they did with Kroak, who I feel is an absolutely steal at 410pts.

Danny: Kroak is probably still a bit too good – but the main thing is, he’s fun now. Varied abilities and less book-keeping, and FINALLY two excellent lores to know all of.

The spells were one of the huge weak points of the 2e book, but now they’re full of fun effects, leaving aside for a moment the whole ‘is it fun casting the same MW Spell 4 times in a row’ – the lores are banging – what are your highlights?

Patrick: Tepok’s Beneficence is a fun dark horse for me. Boosting a cheap screen to make the screen last a little longer can be great. Mystical unforging can have a similar effect as a debuff instead of a buff.

On the skink side, Cosmic Crush can be surprisingly good against durable units, hitting SCE unit, especially. Speed if Huanchi allows for more out-of-phase movement, and we’ve already touched on how good that can be.

Peter: Having done the breakdowns on lists that achieve 4+ wins the most common spells in those lists are:

– Merciless Blizzard (10)
– Hoarfrost (9)
– Speed of Huanchi (8)
– Comet’s Call (8)
– Cosmic Crush (6)
– Drain Magic (4)
– Rupture (4)
– Stellar Tempest (2)
– Tepok’s Beneficence (1)

Because hoarfrost on skinks is the bomb. Hoarfrost on units of skinks that can redeploy is the double bomb.

Tie that in with Lord of Celestial Resonance (which nearly every list takes) and the ability to generate Cosmic Power increases so that the Seraphon play can summon in yet more Skink units nearly every other turn.

Danny: So yeah, the Lores are great and plenty of good candidates for Hoarfrost. The question is, does the book support you getting these spells off? And the answer is, sure, in Starborne – where the combo is, cast Equilibrium with the Slann to give your other casters (probably a Skink Starpriest and Starseer, and possibly Kroak) +1, have everyone in the +1 to cast bubble from the Astrolith bearer, and then enjoy your native +1 on the Slann and +2 on Kroak, for something like 6 casts at +2, and 4 (from Kroak) at +4.

So what about the actual units? Seraphon have access to a pretty deep model selection although more than ever they’re very much split between Starborne/Coalesced. To some extent this is cool as it provides a distinct feel but it can also mean that, if you want to experience everything the book has to offer AND lean into the syneries, it feels like collecting two armies.

For example, my Starborne list is lizard wizards, Astrolith, 2x Chargers, skinks of various varieties, an Ark of Sotek, and a few flex points that I usually fill with a Salam…sorry, Chotec. My Coalesced lists are kroxigor and saurus warrior heavy, with only 1-2 wizards, and a Carnosaur – sometimes a Laser-don. Some of that stuff makes sense as a Summons in Starborne which does somewhat ease the pain of buying and painting them…

But either way, there are definitely some interesting warscrolls in the book. Before I do a screed – are there any stand outs you guys want to highlight, either from a competitive, design or other perspective?

Patrick: I mentioned earlier that the army had a well-deserved makeover when the new book came out. The new kits are absolutely gorgeous, and I think they capture the aggression and intimidation that an army of dinosaurs would have.

Specifically, I’ll call out the Kroxigors and Aggradon riders. Two units that had good rules, but the models themselves looked like they had just been pulled out of bed and weren’t fully awake. The new models are incredible, and I would give GW’s design team a huge amount of credit for finally making these monsters feel like monsters.

Danny: Agreed but I have issues with the warscrolls of each of those examples! Not from a strength standpoint – I’ve tried both and they have the right numbers in the right places – but I find their abilities frustratingly designed – and this is the start of a specific thread of bad design that you can trace through the book. It’s like they tried something new, and doubled down on it before testing and then couldn’t be bothered to change them.

For example – the Warspawned have an ability that gives them an extra attack if a skink model nearby dies. It’s a nice nod to the lore and older editions, and it’s not particularly hard to achieve – use skinks as a screen, have Krox just within 3″ behind them – job done.

But the issue in reality is that, on the actual board, this usually results in only a couple of extra attacks. And in Coalesced, there’s just no real other reason to take skinks, so soon as they’re dead, the ability can no longer be procced. The other rule that nods back to their WHFB formation is that Kroxigor can’t issue themselves commands (big dumb dinos!) but Skink unit champions can. Meaning there’s actually CONFLICT between the two rules – do you use skinks as a screen, given Krox aren’t particularly tanky, or keep them behind as a mobile command-giver? And In Starborne, it’s really hard to include Kroxigor and there’s no other synergy with them. So even though I love Kroxigor as a unit in their own right (in Coalesced), it’s just a frustratingly designed scroll.

Aggradons have a similar problem. They gain bonus attacks if they remain engaged at the end of a turn, but lose them whenever they end a turn out of engagement. In reality, I’ve found this has precisely one use – when you charge them in, they don’t kill something, they survive the hit back, and you win and take the double.

So, sure, it’s a neat little bonus to make up for lost models in a protracted engagement in a very specific circumstance but it’s very annoying that you could easily go multiple games without their signature ability ever coming into play.

And the book tries to carry this conceptual blood frenzy into the battle tactics – which are fine, overall – but the one that baffles me is ‘Pack Hunters’, which wants you to pick an enemy unit within 3″ of an Aggradon unit and for it to be within 3″ of 2 Aggradon units at the end of the turn.

When you think this through, that’s such a niche scenario as to be practically nonsensical. ‘Stampede of Scales’ – ‘have 3 monsters run and each to end within 6″ of one of those monsters, AND be wholly within enemy territory’.

Now, given there’s no way to make Seraphon monsters run and charge, this is basically asking you to run your three precious monsters into enemy territory and… do nothing else. I can see this working well when you’ve tabled the enemy already but otherwise… how does this interestingly play into your strategy?

The book enhancements have a slightly different design issue, and it’s one that has unfortunately reared its ugly head in a fair few other books. Simply put, they’re divided into ‘fluffy but a huge gamble’ (and these are usually once-per-game effects) and ‘overwhelmingly obvious competitive choice’. I’m all for supporting fluffier options but I stand by my claim that it’s more fun for everyone involved if there’s an actual meaningful choice between varied effects – that would also lead to more varied (and therefore fun) list building.

Rant over..!

Patrick: Which is where conversations about internal balance come into play as a whole. I’ve said for a long time that the Idoneth Deepkin tome is one of the better examples of internal balance. Everything has a place and a use, and we see that in GT articles where no two Idoneth lists look the same.

Peter can provide specific detail(and let me know if I’m wrong) but Seraphon were mono-build for a long time. Take Lord Kroak, take Thunder Lizard, take three Bastiladons, take Cogs, push the “win” button. I’m afraid that the book hinges so thoroughly on Kroak and spellcasting that it’s still competitively mono-build.

Proper internal balance is hard to achieve, and GW frequently misses the mark.

Peter: Yeah, I agree. Looking at the competitive lists that go 4+ wins, Lord Kroak, the Astrolith Bearer and a Slann Starmaster appear in every list. Along with usually, two units of Skinks and a unit of Warriors. On top of that, they all take Malevolent Maelstrom as well. This brings the points of your core competitive units to 1215. Leaving possibly only 785points worth of true choice.

LEADERS
Lord Kroak (410)
Saurus Astrolith Bearer (140)
Slann Starmaster (275)

BATTLELINE
Skinks (90)
Skinks (90)
Saurus Warriors (180)

ENDLESS SPELLS & INVOCATIONS
1 x Malevolent Maelstrom (30)

TOTAL POINTS: 1215

Patrick: Every. List.

That goes beyond a balance problem. We’re fully in over-tooled and under-costed territory.

Peter: Every Competitive List that goes 4 wins or more.

Patrick: Fair point.

Danny: And it doesn’t necessarily mean Kroak is OP – it’s rather that the other options, especially Coalesced – don’t have a good viable alternative.

But either way, in summary – a real mixed bag in terms of enhancements, with most of them being consigned to the ‘maybe one day for fluff bin’, and the usual spread of pointless Grand Strats with one competitively decent if not terribly inspired one (have a Seraphon unit in each quarter). Mostly good warscrolls with some glaring lowlights, design if not efficiency wise.

And one last time I’d like to say – what were they thinking with the Engine of the Gods? You get #feelsbad just looking at the ability table on the scroll.

But overall, I do think Starborne feel like cosmic wizard lizards and by and large, Coalesced now look and feel like big stompy chompers, so in terms of overall player fantasy, it’s probably largely a success. Both internal and external balance issues can be address to some extent with future points changes, but can never account for the design failings.

Any last words from you gents before we make like a skink and re-roll our redeploy out of here?

Patrick: I’m not a fan of competitive mono-build, but overall I’m pleased with the book. The model range and magic are great, and hopefully we see some changes in the future to boost the less-used units.

Peter: I think the book is OK and the models are great. This particular handbook may be favouring them slightly more than past ones, but that’s the way of things sometimes.

Danny: My final final_finalV2 thought is that, yes we know double frog is good with Krondspine but I don’t want to even get into it. Overall I think there are 3/4 strong sub-factions. I still think further points tweaks are needed, and even though I’m disappointed in some of the design space – fangtastic new models, a variety of play-styles and a good core internal balance (with just a few outliers on either end) make for a fun book with depth and character. Now someone go forth and find a Thunder Lizards build!

