I will say, I've been binging the shit out of alot of these guides for factions I don't even play but was always intimidated by their mechanics These are amazing, hopefully this blows up for you with total war 40k
Started playing any sort of total war game with this one and your guides are amazing - thanks for the help and the amount of work that went into these!
Tzeentch is kinda interesting insomuch as unlike Khorne, Nurgle and Slaanesh, it seems like it really needs mortals alongside Daemons. The others can function rather well with just one or the other, but so much of Tzeentch's Daemons are so heavily ranged focused you need the mortals to act as at least a speed bump, hopefully a wall.
Really sad to see so much effort not get enough recognition. This is an amazing video for me to refresh before starting a campaign with a friend. I'd love to see more little tips and tricks with handling units of Tzeentch!
Hey there, dunno if you read late comments or not, but I wanted to thank you for showing me how to play what is now my favorite faction. I tried this guy on release and HATED him. I thought he was a bad fighter, his units were weirdly expensive and tough to recruit, his blue line was terrible, etc. I got washed like turn 30 and never looked back. After binging your videos I came across this one and it inspired me to try again, now he's the only guy I feel like playing. Hyper long post ik but thanks for giving me another few hundred hours to dump into this game
My friend told me that with some heroes with just mana regen items (and Bewitching Potency) you can wreck lvl 5 settlement with full garisson + 20 stack army just using magic on any difficulty level. He put heroes in corner and used only kairos with shadow magic shard for pendulum. Basicaly 3 spells you want to use- Blue fire, Pink fire and Pendulum from lore of shadows. I'm just starting campaign i will test this out. He also gave me advice on army composition - for early-mid game its good to use forsaken + chaos spawn as your infantry line. Forsaken soak damage with good armor, chaos spawn you charge in later (basically you mix them into forsaken unit from the back) they add a lot of damage.
@@LordForwind After a fiew hours of game i can say that sending keiros forward and doing damage with spells is crazy good tactic. I enjoy it :D. One good pendulum can whipe out archer unit. I used The ability to immobilize them than i can do perfect spell it is crazy :D. But yeah i am facing a lot of archers so i added chaos warriors with shields because of that (fighting cathay in realms of chaos). Whiping out Ecstatic Legion was easy with all manual battles and neverending magic spells. Cathay is harder to fight
I don't know if you mentioned it, I don't remember if you did, but I wanted to point out the value of their Egrimm's Contrivance Algorithm commandment. It gives +10% research rate, which seems pretty spicy since you can stack it.
Thats interesting the way you went about the campaign. I always liked to take the entire southern island before moving on to the high elves, but always find the lizardmen get too powerful to defeat
@@LordForwind yeah its really easy to beat them until Tiqtaqto comes down with 3 stacks of saurus shields and pteradon riders😂😂🤷♂️🤷♂️ Generally I have to include some forsaken or chaos warriors of tzeentch or else I get melee rushed
@@ogluqqychess4452 I find them more useful because they are unbreakable and low entity units meaning they tie up enemies and your ranged units can usually still attack around them.
I'm a bit confused as to the practical utility of some of the Changing of the Ways abilities. Several of them are about sowing discord which is rather useless since it's either against the AI, who knows what's going on, or a live player, who will probably figure it out almost instantly when the person they're buddy buddy with suddenly declares war (if they don't just message their ally on discord). Some of these abilities are unambiguously useful, namely Transfer Settlement, but some are great in concept and would be great storytelling tools but are nigh impossible to effectively implement in a game.
I guess I knew that they could manipulate the Winds, but I don't even know how to do it. Do you just scroll out to the far out map view? One of my least favorite research trees. Right up with the Warriors trees. So much dedicated to the Changing of the Ways stuff, of which I only use a couple of them.
Hi ! Regarding this campaign, I've had some problems with how to start (with the new position). I'm quite new at this game and at Wahammer, so I'm hoping there is a better solution than what I've managed to find, if somebody is inclined to help me. So, what to do at the beginning ? First few turns are simple, as you just destroy Nurgle. But from there, from my point of view, there are many obstacles and my attempts haven't been really successful. We have a faction from Tzeentch on the Southern point of the continent to our North, but it will be desrroyed by the Elves that are next to them. Another Tzeentch factiom to the West but it moves its army strangely and gets destroyed (a bit slower but still) by the Lizards from the end of our landmass to the West (that will then declare war on you). And we have Slaanesh that has its Province to the East. Some guide that I saw told me to expand East, destroy Slaanesh. The problem that I find with that is that, when you are finished, the lizards are at your door and you have a big trip back, and even when you manage to hold your West and start to expand there, you start to have the Elves rain down on you from the North, and it quickly gets hard to stop them given that they will often throw two armies at you, and that you will need to fight what is left of the Lizards, which is, at least, very tricky for me. I've tried saving my Western Tzeentch ally while fighting to the East by sending a small army his way to tip the scale with the Lizards (pun intended), but my ally sends his army to the South in a forced march and gets destroyed... Don't know why. So I don't think I can count on him. This leaves us with the option of fighting more with the Lizards to the West by ignoring Slaanesh, but they attack you in your back (obviously). It's possible to have a non agression pact with them before rushing West, but it costs a lot. After fighting Nurgle, you have enough, though. That way leaves us with fighting the Lizards. The problem is that, it never ends. When I tried, I arrived at a point where before the war West ends, the other Lizards to the North-West start to declare war on you, and they are big Empires by the time you can counter them, making it a long process that puts you at war with an entire continent and leaves your back open to the Elves, again. ...One thing that might be plausible if this isn't a good way would be to fortify my positions after the conquest of Slaanesh East, leading to a betterment of my economy, gaining experience by fighting the armies the Lizards will send my way. But then again, where next ? Unless we want to fight Nurgle then rush to the elves to the North while trying to hold onto our first Provinces, and then go from there ? Doesn't seem plausible with the rushing Lizards... I'm probably not using the tools I have efficiently, especially normal diplomacy, or even the kind that Tzeentch invoques via grimoirs (is that the English word ? I play in French... well, his books that allow us control over many aspects of the game). Early game I'm often using my grimoirs to create space via rebellions or switching provinces of my enemies to let my armies move where they are needed. Is there a better way ? Thanks for the help is somebody ever sends some xD It's been long, sorry for that. Trying not to be a burden for my more experienced friends when we will start a campaign again.