This is really nice! All the other tzeentch guides I found were from before Champions of Chaos, so obviously they didn't account for all the new Chaos Warriors/Chosen of Tzeentch and stuff. I remember when I first tried playing Tzeentch it felt like they were missing a front line, glad to see they have one now.
These videos are probably the best guides I've seen for this game. It feels like they have exactly the knowledge I'm lacking to go wild with these nations. I'd love to see more videos like this. Anyone have thoughts on a good Throt army comp/formation? I love his mechanics but can't figure him out for the life of me.
I find that Tzeentch is really strong at seiges if you use the first army ability constantly and have enough mana recharge rate when using their early spells (you don't even use your army just have them sit outside of the towers range). Field battles are a bit trickier as you need more of front line to hold enemies in place. Generally I find you want: 1+ Tzeench caster - Blue fire of Tzeentch is really good at sniping single entities / casted along a line of infantry (this does require positioning) - Pink fire of Tzeentch is good for killing unarmored infantry - Power recharge rate from arcane conduit / greater arcane conduit / items 1+ Metal caster - Searing doom, very cheap and hits hard even against armored infantry, but requires enemies to be pinned down. (If you blob the enemy will make a good target for this) - Power recharge rate from arcane conduit / greater arcane conduit / items 1+ Cultist - Campaign movement range - Summons -Power recharge rate from arcane conduit / greater arcane conduit / items Enough Blue/Pink horrors (they get a minor arcane conduit in their tech tree) to get unlimited winds of magic - this will number will change depending on items / hero levels The rest is a mix of units to hold the line (for field battles) I don't find that you need fast units as your flying lords/hero's can snipe enemy artillery
Tzeentch is good at sieges as long as you have the magic to take out their troops. If you are taking a settlement with just garrison? Yeah no problem. If they have a full stack sitting in there? You are screwed. Especially if it's someone like Imrik.
But how we should develop lord of change? Also into magick or might? You use lord of change as siege unit in might (as you have assaulted the walls) or first magick then might?
The horors of tzeench seem to be overvalued in auto resolve. It is possible, although boring, to just spam cheap armies of blue and pinks and auto resolve your way to greatness.
I think this is an attempt to calculate the damage output of the lord in conjunction with the horrors. The idea that the blue horrors get off all their ammo and the units they are up against are already damaged by the magic spam.
This is really nice! All the other tzeentch guides I found were from before Champions of Chaos, so obviously they didn't account for all the new Chaos Warriors/Chosen of Tzeentch and stuff. I remember when I first tried playing Tzeentch it felt like they were missing a front line, glad to see they have one now.
These videos are probably the best guides I've seen for this game. It feels like they have exactly the knowledge I'm lacking to go wild with these nations. I'd love to see more videos like this. Anyone have thoughts on a good Throt army comp/formation? I love his mechanics but can't figure him out for the life of me.
Brood horror spam with Throt, 2 Packmasters and a wizard of your choice.. Give them all cellular instability.
I find that Tzeentch is really strong at seiges if you use the first army ability constantly and have enough mana recharge rate when using their early spells (you don't even use your army just have them sit outside of the towers range). Field battles are a bit trickier as you need more of front line to hold enemies in place.
Generally I find you want:
1+ Tzeench caster - Blue fire of Tzeentch is really good at sniping single entities / casted along a line of infantry (this does require positioning)
- Pink fire of Tzeentch is good for killing unarmored infantry
- Power recharge rate from arcane conduit / greater arcane conduit / items
1+ Metal caster - Searing doom, very cheap and hits hard even against armored infantry, but requires enemies to be pinned down. (If you blob the enemy will make a good target for this)
- Power recharge rate from arcane conduit / greater arcane conduit / items
1+ Cultist - Campaign movement range
- Summons
-Power recharge rate from arcane conduit / greater arcane conduit / items
Enough Blue/Pink horrors (they get a minor arcane conduit in their tech tree) to get unlimited winds of magic - this will number will change depending on items / hero levels
The rest is a mix of units to hold the line (for field battles)
I don't find that you need fast units as your flying lords/hero's can snipe enemy artillery
Tzeentch is good at sieges as long as you have the magic to take out their troops. If you are taking a settlement with just garrison? Yeah no problem. If they have a full stack sitting in there? You are screwed. Especially if it's someone like Imrik.
@@theartofsavescumming It doesn't matter if there is a full stack + garrison or not since you rely on having unlimited amounts of winds of magic
Thanks for the tip. I have been wanting to give them a go.
In a field battler would you have the soul grinders up front for holding it on the back as artillery??
Great videos, keep up the great work man!
Nice man, keep going
But how we should develop lord of change? Also into magick or might? You use lord of change as siege unit in might (as you have assaulted the walls) or first magick then might?
great video man
No flammers or exalted flammers ? They require a little micro-management but I find them way more powerful than exalted horrors.
Only issue is that they need a line of sight, he did mention having them mid game before replacing them with Soul Grinders
it's what I was building anyway. but nice to see im not a complete idiot for going this route.
The horors of tzeench seem to be overvalued in auto resolve. It is possible, although boring, to just spam cheap armies of blue and pinks and auto resolve your way to greatness.
I think this is an attempt to calculate the damage output of the lord in conjunction with the horrors. The idea that the blue horrors get off all their ammo and the units they are up against are already damaged by the magic spam.
I feel like horrors are underperforming, even in SFO where they have armorpiercing - they killing everything so slow
Its magical attack
Birds are ok but definitely not a lizard
Lizards turn into birds....
Tzeentch is Mazdamundi from the future confirmed?
@@AnEnormousNerd how dare you