This is the list that I took to Facehammer 2018 and got 4 major wins with. In the current meta it feels that a lot of people do not rate Tzeentch as a top tier army. While they certainly are not the dominating king they once were, I feel they are still a viable army with a lot of little tricks and nuances to mess with your opponent. They still pack a huge magic arsenal and the tzaangor units are some of the best in the game. While the current meta of Tzeentch is all about the Tzaangor Enlightened, which in my opinion are amazing right now. I personally feel they won’t survive the nerf hammer for too long, I also enjoy playing to my style and so I have built this list for that purpose.
The core of the list is to use chaos warriors and tzaangors for board presence in the middle. Use the wizards to buff my units and mortal wound high value targets. Use these spells cast in order to summon more units using our new summoning mechanic. Score objectives and neuter their army is all I have to do and the list does it very well in a lot of cases. It deals with blobs and elite infantry quite well and has the power to shut down or just kill heroes.
Destiny are arguably still the greatest ability in the game or any tabletop game to be honest. When you roll your 9 dice it is random, but being able to plan your whole game around a guaranteed dice roll from that pool is huge. I won’t go into the specifics off what Destiny dice are since you can read the Battletome for that. As and when it applies I will discuss the times I use them and why later in the article. But to get you ready, imagine rolling three 6’s for destiny dice. Your tzaangors can run and charge, now you can guarantee a 24 inch threat range in a single turn. Even use them to just stop whatever spell you want or cast whatever spell you want. Guarantee 5 damage to snipe a hero. Use on your save roll so your wizard does not die at a critical turn.
Your opponent has to take risks to get ahead, for us we know it’s going to happen. There is no risk taken.
Our summoning is crazy good. Every spell cast by you or your opponent adds one fate dice, once you have 10 fate dice you can start summoning. Pink horrors and blue horrors when they die give you points to use solely for summoning blue horrors and brimstone horrors respectively. At the end of any movement phase you can summon a unit within 12 inches of a friendly tzeentch hero and more than 9 inches from enemy models.
My list casts 8 spells a turn naturally, with the balewind up and the elixir popped and the herald rolling more than a 9. That can go up to 11 and potentially 10 every turn after the elixir. You can pretty much guarantee a unit every turn. Now if your opponent casts a lesser spell, just let it through. If its a huge spell then unbind it to keep the game in your favour. One thing to note, if the spell has a low cast value, use your Curseling to unbind it as he can cast it back and if you cast it back it still goes towards your fate pool. I have only ever summoned 4 units and that is :
Blue horrors, Brimstone horrors, Herald on disc and flamers.
I want to make this point clear now, waiting to summon pink horrors is a waste of time, there is almost no scenario where summoning pink horrors is worth it. It costs the same as 2 units of blue horrors, the damage output of the 20 blues is higher, more models and higher board presence you can summon in two different spots. You can argue you get a spell from pinks, but this is in the movement phase and therefore you have to wait a whole turn to cast. Plus heralds do that better. Also never summon brimstone horrors unless using Brimstone summoning points instead of fate points. 10 blue horrors is better at the same price because you get the 10 brims anyway when the blue horrors die.
Flamers are decent at killing lots of models with bad armour saves. Even then its if you get lucky and I only did it because I ran out of horror models haha.
Since this happens at the end of your movement phase, you can position yourself ready to block areas of the map off or just steal objectives. Remember those heroes on discs? They move 16 inches and can run up to 6 inches. Wow thats already a 22 inch move and a 12 inch summon from there. It gets better, say your pink horrors died and you have 20 blue horror points. You also have enough fate points to summon a herald. Now from the first wizard you summon 34 inches from your starting position, but you summon a herald. Now from that Herald you can summon a further 12 inches. Thats 46 inches from your initial wizard, most savvy opponents will find it really difficult to stop you from getting all around them with this level of threat range.
It’s the best weapon in our arsenal and it is almost impossible for your opponent to deal with. They have to come forward to fight or we will mortal wound them and hold objectives, but if they do we can fly over the top and kill heroes and steal objectives. If played correctly, it forces a lot of mistakes from your opponent and lets you dictate the game.
