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AoS: Eyes in the Fire – 3 Things I Want for Disciples of Tzeentch in 4.0

3 Minute Read
Apr 30 2024
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When it comes to magic, the Disciples of Tzeentch are the best, and I think the new edition of Age of Sigmar is their chance to prove it.

Welcome in, Generals of the Realms. Tzeentch has always been the master of all things arcane, and his army of followers, the Disciples of Tzeentch, are an extension of that. They can dish out some nasty magic, and while they aren’t the toughest army Chaos can produce, they are a significant threat. If you want to play the “ranged game” with Chaos, there’s no one better than the boys in blue-pink-purple.

In 4.0, a lot is changing, and the Disciples will likely get caught in the crossfire. They haven’t been top-tier in a long time, and I think 4.0 is the perfect place to equalize them. I don’t have a long wish list for Tzeentch, but there are a few things I’d love to see.

A Better Melee Option

Now don’t get me wrong; I love the Ogroid and the Tzaangors. However, they really can’t do much compared to other melee armies. I know that DoT aren’t supposed to be heavy on melee, but if Total War has shown us anything, it’s that they definitely CAN be. The Knights mounted on Discs are one of my favorite units when playing as Tzeentch in Total War, and I think they’d make a great edition to the Tzeentchian Roster. If nothing else, we can buff the Enlightened back to the nasty murder pigeons they used to be. The last battletome did Tzaangors dirty, and they deserve to have their fire back.

More Impactful Magic

Tzeentch is the master of magic, and his army should reflect that. While you do have a lot of spellcasting units that can do a bit of work, they feel very overshadowed by Lumineth in my opinion. I understand that Teclis is the next best thing the Realms have to Tzeentch, but his army shouldn’t be BETTER than Tzeentch. Since we already know that Endless Spells will be attackable now, I think we could give Tzeentch the lion’s share of summons. If nothing else, make the spellcasting that the smaller units can do feel more useful. Honestly, it’s offensive that most of the spellcasters in the spellcasting army can only cast a single spell. Two spells should be the minimum for Tzeentch, and their signature spells should be repeatable.

More Arcanite interaction

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Of the two mini-factions in Tzeentch (Arcanites and Daemons), the Arcanites have always been my favorite. I love the idea of magically enhanced warriors going to battle with nothing but their faith in Tzeentch and some magical fire. The Curseling is a particular favorite of mine, and I’ve built many armies just to be able to field him. That said…they’re a bit dull. With the exception of the Curseling and the Acolytes, they don’t have any human units. I’d love to see a few more human warriors added alongside the existing Tzaangors, and maybe give them a little more stopping power while the Tzaangors become the assassins.

What do you want to see for Disciples of Tzeentch in the new edition?

 

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Author: Clint Lienau
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