This article will detail the Disciples of Tzeentch army starting from its lore, describing the main units and their roles, how the army plays and finally our personal opinion of the army.
For a complete run-down of the different armies available in Age of Sigmar, consult our Age of Sigmar army overview article.
In this article we will refer often to Matched Play and other technical terms like allegiance abilities, command points, army roles in building a list, core battalions, Endless Spells/Invocations, etc. We assume the reader will be knowledgeable with those terms, otherwise please refer to the relevant guides for more details.
Overview of Disciples of Tzeentch Army
Tzeentch is one of the main Chaos Gods, the one that temps mortals with promises of power and knowledge. The Change God, the ultimate manipulator, has so many schemes and manipulations working at the same time, that not even his followers know their role in the Great Game.
The Disciples of Tzeentch are composed of the various mortals that follow their god in his quest to extirpate reason from the world, be them humans or avian beastmen, and all mutated daemonic forms coming from the Crystal Labyrinth, an ever-changing fortress impossible to understand by a mortal mind. Their weapons are not made of steel but rather etched in eldritch tomes, to be used in spells and curses.
Tzeentch armies characterize themselves for an extreme use of magic, being some of the most powerful casters in the game. They also have the only official cheating mechanism in the game, where you can change the result of any dice as long as you have Destiny Dice available. In the right hands they are a formidable opponent and currently they are one of the most winning armies with a victory rate way above average. Trend that continues after the release of their third edition battletome (October 2022).
Their model range received a recent re-sculpt (2017) meaning that they are one of the most visually appealing armies, with lots of recent plastic and little resin still remaining. They have also a varied assortment of units favouring different type of lists.
Lore of Disciples of Tzeentch Army
Tzeentch is known by many names: the Changer of the Ways, Master of Magic, the Architect of Fate, all names that represent his dominion over magic and his constant manipulation and scheming. While many civilizations or cults may venerate him under a different form, his real shape is in constant mutation.
While all 4 Chaos Gods brothers are in constant infighting, Tzeentch arch-nemesis is Nurgle as his passive approach and preaching of resignation clashes with Tzeentch teachings of mutability and change.
The Architect of Fate has always been particularly interested in Chamon, the Realm of Metal, and its ever-changing properties. It was there that his ultimate plan came to fruition: first the godbeast lode-griffon landed in the Spiral Crux altering the magnetic currents and forcing a massive change in the landscape causing millions of deaths. Then, Tzeentch followers convinced the rulers of the most powerful states in Chamon to cast a spell that would transform the godbeast in gold.
When this was achieved, the last scream of the dying entity created a rift in the Realm of Metal allowing terrifying daemons to pour in the Mortal Realms and destroy everyone opposing Tzeentch. Chamon was destined to become entirely under the Change God control if not for Sigmar’s Stormcast Eternals arrival and the slow campaign to retake lands and rebuild cities that was seen as a momentarily setback for Tzeentch. Indeed, it is much easier to hide his servants in cities and from there to plot his revenge.
The mortals, or Arcanites, are divided in several cults often even hidden from themselves, secretly plotting against each other and every other inhabitant, constantly in search of new secrets and magic artefacts. They can live undetected by the other races thanks to their illusionary magic.
Their scope is to find and corrupt all places of power, especially the ley lines of the geomantic web protected by the Seraphon and coveted by the Dawnbringer crusades of Sigmar followers launched to retake strategic areas from chaos or wilderness. Seraphon and Lumineth Realm-lords desperate tentative to repair the damage made by Tzeentch may be doomed to failure because of their enemies zeal.
Tzeentch daemons are organized in daemonic convocations, of which nine are always the most important, as nine is also the Change God favourite number. Nine are also the Gaunt Summoners, some of the most powerful magic daemons in existence, whose schemes and plots influenced every civilization in the Mortal Realms.
They reside in crystalline fortresses called Silver Towers, able to move in space and time inside which there are impossible labyrinths that challenge the most courageous or audacious champions to solve their riddle in exchange for richness, power or knowledge.
Thanks to Be’lakor own scheming, the Silver Tower of the Eater of Tomes, one of the most powerful Gaunt Summoner, was destroyed by the Seraphon causing his body to return to the Crystal Labyrinth, where he is being severely punished by Tzeentch for his failure.
Army rules for the Disciples of Tzeentch
But how does a Disciples of Tzeentch army play on a tabletop? First let’s go through the main rules for this army.
The first important distinction is that there are 2 different keywords, where Disciples of Tzeentch relates to any unit in this review (from the same name battletome), while Tzeentch is a keyword that all Disciples have, but can also be given to other units, like Slaves to Darkness. Where not otherwise specified, for “Tzeentch units” we mean “Disciples of Tzeentch units” for simplicity.
Tzeentchian wizards at the beginning of the first battle round can summon a Tzeentch Endless Spell automatically that cannot be unbound nor dispelled that round.
At the end of deployment, you roll 9 dice which can be used later in the game as a replacement for most rolls. These Destiny Dice count as unmodified and cannot be re-rolled or modified unless it’s a save roll affected by rend or battleshock roll to which you need to add the number of slain models. There are ways to recover used Destiny Dice.
Tzeentch sub-factions are called Change Covens and there are 6 to choose from:
- Eternal Conflagration: the least subtle host with a fetish for letting the world burn, improves rend of missile daemonic attacks. Unlocks Flamers as battleline.
- Hosts Duplicitous: daemons experts in illusion and secrecy, prevent retreating from units with more than 10 models and on a 4+ each starting Horrors unit destroyed is replaced by a new unit of 5.
