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Games Workshop 99120201064 Tzaangor Enlightened Action Figure

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The Tzaangor Enlightened are good leader options, in particular the one on Disc, while a Skyfire is a heavy hitter with high wounds that can complement an army otherwise made of Tzaangors or Acolytes in various proportions. The Knowing Eye gives Heroes some real flexibility – if you take the first turn in a battle round, you get a CP that Hero must use to give a command. If you take the second round, the Hero gets to move 6” after receiving CP. As a player who regularly finds myself leaving a spellcaster just out of range, or my Hero is too far to provide a key ability, this one really makes me think. You can bamf your wizard into range for a spell when it’s your turn, just be careful with threat ranges.For the more combat-oriented heroes, the Axe of Morghur makes it so enemies cannot take a Ward save from one of their melee weapons. I don’t see it being hugely useful. Master of Destiny (Triple, all Leaders): Add the value of this ability (to a maximum of 6) to any ability used by a fighter within 12” of the leader. In the Age of Sigmar, Tzaangors live in the wild places of the Mortal Realms (in pretty much all of them), and usually opt to live in areas rich in magic, where they’ll erect rune-carved Herdstones in an effort to slowly warp the land around them. Age of Sigmar Tzaangors are divided into two major groups: The Enlightened, who carry spears of wrought change-metal and can see into the past through magical means, and the Skyfires, who ride around on Discs of Tzeentch and can see potential futures, but can’t talk about them.

It will cost you a quarter of a warband in points but then with Toughness 4 and 18 wounds (22 for the Aviarch) they can survive for some time. Gor ( Beastlord - Bestigor - Great Bray-Shaman - Warrior) - Centigor ( Warrior) - Tuskgor - Tuskgor Chariot - Tzaangor ( Enlightened - Shaman - Skyfire - Warrior) - Ungor ( Raider - Warrior) Crawling out of the Beastgrave, Grashrak has always been a staple in my lists because he had a very useful spell. He’s still got the utility (add +1 to hit versus a unit hit by his D3 mortals spell) and he actually has a 1 better save than regular GBS. He also gains the better range on Rituals of Ruin that the GBS has. He went up in points from the current version but I don’t think it’ll hurt his usability. Battleline GorsA good intro on Warhammer TV explains how to paint the Eyes of the Nine, a Warhammer Underworld warband, ideal for inspiration. These dudes don’t change much at all from the Tzeentch update. They’re reliable shooters from range have a 4+ save with four wounds. They’ll definitely be something I try out – especially since they no longer need the Shaman to be more useful. I like that they ignore modifiers for hits, wounds, and save rolls – more utility to get past the enemies’ commands. Overall I think they’re sweet models so it’s easy for me to include them. Beasts of Chaos Tzaangor Enlightened

Chaos Lord • Exalted Champion • Chaos Champion • Aspiring Champion • Sorcerer Lord • Daemon Prince • Daemon Prince of Nurgle • Daemon Prince of Tzeentch • Death Guard Lord Exalted Sorcerer • Sorcerer • Scarab Occult Sorcerer • Aspiring Sorcerer • Infernal Master • Daemon Prince We don’t like birds: Curseling, Fatemaster, Kairic Acolyte with Vulcarch, and 5 Acolyte with Paired Cursed Blades for an almost entirely human warband.Tzaangor Enlightened, creatures that possess an arrogance matched only by their extraordinary perception. These beings have the uncanny ability to discern the lessons of the past with the same clarity as mortals see daylight. What sets them apart is their audacious choice to soar into battle astride the enigmatic and razor-sharp constructs known as Discs of Tzeentch. As they engage their enemies, they take delight in unsettling their foes by resounding their most haunting failures and sins, all while delivering devastating strikes with their gilded spears. Tough to fill Battalions –Tzeentch has some powerful battalions but the books very married to the Number 9 being Tzeentch’s sacred number so many battalions require 9 units to fill. The longer each simulacra remains in place, the more its warping influence bleeds into the planet on which it stands, transforming the world and preparing it for a full-scale invasion. The new battletomes haven’t been announced, but they must surely be on the horizon. We’ll see soon enough. Heldrake • Stormbird • Thunderhawk • Chaos Storm Eagle • Chaos Fire Raptor • Hell Blade • Hell Talon • Harbinger • Chaos Dreadclaw • Kharybdis Assault Claw • Fire Lord • Doom Wing

