List

Allegiance: Tzeentch 
Mortal Realm: Shyish

Leaders

Lord of Change (380)


- General
- Trait: Magical Supremacy
- Artefact: The Ragged Cloak
- Lore of Change: Tzeentch's Firestorm

Gaunt Summoner (160)


- Artefact: Paradoxical Shield
- Lore of Fate: Bolt of Tzeentch

The Blue Scribes (140)


- Lore of Change: Unchecked Mutation

Battleline

10 x Pink Horrors of Tzeentch (180)


10 x Pink Horrors of Tzeentch (180)


10 x Pink Horrors of Tzeentch (180)

Units

10 x Brimstone Horrors of Tzeentch (60)


10 x Brimstone Horrors of Tzeentch (60)


10 x Brimstone Horrors of Tzeentch (60)


10 x Brimstone Horrors of Tzeentch (60)

Battalions
Changehost (180)

Endless Spells / Terrain

Aethervoid Pendulum (50)


Purple Sun of Shyish (50)


Ravenak's Gnashing Jaws (30)


The Burning Head (30)


Umbral Spellportal (70
Prismatic Palisade (30)


Balewind Vortex (40)


Soulsnare Shackles (40

Total: 2000/ 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 94

Introduction

as a disciple of tzeentch myself when gw confirmed they were going to receive points drop I was excited after tzeentch dropped out of the competitive scene for a bit, towards the end of AOS 2.2 their was a few changehosts praying on unsuspecting armies however couldn’t compete with the likes of skaven. After looking at all the changes to tzeentch I am slightly disappointed to find they are once again bent or I predicte they are going to be for the next few months with some tiny points reductions to possibly one of the best armies of AOS 2.2 (just nobody noticed) which didn’t see much play because They almost certainly took a step down after being one of the best armies of first edition but as the meta unfolded they began to hard counter some to the top armies of the latest releases from gw such as fec or fyreslayers. And with these small points changes tzeentch are now the most or at least one of the most powerful armies in the game

Allegience Ability

their allegiance abilities offer an element of reliability for clutch casting, charge or returning pink horrors with a 1 with their destiny dice this is undoubtedly one of the best allegience ability in the game and always has been as it allows you to control the dice in a dice game

Artefacts, Command Traits & Abilities

The ragged cloak

The ragged cloak is what I think will become a must have artefact to protect your loc from shooting. as I at this moment I think ko with the most significant points reduction of any army and was the hard counter to changehost in first Ed but now that this realm artefact is in play this artefact completely shuts down shoots for a turn as a get out of jail free as a changehost can only change if it has its big bird and will protect you against shooting armies which out drop you 

Paradoxical shield

the paradoxical shield is a must have for the gaunt, as his save only starts at a 6+ going to a 4 with the shield to a 3 with bale wind to a +2 if you can fit this ‘hoard control monster’ in cover 

magical supremacy 

42” unbind. this is soooooo important in the magic heavy meta being able to unbind from almost anywhere instantly while your opponents not being in range to dispel your spells can’t be underestimated in the current game when many armies are stating to rely on magic for their buffs and powerful affects which make the army ‘work’ such as fec and sylvaneth 

Heroes

all the heroes must be screened at all times especially the loc and the blue scribes as these feathered friends buff the casting rolls for your 8 spells a turn (9 if you count bale wind vortex)

Lord of change

the lord of change must be kept alive if you lose the loc the game is lost he allows you to use your battalion ability and buffs all casting rolls and shuts down opponents casting with ease while casting infernal gateway (the best spell in the game) 80 out of 81 times if you choose not to dive into the destiny pool 

Blue scribes 

the blue scribes are the to cast boon of tzeentch so I’d advise keeping him out of dispell range 

Gaunt summoner 

the gaunt is the most important piece during set up as he’s the only unit that can’t swap however can achieve a potential threat range of 48” with his signature spell using bale wind vortex which is usually a must cast turn one for him as it also buffs his save along with paradoxical shield stick him in cover and mystically shield him and boom at 2+ rr1 and rr6 

Other Units

brims a chaff lines 

pinks cast an endless spell each turn usually or attempt to dispell one so someone else can re cast it

pinks, blues and brims are all expendable but you should still put pinks behind the brim screen after all they are an additional endless speed and fate point each turn

Battalions

the changehost allows you to swap the positions of two units this can be used to escape with the loc from combat or use in the first turn to get extra range for your casting rolls only to move them back behind a screen at the start of the turn

Allies

tzeentch don’t need allies 

Magic, Endless & Realm Spells

their are a lot of endless spells in this list a total of 8 this may vary depending on what kind of changehost you play but for me at the moment it will be 8 there a lot of different spells but their are essentially 3 types of endless spells 

Endless spells 

  1. the first is the damage spells this is burning head, purple sun, gnashing jaws and pendulum these are usually disturbing a good amount mortal wounds to multiple units in an area an focusing them all in one area can be devestating to your opponent 
  2. the second is buff spells this is bale wind and portal these are used to extend the range of your standard magic the bale wind is almost exclusively used on the gaunt and the spell portal is alternated between the gaunt and loc this may mean that keeping them side by Side for as long as possible could prove useful in the long run concidering that the gaunt on balewind can’t move
  3. the final one are disruption spells such as shackles or palisade which can hinder your opponents options    