Artefacts, Command Traits & Abilities
There are only 2 artefacts I consider for this list. Paradoxical shield and Windshief charm, Paradoxical shield makes you re roll successful Armour saves and you add +2 to your armour save roll. Now this gets real tricky really quick so I am take a minute to explain. There are some key things to remember here though.
Re rolls happen before all modifiers.
Mystic shield lets you reroll armour saves of 1(this can be done with shield of fate also)
Paradoxical shield makes you re roll successful armour saves
Paradoxical shield also adds + 2 to your armour save.
Now the only hero in this whole army worth giving it too is the Curseling. Naturally he has a 4+ armour save. Only 5 wounds but the math on this gets crazy. This guy does no damage in combat at all but if you run him into 40 skeletons or 30 witch aelves. He will last 2-3 turns on average. Yes! that is versus a fully buffed up horde unit. I like to pick a turn I get mystic shield off and casted onto my curseling, charge into a blob unit and then for my turn and your opponent’s turn you have this god holding up a whole unit. If your opponent takes a double turn, then even better as your buff is still up. He is a god among mortals when rend isn’t in play. Even vs spells your army can negate that pretty effectively too.
So here is what happens, you have the artefact and mystic shield up. 4+ is a natural successful armour save. So you must re roll every 4/5/6 and you can reroll ones(always reroll ones please). Then we add +2 to all these results after the re roll, because re rolls happen before the modifier. So effectively against no rend you are on a 2+ armour save re rolling the ones. Your guys is a small model so your opponent can only get so many attacks in. I have tanked Alarielle(sick dice rolling), 40 skeletons, 30 witches, ripperdactyls (before the nerf) for a few turns each time. Its bonkers! You can even use him to bait your opponent if they know you are going to summon from him, he won’t fucking die.
Now onto Windshief charm, honestly I give this to my Tzaangor shaman sometimes just to get that double movement and fly to the other side of the board and summon down all the blue horrors. If you run and Command point it into a 6 if needs be. You have a 38 inch move and the summon 12 inches from that. You are effectively summoning 50 inches away from your starting position. You can steal any objective that isn’t guarded and catch people out really quick. It’s also very useful for the missions where wizards score because you can run your tzaangors on to screen and pop this off to fly onto the objective and just summon all around you to keep screening while you score.
Both artefacts are really solid choices and it comes down to personal preference. I am very aggressive with my tzaangors so my shaman was always following them onto the board anyway. In this meta there isn’t a whole lot of shooting so I wasn’t afraid of him dying. In a shooting meta, the Windshief charm is better because you can hide and then fly up to summon and buff when you need it.
Remember the old Balewind Vortex? Do you miss laser beaming units from halfway across the board?
Fear not! Arcane Sacrifice is the command trait I choose, I don’t have command abilities so I make my gaunt summoner the general and give him this. This command trait has two stages of trickery too it.
Firstly, the trait allows you to pick a unit within 3 inches of your general in the hero phase and do d3 mortal wounds to that unit. Your general can now add 9 inches to their range and also re roll failed casting attempts. Couple this with the effect of balewind vortex and now you are adding 15 inches to your casting range from the balewind. You re roll failed casting too so you are all but guaranteed to be smiting people from your backlines. I will discuss this beauty more when I come to it with the gaunt summoner(general) and pink horrors(sacrifice).
I have no command abilities other than potential realm ones, I use my command points for those battleshock immunity, reroll charges and auto running 6 things.
Curseling, Eye of Tzeentch
This guy was the topic of much debate between me and many players, on paper he is really cool and his utility is great. His unique spell Glean Magic can have you learning your opponent’s spells. On top of that when you unbind a spell with this wizard, you can immediately attempt to cast it back with no option for your opponent to unbind your cast. With the unbind range being 30 inches now and no line of sight needed. That makes this guy a very powerful tool for shutting down spell casting. I talked about him with the artefact section so I wont talk about that too much, but remember he can be very tanky with that artefact.