Orruk Warclans Battletome Review: Big Waaagh

Allegiance Abilities

Woehammer Winner:
The Power of the Waaagh! is the undisputed champion in this slot and is one of the reasons that Big Waaagh! army that is Ironjawz + Wurrgog is arguably stronger that pure Ironjawz. At eight different points in a battle round, your army can earn Waaagh! points:

  • D6pts at the start of your hero phase
  • 2pts at the start of your hero phase if a friendly Warchanter is on the battlefield
  • 1pt at the start of your hero phase if a friendly Bonesplitterz Wizard (i.e. probably a Wurrgog Prophet) is on the battlefield
  • 1-5pts as a heroic action in your hero phase
  • 1pt in your charge phase for each friendly Orruk unit that finishes a charge move
  • 1pt at the end of your combat phase for each friendly Orruk unit that is within 3” of an enemy unit
  • 1-5pts as a heroic action in your opponent’s hero phase
  • 1pt at the end of your combat phase for each friendly Orruk unit that is within 3” of an enemy unit

Arguably I’ve duplicated those last two, but I think it’s worth it to point out that if you lean into it, the points can mount up quickly. As for what you get for these points, they start at 8pts for +1 to run rolls; 10pts for +1 to charge rolls; 12pts for +1 to cast, dispel and unbind; 16pts for +1 to hit in melee; 20pts for +1 to wound. And here’s the magic: they are cumulative, so you get ALL the buffs at 20pts. At 24pts, you can release the Power of the Waaagh! which you should NEVER IN ANY CIRCUMSTANCES DO! The reason for this is that your Waaagh! points revert to zero for the pathetic buff of +1 to attacks characteristics for ONE combat phase. Hitting and wounding on 2s is better than having one extra attack that hits and wounds on 3s. In addition, there is a battle tactic that requires you to have at least 24 Waaagh! points at the start of the turn and then have at least 30 by the end of the turn. If you release the Power of the Waaagh!, you give away one of the easiest, if not the easiest battle tactic in Age of Sigmar.

Honourable Mention:
Although you don’t get the full benefits from each sub-faction when you include them as part of Big Waaagh!, you do get some of the juicy rules with Kunnin’, Brutal and Savage. Namely, you get Venom Encrusted Weapons for any Kruleboyz units (see Part 1 for more details); Mighty Destroyers for any Ironjawz units (see Part 2 for more details); Warpaint for any Bonesplitterz units (6+ Ward). This helps to give a little extra flavour and efficiency to each of these units, which is important as…

Warclans

…you don’t get any! The point of Big Waaagh! is that all the Orruks come together from many Warclans so there aren’t any rules for separate Warclans.

Command Traits

Woehammer Winner:
There are lots of command traits available for your Big Waaagh! general, but it does depend on which sub-faction (Kruleboyz, Ironjawz or Bonesplitterz) your general comes from. Who your general is probably depends on what else your army is trying to do, so there are a few ways you could go here. Assuming that we’re going with either an Ironjawz Warchanter or even a Megaboss on Mawkrusha, Touched by the Waaagh! not only has Waaagh! in the name (so it must be good), but also allows an Ironjawz Wizard (thanks Arcane Tome!) to do D3 wounds to a unit within 6” of itself and add that to the cast roll. Once you’ve got to 12 Waaagh! points then that’s D3+1, allowing a relatively straightforward cast of your key spell: Da Great Big Green Hand of Gork.

Honourable Mention:
Maybe you have Chronomantic Cogs to help with spells going off or maybe you want to go full aggro, but an honourable mention is Supa Sneaky from the Kruleboyz part of the tome, probably put on a Mirebrute Troggoth with Fast ‘Un. Just as with Kruleboyz, this means you can put this very angry trog 9” away from the enemy and then move them 5” forward for an almost guaranteed charge. You can potentially combo this with Da Great Big Green Hand of Gork and Mighty Destroyers to start movement phase one with the Mirebrute and six Gore Gruntas 4” or less from your opponent’s front lines, possibly with a Mawkrusha about to move an extra 12” to be able to absolutely decimate your enemy. The caveat with this combo is Big Waaagh! lists often want to have multiple artefacts and/or mount traits so you may not have the option of who goes first, which puts your general at a disadvantage if you do Supa Sneaky him. However, if you stick with just one artefact (Glowin’ Tattooz), take a Weirdnob Shaman for Da Great Big Green Hand of Gork in place of Arcane Tome and the other options listed above, you can get to a double battle regiment, two-drop list.

Artefacts

Woehammer Winner:
If you’re taking the Wurrgog then you need to take Glowin’ Tattooz to improve the Ward save of a hero to 4+ instead of 6+. For your opponent, this takes the Wurrgog Prophet from a threat to an absolute nightmare to get within 12” of, knowing that it can kill absolutely anything in the game.

Honourable Mention:
Almost every Big Waaagh! list will feature Da Great Big Green Hand of Gork and almost none of them will feature a Weirdnob Shaman to cast it. Instead, the Arcane Tome fills in, allowing a Warchanter or Megaboss to ping any Orruk unit (i.e. not just Ironjawz) 9” away from the enemy.

Mount Traits

Woehammer Winner:
By this point, you can probably guess what’s coming…that’s right, it’s Fast ‘Un! One of the reasons for going Big Waaagh! vs. Ironjawz is to be able to take the Wurrgog Prophet, but almost as compelling is the ability to take the Breakaboss on Mirebrute Troggoth. And as Glowin’ Tattooz is practically compulsory on a Prophet, Fast ‘Un is practically compulsory on a Mirebrute. It’s obviously also amazing on a Mawkrusha and even a Sludgeraker as a budget version of the Mawkrusha.

Honourable Mention:
As command traits are at an absolute premium and you won’t be taking Hulking Brute over the options above, the next best option is Smelly ‘Un for that extra survivability on (likely) your Mawkrusha. With a 3+ save base, add in -1 to hit when not charging, +1 to saves from Their Finest Hour, All out Defence for an extra +1 and even Mystic Shield, that Mawkrusha is not going down short of getting in trouble with Kragnos and it will hit back tremendously hard, possibly clearing the unit that had the temerity of attacking it, ready to move on to some fresh victims!

Spell Lore

Woehammer Winner:
It has been mentioned several times already, but Da Great Big Green Hand of Gork is the first spell that should be on your army list. Mawkrushas and Gore Gruntas are relatively quick without it, but practically everything else you’ll be taking in Big Waaagh is slow. Add in the combination explained in Part 2 of these reviews where you Hand of Gork Gore Gruntas 12.1” away from an enemy and then Mighty Destroyers it 9” in the hero phase, circumventing Redeploy, then you’ve got a winning combo. It also works on anything with the Orruk keyword, not just Ironjawz, so throw those Boltboyz in danger-close or even some Big Stabbas.

Honourable Mention:
There is a very strong case for Nasty Hex taking this slot, particularly in the current meta with lots of ghosts and gross flies wafting around the place. But you do need to either take a Swampcalla Shaman to access it or put the Arcane Tome on a Kruleboyz character. It is much more likely that you’re going to have access to a Bonesplitterz wizard as the Wurrgog is also a wizard when there’s nothing to stare to death within 12” at the start of the hero phase. The spell you’d go for in this case, would probably be Gorkamorka’s War Cry in order to make an enemy unit fight at the end of the phase. Losing out on the Kruleboyz Waaagh! and Smashing and Bashing means that the fight phase is not in your control as you would ideally like. War Cry goes some way to redressing this balance in the favour of the Orruk player.

Grand Strategies

Woehammer Winner:
Applying the same logic as I did with the Command Traits, then Waaagh! has to be the option here and it’s definitely worth considering if your general is a Mawkrusha and/or you have taken a big unit of Brutes that can be dropped in by Gork. In almost all games, your Mawkrusha (if you take one) will be wanting to do work in your opponent’s territory and even on foot, Brutes (or even 15 Ardboyz) should be able to make it across the battlefield in five turns!

Honourable Mention:
With the manoeuvrability of Big Waaagh! then an honourable mention is No Place for the Weak, particularly if you have included either a Warlord or Command Entourage battalion because then you’re not winning the drop game and you may as well also make the Gore Gruntas you take (and you will want at least six) to be bounty hunters. With a Warchanter buff on them, that’s 3 damage vs. Galletian Veterans, making those battleline units disappear very quickly. Alternatively, if you’re playing a bit more cagey in the first couple of turns with a Mawkrusha, then by turn three, anything that is a genuine threat to your big angry cabbage might already be dead, allowing him to roam the board, chewing up and spitting out any battleline he can find.

Battle Tactics

Woehammer Winner:
As alluded to earlier, Big Waaagh! have a book battle tactic that is ridiculously easy to pull off with Wait For It, Ladz. You need to fulfil the following to conditions: have at least 24 Waaagh! points at the start of the turn; have at least 30 Waaagh! points at the end of the turn. It is very likely that you will be at 24 Waaagh! points by the start of battle round 4 and it’s practically guaranteed to be there by battle round 5. If you ever start a battle round with 30 Waaagh! points, then it’s already scored…even if you are tabled!

Honourable Mention:
With Wait For It Ladz being our likely turn 5 battle tactic, Barge Through Enemy Lines is a great choice for turn 4 as Big Waaagh! is a melee-centric faction with the buffs from the Power of the Waaagh. Therefore you probably have one Galletian Veterans unit relatively close to enemy territory by this turn and a sneaky Hand of Gork could pop another one in, scoring not only the battle tactic, but the bonus point too.

Warscrolls

Woehammer Winner:
The core of your Big Waaagh! list will most likely be Ironjawz as they have the best battleline and Gore Gruntas are great. The warscrolls we’re going to focus on are the two warscrolls that are the most common non-Ironjawz units chosen: Wurrgog Prophet and Breakaboss on Mirebrute Troggoth. Please check out Part 3 of the Orruk Warclans book for more information about what the Wurrgog does and why he’s so fun, but I’m going to give you an example of what he can do with Big Waaagh! If you also have a Mawkrusha in your list, then it is a high-value target that your opponent will want to take out, but sufficiently tanky that something quite substantial needs to be committed to remove it from the board. If you have a Wurrgog Prophet within 12” of your Mawkrusha, your opponent can still charge, but then you’re perfectly placed to ‘Hard Stare’ that unit out of existence if they succeed with the Mawkrusha. You could even point this out to your opponent to check to see if they really want to take that risk. If they choose not to charge, you win. If they choose to charge and the Mawkrusha destroys them, you win. If the Mawkrusha dies, then you win as you then get to play ‘Whose head will blow up first?’, which is fun whichever head pops first! Just don’t try this with Morathi as she ruins all our fun.

