List

Allegiance: Tzeentch

Mortal Realm: Hysh

Leaders

Lord of Change (380)

- General

- Trait: Magical Supremacy

- Artefact: Mark of the Conjurer 

- Lore of Change: Tzeentch's Firestorm

Herald of Tzeentch (140)

- Staff of Change

- Artefact: Luminary Rod 

- Lore of Change: Unchecked Mutation

The Blue Scribes (140)

- Lore of Change: Tzeentch's Firestorm

Battleline

10 x Pink Horrors of Tzeentch (180)

- Lore of Change: Bolt of Tzeentch

10 x Pink Horrors of Tzeentch (180)

- Lore of Change: Treason of Tzeentch

10 x Pink Horrors of Tzeentch (180)

- Lore of Change: Fold Reality

Units

10 x Blue Horrors of Tzeentch (90)

10 x Brimstone Horrors of Tzeentch (60)

10 x Brimstone Horrors of Tzeentch (60)


Battalions

Changehost (180)


Endless Spells / Terrain

Aethervoid Pendulum (50)

Balewind Vortex (40)

Geminids of Uhl-Gysh (60)

Prismatic Palisade (30)

Purple Sun of Shyish (50)

Shards of Valagharr (40)

Soulsnare Shackles (40)

Suffocating Gravetide (20)

Umbral Spellportal (70)


Total: 1990 / 2000

Extra Command Points: 1

Allies: 0 / 400

Wounds: 84

Introduction

The list seems like it has no punch but its power is in its ability to manipulate the board and surgically pick off pieces of your opponents army. Ideally you want to hit the opponent with a ton of mortal wounds early on while getting as many endless spells on the board. Then spread the army out and give your opponent as many speed bumps while maintaining a certain level of board control. Your opponent will advance slowly due to the blockade of pink horrors and endless spells carefully positioned. This will give you plenty of time to throw up screens of blue and brimstone horrors all the while you are tearing him apart with magic and endless spells. As your army dies your army also grows. With this your shooting becomes a serious force and through weight of numbers you start doing more and more damage as the game goes on.

Allegience Ability

CHEATING DESTINY DICE!!!!

What makes this ability particularly useful in this list is that it aids the control aspect of the game. For those of you that are not familiar with destiny dice, you roll 9 dice at the start of the game and store them somewhere for later use. Instead of rolling for one of the below rolls, you can instead use a dice from your pool to guarantee a result. The rolls are:

Run

Charge

Hit

Wound

Save

Battleshock

Cast

Unbind

Damage (not mortals)

This ability combined with the Lord of Changes (LoC) casting and unbinding ability makes your magic the best in the back offensively and defensively. a single 6 makes your roll a 12 (or 13 with command ability)

Outside of that you have guaranteed run or charge rolls to get onto objectives or tie a unit up etc. Guaranteed save rolls so that you can commit something you dont want to die with some redundancy, battleshock rolls to automatically get a 1 for D6 pink horrors back and hit rolls for when your LoC has to go into combat and kill the last few models in a unit.

You must be careful not to waste these on inconsequential rolls and don’t be afraid to use them all in one go for a BIG turn!

Artefacts, Command Traits & Abilities

The items seem quite mundane but they can have massive effects on the game if used properly.

Command trait – Magical Supremacy

This gives the LoC a 42″ dispel range meaning i can deploy out of their dispel rang while being in dispel range myself. it also means they will find it hard to use their magic effectively if they deploy out of dispel range. My army is built to be a magic power house so this helps in making user I am the primary caster on the board. It also provides great flexibility for when I am moving around the board.

Command Abilities

Only one CA which is the LoC warscroll one. I can stack this multiple times so usually T1 I will throw up +2 to cast to make sure I get max spells off with little to no chance of them being dispelled. Pink horrors with this up and beside arcane terrain have +4 to cast! Fuck you Nagash!

Artefacts

I’m not 100% sold on the Mark of the Conjurer artefact but I have noticed it gets me over the line for certain summoning so it stays in for now. On top of that I can’t think of many other items that make a difference..unless shooting comes back which will see this be replaced with the ragged cloak most likely.

