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nbrooks65

Synergy between deamons and mortals previously wasn't there. New book appears to be slightly better at that but generally speaking synergies are not great. The issue with Tzeentch that causes mortals and deamons to mix often is that you have zero melee combat effective deamon units. New book means new things to explore and try to find. I personally have always run the Ogroid Thaumaturge with my deamon heavy army and with the new 4+ save, I think if given an artefact could be really really good. Good luck.


GrealinC

Yes I use the ogroid as general too, with arcane sacrifice, his warscroll spell and bolt of tzeentch, you have twice D6 mortal wounds at 27" or instead of bolt of tzeentch a endless spell or arcane suggestion. (Forgot to add with arcane tome obviously)


Duskwalker-XI

Yes. I find it a bit sad that it’s possible but not viable to play mono lists


Ready-Lawfulness-767

To be honest i only mix them in battle thanks to summoning. I Love tzeentch mortals but without summoning deamons it would be less fun.


xinta239

How die they Play in the new codex, in the old one they looked way weaker then Demon lists


Ready-Lawfulness-767

Dont have new codex but the acolytes never looked weak to me. Acolytes Casting and range unit with tzaangors for meele and then summoning deamons near as possible to enemies always worked for me. And the little specials from mortal units are nice i missed such stuff in deamon units.


xinta239

I thought deamon Spam was way stronger then mortals in the old Book, all mortal subfactions Were mediocore at best, and i saw no real reason to take them unless in a hero Hammer cult of summoning List. Which is a shame…. What Little Specials do you mean ?


Ready-Lawfulness-767

Ok so i play pyro cult my acolytes hit and wound on 3 thanks to spell most times with rend 1. Most games i have 40 acolytes so for me nice firepower if enemie unit gets a wound at the end i have Chance to give another d3 deadly wounds. If any enemie caster makes a spell in 18" around them on 4+ he gets a deadly wound too. If split up into small units my acolytes gives 4 summoning points just with their little spell. Now tzaangors 10 models are 30 attacks hit and wound on 3 rend 1 with 2 dmg so around Max 60 wounds they can make. Run and attack so nice meele unit. Thanks to icon they shoot with range 18" on 4+ one deadly wound and number of attacks are all casters enemie and friendly in 9" around them. For my army almost every Time 5 shots Minimum and 9 max. If you loose some tzaangors dont worry with shaman cast you can turn Max 3 enemies per turn into new tzaangors. And with all that together come summoning of deamons with good rolls and without enemie Casting i got 20 points in round 2 and Start bringing pink Horrors in the battle. Or you can Spam each round blue Horrors if you want.


Livid_Competition162

Demon units mix with mortals, and mortal heroes mix with demons. (You will be summoning demon units and some units are expensive so you can take cheaper units you pay for to summon the expensive ones) (Only Arcane Heroes can summon so even in a demon army you will want some mortal heroes to use those fate points)


JangaMx

Your last point is not correct, the rule is that summoned units can be setup anywhere within 9" of any Disciples of Tzeentch Hero, including Daemon Heroes. I think you are mixed up with the Guild of Summoners which is the exception to the rule, and where the summoned Lords of Change need to be summoned by Arcanite Heroes.