Now the reason he was debated was simply because people felt he didn’t do alot against armies with either no spells or armies with huge buffs to casting like Nagash. While its true his unique abilities mentioned above are negated because of this for the most part. He can cast 2 spells a turn and that’s 2 fate points for summoning. His unique spell is a casting value of 3 and Shield of Fate which I gave him in the list is a casting value of 5. Two very easy to cast spells and with my setup he is also a reliable hero to send up the middle and summon from. Very useful for missions that require wizards to score.
Ohh baby this guy is beast at times, at the least he is always mediocre. 2 spells a turn naturally and with the setup described above with a balewind vortex and the command trait, he has the range to touch whatever you need to in the board. Do not forget on that balewind you can cast an extra spell like arcane bolt or mystic shield. More fate points for summoning is always good. Always get this guy on Arcane terrain if you can. You will be a happy person if you do.
His familiars have some great buffs but the big one is the +1 to casting. This is always good but with the re rolls you can get from his command trait, you will be reliably casting all your spells. Important to note is you can cast these spells out of unbind range due to your range 33 inch spell casting. -1 to hit in combat is the next big one to remember as well as the -1 to save rolls for enemy models in range.
He is a squishy guy and he will die to a stiff breeze. You need to know how far your opponent can move, if they can teleport or drop units in your backline or any shenanigans like that. Also be wary of shooting armies. Placement of the gaunt summoner is key in deployment, my general rule of thumb is to keep him just out of range off anything that can kill him or unbind if possible, while still staying in range of at least 2 objectives and the mid board. Sounds like a lot but its not that hard when you practice it. There is also a gamey trick to gaining a few inches when you are playing but i’ll describe that later. If they have a basic wizard with one unbind, don’t deploy out of range of that since it’s no real threat to you or the army for spells. Nagash and anything that can auto unbind are the ones to watch out for. You need to get that unique spell off every turn and here is why.
Infernal Flames, this guys unique spell. This is bonkers, casting value of 8 but that’s not that hard with your buff and re rolls from the command trait. Range 33 inches from my setup means you can reach deep into their deployment zone and wreak havoc on a lot of objectives at once. Roll 1 dice for every model in the unit in range(important its models in range), each roll of a 4+ is a mortal wound. Let that sink in, every dice has a 50/50 chance of doing a mortal wound. If the unit has 10/30/40 models in range, you roll 10/30/40 dice. So thats 5/15/20 mortal wounds on average from one spell. Against basic one wound infantry models, statistically you will kill half the unit and then battleshock kicks in and they either use command points or basically lose the entire unit. My setup also has Bolt of Tzeentch for hero sniping and helping finish off a high armour unit. D6 mortal wounds is never a bad thing to be sending out most turns.
Small squishy wizard, this guy lives on a knife’s edge for me. You want him in range to do his spell damage but get too close unprotected and he’s dead. Normally I keep him in cover near my blocks of infantry and use him as a nuclear deterrent basically. Keep him at Arcane if you can. His arcane tome lets you roll 3 dice for a spell, further his ability says if you roll a 9+ for casting you can cast another spell. I also give him Tzeentch’s inferno, both spells are a 9+ to cast. Pink Fire reliably does more damage so I normally pop the tome for that spell to get it off for d6 mortal wounds, the other spell is very swingy and is just a nice spell to have to hail mary and do potentially a lot of damage. Not much else to say, but do remember if you screen in combat and pull him in, his staff can do d3 damage if you really need to push for it.
Fast 6 wound hero, still squishy but has a decent combat profile to go with it. Now the nice thing with this guy is the 16 inch movement, meaning you can zip him around buffing up your Tzaangors and can hide in the back until he is needed. In my setup I gave him fold reality, this is just on the chance only a couple of horrors are left in a unit somewhere and you can just fold reality that unit and potentially heal up the squad. In reality I rarely use this spell but it’s a nice thing to have, his unique spell Boon of Mutation is the real deal. D3 mortal wound spell, every model slain can become a Tzaangor if there is a Tzaangor unit nearby. Basically bringing back a 2 wound model and healing up your block of 30. D3 mortal wounds alone is solid, but bringing Tzaangors onto the board is a big deal also. His Elixir is really solid, cast an extra spell that must be different. The best part is you can re roll one or both dice for that casting attempt. Imagine you need a 7 to cast for boon of mutation. You roll a 5 and a 1, re roll the one and you only need a 2+ on that dice because you have a 5 already. It makes casting spells more reliable, with the rise of powerful realm spells that can make a huge deal.
