Fateweaver, for now!

I thought I better finish Kairos, just in time for the new model to come out otherwise he risked never getting done!

I really enjoyed painting him up, and it’s a real shame a model that has caused such misery for such  long time to all my friends is going to be nothing more that a daemon prince from now!

kairos-fateweaver-painted-6

kairos-fateweaver-painted-1

kairos-fateweaver-painted-2

kairos-fateweaver-painted-4

kairos-fateweaver-painted-5

James.

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Tactica: Screamers of Tzeentch.

This is the first in a series of tactica articles we have considered running for each of our specific god units. None of us are claiming to be tournament gurus, but even if we’ve picked up the odd tip or trick that might help you then we’re really happy to share! If you’d like to see more, please let us know in the comments! 🙂

screamers

Ah Screamers, one of the iconic Tzeentch units. Lovely little sharks that can be anything from late game objective grabbers to the centre of a death star build. I use these almost every time I play and they’ve never let me down no matter what I need from them. So rather than go through the basics of their statline and rules which I’m sure you all  know well, I’ll list some of the wonderful things these guys can be doing for you!

Screamer star:
For this to work you really need a unit of 9, 4 level 3 Heralds and Fateweaver. One of the Heralds will have the grimoire of true names.

Your heralds will all be rolling on Daemonology to get Cursed Earth or Divination to get Forewarning. The purpose of both spells is to get your inv save down to 4++. Divination or Daemonology is really down to preference whether you’ll be summoning or want lots of rerolls on top. When running this build you’re going to have 12 rolls on your selected spell set which statistically means you’ll get the spell you want twice, but you have to be prepared for the odd time you won’t get it.
In your movement phase you use the Grimoire on your screamer unit, Fateweaver is her to reroll in case you get the one or two on the roll. That’s really important as you don’t want to be losing inv saves. You then cast your psychic power of choice on the unit and you’ll be rocking a 2++ with a reroll because of the Daemon of Tzeentch rule.

Use it for:
Tarpitting your opponents best units, and killing things that you really don’t want running around unchecked. Your opponent will be so disheartened by your unkillable unit that he might just quit 40k forever.

Things to be careful of:
1: D strength will tear this unit apart, but that can be said of anything D shoots at.
2: Finding an opponent that wants to play you again.

Max size unit, no characters.
A unit of 9 without anything else.

Use it for:
Zooming around the board with your ridiculous movement, capping objectives when needed. Turbo boosting over units to whittle them down and jumping on the odd tank here and there to get a sneaky load of Lampreys Bites!

Things to be careful of:
Anything str8 that could instant death you.
Getting caught by a dedicated assault unit, you can hold your own, but you won’t compete with Wulfen any time soon!

MSU Unit:
Unit of 3

Use it for:
A convenient unit that can run off an cap objectives for you. A unit a herald can jump in to give him some abblative wounds. Something to hassle the enemies faster units. Something to take down some lighter vehicles. A great little distraction unit.

Things to be careful of:
Being focused. This will take them down pretty quickly.
Fast units that might catch and assault you.

BONUS SECTION: Tips and Tricks:

If nothing else is attached to the unit then you don’t have a shooting attack. This means you’re free to jink and get an increased saving throw when you need it.

At the end of the game your opponent has an objective that you need him off? No problem for Screamers, use your superior movement to angle yourself at a point on his unit that you can charge and maximise contact without getting too close to the objective. In his initiative step he will have to move 3″ in toward you possibly dragging him off the objective if you have your angles right. If you lose your unit he’ll probably consolidate back onto it, but if you don’t it might just win you the game!

 

James.

Semaj, Prophet of the Nine Gates.

Hello again,

This time I’ back with the Gaunt Summoner of Tzeentch, but don’t worry I haven’t come over all Age of Sigmar on you (not that there’s anything wrong with the game!), this is just a herald on a disc for my usual Daemon army.

Click the pictures if you want to enlarge them and next, possibly something completely different!

Until next time, good luck!

Gaunt summoner herald of tzeentch 1

gaunt summoner herald of tzeentch 2

James.

The inner Tzeentchian, a guide to all things James.

James

So as John has presented some of his older work, I thought I would do the same. As you’ll see there is a pretty stark contrast between his style and mine. We both usually like the work each of us does, but for very different reasons.

My style is more of a line highlight and with a very bright palette behind it. I have no idea why, but I just can’t get away with current trends of hyper realism. I prefer my pretties to be pretty! Now as a Tzeentch player that’s no problem at all, we do bright colours over here in the realm of change, but it hasn’t always just applied to my demons, it has been a part of my painting with other armies too.

I’ll push through a few of my favourites here now, and then end with some nice Tzeentch stuff. Enjoy! (Or perhaps don’t!)