I promise to make Tzeentch great again...
Posted: Sun 27 Mar, 2016 4:28 am
I have in my forays into Chaos noted a problem child...the Sorcerer. He just doesn't perform to the level of the CL or PC, the problem lies not in the sorcerer himself (although a new tier 3 staff to round out the wargear would be nice) but in his underlings. How could the followers of Tzeentch be so narrow in focus?
While area stealth is great in theory in practice it leaves much to be desired...the fact that you have to have two heretics squads doing it at the same time to accomplish "complete invisibility" is only one of them. No other heretic squad has to do that to be effective support...
Furthermore they can't really counter CL and PC heretic worship except by killing them, with CS tics just bring in one detector and your screwed.
Now onto the fix delivered by The Lord of Sorcery himself...I swear.
Magi-tics
At tier 1 whenever heretics are worshiping they gain two abilities.
Dread Blast
Dread Blast functions exactly as Doom Blast but can be used anywhere within the radius of worship, as normal it sacrifices a heretic and has a cooldown of 10 seconds.
Cloak of Tzeentch
By sacrificing one of their number a heretic squad can give a target unit stealth for thirty seconds. Cooldown 15 seconds.
At tier 2 heretics gain two more abilities that they can use during worship.
Web of Fate
By sacrificing one of their number a heretic squad disables the ability of a target squad to retreat for ten seconds. Cooldown 20 seconds
Key of Tzeentch
By sacrificing one of their number a heretic squad can summon any one of your non-vehicle units to a point within the radius of their worship. Cooldown 30 seconds.
At tier 3 heretics gain one more ability they can use during worship.
Manifest Destiny
By sacrificing one of their number a heretic squad can reveal the destiny of all within their worship radius, every 2 seconds for 10 seconds all enemy units take 2% more damage and deal 3% less damage while all allied units deal 2% more damage and take 3% less damage. Multiple uses of Manifest Destiny by multiple heretic squads do not stack and the effects of Manifest Destiny last for 15 seconds. Cooldown 60 seconds.
The Shrine of Tzeentch
The shrine warps reality itself in the favor of Tzeentch's chosen and punishes his foes, all allied non vehicle units within the shrine's radius are considered to benefit from from light cover and all enemies are considered to have their cover value lowered by one step (garrison>heavy>light>none). With worship these bonuses and penalties are doubled.
Design Notes
Magi-tics are designed to fulfill a support role, controlling the enemy and strengthening your allies without healing damage (that would step a little bit too much on the PC's toes). Their sacrifice mechanic is designed to balance them out by either forcing frequent trips for more sacrif-er...I mean heretics or judicious use of their abilities.
The Shrine of Tzeentch is designed around the concept of "anywhere, anytime" allowing you turn any area into a fortified camp for you and a deathtrap for your foes. Admittedly I do feel that it steps on the toes of the Shrine of Nurgle but I'm running out of ideas that don't involve area of effect invisibility... Any ideas folks?
So what's the verdict?
While area stealth is great in theory in practice it leaves much to be desired...the fact that you have to have two heretics squads doing it at the same time to accomplish "complete invisibility" is only one of them. No other heretic squad has to do that to be effective support...
Furthermore they can't really counter CL and PC heretic worship except by killing them, with CS tics just bring in one detector and your screwed.
Now onto the fix delivered by The Lord of Sorcery himself...I swear.
Magi-tics
At tier 1 whenever heretics are worshiping they gain two abilities.
Dread Blast
Dread Blast functions exactly as Doom Blast but can be used anywhere within the radius of worship, as normal it sacrifices a heretic and has a cooldown of 10 seconds.
Cloak of Tzeentch
By sacrificing one of their number a heretic squad can give a target unit stealth for thirty seconds. Cooldown 15 seconds.
At tier 2 heretics gain two more abilities that they can use during worship.
Web of Fate
By sacrificing one of their number a heretic squad disables the ability of a target squad to retreat for ten seconds. Cooldown 20 seconds
Key of Tzeentch
By sacrificing one of their number a heretic squad can summon any one of your non-vehicle units to a point within the radius of their worship. Cooldown 30 seconds.
At tier 3 heretics gain one more ability they can use during worship.
Manifest Destiny
By sacrificing one of their number a heretic squad can reveal the destiny of all within their worship radius, every 2 seconds for 10 seconds all enemy units take 2% more damage and deal 3% less damage while all allied units deal 2% more damage and take 3% less damage. Multiple uses of Manifest Destiny by multiple heretic squads do not stack and the effects of Manifest Destiny last for 15 seconds. Cooldown 60 seconds.
The Shrine of Tzeentch
The shrine warps reality itself in the favor of Tzeentch's chosen and punishes his foes, all allied non vehicle units within the shrine's radius are considered to benefit from from light cover and all enemies are considered to have their cover value lowered by one step (garrison>heavy>light>none). With worship these bonuses and penalties are doubled.
Design Notes
Magi-tics are designed to fulfill a support role, controlling the enemy and strengthening your allies without healing damage (that would step a little bit too much on the PC's toes). Their sacrifice mechanic is designed to balance them out by either forcing frequent trips for more sacrif-er...I mean heretics or judicious use of their abilities.
The Shrine of Tzeentch is designed around the concept of "anywhere, anytime" allowing you turn any area into a fortified camp for you and a deathtrap for your foes. Admittedly I do feel that it steps on the toes of the Shrine of Nurgle but I'm running out of ideas that don't involve area of effect invisibility... Any ideas folks?
So what's the verdict?