Very solid character but he does need careful placement and babysitting for the first few turns, after he has buffed your guys up and they did their damage. Use him as a mobile summoning platform, with your gaunt summoner in the back and your disc characters flying around you can cover all corners of the board with summoning.
Similar to the Shaman, fast hero with an actually decent combat output for a wizard. 5 wounds on a 5+ is squishy so they will never survive a round of combat. Has the same arcane tome as its foot counterpart to roll 3 dice for a cast, but doesn’t get an extra spell on a 9+. Its unique spell is good for getting a couple of mortal wounds in, it’s also very easy to cast on a 4+ so easy fate points. I gave it treason of Tzeentch which is like a mini Gaunt summoner spell, but you mortal wound on a 6+. Still out of 30 models you will get 5 on average and that’s pretty sweet. Always keep this guy behind the pack and use him to fly forward and summon units when needed.
30 x Chaos Warriors
2 wounds on a 4+ armour save. These guys do no real threatening damage but they are super tanky and can take up a huge portion of the board. Decent speed too as you get +1 to run and charge, with shield of fate in full effect you are on a 4+ armour save and re rolling 1/2/3. Thats a big deal and almost impossible for a lot of armies to shift unless they have rend, our wizards can shut down mortal wounds from spells. Even then they have a 5+ mortal wound save to go on top of all this. Get these guys into the middle of the board and onto objectives and just hold it there and score all game long. They also are great at screening off for your tzaangors and wizards as they can actually take an alpha strike and still be standing afterwards.
My tactic with these guys is to run right up the board and unless you want to tie something down in combat. Do not go into it, if you can capture an objective without going into combat, do not go in then. You won’t do any real damage and you are just giving them an extra turn to hit you in the face.
First off, keep all Destiny Dice of a 1 for this unit and their battleshocks. Blink reality and add d6 pink horrors to the unit. You can guarantee that one for battleshock to always add d6, thats a big deal later on and you will see why when I explain playing the list.
The unit is a wizard, they shoot, they move at decent speed and most importantly every pink horror that dies gives 2 blue horror points. That’s units of blue horrors for 1 units of pink horrors, and then 2 units of brimstone horrors from the blue horrors. Amazing guys, you can use them to screen and cast spells and hold objectives. Do not forget objectives that need wizards, pink horrors can capture those objectives so that’s always nice to know.
This unit has a lot of trickery going for it but I will explain that in the playing the list section.
30 x Tzaangors
These guys are fucking Beasts(pun intended). The thing to remember is they have bad bravery and do not be relying on their armour save to keep them alive. So be careful with the battleshock phase and pick your fights. Their banner is for every wizard within 9 inches(friend or foe) roll a dice and pick a unit within 18 inches. Every 4+ is a mortal wound, we have 6 wizards alone so that’s a reliable 3 mortal wounds you can snipe down the board. That being said, the unit can run and charge and their damage output is incredible and 2 wounds a piece so it takes a good bit to shift these guys. The optimal loadout as of writing this is:
17 paired weapons with max mutants
12 Great axes(Give your champion and Hornblower this)
1 Shield and sword( give this to the banner guy)
The current wording on the shield is that you only need one shield in order to take affect of the 6+ damage save for the whole unit. This is also after an FAQ so expect this to go for a while. If you have over 9 models you get +1 attack, and you get +1 to wound for having a shaman nearby. Quite a bit of damage output on these bad boys, run and charge means you can potentially go 24 inches with a 6 inch run and 12 inch charge. But with destiny dice you can actually guarantee that now if you have the dice.
They take up a huge board presence and they can dish out out a lot of damage. I could rant on and on about them but I will discuss my tactica with them in the next stages.
Magic, Endless & Realm Spells
For this section I will talk about one spell from the army and the balewind vortex. Any unique spells from the wizards themselves I have talked about or they are damage spells so do not really need to be talked about much.
It is critical that you realise you can cast any spell even if units are not in range. The wording for spells is cast the spell, if successful then pick a unit. This is important as it means you can cast every spell you have and gather up those fate points.
