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Games Workshop 99120201064 Tzaangor Enlightened Action Figure

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Another ability available to all Leaders is Master of Destiny, that for a Triple enables to increase the value of all other abilities up to 6 on a range of 12″. The concept is that you trade a high Triple improving all other abilities. It is extremely situational as if you have a high Triple you could just rather use it directly on other abilities, plus you could use an enemy hit roll to upgrade a Double any way using the reaction Twist of Fate. Exalted Sorcerer • Sorcerer • Warpsmith • Dark Apostle • Master of Possession • Master of Executions • Lord Discordant • Warsmith • Death Guard Sorcerer • Lord of Contagion • Malignant Plaguecaster • Plague Surgeon • Tallyman • Scarab Occult Sorcerer • Scarab Occult Terminators Speaking of shooting volleys, they’re better now. The scrollbearer now grants -1 to Rend, just like their spell used to do. This means they will more consistently get that -1 rend they need to be effective. The downside is…the spell is gone, all casting is gone from the unit, in fact. This is probably going to come down to what the new book is going to look like, because losing castings from units is going to make the faction more difficult to play before we get a rebalance to summoning points. So overall, the change is good for the unit, maybe less good for the faction as a whole. Tzaangor Host Long limbs flex with corded muscle, and thorny quill-like protrusions grow across their chests and shoulders. Most Tzaangors resemble some sort of amalgam of man, beast and bird, although some are even more aberrant in shape, with heads that are split down the middle or bodies rent with fluctuating clefts. With the first ever Codex: Thousand Sons, your tactical toolbox is about to get a lot bigger. As well as new ways to use classic units like Rubric Marines , powerful rules to benefit your Sorcerers , and a dizzying array of psychic powers, this codex shines a spotlight on some of Tzeentch’s most aberrant servants. We thought it was worth taking a closer look at Tzaangors in the new book, alongside the grotesque Mutalith Vortex beast:

When your units Ambush onto the board, they start 9” away from enemies and get a +1 to your roll to charge. Bestial Cunning allows the Hero to choose one unit in reserve after deployment to start 7” away from enemies. One of the best of the bunch if you have one very strong unit you’re relying on as 7″ pushes charges into “more likely than not” territory. The Rituals mentioned above are new and provide an additional layer of strategy for Generals – Propagator of Ruin allows you to do a second Heroic Action with the General without taking mortal wounds. Not great, it’s rare you’ll truly need to do 2 with one character, unless you’re running slim on heroes. As if getting hit by a herd of 30 Tzaangors wasn’t scary enough! While this costs a couple of Command Points, Tzaangor-focused lists won’t have to worry about these too much, possessing some pretty easy ways to fill out troops slots in larger detachments (such as taking even more Tzaangors).Play for the objectives and keep the enemy at distance until you are ready to close the gap and finish the job, but go for the kill only if necessary, to avoid your average Toughness to be tested unnecessarily. In battle, Tzaangors will often form a fighting formation, known as a Tzaangor warherd. Led by an Exalted Sorcerer, when this formidable bestial formation charges into battle, the air fills with a cawing, hooting cacophony. Cantrips spark from gnarled talons and weapons are discharged through sheer exuberance. Daughter of the King of All Ravens - Sharizad - Tri'chlan - Yuhdak - Zagul - Ompallious Zeyros - Tzanghur - Zyclaw Toolbox – BOC have always been a glass cannon – and that may still be true, but the Children of Chaos now have access to a lot more defensive tech that’ll help you keep your billies alive. Whether it is shutting down enemy Command Abilities, healing after combat, adjusting enemy hit and wound rolls, or straight up running from combat, the beasts should be more survivable going forward, and that’s a huge change. There are also force multipliers – spells and abilities in this tome that make your beasts hit harder or control the battlefield better.

Realistically finding it is a bit more difficult. A more viable option is the Aether War box, if you can find a friend to split with it, it shares the box with Kharadron Overlords so if you can find a friend to split the cost it will give you some solid units to get started. In the box you’ll find 6 Tzaangor Skyfire/Enlightened (I recommend building them all as enlightened with spears), 3 screamers of Tzeentch and a Magister of Tzeentch on a disc. This box is a little more unfocused and doesn’t give you what you need to play a matched play game. So if you buy this I would still buy yourself some Tzaangors and/or Kairic acolytes to fulfill your battleline combination. A Tzaangor Shaman or Fatemaster would round out the list with another Hero to be the Magister’s friend in crime. These are the foot version basic Tzaangors. To me, they seem like a line infantry type of unit in this book – they’re not necessarily there to hit hard or do insane things. They have two wounds with a 5+ save so they’re not as durable as Bestigors, but cheaper. They can run and charge, one of the only sources of that in this book now. The worst part about the unit is that they have different weapon options and things that you have to figure out – the warscroll has four different melee weapon profiles for this one basic unit. 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. Contrast Skeleton Horde on the horns, face and feet. Extra coat on the horns to get a pooling contrast effect.Master of Destiny (Triple, all Leaders): Add the value of this ability (to a maximum of 6) to any ability used by a fighter within 12” of the leader. Tzaangors are kind of an odd addition to the Warhammer universe. While Khorngors and Pestigors had been referenced frequently in Warhammer Fantasy, though Tzeentch-devoted beastmen had always gotten a bit shafted in comparison. That all changed with the big re-release of Warhammer Quest: Silver Tower in 2016, which added the game’s first plastic Tzaangor models and heralded the release of a full range of plastic Tzaangors usable in both Warhammer 40k and Warhammer Fantasy/Age of Sigmar. Since then, Tzaangors have been a major part of Tzeentch-dedicated armies on battlefields in both universes. Where to Read More Perhaps one of the most maligned models in the BoC bestiary, Cygors are interesting because they can now become Priests if you use the Quakefray. They’re basically a one-shot artillery and anti-wizard piece. They now hit on 3+ instead of 4+, and when at full health they do 5 damage instead of D6 – but they got their range reduced to 12” instead of 18”.

And the Triple value has to be high (at least a 5) to do statistical more damage of Uttered Words against Toughness 4 or greater. Against low Toughness is however much more efficient. Force multipliers – there are spells and abilities in this tome that make your beasts hit harder or control the battlefield better – there is a lot more strategy to the army now. I think most Beastlords want these guys to be good because they’re new models – us BoC don’t get them very often. They look sweet, too. The rules are definitely better than what they were, and they only go up a bit in points, so they might be worth a look. I like the ability to fight twice once per battle, I’m just worried that with the second fight having the strike-last effect, are they going to make it to that point? They only have three wounds and a 5+ save. Chaos Warhounds Apart from this, the Magisters don’t have their own special ability. The one on Disc of Tzeentch can fly and move 10″, has 25 Wounds and Toughness 4.

The one on Disc of Tzeentch has also the same melee profile, 10″ flying Movement and Toughness 4. He has however 28 wounds. While the BoC model line is rather aged, they’re well loved and look great on the table in huge groups. The line itself is extremely varied – you can have goat line infantry guys, big bullgor guys, or action figure sized dragon ogors, plus a huge number of monsters. No two BoC lists are going to look alike. Top 5 Things About the Tome 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.

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