Honourable Mention:
The other unit is the Breakaboss on Mirebrute Troggoth. You’re not going to find a much more efficient way of delivering up to five damage 2 attacks and ten (!) damage 3 attacks than the Mirebrute. With the Supa Sneaky or Hand of Gork + Fast ‘Un combo, you’re almost guaranteed to get into combat and then he can do some severe damage. In your opponent’s turn, popping Their Finest Hour and All out Defence can make him hang around longer than he really should and if (when) he dies, who cares! He was only 180pts and he probably wiped a fairly premium unit and held your opponent up a turn while potentially a Mawkrusha and Gore Gruntas hammered the other flank.

Final Thoughts

Big Waaagh! is what you choose if you like Ironjawz, but want a few more techy options; or if you like Kruleboyz but want to be a bit tougher and faster; or if you like Bonesplitterz but fancy having a big monster run around the place. It’s also a really fun army from a hobby perspective as you can take all these disparate sculpts and bring them together as a cohesive whole with which to stomp the enemy with. It’s also quite a rare army to see out in the wild, so if you have a few Ironjawz, half a Dominion box and some Savage Orcs from Warhammer Fantasy Battle, then maybe give them a try.

This is the last part of the Orruk Warclans Battletome Review. Is there anything that we missed? Any combos not mentioned? Are any of our choices just plain wrong?! Please leave a comment below, in the Woehammer Discord or even contact me at @yeliabnoreik on Twitter. There’s just one thing left to say and that’s: WAAAGH!

Lumineth Realm-Lords Battletome Review


Poots
OK, I have returned from the dentist and all of my teeth are back in my head. Hopefully that remains the case for a while. Let’s talk Lumineth Realm-lords. Overall I’m pretty happy with what I’ve seen. The core rules of the army are flavorful, and encourage a very unique play-style. The Realm-lords are built to be the essential “Take All Comers” faction, and I think they will fit into that role well. The artifacts and command traits encourage players to build their heroes in such a way that emphasizes their strengths, and Teclis looks just as powerful as a god should be. I’m not completely happy with the internal balance of the book, which we can get into later, but there are plenty of viable builds presented. What are your thoughts on the core rules of the army?

Danny
I more or less echo that sentiment! High level – combined with what I’m hearing from my shiny, pointy-eared Clubmates, is that the feel of the army has changed significantly. On the overall plus side, the Great Nations are much better balanced now, offering a variety of contrasting play-styles. The main army rules are unchanged – and remain as useful and thematic as before. In true LRL fashion they have a lot of bling – i mean, enhancements – to choose from. But I think in many ways, discussing them will make more sense after considering the units. What were your gripes with the internal balance on the unit side?

Poots
Specifically with the durability of the Alarith units and rules. Taking the Ymetrica great nation allows your Alarith units to ignore Rend -1 and Rend -2, giving the Stoneguard units easy access to a 3+ that is potentially unrendable against many armies. They gain a 4+ ward when contesting an objective that is controlled by the LRL player, which means when those attacks do penetrate the armor, there is a 50% chance of the wound being shrugged. Overall I feel the combination makes those units so powerful that they overshadow many other elements of the book, and may encourage a mono-build faction.

The balancing point would be their relatively limited damage output, but if you can consistently hold primary objectives, you don’t necessarily need to destroy your opponent’s units. Ignoring that, however, the rest of the book is great. Most units seemed to come out of the new book without any major nerfs, and the Stoneguard and Windchargers are the only units that received major buffs (notably the Windchargers’ ability to ignore ward saves). Teclis took a minor blow, limiting his spellcasting slightly as he suffers wounds, but he received a points drop to counter that, which I think leaves him in a great position. Are there any warscroll winners in your opinion?

Danny
Yeah it does seem like Alarith and Stoneguard rules are very pushed in this book. Bear in mind the objective ward is only against MWs – but it’s still very strong and with Speed of Hysh it’s easy enough for them to zoom onto an objective to proc the ward. Pair that with generic or named Big Cow – who can target an enemy unit within 18″ for a -1 to hit (ranged AND melee) and Alarith can actually be insanely tanky on paper. You’re right they don’t slap the hardest but with a decent number of attacks – and the Stonemage giving them MWs on 5s to hit – they can still bring the pain! Agreed that Windchargers got a big glow up – ignoring wards and their extra shot being extended to 6″ is huge, both for zooming up to something and making it a pin-cushion or UH behind a screen.

The other biggest glow ups for me are Avalenor, Eltharion and the Ballistas. Eltharion now absolutely slaps, dealing extra damage to monsters and being on an unrendable 3+ by default kinda makes him a mini-Gotrek in some ways – certainly has rules befitting his beautiful model now. The Ballistas also got pretty reliable for their points, and adding one more source of targeted -1 to hit (once per battle in their case) is icing on the cake. Have GW finally figured out how to balance artillery!? How do you feel the Enhancements and streamlined spell lores fit in with the newly improved heroes?

Poots
The artefacts are all pretty viable, with some really standout choices for each type of hero. The Waystone would allow you to build a versatile Vannari hero, since it provides a free 13″ teleport with the ability to deploy at least 3″ from an enemy. This could either get your beatstick in range of an unprotected hero, or allow them to jump through terrain to grab an unoccupied objectve. The Silver Wand is a straightforward, but great artefact providing an extra spell cast for a Scinari hero, and while the Arcane Tome would do a similar job, I expect the balance scroll may make the Arcane Tome less appealing. The other artefacts are all decent, but I think that those two are the standouts for me.

The Command Traits set the book up to make list building interesting. All of them are good, and all of them buff the heroes to do the job they are designed for. This will make picking the general for your Realm-lords list a slightly difficult prospect, since you will wish for ways to take more than one. Almighty Blow and Swift are both simple, but deceptively good. The first allows for some pretty reliable mortal wound output, and the second makes it much easier to place your Wizard more efficiently.

There may be too many to dig into in this article, but what are your thoughts on the spells?

Danny
Agreed, the Artifacts/Command traits seem nicely balanced and should give a fair bit of flex and depth to your hero makeup. Spell lore wise, things have been streamlined a little – which was necessary, both from a book keeping standpoint and general external balance. Lambent Light has gone (re-rolling failed hits) which makes sense as that was the primary vector for abusing Sentinels. Solar Eclipse, another spell on the ‘watch list’ remains but had it’s CV increased to 9.

The new lores are mainly balance tweaks like this – but the higher CVs are mitigated by most casters now having a built in once per battle auto-cast on their warscroll. Either way, LRL still have an incredible magical toolkit – with Howling Gale for turning off CAs at 12″, the new Unbreakable Stoicism spell for allowing Stoneguard to do MWs on 5s instead of 6s, and the good old teleport spell ‘Transporting Vortex’, which when combined with Stoneguard and their mw ward of 4+ on objectives they control, will allow you to plonk them down T1 and ask your opponent some rock-hard questions.

How do you feel the tweaks to the Great Nations have ended up?

Poots
I think the Great Nations are all pretty great (see what I did there?). Ymetrica has already been mentioned, and is the go-to for building extremely tanky Alarith units, but I won’t say that it’s a standout winner. All of the Great Nations strike me as useful, it’s just a matter of how you want to build your army. If you want to focus on spellcasting, Zaitrec provides your wizards with a +1 bonus to casting, dispelling, and unbinding rolls, which will help offset the high casting value of the Realm-lord spell lore. Meanwhile, if you want to have extremely powerful Vanari Sentinels, Helon increases the Attacks characteristic of your ranged weapons if your target is within 6″. Syar and Illiatha boost Aetherquartz reserves, and Alumnia rewards you for playing tight formations. Most tomes that have been released so far leave me thinking there are either one or two subfactions that are better than the rest, and here I can honestly say that I can see relatively equal value in all of what’s presented. I think that leaves us with the Matched Play rules. How do you feel about the Grand Strategies and Battle Tactics?

Danny
Interesting, I didn’t think of Sentinels as benefiting much from Helon – I think it’s Windchargers that become a real menace there though. A reinforced unit of 10 is able to fly forward 12″, ignoring terrain – say it can get within 6″ of an enemy unit, and then put out 31 attacks – with AoD on 2/3/-1/1, ignoring ward saves – before charging for 10 more attacks 3/3/-1/1 and 20 3/4/-/1 from the mounts OR proccing ‘Move Like The Wind’ to pile in 6″ in ANY direction – i.e. sling-shotting themselves out of engagement range. That’s a powerful drive..well, ride-by.

The Matched Play rules are seeming really quite pushed in the most recent books. We discussed how DoT’s bump them up a tier instantly – LRL fare pretty darn well too. In terms of Grand Strats, it’s a mixed bag, but ‘Alarith Aftershock: 2+ friendly Alarith units contesting 2+ objectives’ is very doable unless you’ve been tabled in which case, who cares. Battle Tacs are much easier. Now ballistas are good, ‘kill a monster with one’ is going to be an obvious pick, especially if you’ve taken 2, once you leave a monster on around 3-4 wounds. ‘Kill an enemy unit with a unit with an aetherquartz reserve, without spending that reserve’ is also going to be fairly trivial when the time is right. ‘Cast 4 spells’ is extra points for exactly what you want to do, and will be easily able to do against all but the most magic dominant armies, especially factoring in the auto-casts. ‘Have 2+ endless spells at the end of the turn’ will be super easy first turn most of the time. By and large, I think they’re just about within acceptable parameters. The main issue I have with them is, when the LRL picks then, 9/10 times they will just be utterly non-interactive and impossible to deny.