Lore of Fate: Shield of Fate
Casting value of 5, pick a friendly Tzeentch unit and until your next hero phase you get the buff. You can re roll save rolls of 1/2/3 depending on how many Destiny dice you have left. So when you cast that onto chaos warriors with at least 7 destiny dice you are on a 4+ with a reroll for 1/2/3. Creating a tough as nails unit. Even if you see your tzaangors are about to be hit by a unit with no rend, give it to them. 5+ with those rerolls will actually negate a lot of the damage coming in.
Great spell and easy to cast.
You can read the warscroll for the basic information pertaining to it. The wizard and the balewind become one model, meaning you can measure all range from the balewind now for combat, shooting, spells and Command points. It has quite a large footprint so this makes a big deal actually. It increases your range by 6 inches and gives you an extra spell to cast, the range usage is described above for the gaunt summoner and the command trait. The extra spell can be the realm spells or even just the core rule spells, basically more fate points for us which means more summoning.
Playing the list is more finesse than brute force, you need to understand what your list can do and what your opponent’s list can do and how all of this plays into the missions. It takes a good bit of practice and the more I play the more I realise I can do and how to play it better. This is not the golden rule of how to play the list but I will include a lot of neat tricks and fuckery.
First off some tricks that are universally good. I have touched on some of these earlier for things like the actual range you can summon units from, the range you can cast spells on with the balewind and command trait. At Facehammer the old tzaangor and shaman rules were still in play so you can actually summon random tzaangors all across the board. They could be summoned into combat too, its was mental and even I am glad they changed it, just thought I would share that little trick.
Now when you deploy your units, string the pink horrors into range with the gaunt summoner. This is for his command trait and you will d3 mortal wounds your pink horrors. This is for a few reasons, firstly to trigger your command trait to get the spells rolling. Secondly to generate blue horror points to get the summoning hype train going. Thirdly and and most importantly, get a destiny dice that has a 1 on it and use that for the battleshock phase your pink horrors will now take. Now you can move your unit and then blink reality in the battleshock phase and bring d6 horrors into the unit, either stringing onto an objective or back to the gaunt summoner to proc the command trait again. This is so powerful, if you roll a 6 for blink reality, all off a sudden you have more pink horrors than you began the game with. And you did all that while buffing your gaunt summoner and gaining blue horror points to summon with. There is no downside and you can steal mid board objectives that you aren’t even in range to get.
Onto to the balewind, now you can place the gaunt summoner a few inches out of range and make your opponent think they are safe and trap them into deploying closer to your tzaangors. You might think this is mad but I will show you why it isn’t, your familiars can be placed within an inch of your gaunt summoner. You measure range from your familiars, so when you place a balewind vortex you can place it within one inch of the wizard. Place it within an inch of the familiars front of your gaunt, put the gaunt on top and then put the familiars in front of the balewind. Some quick math here:
- 1 inch in front of the familiar(balewind placement)
- 5 inches length for the balewind(there abouts)
- 1 inch in front of the balewind (familiar placement)
Now you just moved from your initial casting position an extra 7 inches up the board. All of a sudden you are in range to melt things with your spells and your opponent is checking all the FAQ’s until he realises it’s totally a legit move.
There are so many scenarios to deployment and how to play against each army that I do not have the time to go through them all. But some basic deployment tactica here for the army. One thing to always work on, is playing the army fast. Learn your scrolls and spells and practice games to keep a clear gameplan in your mind. Your army is strong in the mid to late game with all the summoning and you need to actually get to those turns to take advantage off it. So make you and your opponent are both playing their turns in good time.
Deploy wizards in cover and near units when you can and if you can, you are squishy and +1 armour save from cover and -1 to hit from look out sir is a big deal for keeping you alive. That being said some heroes don’t need this treatment because either their range is massive or they can hide or depending on your opponent’s army, you can even be touched. For things like AoE mortal wounds like the everblaze comet or even the Celestant prime and nurgle wheel ability. Spread your heroes and place models in such a way so that they can’t easily get in with their stuff.
