This is my list that I used to for a 5-0 finish at Swedish tournament Lord of The Mounds.
Most Changehost look basically the same, there are small tweaks and choices and I think its important that those choices make sense together and work with the same general strategy.
Changehost have a very skewed value for models, most are unimportant and you are even happy for them to die but there are some critical models that need to stay alive. That usually means that you have to play quite conservative and always screen, always keep things back. I wanted to ensure that I had more room for aggressive play while still having defensive options and that would reflect in all my choices.
Artefacts, Command Traits & Abilities
Tzeentch does not really have that many useful traits and you usually chose between Arcane Sacrifice and Magical Supremacy. Arcane Sacrifice is really good on a Gaunt Summoner but when Magical supremacy is good its outstanding. This is the single choice in my list I’m most uncertain off.
I choose feathers for my Lord to give it some needed protection against shooting but also gives protection in close combat if I need to play aggressively. In combination with Geminids opponent will be at -2 to hit.
The Gaunt summoner will dominate the game in some matchups…. so long as he lives, something that has become a lot harder after they lost the familiars. So I gave him a paradoxical shield. Since the Gaunt only has 6+ save you rarely have to reroll and with Balewind and cover you can get him down to 2+ save.
I prefer to play with 4 characters to get redundancy and also gives me the option of taking risks if needed.
Lord of change is a must and I equip him with a sword instead of the Rod. I don’t really like the rod, sure its almost always useful and everything counts but its just a resource for something you already have a lot of, bad shooting. With the sword you suddenly have a model that’s not “free” to charge in close combat and it can even hunt down support characters. The sword also works well with destiny dice, 2 attacks that auto hit/wound for 3damage each can really hurt an opponent.
Gaunt Summoner is a risky beast. It’s a 2 cast model with one of the games best spells, but its also a extra drop. Since most new armies cant get too 1 drop it usually safe and I think it will assist you more often than it will hurt you, buts its definitely a risk. It also quite expensive in points, if it would replace it with a herald you would free up 20 points + giving you the option of cutting one unit of brimstone for 60 more. If cut for herald that herald would be on foot since it’s a better spellcaster than the one on disc so I could leverage the Balewind as much as possible.
Heralds on disc have far more flexibility than heralds on foot. I wanted two and of course the first will be blue scribes.
Since I also have a normal Herald on disc I don’t need to summon one as my first summoning choice and I can also risk it on a high risk, high reward move turn 1 if there is an opening. I don’t even see this model primarily as a spell caster but rather a high movement point for summoning.
Magic, Endless & Realm Spells
I prefer damage spells over the movement restriction spells since damage is always useful and spells like shackles are fairly easy to dispel.
The Ravenak and Purple Sun was used more than once to block enemy movement, they have a large base, are hard to dispel and if they get dispelled you get a chance to cast them again.
The spells have quite a few bravery debuffs with Purple Sun, Ravenak and Gravetide making even easy bravery tests rough.
Swords are risky but it has a very long range thats really hard to screen against, so it was a very good tool to have. I used it mostly to damage my own Pink Horrors for summon points, but it also came in handy for sniping the last wound off from characters.
I almost always choose to go second, the army crumbles if it get double turned. I also only chose to take the double turn if it guarantees a win, otherwise its to risky.