Mind you, given how techy the rest of the army is, maybe anything more complicated would have been the mental straw that broke the camel’s mind.

So to cap off – let’s pin our hats to the wall again – competitive rating guess?

Poots
I think this will be a top tier army, competitively, but I’m not sure if we’ll see spam lists the same way we do with other high performing armies. I suspect that players will lean heavily on windchargers and stoneguard, and a fair few of their battle tactics can be instantly scored by Teclis. Given what we’ve shown above, though, I’m not sure that the army composition is what will win games, so much as the battle tactics. I think the ability to easily score points will drive the win rate above 50%, but I honestly think there are other factions that will be good counters for them. DoT and ThunderKroak will counter their magic, and hard-hitting armies like DoK may be able to remove the problem units before they become an issue. Overall, I think their win rate will be above 50%, but I don’t know that they will break 55%.

Closing Comments
As we’ve been a little slow in posting this review, there’s been a chance for some new lists to meet the (searing) light of day – with some success, it seems!

Orruk Warclans Battletome Review Part 2: Ironjawz

Peter: Kieron has had parts 1 through 4 written for a good while now and it’s only my own schedule that’s prevented me from posting these for him. For those who enjoyed Part 1: Kruleboyz and have been waiting for the others, I can only apologise. Part 3: Bonesplitterz will be posted this time next week. With the final part: Big Waaagh! Coming a week later. If you want to read them earlier they’ll be available on our Patreon site

Allegiance Abilities

Woehammer Winner:
How can Ironjawz reliably get three turn 1 charges off, even when their opponent is hiding back in their territory? The defining battle trait Mighty Destroyers is the answer. This amazing ability allows a unit that receives this command to make a normal move if they are outside of 12” of an enemy; attempt a charge if they are within 12” of an enemy unit; or pile in 3” if already in engagement range. Combine that with a Megaboss on Mawkrusha, who can issue the command to three different units and you could have two units of Gore Gruntas moving 18” and then charging. That is to say nothing of the Mawkrusha itself who can also receive the command, moving 12” due to Mighty Destroyers, 12” if they have the Fast ‘Un mount trait followed by a move of 12” and then a charge of up to 12”! Just a casual 48” threat range then on this monster! If your opponent doesn’t screen well, the heart of their army can be ripped out before they can respond, especially when considering…

Honourable Mention:
Smashing and Bashing. This ability means that if the first unit activated in the combat phase kills and enemy unit, instead of your opponent being able to hit back, you choose a second unit to activate. If that unit wipes out an enemy, the Ironjawz fight again and so on until either there are no units in combat or an enemy is not destroyed. Combined with Mighty Destroyers, it is not unusual for an army facing the Ironjawz to be at least three units down while doing no damage in return AND to be pinned in their own territory.

Warclans

Woehammer Winner:
This is incredibly close and depends what sort of army composition you are planning. If you want to lean into speed and mobility while avoiding fielding any Galletian Veterans then you are probably wanting to take Gore Gruntas as battleline and Bloodtoofs lets you do that. In addition, if a Gore Gruntas unit is still in engagement range at the end of the combat phase then they can pile in an additional 3”. Even better is that Gore Gruntas that fought but are not within engagement range can either make a normal move or attempt a charge, further increasing the range of these now turbo-charged pigs who may have moved 9” in the hero phase, 9” in the movement phase, 12” in the charge phase, piled in 3” and then charged an additional 12” for a mindboggling 45” or five times the movement characteristic on their Warscroll.

Honourable Mention:
If you are looking to include mostly Ardboyz and Brutes in your army, then Ironsunz is probably the one you want to go for. Their clan trait is that you can charge at the end of your opponent’s charge phase as long as you are not already engaged in combat. Nurgle players know and love this ability (called Blightkrieg on The Glottkin’s Warscroll) but Ironjawz had it first and it’s free for all units to use, including your Mawkrusha. With Ardboyz and Brutes moving a frankly sedentary 4” each, anything that can give them extra movement is helpful, so having twice the number of charge phases helps get your Orruks across the board and where they want to be: in combat.

Command Traits

Woehammer Winner:
Whereas Kruleboyz players probably want to take at least two if not all three of their versions, the Ironjawz ones are somewhat lacklustre in comparison. The winner is definitely Mighty Waaagh! Leader, which allows you to re-reroll charges for Ironjawz that are wholly within 12”, which is quite big area once you factor in the Mawkrusha’s huge base. With the Waaagh adding 1 to charges and adding a much needed pip of rend to weapons, the last thing you want it for charges to fall short and for this once per battle ability to have gone to waste.

Honourable Mention:
There is a possible combo with the Arcane Tome as an artefact and either Touched by the Weird and Master of Magic to help a spell (Hand of Gork – see below) be cast, but I’m going to stick within the book for this one and go with Hulking Brute. Hulking Brute adds D3 mortal wounds once the general has completed a charge on a 2+ to one enemy unit. While not incredibly inspiring on its own, if the general on Mawkrusha also takes Mean ‘Un as a mount trait, then Stomp goes to D6 instead of D3 and there are no more pesky Hunters of the Heartlands left to stop you! Add in the Warscroll ability Destructive Bulk and not only are another 3 mortal wounds (at top bracket) added to the damage, but if a unit is then destroyed, the Mawkrusha can immediately pile in D6” and Stomp again for another D6+3 mortal wounds. Add in the impact hits from Gore Gruntas who are probably fighting alongside the Mawkrusha, ten wound screens are at serious risk of just making charges shorter and not actually achieving any screening at all.

Artefacts

Woehammer Winner:
As mentioned above, there is a combo with Arcane Tome available, but I’m going to stick to the Ironjawz Artefacts of Power here with Armour of Gork being the winner of the three. Armour of Gork gives a 6+ ward and adds 1 to hit rolls, but with a penalty of 2” from the model’s movement characteristic. On a Megaboss on foot this results in a hilariously bad 2” move, but on the Mawkrusha, that’s still a 10” move that can get up to 20” once per battle with Fast ‘Un. A 6+ ward also makes the Megaboss effectively 21 wounds rather than 18 and offers some measure of protection against mortal wound spells and shooting.

Honourable Mention:
A close second and probably the one you’d give to a Megaboss on foot (though see why this might be different for Big Waaagh in Part 4) is Destroyer for a once per battle +3 damage to the bearer’s melee weapons. Combine with the Warchanter’s +1 damage buff for between seven and eight 6 damage attacks depending on which flavour of Megaboss is carrying this artefact.

Mount Traits

Woehammer Winner:
To give the option of a first turn angry Orruk cabbage charge, there can only be one: Fast ‘Un. The base that the Mawkrusha sits on is huge and while this can be a good thing, it can also make manoeuvring difficult, meaning that an extra move can be really helpful to get in exactly the right place for that charge, be it on the first turn or not. It’s also a great combo with Armour of Gork to offset the movement penalty that comes with this artefact.

Honourable Mention:
As referenced above, taking Mean ‘Un can maximise the damage done on the charge and through stomps by your Mawkrusha, making it your second choice. Double Mawkrusha lists have taken down many events in the past (and have done so even in 2022-23 Season 1) so Mean ‘Un could be a choice for a second mount trait if you go down the Warlord/Command Entourage Battalion route. Then you need to ask whether the D6 damage vs. D3 damage on the Stomp every turn is worth more than Destroyer as a second artefact? Probably not, but it’s quite a fun option.

Spell Lore

Woehammer Winner:
If you are not using herds of Gore Gruntas and Mawkrushas to get across the board, then the mobility of your foot troops is one of the biggest challenges as an Ironjawz general. Step up Da Great Big Hand of Gork to solve all those problems. For a mere casting value of 7, a unit that is not in combat and is wholly within 12” can be redeployed any where on the battlefield 9” from the enemy, but cannot move in the following movement phase. At this point, if Gork is throwing Brutes across the board, you can then Mighty Destroyers the Brutes to get them to attempt a 9” charge, with another two attempts possible in the charge phase if you don’t make it first time. However, if you want to channel that other Orruk god, Mork and be cunningly brutal, you can use Da Great Big Hand of Gork on a unit of Gore Gruntas and then place them outside of 12” (that is, 12.1” away). When Mighty Destroyers in then used, they can make their normal move of 9”, ending up with a 3” charge away from the enemy, getting around the restriction on moving after using Hand of Gork as it’s out of phase and preventing enemy redeploys for the same reason. (You could use the same trick with Brutes too, especially if you plan on calling the Waaagh that turn to get +1 to charge rolls in the charge phase, making it effectively a 7” charge.)

Honourable Mention:
While Foot of Gork is hilarious, potentially causing enough wounds to one-shot a fully tricked out Gargant, second place goes to Bash ‘Em Ladz! It is quite tricky to get off, with a casting value of 8, but Touched by the Waaagh! can help with that and it gives a buff of +1 to wound for ALL Ironjawz units wholly within 16” of the caster. Bonuses to hit are fairly commonplace, but there’s a reason that Inspired is the best Triumph you can pick – often there’s no other way to get this buff. Now imagine this on a Mawkrusha and two units of 6 Gore Gruntas…Destruction Grand Alliance indeed!

Grand Strategies

Woehammer Winner:
More so than with Kruleboyz, Waaagh is a fantastic Grand Strategy for Ironjawz by virtue of the fact that your general is probably flying around the place and looking to stomp enemies in their own territory anyway and, if you chose the Bloodtoofs Warclan, then a single Gore Grunta can score this for you.