The luminary rod was something I wanted to try out for when I need to do the last wound or two on a model to kill it. As it has no restriction on when it can be used it meant I could Changehost move, run or charge and use it to try snipe a character or even hit a number of characters in close proximity to each other. In practice it proved so much more useful that that. First of all it can be used in between turns to do D3 mortals to Morathi which is pretty big. It has so much utility and combined with my armies play style, this item can be game winning. 

Heroes

Lord of Change

The centre of the army. He is what lets the army dance around in the change host and he is mostly responsible for the armies magical dominance. With 2 casts and dispels using his ability he makes it very hard for the opponent to react to the magic game. Another big point for this guy is that when he dispels on a 9+ he learns the spell that was being cast. It might make some casters even think twice about casting certain spells.

Herald of Tzeentch

I chose the herald on foot over the disc purely because of his ability to cast a second spell. His warscroll spell was a secondary consideration but with the amount of endless spells I have to cast the more casting attempts the better. Sometimes I feel the disc guy would be better with the luminary rod, maybe I will try him out at a later stage.

The Blue Scribes

These guys are here for their warscroll spell. Cast on a 4+, an 18″ bubble of rerolling casting attempts for Tzeentch wizards. In an army so dependent on magic this guy is absolutely key. He also has the ability to learn spells which are cast within 18″ of them. Any wizard casting a spell within 18″ you roll a dice, on a 4+ the blue scribes learn the spell. This again can deter casters as they may not want me to learn a certain spell. Lastly he has an ability to cast spells on a single dice roll of a 2+ and if cast you can only unbind on a 9+. Most of the time it is statistically more reliable to cast normally on 2 dice. But if you need a high roll when modifiers aren’t as abundant, even for the sheer fact that you don’t want the spell to be dispelled, then a 2+ to be cast on an 8 is quite useful. 

Other Units

The rest of the army is there for 3 reasons. Changehost and battle line requirements, screens to slow my opponent down and sacrifices for summoning points.

Pink Horrors

Its worth mentioning that these guys are a great utility piece for getting endless spells as far across the board as possible. With the Changehost I can get these guys roughly an extra 11″ across the board in the hero phase and start firing endless spells from there. The shorter rnaged ones primarily but whatever they have to cast they will. As mentioned they have easy access to +3 to cast, +4 with arcane, so getting these spells off isnt too difficult and unbinding them will be an issue for opponents.

As well as being amazing casters they are also my front line defense in the first 2 turns. I don’t care if these guys die because they give me blue horror points and allow me to summon more bodies. I will usually use my own means to do wounds to them early on to get blue horror points and trigger battleshock test. I can then use destiny dice rolls of a 1 to guarantee D6 horrors added to the units. I will either send these guys up as far forward as possible to stop the opponent advancing far in the early turns or I can hold them back and give my opponent nothing for a turn or 2. It is all matchup and scenario dependent.

Blue and brimstone horrors

Literally the filler for the changehost and most used as screens and summoning speed bumps.

All horrors, first rank fire, second rank fire!

One thing that seems to catch opponents off guard is the sheer volume of shooting I can generate as the game goes on. Pinks and blues have a shooting attack 1 shot 4+,4+ no rend one damage and brims have 2 shots 5+,5+ no rend 1 damage. Doesn’t sound too ground breaking but when you can conceivably have about 100 horrors on the board at once, that weight of fire becomes quite worrying for your opponent. Especially since at that stage you have also been blasting magic and endless spells at your opponent. This extra firepower really helps to finish off units.

Battalions

Changehost!

My first ever AoS army was the Tzeentch Changehost back when the GAs first dropped and we had no points. Back then it was all about moving screamers into charge range, stacking multiple mystic shields on them and firing them into combat. Things are much different now. Now the change host allows me to position my wizards on turn 1 so that they are within range with their spells in the first hero phase. 

How it works.

The changehsot is a LoC and 8 other tzeentch daemon units (actual daemons not enlightened etc)

As long as the LoC is alive I can pick two units within 27″ of him (not wholly) and have them swap places. How the swap works is that I pick a model in each unit and have them swap places. This doesn’t have to be a straight swap so you can gain a few mm off the bat. Then you remove both units and set them up within 9″ of the swapped models. This allows my to line a unit of pinks up to 9″ away from the swapped model.  The result is the front horror from each unit is about 11.5 inches in front of where the unites originally started giving the horrors a boost on their casting ranges effectively. You can still move after this so its great to move up as much as you need to then run back in the movement phase if needed. 