Magic

These are your standard spells these are almost all focused mortal wounds perfect for killing characters or high save expensive units 

hoard control

your hoard clearing is in the gaunt summoner signature spell an purple sun also your shoots can cause a fair dent into a unit to finish it off after a gaunt halves the unit 

In-Game Guide

Before I begin I would also like to mention that you can either play a defensive or offensive changehost, a offensive changehost take turn one and try’s to spew out as much damage as possible then screening appropriately to protect yourself from the double turn this strategy is less about your deployment and more to do with where you put your mortal wounds and how you screen this must be pulled off immaculately or it could fall apart to a double turnwhile the defensive game plan is more about how you set up and trying to predict where your opponent will be to then counter with all your spells which should be in range if your opponent has moved if not they spent their turn doing nothing which is a win win but more importantly this allows you the double turn control. a changehost can fall apart to a double turn for this reason one turn to punch through the screen one turn to hit the loc and that might be game this strategy is more common than the offensive changehost because of this reason.

Kharadron overlords 

against ko give them the turn if you can, let them drop down and to not be able to shoot the loc with ragged cloak this makes this artefact a vital pick to counter these sniper dwarves then nuke them with magic 

Stormcast eternals

against sce take out the shooting with focused mortals if they are balistas run a load of endless spells thorough them doing d3 to each individual balista the kill the characters so they lose their buffs the work on the frontline 

 idoneth deepkin

Against idoneth deep kin they are a great matchup they have next to no mortal would save with a relatively low wound count start by killing the eels as they possess the ability to jump over you screens with ease this may make it ideal to double screen your heroes with brims at the front and 2.5 inches back are the pinks with the heroes behind them all. I say 2.5” so that if the eels charge and aren’t able to jump over the first screen this will lock them in combat with the pinks for the next turn protecting you from the double turn and should they get it, if you get the next turn you can still cast their spell then retreat to stop any significant damage and set up a new screen, remember the horrors are expendable. 

Daughters of khaine 

Although it may seem a hard matchup with their 5+ mortal wound save I assure you this is a very winnable, matchup I have tabled them with a changehost before the points change buffing us (the changehost) and nerfing them (DOK) the gaunt will on average kill 10 out of 30 with elves with his spell first turn then the purple sun will kill 5 more from both units focused mortals at the general to try and make their 5+ mortal wound save a 6+ the souround morathi with endless spells so that she then takes wounds between turns 

flesheater courts

You are the counter to fec you can kill a dragon or two every turn with mortal wounds and shoots (seriously the shooting really stacks up especially when your summoning blues) and since that’s 40-50% of the list destroyed turn one that’s game

skaven

we haven’t seen points yet but you have easy hoard control for all them plague monks. can snipe the heroes with mortals. if you want to you can stop the warp storm vortex you can but one of the videos on the honest wargamer has a changehost which let this go off to generat blue horror points off it I’d definitely recommend watching that to see a changehost in action btw

Legions of nagash 

this is a matchup which I haven’t had the opportunity to play but as someone who’s gone 5-0 with Lon I can have a pretty good guess as to how this will play out it’s important to note that this is the biggest battletome in the mortal realms but there are two main archetypes this is either a grind list with skeletons or a court of nulahmia 

against a grind list I cannot stress enough how important killing the general is however this shouldn’t be an issue as most of the heroes are 12-14 wounds however nagash is your only hard counter from his 8 spells with +3 to cast/unbind and a 4+ against mortals this might be the only thing in the game tzeentch can’t kill as far as I’ve seen, but with many crucial points changes including on nagash I cannot see you playing him too often as there are many matches which he doesn’t Stand a chance such as ko or shooty stormcast which means you are only likely to play him round 1,2 of a tournament assuming you’ve won your first game but back to the grind archetype kill the general then half the hoard units throw a purple sun through them that’s gg most likely 

against court of nulahmia this is something which I’ve no proper experience against however I’d assume it plays a lot like gristlegore/fec to it’s essentially the same game plan but I’ll update this once i’ve played them 

 Maggotkin of nurgle 

this foe is one of your worst matchups but is still win able but with 5+ against mortals pretty much across the board your mortal wound output is essentially reduced by a 1/3 their weakness lies in their chunky ness their large blocks of plague bearers which can be easily tied up with brimstone horrors and sometimes don’t even do enough damage to kill them locking the in combat for many turns potentially the GUO is a slight problem you really need to kill it in one turn and with an average mortal wound output of around 25 from us and a GUO dies on average after 24 it’s touch and go if he’s not killed he will regenerate half his wounds with their must have artefact 

should you find yourself starting down a mortal nurgle list on paper seemed daunting but if you can snipe the characters mainly the harbringer of decaythe army loses their mortal wound save then its a standard tzeentch game plan 

I’d watch out for this after some points drops nurgle look to be making a return to the meta 

I’ll do the rest some other time

Secondary Objectives

I’m still going to play changehost as a massive tzeentch fan boy, but I’m pretty sure this army is going to inspire widespread hatted across the community

ps you can’t make fun of typos im dyslexica  😂

Honest Goblin

United Kingdom