Honourable Mention:
For the second choice, if you are going GHB only, the Ironjawz best pick is the opposite to Kruleboyz with Take What’s Theirs as your whole battleplan involves getting right in your opponent’s face and killing their army in their own territory and this Grand Strategy plays right into these strengths.

Battle Tactics

Woehammer Winner:
Continuing the theme of Battle Tactics with interesting spellings (or should that be spellinz?), Ironjawz have access to Squish Da Puny Gitz. There needs to be at least one Battleline unit left on the battlefield and there needs to be none left at the end of the turn. With the amount of output possible from Ironjawz, particularly Bounty Hunter Gore Gruntas doing up to 3 damage per attack against Galletian Veterans, this should a fairly straightforward one to get.

Honourable Mention:
With such an absolute beat-stick as a Megaboss on Mawkrusha as your general, This One’s Mine is a total no-brainer. Find it. Kill it. Score points. ‘Nuff said.

Warscrolls

Woehammer Winner:
This unit has been mentioned repeatedly throughout this review, so it has to be the Megaboss on Mawkrusha. Not only does he allow three uses of Mighty Destroyer a turn and have a huge base for sharing this command and other buffs (e.g. re-reroll charges), but he can be absolutely devastating in combat too. With the Warchanter buff and if the Destroyer relic is taken, he should do between 5-10 mortal wounds before even fighting and then, with All out Attack and Finest Hour (aka Best Day Ever) and the Ironjawz Waaagh, seven attacks that hit and wounds on 2+ at Rend -2 for 6 damage each followed by eight attacks from his mount that hit and wound on 2+ at Rend -3 with the Waaagh for 3 damage each. Add all those up and it’s a potential of 70+ wounds in a single combat from a unit that may have started over 50” away from you. You can close your jaw now.

Honourable Mention:
A very important unit to Ironjawz is the Warchanter, but based on a lot of the combos discussed so far, I’m going to go for Gore Gruntas. They’re significantly faster than other troop options available and movement is absolutely key to this edition of AoS. They also hit pretty hard – not quite Fulminator hard – but plenty hard enough to clean up Battleline in short order and push more elite units too, particularly with the chip mortal wound damage they can do to help make any attack back pretty inconsequential.

Final Thoughts

Ironjawz are a really fun army and a pretty good first army to pick up as they’re relatively forgiving with their tough armour and relatively straightforward gameplay, resulting in quite a high skill floor for new players. There is still plenty of nuance in this army though, with Mork-like sneaky plays with Mighty Destroyers and the Hand of Gork and just because you can charge everything turn 1, it doesn’t mean that you should. Jiwan Noah Singh is a great American Ironjawz player who can be found on streams playing a more considered approach. The thinking being that if you can hold the Mawkrusha back a couple of turns then by the time it is committed, there’s nothing left that can meaningfully threaten it, allowing it to rampage around the board, destroying all it touches.
Next up will be Part 3 of 4 of the Orruks book, the weird cousins of both Kruleboyz and Ironjawz that live on a commune to be in touch with nature, usually touching them with a massive stone spear: Bonesplitters.

Disciples of Tzeentch: Battletome Review

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

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

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

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

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

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

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

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

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

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

Big Bird Make More Stuff Cast Good Now

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

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

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

Patrick: Interjection: I do love fluff and Acolytes.

Danny:   Interjection noted!

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

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

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

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

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

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

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

This is huge!

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

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

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

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

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

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

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

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

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

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

These guys hit hard now.

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

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

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

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

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

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

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

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



Orruk Warclans Battletome Review Part 1: Kruleboyz

Allegiance Abilities

Woehammer Winner:
No question here, it has to be the faction-defining ability that is Venom Encrusted Weapons. If the unmodified hit roll of an attack is 6, that attack does a number of mortal wounds equal to the damage characteristic of the weapon. A Shaman can change the unmodified hit roll to a 5 and if a unit is wholly within 12” of a Sludgeraker, then 6s (not 5s) are an extra mortal wound on top. If you lean as hard as possible into this with 9 Big Yellers Boltboyz then with your 19 shots, you can expect 15 mortal wounds straight off before you even get to the damage stage.

Honourable Mention:
Synergising well with Venom Encrusted Weapons is the Kruleboyz Waaagh. For all the output that this army has, it cannot take a punch at all with Gutrippas only having a 5+ save and Boltboyz only having a 6+. This is where the Kruleboyz Waaagh can help as you can call it once per game when you general is chosen to fight and two other friendly units can fight with your general in the order of your choice. Potentially this means that you can move towards your enemy, fire off a volley with two units of Boltboyz that are getting buffs on the Venom Encrusted Weapons from the Shaman and the Sludgeraker and then charge these two units along with the Sludgeraker. Even in combat, 6 Boltboyz have 12 attacks that should do 6 more mortal wounds on top of whatever they did in shooting. Add in the pretty great combat of the Sludgeraker on top and topping 30 mortal wounds from those three units in two phases is very realistic.

Warclans

Woehammer Winner:
A few months ago, the winner would have been Big Yellers by a mile, but the simple deletion of the five words, “During the first battle round…” in the Grinnin’ Blades Warclan ability to take it from okay to great. It’s a total game-changer as it means that the Boltboyz can’t be sniped out by the enemy before getting to shoot. Now, with good screening, Boltboyz will be able to shoot back at (and probably cripple) anything moving close enough to attack the screen.

Honourable Mention:
In second place is Skulbugz…not really, they’re hopeless. Before Grinnin’ Blades, Big Yellers was the Big Dog due to two main features: Boltboyz can be battleline, removing the Troops tax of 540 points that Kruleboyz generals had to pay and, therefore, allowing Boltboyz to be taken in units of 9 so as to maximise the effectiveness of, for example, Unleash Hell. If there’s no shooting in your meta, then maybe Big Yellers is still the way to go, but with Daughters of Khaine Bowsnakes, Idoneth Turtles and Sharks and with Lumineth and Tzeentch coming shortly as of writing, my vote still goes with Grinnin’ Blades.

Command Traits

Woehammer Winner:


It’s a shame you can only take one command trait as all three of the Kruleboyz ones are pretty decent, with the winner being Supa Sneaky. Supa Sneaky allows you to infiltrate one Kruleboyz unit 9” away from an enemy unit immediately before determining who has first turn. A great combo with this command trait is a Breakaboss on Mirebrute Troggoth with the Fast ‘Un mount trait as you can place the Breakaboss 9” away and then move 5” in the hero phase (so no redeploy is possible) and smash face T1. This works best if you can outdrop your opponent, obviously, but even placing a screening unit of Hobgrots in your enemy’s face can really mess with their plans, especially to scupper plans of using Ironjawz Mighty Destroyer command ability (see below). Final point to make is that you can infiltrate but you don’t have to. Sometimes it’s best just to stay in your castle.

Honourable Mention:
A close second for command traits is Egomaniak, which allows the general to pass off wounds to a friendly unit on a 4+. While having quite a bit of output, the Sludgeraker isn’t the most robust hero ever, so being able to pass off wounds can help him last a bit longer, especially with the Smelly ‘Un mount trait to make him harder to hit. The recipient of these wounds can be any friendly unit, be it Hobgrots, Shootas allied in from Gitz or, for extra jank, into an Incarnate who will just soak those wounds up.

Artefacts

Woehammer Winner:
Sadly, it’s the Arcane Tome. Not only does this give an extra deny in a meta with lots of (Endless) spells, but the utility of a mystic shield on the Sludgeraker or the cast of Choking Mist to slow down your opponent can be key. You can even give it to the Breakaboss to put on Flaming Weapons on their clubs (this has been FAQd to be allowed).

Honourable Mention:
If you are going to take a faction-specific artefact, you’re probably taking Mork’s Eye Pebble for the once per game (really, GW?!) 5+ ward against shooting only for units wholly with 12” for the phase. With Grinnin’ Blades on the rise, this is less useful that what it was but if you’re taking a Mirebrute in a Command Entourage or a Warlord detachment (as you’re definitely taking a Sludgeraker in the commander slot of a Battle Regiment) then you may as well.

Mount Traits

Woehammer Winner:
With how slow the rest of the army is, Fast ‘Un is a great choice of mount trait, particularly in conjunction with your Sludgeraker moving into position for This One’s Mine as it is a hero phase move that prevents redeploys from your opponent. If you combine Fast ‘Un with Sneaky Miasma then that’s a 16” move in the hero phase that gives a threat range of 36” when considering the movement phase and charges. The only issue may be that your screens might be blocking your hero phase moves if you’ve gone with a Sludgeraker, so a Vulcha can get around this by flying over it.

Honourable Mention:
Smelly ‘Un is not only very appropriate from a lore perspective, but also combos very well with the command trait Egomaniak. If you manage to get off the Skareshields debuff from Gutrippas as well, add in Mystic Shield, Their Finest Hour and All out Defense, a pretty flimsy character is now -1 to hit from Smelly ‘Un and -1 to hit from Skareshields, meaning that All out Attack does nothing. They are on a 3+ save, ignoring up to Rend -2 due to the +3 to saves and anything that does go through can be passed off to a nearby unit on a 4+. If you really want to, you could also throw in an Amulet of Destiny for a 6+ ward as well before wounds are passed off.

Spell Lore

Woehammer Winner:


There are five good options for Kruleboyz, which is frustrating as most of the time it’s more efficient for Shamans to be giving out poison rather than casting and there are no casting bonuses available without making too big of a concession elsewhere. The winner is Sneaky Miasma, which allows a Kruleboyz monster (probably a Sludgeraker and/or a Rogue Idol) to move in the hero phase. Combined with Fast ‘Un and a normal move, even the relatively sedate Sludgeraker can move 24” and then charge another 12” or run another 6”. With the Grand Strategy picks below, this speed can be useful. If you go for a KillaBoss on Vulcha, this could be a whopping 42” before charging or running!

