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What is the best spell from the Lore of Tzeentch
Flickering Fire of Tzeentch 7 (20.6%)
Baleful Tansmogrification 0 (0%)
Pandaemonium 10 (29.4%)
Treason of Tzeentch 11 (32.4%)
Call to Glory 1 (2.9%)
Infernal Gateway 5 (14.7%)
Total Votes: 34
What if your favorite Lore of Tzeentch spell?; ....and why? share some tactics
Topic Started: May 21 2011, 07:24 PM (655 Views)
LORD VOKUL'NAX
Member Avatar
Corrupted Slann
All things considered (including casting values, etc) which spell from the Lore of Tzeentch is your favorite, and WHY?

Do you have any special tactics, targets or ideas on how to make use of your chosen spell?

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Arflane
Slave
[ * ]
I vote for flickering fire , with its low casting value it is an ideal spell for my backup wizzard (lvl 1) and if needed also for my sorcerer lord.

A lvl 1 can cast it with one dice and if he fails there is no real harm done.

With its flaming attacks and possible high strenght it is capable to put some hurt on Aboms, Hydra's or GG with regeneration, you know, the things that can hurt our infantry a lot.

You can always do a follow-up with an Infernal Gateway to finish the regeneration-creature off, or throw a second flickering fire at him if using 2 scorcerers.
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Hinge
Exalted Guardian
Panda has won me more games then all the rest of the spells combined.

I find that while I usually win combat, steadfast can be a problem. This spell helps mitigate steadfast. Also works well with HC.

Gateway is the big threat spell and often people will let Panda through to conserve dice to stop gateway.
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Kraytirous
Exalted Guardian
Hinge
May 22 2011, 03:52 AM
Panda has won me more games then all the rest of the spells combined.

I find that while I usually win combat, steadfast can be a problem. This spell helps mitigate steadfast. Also works well with HC.

Gateway is the big threat spell and often people will let Panda through to conserve dice to stop gateway.

^ Agreed. Gateway has the potential to destroy. People are scared of that. Treason, however, is my personal favorite. Especially against such units as Swordmasters and Black Orcs. Even Skaven spear hordes can suffer.
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sometimesafish
The Chosen
Treason.

It is an utter delight to watch your buddy start killing off his own elite infantry when only seconds ago he was bragging about how they were going to #(&% up your tiny warrior block. :ph43r: Yeah, they are going to $#@( stuff up alright...
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AnomalyOfAwesome
The Chosen
I voted for Treason, but it was a close between that, Pandaemonium, and Infernal Gateway.

However, the reason it won is that it single handedly won me a game against dwarves once, as a unit of Hammerers and Longbeards were giving me trouble one game, so I bunkered down in a building with my Chosen and caster, and just kept hitting each unit with that spell as they came closer. My opponent's exceptional rolling that day turned against him, then... :rock: Plus, it's very rewarding to watch a horde unit get just about into combat, and then all 30-50 of them just cut each other to pieces. However, throw in Pandaemonium, and watch them break due to panic test, and then blast them with Gateway as they are running away :lol:
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phierlihy
The Chosen
I've had pretty good luck with Panamonium. Causing miscasts on doubles is great but not being able to use a character's leadership is awesome! Occasionally I'll bring in the Helm of Discord just ot mess with people. And evey race (except Dwarves) HAVE to dispel it so that's less dice coming at you. It's all good!
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Cathayan
Slave
[ * ]
Panda by far.
Low casting value and does more than one thing. Take away characters leadership and mscast on doubles? I buy that for a dollar!

Also works very well when your packing the Puppet.
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Krakanrock
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Exalted Guardian
Cathayan
May 25 2011, 12:15 AM
Panda by far.
Low casting value and does more than one thing. Take away characters leadership and mscast on doubles?

Another nice thing to include is that it's a RiP spell so your opponent has to waste PD to dispel it if he lets it through. Granted it won't be that hard to dispel but if s/he rolls poorly for the WoM it'll put a crimp on their magic phase.
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FriendlyFanatic
Warrior of the Chamber
The whole freaking lore is broken, except maybe call to glory, which kinda sucks ^_^
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Alric
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Warrior of the Chamber
Treason is my favorite. Against other armies its great for destroying hammer/glass cannon units. At 9+ it has a low enough casting cost that it can be set up easily , also allowing it to be combined with flickering fire and its threatening enough by itself to be used to set up a another spell like gateway.
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Unuhexium
The Chosen
For me it was a hard choice between Flickering Fire, Treason and Pandemonium. Never got that much mileage out of Gateway to be a real contender. In the end I went with Pandemonium. Extremely easy to cast and screws with the opponent on so many levels. At the very least he has to spend dice to dispell it and if he forgets to to do that, it'll most likely be quite lethal to his casters when combined with the Infernal Action Figure, not to mention making characters' LD useless which is also fun.
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LORD VOKUL'NAX
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Corrupted Slann
FriendlyFanatic
May 29 2011, 09:49 PM
The whole freaking lore is broken, except maybe call to glory, which kinda sucks ^_^

Don't think it is any better than some of the main rule book lores. In fact I'd give the edge to some of those lores.
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FriendlyFanatic
Warrior of the Chamber
Dark Lord of the Sith
May 31 2011, 04:31 AM
FriendlyFanatic
May 29 2011, 09:49 PM
The whole freaking lore is broken, except maybe call to glory, which kinda sucks ^_^

Don't think it is any better than some of the main rule book lores. In fact I'd give the edge to some of those lores.

I would as well. If it wasn't for the fact that with a slightly above average winds of magic you will be able cast all 4 spells. Against particular armies this is utterly devastating.

With the brb lores you know you can save dice for that particular spell you don't want to go of(Dwellers, bironas, Purple Sun etc)

Against a lot of units, treason is more devastating than most things you find in the brb. (Ever tried treasoning swordmasters or blackorcs before they became itp?)

Combine the killer lore with the fact that you can make a lvl 4 on a disc who's only real worry is cannons, and you got yourself a broken mage right there(did I mention he is practially immune to miscast dmg?)

Oh yeah, he can also pack a str 3 breathweapon.

On a lvl 2 the lore is not that imbalanced in my opinion, but on the lvl 4 the spell redundancy along with the low casting values just makes him too powerful against certain opponents.

Also I believe pandimonium to be the best spell in the entire game (For it's casting value)
Just my 2 cents
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wamphyri101
Warrior of the Chamber
The whole lore is great bar "Call".

Even better is the low casting levels. YOu can easily throw out 3 good spells with just 6 dice in total... but that doesnt stop the tempation of throwing 6 dice at gateway :rolleyes:
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