Lord of Change -380
Aspect of Tzeentch
Spell Lore: Bolt of Tzeentch

Herald of Tzeentch on Burning Chariot -200
General: Nexus of Fate
Aura of Mutability
Spell Lore: Treason of Tzeentch


Burning Chariot of Tzeentch -150

Burning Chariot of Tzeentch -150

Burning Chariot of Tzeentch -150

Other Units:

Exalted Flamer of Tzeentch -90

Exalted Flamer of Tzeentch -90

Exalted Flamer of Tzeentch -90

Exalted Flamer of Tzeentch -90

Exalted Flamer of Tzeentch -90

Exalted Flamer of Tzeentch -90

Exalted Flamer of Tzeentch -90

Exalted Flamer of Tzeentch -90

Warscroll Battalion:

Overseer's Fate Twisters--140

Endless Spells:

The Burning Head-40

Umbral Spellportal-70


Model Count: 13
Wound Count: 72
Potential Depravity Given Up: 59


A Tzeentch one drop battalion that let’s you use destiny dice after your rolls and takes advantage of shooting and the worst tzeentch models: Exalted Flamers.  I had a Youtube video up about it about a year ago, but there have been some point drops and a couple changes.

Allegience Ability

Tzeentch gets summoning points every time a spell is cast by either side.  This list is not focusing on summoning, but given the 13 model count, the getting one extra unit in later turns will probably be necessary to ever get a win.

Destiny Dice: You roll 9 dice and keep them in a pool to change dice rolls to the shown amount.  You can use them for: casting, unbinding, run, charge, to hit, wound, save, damage, or battleshock rolls.  Normally, you have to use them prior to your roll, but the battalion lets you use them after as long as you still have 9 models alive from the battalion.

Artefacts, Command Traits & Abilities


Aura of Mutability: Tzeentch Deamons within 3″ re-roll wounds of 1.  This means you’ll be using less destiny dice!

Aspect of Tzeentch: Roll a d6 when you use a destiny dice.  On a 6, you get one back! More Destiny Dice!

Command Trait:

Nexus of Fate: Chance to replace a destiny dice at the start of your hero phase.

Command Abilities:

Beacon of Sorcery (Lord of Change): +1 to cast for tz demon wizards within 18″.  You never have to take battleshocks in the army with 1 model units, you can’t run and shoot, you almost never want to charge and you have another way of rerolling 1’s to hit so why not increase your odds here?


The lord of Change will be blasting high damage spells through the umbral spell portal at either support, shooting and units that will survive your shooting.

The herald on chariot needs to be taken as general to unlock battle-line if and will be casting the burning head for reroll 1’s to hit while hugging your flamers for reroll 1’s to wound.  Shooting Death-Star, what can go wrong?

Other Units

Flamer Chariots – Battleline Shooters with same shooting profile as exalted flamers

Exalted Flamers – 9″ move. 4 wounds, 5+ save. They probably have an attack profile, but if you are using it, you lose.  Their shooting:

18″ (27″ threat range.  Try to stay as far away as possible)
6 shots at 4+/3+/-/d3

Ok, with rerolling 1’s to hit and wound, not too shabby.
Add in the fact that you can use destiny dice after the rolls and you are using 3s and 4s in shooting phase and 5s and 6s in the d3 damage phase to add 2 dmg to any 1 dmg shots.

Without Destiny Dice you are putting .453 save rolls to them per shot. (2.72 per flamer). 1.81 go through vs 5+ save. 3.62 dmg total.  meh, you only have 11 of them and any counter strike is game over.

Ok, but then comes this ability:
Roll a dice at the end of the shooting phase for EACH UNIT that suffered wounds from THIS MODEL’s shooting. On a 4+ they suffer d3 mortals, but on a 1 they heal d3.  

Sounding better.  1 wound models can’t heal so that decreases those odds.  

Also, each model can shoot at 6 different targets and proc this 6 times per turn as long as they get some damage in.  (where reroll 1s and destiny dice come into play.)  So obviously they will not all go through, but that is 66 rolls for this ability per shooting phase at the top of the possibility.  (Let’s say 22 actually happen with some destiny dice usage.)  An extra 22 mortals is always nice.


Overseer’s Fate Twisters

You get an extra destiny dice each turn!

You get to use them AFTER rolls have been made if you have 9 or more models from battalion alive.

If the Lord of Change is alive you can reroll a destiny dice each turn!

It’s a one drop! If you can neuter in one turn, go first! If they can’t hit you t1, go for the double!



Teammates are a weakness.

Magic, Endless & Realm Spells


Lord of Change drops single target big damage spells

Chariot Boss does a bad gaunt summoner impression

Burning head: Re-rolls of 1 for your flamers

Spell Portal: Gives the Lord of Change the range he needs

In-Game Guide

each flamers attacks as many units as possible to get more mortal wound procs.  

Destiny Dice: Use on wound roll vs targets with bad saves.  Save the 5s and 6 for damage rolls against heroes and elites after they’ve failed their saves.  (Dont want to waste a 5 or 6 on a roll that just gets saved anyway.)

Honest Goblin


My Bio:


Armies I've played:


Mixed chaos

Mixed order aelves

Daughters of khaine

Mixed destruction


Live in Ohio.  

Tournaments attended:

DaBoyzGT (NY)

Midwest Meltdown (IL)

Adepticon (IL)

Rend 4 (OH)

Gaming style:

I call it Purist.  I dont care so much about painting score, TO made objectives or kill points.  I aim for 5 major victories according to the book and each army has different resources and plans to do it. I like to achieve this through different angles, which leads me to constantly be looking to make new armies.   My brothers and I jokingly called this attitude "Restarted" growing up making a new character on video games every week and never mastering any.

Event Results:

DaBoyzGT 2017: 2-2-1 can't remember major or minor

Midwest Meltdown 2018: 3-2 all majors

DaBoyzGT 2018: 3-2 all majors

Adepticon 2019: 3-2 All Majors

Rend 4: 4-1 (3rd)

Midwest Meltdown 19: 4-1 (5th)

More rundowns by Jack McMahon