Honourable Mention:
With Nighthaunt on the rise and Daughters of Khaine being able to get to a 5+ ward then Nasty Hex is very handy. It can be particularly useful by the time a Shaman or a unit that would receive a buff is in combat as poisons or elixirs can’t be given out or received by units in combat. While the output if lower than with poison, taking away that ward save mostly balances that out.

Grand Strategies

Woehammer Winner:
If book Strategies and Battle Tactics are being used, then Waaagh! can be a potential winner as you just need to have your general or a friendly Battleline unit in your enemy’s territory at the end of the game. If you have Fast ‘Un on your general and Sneaky Miasma on a caster, one command point for auto-run can result in a 30” move by a Sludgeraker, which should be more than enough to cover the distance needed.

Honourable Mention:
If it’s GHB only for Strategies and Battle Tactics then Defend What’s Ours is a good choice as Kruleboyz are a castle army, even if you do need to be, to some extent, a (slow) mobile castle. Some battleplans are harder to do this with than others but at least half are do-able and your enemy can’t be in your territory if they’re dead!

Battle Tactics

Woehammer Winner:
Again, there is one good option in the book, which is Take Dat, Ya Suckers! This is achieved if you force your opponent to allocate 10 wounds or mortal wounds (i.e. after ward saves) and you allocate fewer than 10. If you’re not in combat and you have Boltboyz, this should be relatively straight forward and is a good choice for one of the first three rounds along with Against The Odds and Desecrate Lands.

Honourable Mention:
If you have chosen Big Yellers, then Boltboyz will be Battleline and Galletian Veterans, making Head-to-Head fairly straightforward, but assuming you’ve taken my advice and chosen Grinnin’ Blades, then Gaining Momentum is a good choice. Not only is killing a unit relatively straightforward with all of your output, the need to control more objectives will help encourage you forward as it’s very easy to hold back, stay in the castle, table your opponent…and lose as you only took objectives turn 4 or 5.

Warscrolls

Woehammer Winner:

There is only one winner here and it’s not Boltboyz but the Swamp Donkey Derek himself, the Sludgeraker. From a combat perspective, the Sludgeraker is the gift that keeps on giving, with my opponents often looking aghast as the pile of mortal wounds builds up. If you double-down on the combat potential and give the Sludgeraker the Shaman poison buff then he’ll really go off. You can probably expect 10 mortal wounds across the attacks, with typical Kruleboyz spikes doing up to 15 mortal wounds from the first three attacks (if Flaming Weapons is also used). Some lists have been successful with 3 Sludgerakers and an Incarnate for literally monstrous output. However, on top of that, the Sludgeraker adds one to the number of mortal wounds caused on 6s whenever a unit attacks wholly within 12”, making it an auto-take for every Kruleboyz army.

Honourable Mention:
This is going to be Boltboyz isn’t it? Actually not! Maybe I’m being a little obtuse here as Boltboyz are really key units, but the next most important unit for winning games (not necessarily for killing your enemy) are Hobgrots. At 80 points each for ten grenades that hit on 4s, wound on 3s have rend -1 for 1 damage, they’re a bargain. They even roll a huge amount of dice in combat, even if they don’t end up doing much more than a wound on most occasions. The reason they are so good is that they die cheaply. Yes, Gutrippas have 2 wounds each and a 5+ save compared to 1 wound and a 6+ save, but on the table, two units of Hobgrots for 160 points are much more of a speed bump to an enemy that a single unit of Gutrippas for 180 points. They can also be in more places at once for scoring objectives.

Final Thoughts

At the time of writing, Kruleboyz are among the lowest performing three factions in the game with the other two (Gitz and Ogor Mawtribes) both due a 3rd edition book relatively soon. It does feel like there’s more to the model and unit range to come, e.g. where’s the light cavalry harassment unit that would fit well with the lore and what the hell is with Gutrippas being 180 points when Phoenix Guard are 170?! However, they do have a lot of tricks and are fun to play, particularly when the stars (or should that be swamps?) align and you spike the 6s with your Boltboyz, removing threats like Nagash or Alarielle or even Archaon in one phase or even one activation.

Next up will be Part 2 of 4 of the Orruks book, Kruleboyz bigger, meaner and more successful older brothers: Ironjawz.

Age of Sigmar – Daughters of Khaine Battletome Review

Many players have asked, ‘why Daughters of Khaine, and why now?’ – and who knows! Especially given not much has changed.

Daughters of Khaine (DoK) are an army of slithering and/or bikini clad glass hammers – ruled over by everyone’s favourite double-act, Morathi and The Shadow Queen. DoK enjoyed a period of dominance, largely thanks to their patented ‘Morathi and the Bow Snakes’ list, predicated on double-shooting 15 bows, with mortals on 6s – earning approving nods from Longstrikes.

For at least the latter half of 3e however, they’ve been hanging on in there but rarely wrapping their tails around that trophy. The question is, how can they be made more reliably competitive, while radically improving their internal balance, with a relatively small unit roster and while following the 3e tradition of clamping down on re-rolls, something they relied heavily upon?

A quick proviso, I’m not going to bother comparing what has and hasn’t changed the entire way through –  but most of the Traits, and Artifacts have, even if they kept the same name. So if you’re a returning player familiar with the old book, I encourage you to read on – I’ll call out when a unit is largely the same!

Read on to get the WOOT! (Woehammer opinion of Tome!)

Let’s start with a high level hypothesis, so that the rest of this review is contextualised. Overall, I think the new book is a slight diagonal-grade. I think DoK have the tools to podium again, without being broken, with better (but still not perfect) internal balance. There are however, some missed opportunities and some ever so slightly concerning trends.

Old DoK players who were happy with where things stood will have a good time with this. It should be pretty accessible for new players too. But I also think it’s launching into a fairly hostile meta. All that said, let’s dive in.

BATTLE TRAITS

Overall, the new and improved battle traits fit the bill – they allow you to slither or dance quickly into a good krump, even if they don’t set the world on fire creatively.

Blood Rites is the same idea, but without re-rolls as per the 3rd edition crack down. The following battle traits are all clearly aimed at combining with it, and there are plenty of options throughout the book to accelerate it. And I mean, it works. It’s functional. I feel like +1s to stuff is a nice way to not rely so much on CP, but it’s also just basic – and there are plenty of armies whose main battle traits are highly effective from battle round 1 or 2, so I don’t love the philosophy of playing around the timing of it, or leaning into various combos just so that it IS effective from turn 1 – but on the other hand, it does give you some flexibility with how the trigger-timings of your list.

Battle Fury is a heroic action that a non-monster can carry out, adding 2 attacks to all melee weapons used by that hero until the end of the turn. More attacks the better, and there are some heroes that benefit a lot from this – you’ll just have to time it right with Finest Hour, but it’s a good option to have in a pinch.

All-Out Slaughter triggers when you pick a unit to fight in the combat phase, and gives them exploding 6s. Does what it says on the tin, and obviously once you’re onto Rite 3 (+1 to hit) you don’t need All Out Attack anyway. Pop this on Morathi, a reinforced blob of Blood Sisters of Aelves and watch the sparks fly.

Fanatical Faith is a ward of 6. Better than nothing (just).

ENHANCEMENTS

COMMAND TRAITS

The command traits in this book are collectively one of the highlights, with a few things that allow you to really juice a favourite hero and affect the battle in meaningful ways. Most of them, however, we’ve seen before – and I do wish armies would get some more unique traits overall.

I’ve ordered these in order of my favourites first.

Zealous Orator rallies on a 4+. That’s big. Ardboyz have it conditionally, Fyreslayers got it, and now DoK have it – a 15 blob of bow sneks? A 30 blob of Aelves? Prime, prime targets.

Fuelled by Revenge allows Melusai Ironscale a once per battle, +1 attack to Melusai melee weapons within 12″ – not hard to guess the application of.

Sacrificial Overseer lets a general fight again, after killing a model, and after the unit it’s engaged with has fought back. Useful on smaller heroes you’ve chucked into chaff for finishing off a unit, or on a (well, the only) bigger one to go much harder into tougher targets.

Arcane Mastery teaches the general all the Lore. It’s a great lore – even though DoK lack great casters. It gives you flexibility though, which is powerful.

Bathed in Blood gives a general a wound back after killing a model – too niche for my tastes but it makes that ‘one big hero’ (have you guessed it yet?) potentially a lot tankier.

Master of Poisons procs on a wound allocated to a model – and does d6 additional mortals to it. Fits the name, but swingy, and therefore sub-par.

True Believer is +1 to Rites. Fairly useless on most heroes really. I guess if you really want to get a hero repeatedly stuck in, it could be useful, just seems to me all the above alternatives either have more utility or raw strength. Prove me wrong though!

ARTEFACTS

Artefacts can potentially change a hero’s role, help spike their output, or otherwise combo interestingly with a Trait, or otherwise. In theory. Unfortunately for DoK, theirs are boring, if relatively useful.

This time in no particular order, because I wasn’t enthused enough to pick a favourite.

DoK generic heroes

When Bloodbane Venom causes a wound that doesn’t kill a model, a roll of =/+ the model’s Wounds Characteristic kills it. Vaguely useful against heavily armoured but low-ish wound stuff like Annihilators, or getting luck against a Blightking I guess.

The Crone Blade gives one weapon the ability to heal 1 wound on a hit roll of 6. At this point, I’m just going to say it – most DoK heroes aren’t going to stick around long if they don’t immediately kill whatever they’re fighting, so gaining a few wounds here and there back feels niche. Apart from… the the one big hero – the Cauldron!

