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Games Workshop 99120201064 Tzaangor Enlightened Action Figure

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For raw power try to mix a Curseling, an Ogroid Thaumaturge and few Tzaangors. How to buy a Tzeentch Arcanites Warcry Warband Of the elite Tzaangors, the Skyfires are the most expensive and the one with the longest range, up to 20”. When a Hero does a Ritual they must take D3 mortal wounds or assign it to a BOC unit within 3” before the action goes off (again, naturally, if you’re off the board you can’t delegate wounds elsewhere). If the Hero kills themselves in the process, it doesn’t work. The Doombull’s Command Ability goes from being a +1 to Wound for another unit to allowing another unit to charge in the Command Phase. This allows you to charge without being subject to Unleash Hell, and also gives you an extra chance to make a long charge. The doombull predictably goes up in points more than 35%, so honestly I’m not sure how much we’re going to see them on the board. I’m just not sure if they’re going to match the utility we see from other leaders. Dragon Ogor Shaggoth We are going from being a chaff board control army with rend stapled on late to a toolbox and diverse army. The points increases attributed with that and overall 3.0 points are present to match. Beastlords who are used to a ton of models on the board will have something new to look at.

This spell is all about shutting down enemy commands. Rally and Inspiring Presence can’t be used within 6” of one of the three pieces of the spell (it used to be 12”). If an enemy model issues a command within 6” of the spell on a 5+ the command is not received and the command point is lost. We have ways to mess around with enemy commands in this book, so this adds to it. It no longer gets removed if enemies come near, which makes it much better. Doomblast Dirgehorn Their offensive output has not changed a ton, though the range of their weapons goes from 1” to 2” for all weapons, which is great. They do have a good chance of causing three mortal wounds when they charge (or six if you reinforce them). I just don’t know if they’re worth taking at a 50% increase in points. They are still battleline if you take a Doombull as your general. Maybe I’m missing something here – please leave a comment if you think I’m wrong.

Curseling - Fatemaster - Gaunt Summoner of Tzeentch - Kairic Acolyte - Magister - Ogroid Thaumaturge - Tzaangor ( Warrior - Enlightened - Shaman - Skyfire) - Vulcharc Both summoners have access to Warptongue Blade, that for a Triple allows to roll as many dice as the value of the ability and on 2-5 allocate 1 damage to an engaged enemy, 3 if you roll a 6. Statistically you have good chances to do some damage even on a low Triple. These Beastmen have served their Sorcerer master tirelessly; some have even fallen to a cursed spawn-change in the process, becoming bestial in mind as well as in body. But their reward is finally here. I like their special rules – before they were mostly just fast dudes that hit stuff, which you could get elsewhere – now they negate the first two wounds or mortal wounds caused to the unit in the combat phase. Load them up with Mystic Shield or All Out Defense and see them tank smaller units on the flanks, holding stuff up. For that reason I think I’d like to consider taking two units of five instead of one unit of ten – spreading out that ability and really messing around with flank objectives.

Split into Brimstone Horrors(Double, Blue Horror):replace the Blue Horror with a Brimstone Horror, but only if Blue Horror is wounded.I’m not sure that Lumineth needed another foot caster for their army. The Leader slot is getting pretty crowded and the Enlightener’s direct competitor is the Loreseeker who can drop right in front of the enemy and cast Lambent Light right in their face. It’s not a bad hero, but faces a lot of competition. Vanari Auralan Sentinels Warptongue Blade (Triple, both Gaunt Summoners): A chance to do some damage depending on the value of the ability and dice roll on an engaged enemy. The Enlightened are those Tzaangor who have finally caught the attention of Tzeentch in their quest for knowledge. While most who draw the eye of Tzeentch are turned into abominable Chaos Spawn , a few are gifted with arcane weapons, strange artefacts, and maybe even constant mental communion with Tzeentch himself. These Enlightened wield divining spears, fatecaster greatbows or simply the chainswords and autopistols they fought with in their earlier lives in battle.

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