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Games Workshop 99129915043" Start Collecting Daemons of Tzeentch Miniature

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Soul Sacrifice (2 CP) – Use when a Chaos Character from your army tries to summon a unit of Daemons using a Daemonic Ritual. The character takes D3 mortal wounds, but you can roll 4 dice instead of 3 for the attempt, and while the summoned unit is within 6″ of the summoner, it re-rolls hit rolls of 1. You basically need this if you’re attempting to summon a Greater Daemon, where rolling 14+ on 3D6 just doesn’t give you enough of a chance to make that reliable, but you probably won’t need it otherwise, since 3D6 will do for most anything you’d actually want to summon. That said, it can be solid if you summon a large unit that can benefit from re-rolls, though you typically don’t want to be summoning things thanks to how the rules for summoning work. C- Spell-thief: When this model successfully denies a psychic power, the PSYKER unit that attempted to manifest that power loses it and cannot attempt to manifest it again this battle. This is a pretty hilarious ability and can be downright nasty against armies that rely on specific powers like Warptime or Doom, but psykers aren’t really “in” right now and that limits its usefulness. It would also be funnier if it turned off psychic actions, but sadly it does not. B- The Endless Gift – A model with this relic regains one lost wound at the end of each phase in which it lost wounds. This is pretty decent, and combines well with Revoltingly Resilient to make a model that can be an absolute chore to try and bring down. You’ll rarely have a Great Unclean One or Nurgle Daemon as your warlord but if you do, this is probably your best option among the Nurgle relics for them. B+ But how do they play on the tabletop? Let’s take a look at their fighters and bone-crunching abilities. Overview and Points for the fighters in the Tzeentch Daemons Warband Of course, one of the key reasons to play Thousand Sons is their cornucopia of psychic powers. With Tzeentch, the God of Magic, as their patron, it’s understandable that they’d have a lot to choose from, and the Thousand Sons Codex doesn’t disappoint.

Daemons that have an allegiance to one of the four Chaos Gods also get an ability corresponding to that god.But when Tzeentch requires more attention to a task, will then deploy his greater daemons: the Lords of Change. It has a couple of strong melee options available within the default Allegiance, but easily adds more with the likes of Slaves to Darkness Horn of Nurgle’s Rot – Nurgle. Roll a D6 every time the bearer kills an enemy in the Fight phase within 7″ of a friendly unit of Plaguebearers. On a 4+, you get to add a Plaguebearer to that unit. You’ll need to spend reinforcement points if you want to go above the starting total, but this can be OK. The major issue is that Nurgle Daemons tend to rely on their characters for buffs and not kills, and large plaguebearer blobs are a thing of the past. C+ X1 – 2 boxes of Blue and Brim Horrors, same as above even if just for summoning but they make amazing screens Buying 4 of this box isn’t out of the question. This is in the top 2 of repeatable boxes to buy and it ain’t 2.

Tzeentch has been out for a long time with his armies for both Warhammer 40K and Age of Sigmar. Daemons in particular are usable in both game systems, therefore there is plenty of guides on how to paint them. The last mention goes to the warband reaction: Twist of Fate. It can be used to change the value of a Double ability but depends on an enemy rolling high against you (can be used by a fighter that is going to die so that you don’t waste his actions). However, when we look at Doubles that would benefit from an increased value, we find only Locus of Sorcery limiting notably its usefulness. You could consider it when you have Brimstone dying, to upgrade the next missile action, assuming your opponent rolls high enough. Pros and Cons of the Tzeentch Daemons Warband All Flamers share the same ability: Capricious Warpflame. For a Quad they can do up to 6 damage to any enemy fighter within 3”. The range is small but the potential damage really high, although it does cost a Quad and really depends from the ability value too.Contents: 1 Great Bray-Shaman (Hero), 10 x Ungors (Battleline) / Ungor Raiders, 10 x Bestigors (Battleline with Bray-Shaman or Beastlord General) and 1 x Cygor (Behemoth) / Ghorgon (Behemoth) This Stratagem is used to make a Great Unclean One Exalted. You can choose one of the following upgrades during army construction or roll for two before the battle begins, re-rolling if you get duplicates: Rage Unchained: This model is considered to have double the number of remaining wounds left when determining which profile to use on the damage table. This is a great way to keep your Bloodthirster relevant longer and combos wonderfully with Blood-Blessed and the Blood-Drinker Talisman. B Skullreaver – Replaces an axe of Khorne, great axe of Khorne, or daemonic axe. Profile is S+3, AP-4, D6 Damage and against TITANIC units you re-roll failed wound rolls. Additionally, each time you roll a 6+ to Wound, your target takes an extra D3 mortal wounds. Now we’re talking, this thing is great. It’s money on a Daemon Prince of Khorne, though as a result its utility is diminished as they’ve become overcosted. This doesn’t offer enough value over an Axe of Khorne on a Bloodthirster to justify taking it, especially when you have the Engine War version that gives you a damage floor. There’s never a good reason to take this over a Great Axe of Khorne. B+ This came to a head at the infamous Council of Nikaea, where psychic powers were banned by Imperial Edict – no Space Marine could ever again use psychic powers, or they would face punishment by the Emperor Himself.