Slightly more interesting is the Crown of Woe, which prevents Rally or Inspiring Presence within 9″, or 15″ for rest of the battle once the hero kills a model. Potentially devastating AND, finally, something that can work without chucking the bearer into combat.

Rune of Khaine is a ‘fight on death’ effect. Great…so long as you die in melee.

DoK wizards

The Crystal Heart doubles the range an endless spell can be cast at. If the DoK endless spells were better, this would be great. But they aren’t, so it’s not. Because James Workchap largely refuses to make one of the coolest things about AoS reliably usable. But hey if you really want to pop that Viper up in someone’s face, here’s how you do it.

Aside from sounding like a long-fringed metalcore band, Sevenfold Shadows allows a once per battle teleport. Useful if you’re not playing Khailebron, while Shadow Stone is +1 to cast Lore of Shadows spells. Useful, but uninspired.

Priests

Priests are hugely important to DoK. So it stands to reason they only get a choice of two unique artefacts. The Blood Sigil learns ya an extra prayer. The prayers are good! Whereas the Khainite Pendant is a once per game auto-answer. DoK have a lot of pendants, sigils, stones and assorted gew-gaws knocking around, huh?

PRAYERS

So about those prayers I mentioned. These are mostly unchanged, which makes sense because by and large, they’re bangers – less ‘prayers’ and more ‘blood-curdling celebrations of gore’, but hey. I think with the new internal balance, there’s a little less a reliance on certain prayer combos, but they’re still at the heart of the army.

Catechism of Murder is the exploding 6s prayer you know and love.

EDIT/CORRECTION: Blessing of Khaine is currently in need of a bit of an FAQ – well, hopefully, otherwise it’s not great. The problem is, it currently reads ‘re-roll Fanatical Faith rolls’, i.e. your Ward of 6. But does Rite 5 IMPROVE your Fanatical Faith ward? Not currently as written. So does Blessing aim to re-roll your Ward save, just your Fanatical Faith roll, and/or does Rite 5 IMPROVE the ward or simply GIVE you a ward of 5. Grrrr.

Martyr’s Sacrifice gives each model in a unit the ability to do a MW on a 5+ upon dying in melee. Useful in a big blob of double-reinforced Aelves, if you really plan on them dying rather than killing… Crimson Rejuvenation heals d3 – big woop. Covenant of the Iron Heart auto-passes battleshock for when you really don’t want to save a CP for it – very handy in actuality if you’re leaning into the bikini-horde which this book definitely makes viable. And finally Sacrament of Blood gives +1 to the Rites table to a unit with an Answer of 3 – strong, for obvious reasons.

LORE

The spells are unchanged, rightfully so – this is a highlight of the faction – everything has a distinct use, and affects the game in a meaningful way. See, they know how to do it!

Steed of Shadows goes off on a 6 and makes the caster fly and move 16″. Pit of Shades pops on a 6, range 18″, picks an enemy unit and rolls 2d6 – difference between the roll and their move characteristic does mortals. Mirror Dance dings on a 6, 18″, picks 2 DoK heroes outside of engagement range and swaps them. The Withering procs on a 7, 18″, puts +1 to wound rolls on an enemy unit. Any attacks! This is stronk as it can improve Bow sneks, or allow multiple units to pile in and take down something juicy while you wait for the Blood Rites to catch up. Mindrazor – everyone’s favourite – dings on an 8 (so, risky with not many casting bonuses), 18″, gives a friendly unit +1 rend and additionally, +1 damage to melee weapons if you charged. Finally, Shroud of Despair gets jiggy on a 4 at 18″ and subtracts 1 from a unit’s bravery or d3 on a cast of 8+.  This could combo very nicely with Crown of Woe for battleshock shenanigans!

A lovely set of spells and I wish that kind of balance was present in some of the other sections.

SUB FACTIONS

Some fairly chunky changes here. Overall, a decent balance of competitive options with a few of your typical ‘what were they thinking’ moments thrown in just to temper your enthusiasm. As a general trend, sub-factions are pretty interesting in 3rd edition – and while none of these are bad per se, there are a few here that feel very uninspired.

Khailebron gives you access to a command at the end of movement phase and allows a unit to teleport. Teleportation is frankly super useful in a game of objectives – both defensively, offensively and for objective play. Want to deploy your bow sneks way back and teleport them up into range? Get something within charge range (preferably once the +1 charge Rite has kicked in)? Quickly screen something or help score Savage Spearhead, etc, all potential scoring applications. It also makes Shadowstalkers battleline, although why you’d want to take more than 1 unit of them is beyond me (you’ll see why)

The Kraith allows a Sisters of Slaughter (who are good now) unit to fight again on a 4+, with the strike-last effect applied, so they can’t fight twice in a row. Swingy, sure, but if you’re leaning into bikinki-aelves and running multiple squads of them AND charging multiple times, you could get a lot of value from this. But make no mistake – this hugely relies on bigger blobs of them, otherwise you’re not going to have a unit left after the enemy unit slaps back.

Zainthar Kai lets a Melusai unit fight on death. What, you want me to analyse that? Obviously it makes Melusai battleline too.

Hagg Nar adds 1 to the Rites chart. Simples! It also lets you include 1 Cauldron of Blood in addition to your behemoth limit, for some reason.

Draichi Ganeth improves the rend of both flavours of bikini aelf by 1 if they charged. Stack that with a Gladiatrix and Mind Razor and they can hit rend 3 – which is frankly brutal. This sub-fac also ups the reinforcement cap of Aelves by 2 (so you can include an additional reinforced or double reinforced unit) and your (power?) fantasies about flooding the table with murderous, lethal Morathi’s Secret models can finally come true. 

Khelt Nar (don’t exactly roll off the tongue some of these do they?) allows any unit to retreat and charge. Not my favourite but frankly, this is occasionally going to be clutch, especially against tar-pit armies or unfavourable engagements. It definitely has play even if it doesn’t jump off the page at you.

THE UNITS

There’s obviously the potential here to get really into the weeds. So instead of describing every part of every warscroll, i’m going to pull out the most interesting bits.

THE SHADOW QUEEN is more or less unchanged. She slaps, and her damage table got upgraded to 6 being the first threshold. If you didn’t know, her gimmick is you can only do 3 wounds to her MAX per turn – but she can’t heal. Interestingly, you could probably compete without her now, but I’m not sure i would trust anyone who left her at home.

Most of the on-foot heroes remain very similar. But they all have a little more utility because of the other changes. I think Melusai Ironscale risks getting  edged out since you don’t need her to make Sisters battleline. Her melee damage cap is 12 – not great with only Rend 1. The reason you take her is her command ability – to let a Melusai unit run and charge/shoot – and at 115 points, she’s takeable.

Morgwaeth finally got the true Underworlds treatment and got made redundant.

Shall we talk about the One Big Hero? The Shrine – and its various combinations. It got a LOT better. Try and bear in mind those past hints I made – you’ll see the synergies on offer here.

Firstly, the configurations are as before – the Cauldron ridden by the Bloodwrack Medusa on her own, or with one of either the Hag Queen or Slaughter Queen and the Avatar riding shotgun with either Queen. It’s a fun modular approach you don’t really see elsewhere – each hero retains the same abilities on foot, but on the Cauldron become way more durable and and therefore much better platforms for many of the above enhancements – overall I’d say the book pushes hard for you to take some version of what I’m now calling the Bloodwagon. The wagon’s base abilities are +1 to chanting (huge), an impact hit (standard 2+ for d3) and Bloodshield, a +1 save aura tied to the damage table, and starting at 18″.

Personally, I think the Slaughter Queen variant is the spiciest. This combo gains the Pact of Blood ability not found elsewhere, which is an unbind attempt. The Slaughter Queen herself brings two abilities to the table…well, cauldron – Orgy of Slaughter, a her phase CA with a 3″ range that allows a unit to fight.

Yep, this thing can fight in the hero phase. Is it any good at fighting? The mounted Avatar (who retains these same stats on foot as above) swings 4 times for 3/3/-2/3 – a good start. The Slaughter Queen brings 4 attacks at 3/3/-1/d3, and it’s topped off by the attendant aelves with 8 (bracketing) 3/4/-/1. Individually, none of that sets the world on fire, but it adds up – and at 13 wounds, albeit on a 5+ save, you actually have the ability to tank a round of attacks from plenty of stuff, meaning the fight-in-hero-phase ability will actually see play, and if it helps you finish something off, being able to then reposition defensively or set up for another charge is potentially huge.

So pop Bathed In Blood on it and so long as you’re fighting units rather than single/very small elite units, you could easily get a bunch of wounds back, in up to two phases per (your) turn. Sacrificial Overseer suddenly seems great – imagine finishing off a unit in your hero phase, charging two units at the same time, then getting to fight twice in the following combat. Crone Blade and Rune of Khaine could be brutal on this platform. Exactly how you pimp your ride is up to you but there are definitely some fun options here.

But I saved the best for last. The Slaughter Queen’s second ability, Dance of Doom, answers on a 3 (2 while on the blood wagon) and applies strike-first. Now we rollin’!!

The Hag Queen instead has Witchbrew, another source of +1 to Rites, and Touch of Death, a 3 answer prayer for d3 wounds to a unit within engagement range. Unless you’re really playing to Blood Rites acceleration combos, you can see why I prefer the Slaughter Queen – even though she’s 315 compared to Hag Wagon’s 270.

The Bloodwrack Medusa is your budget wagon pick at 200, or 130 on her own – a 1 cast, 2 unbind hero whose real value is a source of +1 Rites for Melusai and a nice spell (5 – 18″) for minus 1 to melee wounds for an enemy unit. She buff, she debuff, she whiffs in melee. However, her Bloodwrack stare – mortals on a 5+ for each model in a unit within 12″ has much more play on a durable platform as incidental chip damage given you want the Wagon up close and personal.