I think with Dragon Ogors and Bullgors both we will see fewer armies entirely using them as battleline and maybe just one-off units. It helps, to me, that the Shaggoth is better than the Doombull. I might consider two units of three as flank holders because they’re fast, big bases, and can heal. Beasts of Chaos Chaos Spawn The origins of Tzaangors are as varied as their appearance. They arise where Tzeentch wills it, and are brought into being by his blessed transmutations. Some are the product of grim experiments performed on the slaves taken to the Planet of the Sorcerers. It costs only a Triple, any value, but if you are in range (and with their movement that’s not a problem), and activate before your quarry, you can do up to 28 damage with the Aviarch in melee assuming you roll only 6s.The Shaggoth went up a massive 55% in points – so I’m worried if he’s going to be found in most lists. He didn’t get a massive boost in survivability, he’s still 10 wounds so he doesn’t count as a Galletian Champion and he doesn’t get Look Out Sir. He can heal during combat phases but I imagine if he’s going to die it’ll be in one go. Malign Sorcery and Forbidden Power –Not a Tzeentch specific expansion but they include faction neutral endless spells. As Tzeentch is one of the most caster heavy armies, it can make the most use of them. Malign Sorcery has a ton of utility and is used as far up as the competitive level. Forbidden power isn’t as popular but still has some potentially useful spells within. Force multipliers – there are spells and abilities in this tome that make your beasts hit harder or control the battlefield better – there is a lot more strategy to the army now.

The anti-wizard tech is increased – they can still unbind 2 spells, which is nice, and each time an enemy Wizard within 30” successfully casts a spell and it’s not unbound, they take a mortal wound. That’s pretty cool and really annoying. Apply a basecoat of blue paint, such as Macragge Blue or Thousand Sons Blue, to the Tzaangor Enlightened’s skin. Ensure even coverage, and don’t worry about being too precise at this stage. Slakefray Reveller helps out with speed if you wish by adding 3” to the move of BOC units within 6” of a terrain piece. Unfortunately, Beasts lost a lot of their movement buffs in the transistion to the new book, so this is arguably a very useful trait for trying to make up for some of those lost buffs. Rotfray Plaguepelt is the one I really don’t care for that much – on a 2+ in the combat phase enemies within 3” of your general take D3 mortal wounds. The battletome has a lot of ways to do D3 mortal wounds, so maybe you go all in on that, but it seems rather generic to me but it’s hard to argue with more free Mortal wounds, especially on a unit with a sufficiently large base to tap multiple units. I started by painting the flesh with Citadel The Fang. I then washed the model – the top was washed with Drakenhof NIghtshade and the bottom was washed with Druchii Violet to give it more of a purple hue. I then began painted the flesh with lighter layers, painting the lower body with a mix of white and Xereus Purple and working up on the upper body with mixes of Reaper Snow Shadow and The Fang. The general process I’m using for this is basecoat -> shade -> highlight with the original basecoat -> highlight with lighter shades. Using a lighter copper paint, such as Runelord Brass, add highlights to the metallic components. Focus on edges, corners, and any areas where light would naturally catch. This will enhance the metallic shine and add realism to the model.Overall this unit sees a slight buff. You will sometimes see one unit to guard an important hero, and it’s hard to imagine they’ll see any more use though in competitive lists but with the addition of Shining Company and able to be Battleline they may see an increase in popularity. Vanari Dawnriders I think most Beastlords want these guys to be good because they’re new models – us BoC don’t get them very often. They look sweet, too. The rules are definitely better than what they were, and they only go up a bit in points, so they might be worth a look. I like the ability to fight twice once per battle, I’m just worried that with the second fight having the strike-last effect, are they going to make it to that point? They only have three wounds and a 5+ save. Chaos Warhounds Once you have a foundation of where you want your Tzeentch list to go, start experimenting. Whether you choose to focus on daemons or chaos your units likely won’t change as you only have a handful of choices for battlelines. They all serve specific roles and you need them to succeed with Tzeentch. Your “other” category you have more room to flex out on but the Tzaangor Enlightened for Mortals and Flamers for Daemons will remain very useful to you.

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