This box is a weird one as it only comes with half the amount of units with normal boxes…You’d really need two of these boxes to reap full value. Note: if you haven’t read the basic rules for Warcry before reading this article, it might be helpful to know that the game’s abilities are activated by using 6 dice that you roll at the start of your turn. Mike P: Flames of Mutation and Warp Jaws really help Flamers and Screamers hit harder than people expect. Opponents have to play around the fact that you could easily roll hot and decimate a unit like Custodian Guard or Vanguard Vets with Mortal Wounds that would otherwise be safe from high volumes of low AP fire. Magical Boon is also handy if you’re bringing a Herald or Lord of Change in Undivided soup, as they each know one more power than they can cast. To maximize your Mortal Wound output, you can use Magical Boon to cast Infernal Gateway and Bolt of Change, following up with an additional Smite at +2 at the end of the Psychic Phase.

Daemons

The Endless Grimoire – Tzeentch Psyker only. Gives you an additional power. This is more useful when you don’t have an army loaded up with Psykers, which means it’s more useful for non-Tzeentch Daemon armies, which will typically have 5-6 psykers and don’t need spells they can’t cast. C- In a Battle-forged Chaos Daemons detachment, all Troops units gain this ability, which lets them control objectives even if they have fewer models, unless another unit with a similar rule is also on the objective. Every army has some variation of this, but it’s an important ability for holding objectives and it plays to Daemons’ strengths, since some of their best units are Troops choices. Remember that if you have two opposing units with Objective Secured abilities near an objective you revert to the total number of models each player has when determining control. Gifts of the Gods

Side note: all of this can be thrown out the window if you just go for the “rule of cool” which I’m a huge fan of! As you might expect, the Khorne stratagems tend to focus on melee combat and making your units more deadly. They’re ultimately capped in utility by the fact that most of their units just aren’t that good, though the Banner of Blood is a standout here. Contents: 1 Endrinmaster (Hero), 5 x Grundstok Thunderers (Battleline in Barak-Nar), 3 x Skywardens/Endrinriggers(Battleline if Endrinmaster in Dirigible Suit is general) and a Grundstok Grundhauler (Battleline in Barak-Urbaz) This box plus a load more skeletons will see you off to a good start towards a LoN army, Soulblight army or any of the Legions of Sacrament lists. Slothful Claws – Slaanesh Herald only. Replaces their claws with a set that are S+1 AP-2, 2 Damage and go to AP-4 on wound rolls of 4+ instead of 6+. A major upgrade but not something you desperately need on a model whose primary purpose is buffing others. Probably going to give you the most value on a Hellflayer Herald. B

Army Weaknesses

Rapturous Standard (1 CP) – Used at the start of the battle to upgrade a Daemonic Icon to a Rapturous Standard. The Rapturous Standard is an Icon with the normal ability and once per battle you can activate it before the bearer’s unit fights to give the unit the ability to re-roll all failed hit rolls until the end of the phase. It’s no 3D6” charge, but it’s a very fine ability to have, and will benefit you more on larger squads. B

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