*'''[ Kairic Acolytes]:''' (Mortal Arcanites, Min10, Max:30 100pts.) Tzeentch-themed Marauders, just as Bloodreavers are Khorne-themed Marauders, but magic focused. They can take the dual-wielder hits better or shields that give a ''model'' a 6+ save-before-the-save against normal and mortal wounds, with 3 in 10 can get big Glaives. This is all okay, but not terribly impressive. What sets them apart is that each is also a magical dabbler and can shoot minor magic missiles with 18"/1/4+/3+/-/1. They also are also wizards that wound enemy caster but can cast only one spam able spell that gives their bolts rend. Having a bunch of Acolytes will help you quickly rack up summon points.
*'''[ Tzaangors]:''' (Arcanite BoC, Min10, Max:30 180pts.) Incredible. They are, at first glance, Chaos Warriors with a lower save. Then you look at their weapons. No matter what you equip them with, they will always have a 4+/5+/-/1 beak attack each. Then you can choose between two swords, a sword and board, and a glaive (only two on every five models). The shield gives you a nice save-after-the-savefor that model, the twin swords get you better hit rolls and the glaives only give you 1 attack instead of 2 but at damage 2 and Rend -1. They also have a rule to gain +1 attack on all their melee weapons if they have 9+ modules. Since this stacks nicely with the few strong attacks from the glaives, you want glaives if you want to go for raw damage output and shields to keep them safe, and they can have one mutant for every 5 models, who always have two blades and make 1 additional hit with them. The good thing? You can mix-Most of the unit must be armed the same, but the mutants always have two blades and-match the glaives replace the normal equipment, so that you can do both! have a nice spread of options. They can also run and charge like normal Beastmen, thanks to their musician and can channel mortal wounds onto enemy units if near any wizardwizards (friend or foe). Having an Arcanite Hero hanging with them also gets them better Wound rolls, so keep that Tzaangor Shaman nearby to buff and replenish.
*'''[ Horrors of Tzeentch]:''' (Conditional Battline: unit only contains Pink Horrors, DeamonDaemon, Min10, Max:30 200pts. 20 Fate Points for a unit of 10 Pink Horrors) As the Nature of their god these things keep on getting reinvented. One of the best and annoying infantry units in the game, as a unit of 10 actually has 50 wounds (assuming you can deploy all of them validly). A Starting unit of Pinks will have a high volume of 12" firebolts and is a wizard as long as there are 9+ pinks, but only can cast a spell that gives them +1 to all their hits (at the recommended unit size, your bolts hit on 3s). Their annoying power is each dieing dying pink turns into 2 Blues and each blue turns into a Brimstone, actually increasing the number of attacks. The pinks always have to be the first ones to die though.
**Horrors are not tough and will die in numbers and then more will flee from Battleshock, but if you roll a 1 (use a Fate dice) and you still have a pink with an Icon alive, you gain back D6 slain models instead.
**if you care for everyone sanity, don't want to buy 40+ Blue/Brimstone horrors, and/or don't think setting up more models will work out this phase, your pink horrors can instead just explode and deal mortals on a 5+.
*'''[ Screamer]:''' (Conditional Battline: Hosts Arcanum army, Daemon Min:3 Max:12 80pts 10 Fate Points for a unit of 3) A bit pillow-fisted overall. Three of them won't do much, they want to be in bigger units to achieve anything (lone wizards now could take a heavy beating when Screamers fly over them) and you're unlikely to put plenty of wounds on units, though monsters really don't enjoy the damage upgrade to D3. Do remember you can do the slashing fins attack if you "retreat" from combat they're not going to win by flying over the unit they were fighting. Being that they are only 10 fate points and have an exceptional move speed, you will often be summing summoning these to grab an objective left in the open.
*'''[ Flamers]:''' (Conditional Battline: Eternal Conflaguration army, Daemon Min:3 Max:12 120pts 18 Fate Points for a unit of 3) Pretty bloody great. They die very easily, so keep them in cover, but their ranged flame attack is possibly the best thing Tzeentch daemons can bring you, massed shots (10 from 3 of them) causing D3 wounds on anything that gets through is awesome, and they that gains +1/+2 hit if the target had 10/20 models. they They are not fun to fight in melee as each lost wound inflicts an MW on a 5+. Lastly, they have 9" Move and can fly (by jumping, according to their warscroll!), so you can use them as ultra-powered horse archers, leaping here and there while puking multi-colored coloured death from a safe distance.
