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Games Workshop 99120201064 Tzaangor Enlightened Action Figure

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The origins of Tzaangors are as varied as their appearance. They arise where Tzeentch wills it, and are brought into being by his blessed transmutations. Some are the product of grim experiments performed on the slaves taken to the Planet of the Sorcerers.

Don’t let the latest Warhammer news slip through your hands like so much Rubric dust – sign up to the Warhammer Community newsletter and stay ahead of the curve, just as Tzeentch intended. I honestly don’t see the point in taking these guys not on Discs. I think they should have just removed them from the Battletome. Beasts of Chaos Tzaangor Enlightened on Discs of Tzeentch Tzaangor Enlightened, creatures that possess an arrogance matched only by their extraordinary perception. These beings have the uncanny ability to discern the lessons of the past with the same clarity as mortals see daylight. What sets them apart is their audacious choice to soar into battle astride the enigmatic and razor-sharp constructs known as Discs of Tzeentch. As they engage their enemies, they take delight in unsettling their foes by resounding their most haunting failures and sins, all while delivering devastating strikes with their gilded spears.The last mention goes to the warband reaction: Twist of Fate. It can be used to change the value of a Double ability but depends on an enemy rolling high against you (can be used by a fighter that is going to die so that you don’t waste his actions). However, when we look at Doubles that would benefit from an increased value, we find only the Tzaangor’s Mutant Vicious Beak and the Leader’s Locus of Sorcery limiting notably it’s usefulness.

Blood Taunt is one of my favorites. A unit within 12” of the Hero must move 2D6” toward the unit but stay 3” away. Basically it’s the old Devolve spell from the Bray Shaman, but as an action that can’t fail. This is good tech to pull units off an objective or bring them close so you can gang up on them, possibly pulling them out of command or aura range. The Curseling has struggled pretty hard to make a name for itself in the faction. In theory, it exists as a hero to dominate against enemy casters with the ability to reroll unbinding and dispel rolls and the ability to steal spells. He didn’t really succeed at this because a Lord of Change or Kairos is essentially an auto-include, and they’re far better at it. The Curseling is nominally a bit of a Warrior-Wizard but doesn’t really do the job in combat that it would need to to take that role. The added points seems justified given their better save and command shut-down ability, but it’s still a reasonably fragile unit. Place them carefully instead of charging straight in and they can cause some real chaos. Lumineth Realm-Lords 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. Once I’ve got the gold and bone details laid down, I wash both with Agrax Earthshade. It’s a pretty liberal application. The more you add, the older and more tarnished the metal will look. I also wash the axe blades with Nuln Oil at this point and paint the armor straps with Mournfang Brown.

The Bone

Every Beasts player wants these guys to be good. With the points drops and the Herdstone changes in the last few years, they’ve seen some play as blenders that run up the field in small units. For me, with no increase of armor save or wounds I am just not sure about these guys. 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.

Centigors have always been weird to me – as centaurs they’re a fantasy staple, but they were mostly metal for a long time and then finecast, and they held a weird spot in the army. The army was already very mobile, so they just didn’t fit to me. They’re now Battleline if you take a Great Bray Shaman, and we’ve lost some mobility, so they might be nice for a splash in to take objectives.Introduced in the new season of Warcry, Reactions are things that can be done in certain circumstances, but always during the enemy turn. They cost one action, so they can be used only by fighters that have not activated yet or are waiting. There are 3 universal reactions and one specific to each warband: Finally, the previously cheapest unit of the warband is the one armed with Vulcarch. The bird allows him an interesting ability that for a Double prevents disengaging to one unit within 20”. No line of sight required either so in certain situations can be a life changer, and for a Double nonetheless. Tzeentch Arcanite warbands called Covens have been occupying abandoned towers in the despoiled territory to perform their dark experiments and influence the warring warbands pitting them against each other. The ones I am going to try out first are In the Shadow of the Herdstone , Rampaging Beastherd , and Aid of the Wilderness . This gives you a nice rounded list of things using stuff you already got. Your pink horrors are your tarpit (And if you got the blue horrors already they’ll last a really long time) while the flamers allow you to reign fire upon your enemeny. The Fateskimmer and Changecaster give you some spells to play around with as well, you can get an idea of how Tzeentch begins to play because it can form the basis of a 2k list, mostly just by adding a Lord of Change and doubling up some of the stuff you have.

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