I have no problem about other 2 shrines. But Tzc. shrine is confusing me. It fires doombolts so tecnically acts like a turrent. But the range is short so I need to build them a little bit closer to the place where I am defending. But this time, they are vunreble to firepower since they don't have very much health. So, building them is risky.
In the other hand, it decreases incoming ranged damage. This is a call for Havocs so cool. But that means they need to be infront of the shrine or next to it. In that case, since they don't have the same range, Tzc. shrine can not reach to the enemy line, unless I don't suppress them, you know I am talking about getting an autocannon or lascannon.
Can you tell me that am I using the shrine correctly? Is it existing for defence? Or is it effective in campings around a victory point. Or should I put I near of a contested resource point and leave it alone? Scouts won't love it, and the can die since the player gives attention to the mid. Tell me!
How Should I use Tzeentch Shrines?
Re: How Should I use Tzeentch Shrines?
All shrines should be used reasonably defensively. If you get it shot down quickly that's because your psoition was not secure and you wasted resources. The shrine I think functions similar to the worship, so... to the Codex!
http://www.dawnofwar.info/index.php?pag ... e_tzeentch
It seems it has a small passive ranged damage reduction of 10%, and fires slightly hgiher damage doombolts, which get their fire rate double under shrine worship. So yes, it's something to keep your troops safer and add a little bit of oomph to your defenses.
http://www.dawnofwar.info/index.php?pag ... e_tzeentch
It seems it has a small passive ranged damage reduction of 10%, and fires slightly hgiher damage doombolts, which get their fire rate double under shrine worship. So yes, it's something to keep your troops safer and add a little bit of oomph to your defenses.
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Re: How Should I use Tzeentch Shrines?
Do you have anything to say about range problem?
- Cheekie Monkie

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Re: How Should I use Tzeentch Shrines?
It's more to prevent your position from being overrun by melee and an over aggressive ranged push rather than a full fire support platform.
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Re: How Should I use Tzeentch Shrines?
Yeah, it's best used as counter-initiation I find and in that sense it is better than a khorne shrine, but the khorne shrine makes up for it by boosting the damage that things like TCSM and autocannon havocs do.
The tzeentch shrine makes your own melee units tremendously advantaged not only because of the straight up defence buff (Which also helps you win firefights too) but since melee fights generally require the two squads to be fairly immobile throwing punches at one another the doombolts will hit the enemy melee squad consistently doing solid damage.
Also, the classic doomblast suppression -> sorceror doombolts works with tzeentch shrines too, suppressed things can't dodge the bolts, throw some ordinary DBs on top of that too and those enemy melee squads are going to be in pain.
But yeah, you need to hold the position because AV takes out shrines fast - you need havocs there to deter their AV or at least TCSM to kill them at range without them being able to properly retaliate (which they could do vs bloodletter and then counter-push and take out your shrine).
P.S - Does the defence buff from Tshrines affect vehicles?
The tzeentch shrine makes your own melee units tremendously advantaged not only because of the straight up defence buff (Which also helps you win firefights too) but since melee fights generally require the two squads to be fairly immobile throwing punches at one another the doombolts will hit the enemy melee squad consistently doing solid damage.
Also, the classic doomblast suppression -> sorceror doombolts works with tzeentch shrines too, suppressed things can't dodge the bolts, throw some ordinary DBs on top of that too and those enemy melee squads are going to be in pain.
But yeah, you need to hold the position because AV takes out shrines fast - you need havocs there to deter their AV or at least TCSM to kill them at range without them being able to properly retaliate (which they could do vs bloodletter and then counter-push and take out your shrine).
P.S - Does the defence buff from Tshrines affect vehicles?
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Protagonist

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Re: How Should I use Tzeentch Shrines?
At the very least, the shrine appears to provide the buff indicator for vehicles.
https://www.youtube.com/watch?v=kGFOyoc9KEg&t=26m10s
You can see the buff aura around the Dreadnought at this point. Later at ~27:59 you can see that the dread no longer has the aura.
https://www.youtube.com/watch?v=kGFOyoc9KEg&t=26m10s
You can see the buff aura around the Dreadnought at this point. Later at ~27:59 you can see that the dread no longer has the aura.
- Wise Windu

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Re: How Should I use Tzeentch Shrines?
It affects everything but buildings I think.
Re: How Should I use Tzeentch Shrines?
The best way to use tzeentch shrines is to not use them.
This is the short answer to your question.
If you are a stubborn person who just has to fit them into a build somehow (not unlike myself haha), then I highly suggest using it in tandem with daemon armor (you end up stacking something in the neighborhood of 45% ranged damage resistance along with suppression immunity) and dual khorne havoks, or a blastmaster noisemarine squad.
The only solution for your opponent is to use jump troops, snipers, invisibility, or artillery, all of which the sorc (moreso his army composition) is pretty good at punishing in T2.
I suppose the bottom line is that I view this shrine as a "use only in team games" kind of thing. The khorne shrine and nurgle shrines are infinitely better.
This is the short answer to your question.
If you are a stubborn person who just has to fit them into a build somehow (not unlike myself haha), then I highly suggest using it in tandem with daemon armor (you end up stacking something in the neighborhood of 45% ranged damage resistance along with suppression immunity) and dual khorne havoks, or a blastmaster noisemarine squad.
The only solution for your opponent is to use jump troops, snipers, invisibility, or artillery, all of which the sorc (moreso his army composition) is pretty good at punishing in T2.
I suppose the bottom line is that I view this shrine as a "use only in team games" kind of thing. The khorne shrine and nurgle shrines are infinitely better.
- Black Relic

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Re: How Should I use Tzeentch Shrines?
Tex wrote:The best way to use tzeentch shrines is to not use them.
This is the short answer to your question.
If you are a stubborn person who just has to fit them into a build somehow (not unlike myself haha), then I highly suggest using it in tandem with daemon armor (you end up stacking something in the neighborhood of 45% ranged damage resistance along with suppression immunity) and dual khorne havoks, or a blastmaster noisemarine squad.
The only solution for your opponent is to use jump troops, snipers, invisibility, or artillery, all of which the sorc (moreso his army composition) is pretty good at punishing in T2.
I suppose the bottom line is that I view this shrine as a "use only in team games" kind of thing. The khorne shrine and nurgle shrines are infinitely better.
Out of curiosity, what would you change or add to the shrine to make it more desirable in 1v1, even if you propose something that would damage it's "Only in team games" reputation?
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Re: How Should I use Tzeentch Shrines?
I think I would take the damage away from the bolts and add a slow/damage reduction to them. That way you have a damage reduction aura, and the possibility to further reduce your enemies damage output or their move speed. The slow would also affect vehicles.
This would fit much better into sorc play because he depends so much on the ability to control the flow of the battlefield. He already does way more damage than that shrine could ever hope to do.
This would fit much better into sorc play because he depends so much on the ability to control the flow of the battlefield. He already does way more damage than that shrine could ever hope to do.
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