*'''[ Burning Chariots of Tzeentch]:''' (Optional Battline: Fateskimmer General, Daemon Min1, Max:3 150pts, 18 Fate Points)This is what you get when you put an exalted flamer on a disk pulled by two Screamers. It can damage units it flies over, has the same powerful missile weapon as the standard Exalted Flamer and a bunch of melee attacks, including the Screamers', who make 6 attacks, each of which deals D3 damage whilst targeting a Monster, all of which gain a bonus to hit against bigger units. But realistically it's so fragile and inaccurate you should only use it to pick off opportune targets in melee while shooting at whatever you feel like. They're super fast and they fly but they'll die if the opponent even thinks about shooting and flamers aren't slow anyway. It can be great however if you want it to circle around and take the side objectives that the opponent only has a token force for just make sure it attacks first in most cases because it won't last long otherwise. They do at least give normal flames their +1 to hit with shooting, but the foot versions just seem a better fit.
*'''[ Chaos Warriors]:''' (Mortal STD, Min5, Max:30 100pts.) The same heavily armored Vikings you know and love. Do you like the Liberators' bullshit profile but want to go a bit more Chaosy? Then these guys are what you are looking for. They have the same stats, and their normal hand weapons are the same as better than the swords Liberators carry. Their other options include a halberd that is worse than the hand weapon but with a better range. And , two hand weapons giving a flat re-roll to hit rolls, and a greatblade with the same stats as a Liberator hammer but with a -1 rend, however unlike them taking this will cost you your special shield. Their shields work a little differently as their shields they give you a special save of 5+ against mortal wounds. While giving them greater durability against Mortal wounds than Liberators they have worse saves against regular damage attacks. A potential downside to them? They come in units of at least ten, meaning it can be harder to use them as cheap battleline choices. If you want to be an asshole, use them in units of 20+, where they will be re-rolling saves for longer. All in all, strong chaos rivals to liberators, while Liberators can be argued as a more balanced unit with an equal focus on attack and defense defence and also containing special weapons. Chaos Warriors are more offensively focused, they are less about holding the line than smashing through it. With , with their weapon options favoring favouring frontal assault more.
**Take 20, give them halberds so you can attack in two ranks. Enjoy your 60 attacks.
**Take 20, give them shields, string them out in front of your army and run them forward. Don't worry about being charged: these guys are bait. Take the aforementioned Halberd Warriors and destroy whatever dumbass takes that bait.
**Something must have changed since Chaos Warriors are taken in increments of 5 now. So feel free to take 5 just for a battleline tax if you want. Also, remember this isn't WFB anymore, Chaos Warriors are surprising...not as punchy as you may remember. All 4 Chaos Powers have Battleline that is more offense (in Tzeentch's case, Tzaangors). Taking 20 Halberd Warriors sounds and looks cool, but in reality, you'll be doing far fewer wounds than you think they would do (and pointwise 20 Tzaangors are cheaper and more offensive). Just take 10 with hand weapons and shields as an anvil.
**As of the new Slaves to Darkness battletome, these guys have had a few buffs - the halberds and hand weapons have a better hit and wound scores respectively, paired weapons may now re-roll hit rolls and the save bonus is now also any roll and triggers at 10+ - so some pretty good improvements. Especially as the re-rolls are not limited to failed rolls, so avoids the whole 'modifiers come after re-rolls' issue. Debatably more <i>reliable</i> damage than Tzaangor as they don't rely on their numbers or nearby heroes
*'''[ Marauders]:''' (Mortal STD, Min20, Max:40 150pts.) Our favorite Vikings are back and bringing the pain to bear! They did not get a model update, which they sorely need in comparison to the new models being released. I for one will be using Warcry models and kitbashing them to represent Marauders. But down to brass tacks, they boast an average stat line that is bolstered by numbers. 10 or more and your get +1 to hit, 20 or more you get +1 to Rend. But the most important ability boost they got is their charge ability. They can change the lower die on a charge roll to a 6 automatically. Add in a drummer and you'll be making a minimum 8" charge every time.
*'''[ Ungors]:''' (Min10 Max:40 60/200pts) beastmen Marauders. Not strong but you can take swarms of them and they are able to cross a lot of ground.
*'''[ Gors]:''' (Min10 Max:30 70/200pts) A step above Ungors. while Ungors are only effective in backs, you can conformably comfortably take smaller units of Gors.
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