Tzeentch
Faction;
- Cheating dice
- Can set 1 enemy unit on fire in each shooting phase, if you hit it with specific attacks.
- At the end of a turn each burning unit rolls a D3, on a 2+ suffer damage, on a 1 they're no longer burning
- If you heal or ressurect a burning unit, instead the burning effect goes away.
Burning effect seems like fun. However, with only 1 unit per turn it seems quite limited in how quickly you can spread it.
Also, there's some weird interactions with going first/second that further complicate this since you can only set units on fire that have been hit by an attack.
The anti-healing effect is interesting. as well.
Overall, seems like for it'd be vastly more fun if setting things on fire was easier.
Subfaciton
- Burning units get -1 to hit
Again; fairly minor for a faction ability.
Spells:
- Tzeentch is one of the few factions with 2 lores
- Transformed to spawn: deal damage, create a spawn if you kill something.
The spawn comes from reserves, because apparently GW is reversing summoning back to the horrible state of 2th? 1st? edition summoning where it was a glorified deepstrike mechanic. Lame.
Two paragraphs later; GW of course makes in immeadiate exception by pointing out that if this spawn gets killed you can just create a new one. Whereas most other factions can only "ressurect" a model once. Also lame.
Also, of course it only has a 12" range. GW is seriously does not like wizards with range this edition.
The fact that having 2 lores is exceptional also kind of sucks.
Units:
- Kairos
- Same casting bonus he always had
- A special ability to re-use battle tactics once per game (meh)
- +1 to casting for nearby wizards
- Personal spell: minor debuf (-1 to save, -1 to hit & wound, can't use command abilities). Again, meh.
- Can probably beat a carnosaur in melee combat
- Can't set enemies on fire...
- Gaunt summoner:
- A ranged attack that can actually damage an opponent! wohoo
- It's only 12". Your squishy summoner does not want to come close to enemies... Boo...
- Can put units in reserve, then deepstrike the unit (meh..)
- Personal spell: the deepstrike effect has a longer range and can be closer to enemies....
- can't set enemies on fire
- Curseling:
- Can set enemies on fire. Also, it's a pretty decent attack he uses for this.
- Pretty good combat profile; especially for Tzeentch
- If it unbinds a spell roll a D6 on a 4+ the enemy wizard loses 1 level (meh..)
- Personal spell: +1 rend for its melee attacks (boring, and it already has 1 rend)
- Pink horrors:
- Can set enemies on fire
- Ranged attack is only 12"...
- Split: return 2 slain blue horrors to a nearby unit
- Obvious counter: don't touch the blue horrors until the pinks are dead...
Overal; they're all kinda boring. With the exception of the curseling, and really he is only interesting because it's one of the few Tzeentch units in AoS with decent stats. Also, they're all absurdly squishy, with the excpetion of the curseling. Kairos has 5+/5++, gaunt & horrors have 6+/6++.
This was fine when Tzeentch had summoning, ranged attacks, and decent spells, but all of those mechanics have been nerfed into the ground...
Spearhead:
- Cheating dice
- Kairic acolytes
- 18" ranged attack
- "totally not a spell"-ability to give their ranged attack +1 rend
Pretty boring; I assume the acolytes are missing 90% of their rules.
Anyways overal: Tzeentch seems to have been nerfed into the ground. The burning effect has potential, but seems far too difficult to spread with this preview (maybe they get spells/abilities to fix this?). Also, Kairos' personal abilities are a major dissapointment. They're not that powerfull, but more importantly, they also aren't terribly interesting or flavourfull...
O, and the fact that summoning is back to being a glorified deep-strike ability just sucks.
Rather dissapointing....