When he’s not riding the Blood Wagon screaming ‘I’m King of the wooorld!’, the Avatar of Khaine got way better. 10″ range, 6 attacks 3/3/-1/1 ain’t nothing (obvs applies to Wagon variants) and his aforementioned sword are perfectly fine, and with 9 wounds on a 4+ he’s one of your tankier options. What he gains for going solo is a built in Ward of 5 and Wrath of Khaine, allowing him to use the Stomp or Smash to Rubble Monstrous actions, while being immune to monstrous actions himself. At 155, that makes him a cheap Totem, with good utility who can still put a dent in things.

The rest of the book is more straight forward. Gladiatrix is a straight up Aelf buff piece – she adds rend, and changes their wound characteristic to 3+. Very strong. Witch Aelves rip and tear when buffed by her, and various aforementioned other buffs – and get +1 to wound while within 12″ of a totem. Sisters of Slaughter are less killy but are eligible to fight within 6″ and can pile in 6″ – this is not to be underestimated, as with careful positioning this can avoid unleash hell or just cause headaches for your opponent wanting to stay out of melee.

Khainite Shadowstalkers lost their -1 to hit, so become a lot less interesting. 9 bodies on a 4+ that can teleport – so 1 unit is probably fine for screening/scoring, and I guess it’s cute that in Khailebron you can run a shadow themed list.

Doomfires do a bit of everything, but nothing very well. Interestingly, while at 5+ models, they’re one of the army’s only source of +1 to casting/unbinding, making them potentially interesting for getting off early Mindrazor etc before zooming off to die. CORRECTION: A kind reader pointed out – correctly – that only heroes can take spells from the Lore! So this lowers Doomfires stock a little given their warscroll spell (scaling mortals based on size of enemy unit) is short range and will be tricky to get off while keeping them safe – but it does mean they still get a bonus to getting an endless spell off turn 1.

Blood Stalkers are unchanged, which means they’re still amazing given Shadow Queen kept her double shoot. Even though this is good for those of us who have 15 of ’em, It’s a worrying precedent – double shooting is not a popular mechanic, and for good reason. I’d have preferred to see that dropped in favour of a more interesting and tactical rule – standing still and raining hell from 24″ twice is uninteractive and bad for the game.

Blood Sisters however just became one of the best infantry units in the game, because Turned to Crystal now happens after their attacks have resolved. So, reinforce them, throw out 3 attacks each at 3/3/-1/1, add in Rites and buffs to taste, and whatever is left standing immediately takes 10 mws on a 2+. So that’s 8-9 MWs on average before everything else, before the unit gets to slap back. Here’s lookin’ at you, kid.

Both flavours of Khinerai got better. Heartrenders can drop from the sky, shoot (1 attack 3/3/-1/1) then move 6″. This gives them all sorts of positional utility and scoring potential. LIfetakers are less tactical but get a bonus attack and are 3/3/-1/1 in melee – plus, after they fight, on a 4+ they can retreat 6″. Swingy, but if it goes off this could be a massively frustrating hit’n’run tactic – worth trying for the look on your opponents face.

Now, I’m always gonna bang the ‘Endless spells should be great – or as good as they are now, but dirt-cheap’ drum. Given they’re usually easy to dispel – sure, your opponent has to use up a cast slot to do it – and cost valuable points when you might even fail to cast them – people gravitate only towards the absolute best ones, which are generic – like life-swarm and spell-portal. Faction specific ones usually look great and COULD offer a tonne of personality.

Bloodwrack Viper comes up on a 7 within 9″, then picks a unit within 1″ after it flies 9″ and rolls 3 dice – each =/+ wounds characteristic kills a model and it can also ‘do an Avatar’, i.e. make a Stomp or Smash to Rubble monstrous action.

Hang on – is the Viper actually good?! Casting on a 7 isn’t too bad, a 19″ threat range – but 80 points is dear. If it was 60, I’d say hell yeah!

The others actually aren’t that bad but you probably still won’t take them at a high level. Bladewind passes across units and does 1 MW on a 2+ and removes their cover modifiers within 12″. So niche, and hard to see when you’d cast this for 50 points over anything else in the great Lore. Heart of Fury (an invocation not a spell) makes you roll – on a 1-5, -1 damage within 12″ – potentially useful for the odd occasion you really want to charge something and think you might not kill it. On a 6, you also get +1 attack in the same range. If you have a spare 45 points, that’s not a bad shout potentially!

GRAND STRATEGIES & BATTLE TACTICS

I’ve left these for the end because it actually makes more sense to think about them once you know what the stuff can actually do. Overall, these are probably more viable than average, which is great.

For Grand Strats, you got Bloodthirsty Zealots which scores if all your units have fought at least once. This shouldn’t be hard – as long as you time it right with your weaker stuff. Say you have 15 Bow sneks – make sure you push them up throughout the game so you can charge them into something if necessary near the end-game before you table them – or the game ends. What’s nice about this is it’s VERY hard for your opponent to deny, and you can score it even more reliably when the game isn’t going your way!

Blood Bath however is a weak variation on that theme, requiring every enemy unit to have at least a scratch on it – i.e. not be at full health.

EDIT: On re-reading this, the wording is actually ‘all enemy HEROES and MONSTERS either have at least 1 wound allocated to them or have been slain and if all other enemy units on the battlefield have had at least 1 model slain.’

Overall, I don’t think it changes my analysis below, but it’s a tiiiny bit harder.

It’s not too bad, and means you don’t have to plan for your archers to be in melee somehow – but say a unit or hero is able to reliably hide in a corner or heal up in the last turn – could suddenly deny you. Overall, Grand Strats that are in your hands, so to speak, are quite good – and given DoK battleline units aren’t tanky and most everything else wants to be aggressive, I think these actually do compete with the Core options.

Naught but Destruction is your token ‘what the fuck were they smoking’ GS – you pick a defensible terrain piece in enemy territory, and if there isn’t one, the opponent picks one anywhere on the battlefield. Now you gotta demolish it. I mean – sure, the Viper or Avatar can smash to rubble, but what happens if there IS no defensible terrain? Every game should have it but…that’s just a ‘should’. Unless this is a hint the new GHB will mandate every game has to include some, this is a very strange one.

The Battle Tacs are actually fun, and continue the trend of really only 1-2 being doable by any one list – which isn’t a bad thing. Clash of Arms wants you to charge with 3 units and if two of ’em are bikini Aelves you get an additional victory point. Fine in a pinch, potentially great in Aelf spam lists given they will probably churn through Broken Ranks fairly quickly.

Tide of Blades is Savage Spearhead, but bonus point for doing it with two Witch Aelves units. Again, with Shadowstalkers, Khinerai and aggressive play in general, this become highly achievable.

Cruel Delight relies on 2 or more Khinerai units using their Fire and Flight or Fight and Flight ability – very doable and you’d certainly be within your rights to have 2 Khinerai units now. While Unexpected Attack wants Khainite Shadowstalkers to charge after deep-striking. Even with +1, the odds of a re-rollable 8 incher are far too low to ever pick this unless it’s an absolute last resort or you’ve gone full Khailebron and are popping 3 ‘Stalkers down in the same turn. Incredibly niche and risky.

On the more situation end of the spectrum we have Executioner’s Cult – which can be picked if you have a Gladiatrix – which well you might! She has to kill a hero with her Killing Stroke ability – this would be a flex to pull off – and certainly doable – but it would be so easy to either accidentally kill the hero beforehand or just…not. Why risk it? Baffling and risky specificity on this one.

Hatred of Chaos is available if you’re running Hagg Nar or Khelt Nar and asks for 2 or more CHAOS units to be destroyed this turn. Highly situational, but not necessarily difficult, so it’s a perfectly nice option to have in your pocket, especially given they’re both perfectly viable sub-factions. And Chaos suck. And everyone plays Nurgle now – so this might come up more often than you think…

BATTALIONS

3e books have been circumspect with Battalions as they have the potential to tip the balance massively. Take Nurgle’s rotbringers cyst for an example that is almost certainly too good. On the whole, I’m happy with Battalions being fluffy or just matching the core battalion effects when you have a more unusual army make up – and that’s more or less what’s on offer here.

Vyperic Guard comprises Morathi+Shadow Queen, 1-3 Khainite Leaders – 1 mandatory (Bloodwrack or Ironscale), and ~6 Melusai warriors – 2 mandatory, and offers an extra enhancement – so it’s basically a bonus/tweaked Command Entourage. Not bad!

Shadow Patrol however is the fluffy, competitively rubbish one that isn’t worth the ink used to print it. 2 Mandatory Doomfires and FOUR mandatory Khinerai gives you either a one-drop or Swift. I mean…why?

CONCLUSION

Hopefully that gives you a good idea of the fun, competitive and creativity level of the new book. My takeaways are that the internal balance got much better with only a few sore losers (especially Shadowstalkers), the creativity level ticked up a little with some annoying missed opportunities (straight forward albeit useful Command Traits/Artefacts), and the competitive factor ticked up a fair notch. Will the increased options and killing power be enough to deal with the oppressive tankiness of Nurgle, or the strike-first brutality of new IDK (who seem a particularly brutal counter to DoK at first glance) or the forthcoming mobility, the ‘I laugh in the face of your rend’ and oppressive charging/tar-pitting potential of new Nighthaunt? We’ll soon see – my knee jerk reaction is ‘sometimes’ – which is, honestly, as it should be! Now, go forth and bathe (but don’t drink – leave that to SBGL) in the blood of your foes.