I have already talked about deploying Pink horrors, for tzaangors and chaos warriors. I like to block up the chaos warriors and get them ready to sprint up the board and hold their ground, but you can place a thin line of guys across your tzaangors in order to protect them from an alpha. Do this in such a way that if you run your chaos warriors, then you will free up the space for your tzaangors to go wherever you need them too. Tzaangors are fast but cant run through your own units! Also when you deploy this way, if your opponent crashes in you can line the tzaangors so they get tagged in combat and remove the line of chaos warriors first and then the tzaangors can fight in their turn. Be wary though, if a tarpit unit catches you in this position you will be stuck there with your two big block of units. If you see lots of tarpit coming keep the tzaangors out of combat range, as in 3 inches behind the warriors.
You will soon learn some opponents see your list and be a bit cautious, don’t be afraid to deploy aggressively using the same tactics. You still cover your ass from alpha but can go straight for the throat if given the chance. If you are worried of units coming on from the back board etc, use your chaos warriors and tzaangors to string out to cover those areas. Also using the wizards to cover the back board can work too if you don’t need them up in the thick of it right away. The disc wizards are good for this because they can run away quickly even if something does drop down later.
First or Second?
It is a tough call for many factors, double turn potential, dictating the game and getting early kills etc. I always deploy assuming I am going second, unless I drop first but that never really happens. But the way I deploy as described above enables me to be given the first turn and punish my opponent for it. But to also be castled up so that I can always take whatever comes first turn. The design of the army is that we can get anywhere and reach anywhere on the board with units and damage so we don’t need to go first or second. I will give some thoughts below though.
Going first: If your opponent doesn’t have many big units and deploys on the line, take your tzaangors and destiny dice and run straight into his lines. Between the gaunt summoner spell and tzaangors you can kill most blobs of units in one turn. Have your chaos warriors take the board and either screen with summoned units on your flanks or steal objectives with it.
Going Second: It’s important to note that in your opponent’s turn, you gain control of objectives, you do not score but you can now leave objectives and control them after you are gone. Meaning if you go second, you can move forward as you already control your own objectives. It’s a nice thing because you don’t have to have a unit stand their for a turn doing nothing. We don’t have many units on turn one to play with for capturing objectives either. Going second can mean your opponent is now in threat range of pretty much everything you have and it’s time to unleash it all at once. Play cautious with movement in order to protect wizards but get your guys into the thick of it and position for a potential double turn to go for another onslaught of spells. If they don’t come forward to fight you then they are playing too cautious and you can take the mid board and setup for their counter or a double turn. Remember you don’t have to take a double turn and if you setup assuming it’s their turn next, you can just give it to them because you planned for it and should be ready.
Mid game is anything after turn one, the game is getting chaotic and at this point in the game everything is just strategic thought and instinct. This is where list practice games are needed because you need to know what you can do because I can not write it all out for you.
If you are crushing your opponent, keep it up and don’t get too cautious or too over eager. Just keep it up and finish it out. If you are losing, remember you are a late game army and you want to be whittling them down and dragging them into the centre where you can spread them out and crash into one area and then summon everywhere to score. If they have a huge mid board presence and nothing holding the back and sides. Hit the sides hard and fly over the top off them and summon units down and take every other objective. All of a sudden you are in command of the board and they have to respond and deal with you. Horrors don’t need much to be killed but they have to send something to do it, imagine keeping a unit locked into buffed up chaos warriors. There big scary unit isn’t doing what it needs too and they have to send their support elements to deal with the summoned units and heroes. Now you on your turn you run the chaos warriors to an objective and smash Tzaangors into their scary unit and create even more problems for them.
If you are both posturing around and picking your fights just remember you can summon chaff onto objectives and start scoring without commiting your real forces or breaking up your castle. This forces them to send something to deal with it, if its a basic unit you can mortal wound it off the board, if its a heavy hitter you are now in position to take it out. The best logic I ever learned in competitive gaming is to think how can I be the most annoying to my opponent. Now I don’t mean pester them in person, I mean in the game you want your opponent to be saying “Man I really don’t have a response to what you did”. Force mistakes and capitalise on it. This army makes no fucking sense until you play it a few times and pick up the nuances or read this guide!