The battalions allows models to move a massive distance across the board. As the units don’t have to be wholly within I can pick a unit of 10 horrors exactly 27″ away from the LOC on one side of the board. Let’s say theyre strung out away from the loc in a line 1″ apart. the furthest model away is about 49″ away from the LoC. Then take the second unit, let’s say its a unit of 3 screamers 27″ away from the loc the other way. If you swap these two units it works out that the screamers can move a total of about 90″ across the board with this changehost move and still have a potential 22″ run move. 112″ move! Basically it give the unit the entire board as a threat for stuff like objectives.

That is the extreme instance but it is a powerful ability to be able to have that much mobility and board control that you opponent must consider a potential 112″ move!

Magic, Endless & Realm Spells

Magic is this armies bread and butter. Let’s go into the different aspects of malign sorcery.

Magic

The army is capability of dishing out 20+ mortal wounds (erring on the side of prudence) a turn before considering endless spells. This makes it especially dangerous for armies with big targets with little to no mortal wound protection.   

Endless Spells

Endless spells play a much bigger role in this army than just the spell abilities. Since I have so many casters I can have every endless spell I have in my list on the board by turn 2 which leaves my opponent with a lot of decisions. Some deal damage, some debuff the army and some just obstruct it. In either case my opponent has a lot of decisions to make in the hero phase. Do I dispel? Which ones do I dispel? Will I cast my own spells? You see because I hold magical dominance, dispelling endless spells is probably the best call. But since most scrolls don’t have modifiers or rerolls to ‘dispelling’ endless spells it’s actually quite difficult to get rid of them so the opponent is  in a real pickle here. 

What also makes the abundance of endless spells particularly powerful is careful placement. You can string out endless spells around a unit so they have no conceivable way of moving past them. For example say you have a block of 32mm base dudes in front of you, you could have palisade placed in front of the unit 31mm from shackles which is set 31mm apart and then have another spell or 2 also placed that sweet 31mm apart from the spells, thus wrapping them up and holding them in pace. They may have a chance to dispel them and if its the end of the round they can move them in the start of the next battle round but its a nice way to hold up an opponent for a turn or have them sweat in the hero phase on what to dispel. Be careful to state intention when placing the spells.

I also made sure to include a suitable amount of predatory endless spells so I can ensure I still get to move some of them so as to continue obstructing and damaging their army.

The pendulum is great as no matter what if it is within an inch of a unit then it will be doing extra mortals so I can leave that and let it do the mortals anyway.

Purple sun is a new addition due to the massive points drop. It is going to be the piece that scares the opponent most due to its ability to instantly kill characters or at least land a ton of mortal wounds on them.

Geminids is the old faithful. A great way to mitigate the damage output of the opponents army while dishing out mortals all around.

Gravetide, the underdog spell. This spells ability isn’t the best but it still lands D3 morrtals as well as having a massive footprint for blocking units. Coupled with palisades you can block of a serious portion of the board!

Shackles and shards are both movement debuffs as well as a to hit debuff from shards. I can get a unit to -3 with the combo of endless spells.

Portal is there for the LoC to blast infernal gateway but also plays well with the predatory endless spells.

Balewind is probably the least useful and I am considering dropping it. An extra spell and added range to the users offensive spells has its uses. 

Realm Spells

Never something I consider when list building or even after I have built my list due to how many variables are in the game. So if they come up I can utilize them very well but also shut them down for my opponent quit easily. In either case I make up a gameplan for each match that uses realm spells on the spot and go from there. 

Honest Goblin

Ireland

My Bio:

Hi everyone, my names Mick and Ive been playing warhammer since 6th edition warhammer fantasy. My main armies are Gutbusters and Tzeentch but I also play Khorne and Stormcast when I feel like it. Currently giving Gutbusters all of my attention to see what I can squeeze out of the army and to really just change things up a bit from 3 years of Tzeentch.

I am the current captain and founder of the Irish AoS team. I love to play in tournaments and I also run regular tournaments with Dave Smyth, Chin Dave and Nathan Sandison as part of our Hero Phase group in Wicklow, Ireland.

Gaming style:

Competitive and tactical. Best way to describe what I like about warhammer games. I like to think out every single movement and action I make and have a purpose for same. nothing better for me than a game that takes a lot of thought.