Every time I play people aren’t sure exactly what is coming and they don’t want to be spending their turn fighting blue horrors when the big hitters are just in reach. In this section there should be a bit about hard counters, both for us and against us. I don’t really like this kind of thought, while it is true, you should focus on outplaying your opponent. DoK is a tough hard matchup but I still took the Facehammer to a draw in practice and that’s against a guy that knows what my list can do as we practice regularly. Rather than matchups, I will talk about scenarios.
At this point your tzaangors have probably went and did their job and are now dead. If they aren’t dead then you are probably crushing it or you played too passive with them. This is where your chaos warriors have been scoring all game, and you have been summoning and summoning if and when needed. You don’t have to summon every turn but plan in advance to summon a unit of blues right into the jaws of death threatening an objective. You opponent must kill them and next turn you can summon a unit of brimstone horrors plus whatever units from fate points.
This is where most of both armies is dead and you can now summon fresh units right on top of objectives or to block enemy units from getting to one. Focus on objective scoring and kill points, if a tournament says summoned units give kill points and you don’t need to summon a unit, then don’t because the points for these little horrors is actually a lot.
Any bravery buffs, -1 to hit modifiers and -1 to attack modifiers will really affect your list. Thankfully for most of the ones I can think off in the game you can play around it. Bravery debuffs are offset with good screening and then having command points ready for the battleshock phase, effectively negating the debuffs. -1 to hit modifiers in spell form like the geminids, just blow destiny dice to dispel or if you can take a turn of combat, dispel it in your turn if you know you are going next. If it’s going to priority and geminids is cast, dispel it because if you go two turns with that on you will feel the sting. Same goes for -1 attack spells etc.
Sometimes the debuffs can’t be helped and so we go back to the good old tactic off running chaos warriors right in the way and taking the flanks. Flying over the top and summoning units and making your opponent spread out and by nature their debuffs will spread out and you can pick your fights better. The key here is, nobody wants to fight chaos warriors as they are a tarpit unit, but you are still scoring so they have to deal with you.
I have talked alot about how the army focuses on controlling the board and having the ability to take any objective if left unguarded. This is true for all the different missions that require you to hold onto objectives, or you score every turn. Even the burn mechanic ones play into us because we can mortal wound snipe off a small unit and take objectives without even stretching our army too much. Depending on the mission you basically want to play defensive or aggressive in most cases. For me play aggressive and cover your flanks and corners, make them them with your big scary units and hold that mid table down. Then either summon into your backboard or theirs to take hold or take objectives. It sounds like a basic strategy and it is, but play it out and you will see that even if the objectives or in the middle or in each others deployment. The same strategy works with this army because of its speed and ability to summon wherever we need too.
Slay the Warlord
Slaying their warlord shouldn’t be too much bother. We have big hitting melee and spells and the summoned units can get into and small hero hiding. Your gaunt summoner isn’t hard to kill, but you can protect him really easily in this meta. Shooting isn’t that popular and you can outrange most shooting in the game with him so with careful planning and position you can deny your opponent this.
Last turn just summon units all over the back field, its part of our strategy so don’t worry about it too much. Denying them can be tricky but that depends on how the game is going.
These are the two most common secondaries, you have some like a unit survives to the end of the game. There are some others but if you plan for it your army can usually do it with summoning you can adapt to anything. Picking a unit to survive to the end is probably the chaos warriors because not a lot is going to target them and I always run onto objectives and avoid charging if I can with them. If I have more bodies, I don’t need to fight with them and they last longer.
Kill points is a tiebreaker in many cases, if you are even or winning you can protect wizards and keep the chaos warriors alive and hell maybe even the tzaangors and you are winning here. If you are being beat, just do all you can to keep things alive to save them points. As before if summoned units count, don’t just needlessly summon units for free kill points. However do block up attack lanes and pathways because that will win you the game.
In terms of getting kill points off them. Just finish off units and remember that a unit of 10 horrors can actually kill off a few models so they can usually clean up damaged units for you. If in doubt mortal wound spells and even wizards combat profiles can do the job. If you are winning with no chance of losing, you can be more aggressive to ensure max kill points.