- Hosts Arcanum: the best daemon scholars in magic, provides an automatic unbound of a spell in the 1st, 3rd and 5th battle round. Unlocks Screamers as battleline.
- Cult of the Transient Form: believers that true perfection can be achieved through physical mutation, when a Kairic Acolyte dies, on a 2-5 fights before dying, on a 6 becomes a Tzaangor.
- Pyrofane Cult: comprising of the mortal pyromaniacs, +1 to hit for Kairic Acolyte missile attacks and a chance to do extra mortal wounds.
- Guild of Summoners: an Arcanite cult devoted in summoning daemons, instead of using the normal Fate Points, can summon only Lord of Change, 9 points the first and 18 everyone thereafter.
Daemon heroes provide a 12″ -1 to hit rolls to all Tzeentch daemons wholly within (Locus of Change).
Every time a spell is cast successfully (including your enemies) you collect Fate Points. Those can be used at the end of your movement phase to summon Tzeentch daemons to the battlefield, starting from 3 Screamers at 10 points to end with a Lord of Change at 30.
Tzeentch can use coalition units from other chaos armies, in particular:
- 2 units every 4 can be Slaves to Darkness with the Tzeentch Mark of Chaos.
- 1 unit every 4 can be a Beasts of Chaos without the Tzeentch keyword.
- Units with the Khorne or Nurgle keyword cannot be enlisted.
Tzeentch command traits are divided in two groups, of which one is for Arcanite (mortals) heroes with great options like Cult Demagogue that gives a buff to the first casting roll so that if a double is rolled (except double 1) it becomes successful, counts 2 Fate Points and is impossible to unbind (attention to the FAQ) and Arcane Sacrifice that increases by 9″ the range of all spells cast at the cost of 1 mortal wound to a friendly model.
On the other side, the daemons are not so lucky with Daemonspark that can give 3 Fate Points the only interesting one, forcing the universal Master of Magic, that allows 1 re-roll to cast/unbind/dispel rolls per phase, to be a clear favourite.
The list of artefacts of power is equally disappointing with the The Eternal Shroud that can give a Destiny Dice back on a 5+ each time one is used being the highlight (Secret-eater is the equivalent for Arcanite heroes but there’s too many conditions to get a Destiny Dice back). The universal artefact Arcane Tome was an all-time favourite, but it has been now restricted to units without already the Wizard keyword.
Tzeentch has also two spell lores: Lore of Fate for Mortals or Arcanites and Lore of Change for Daemons. More details in the specific section below.
Units and their roles in the Disciples of Tzeentch Army
Heroes in Disciples of Tzeentch
Heroes can perform Heroic Actions, in addition to the other abilities they can perform. You do it in the hero phase and you can only do one heroic action. Here is the list:
- Heroic Leadership: on a 4+ (or 2+ if your general has been slain) get a command point only that hero can use.
- Heroic Willpower: one non-Wizard hero can attempt to dispel or unbind a spell for that phase like he was a wizard.
- Their Finest Hour: can be used only once by each hero to improve save and wound rolls by 1 for that turn.
- Heroic Recovery: a disengaged hero can heal D3 wounds if he rolls less or equal to his bravery with 2D6.
Kairos Fateweaver is the most famous Lord of Change, able to see the past and the future (but not the present). He is a superb wizard, able to cast/unbind 3 spells per turn providing a +1 bonus to all friendly wizards (including himself) within 18″.
He can also steal enemy endless spells if he is able to dispel them, and considering he can change the casting roll of the lowest D6 with the highest D6, chances are high (and don’t forget the Destiny Dice!). He knows all spells under the Lore of Change and his signature spell can do up to 9 mortal wounds.
He also provides an extra Destiny Dice each of your hero phase provided you have less than 9. As a monster, he has access to monstrous rampages and has a damage table where some of his abilities worsen the more damage he takes.
The base Lord of Change has a really similar profile and works well in combination with Kairos. For a starter they have the same +1 to cast/unbind/dispel that buffs each other, and then has all same abilities as above except he is only a dual caster (2 spells per turn) and doesn’t add Destiny Dice.
He has 3 weapon profiles but the Rod of Sorcery missile attack is extremely tempting.
Overall, they are versatile pieces and with the ability to cast so many spells especially important to generate Fate Points. If you really have many of them to field, the Guild of Summoner can allow you to summon them at bargain prices.
The Fateskimmer, Herald of Tzeentch on Burning Chariot is one of the multiple assembly options available for this kit that include also the Changecaster, the Fluxmaster, the Burning Chariot and one Exalted Flamer.
He is the least impressive wizard in this army with just an ability to do mortal wounds when flying over an enemy and a spell that does area damage. As the Changecaster and Fluxmaster, he can reroll 1 casting roll per battle by adding 3 to the new result (Arcane Tome).
The Fluxmaster, Herald of Tzeentch on Disc is another single caster profile, but the main reason why you should consider it is its signature spell that on top of doing some mortal wounds to a target, generates precious Fate Points (1 of each for every 5+ on 9 dice).
The Changeling is our next named hero. Unfortunately there’s not much to see in this warscroll, apart from teleporting in the enemy territory after deploy but at the end of the first movement phase and having a debuffer to a single enemy unit. Strange also that while being a double caster, does not even have a single signature spell.
The Changecaster, Herald of Tzeentch, is another single caster at a relatively low price with a signature spell that debuffs the save roll of an enemy unit.
The Blue Scribes are another named hero single caster with the interesting knowledge of all spells in both lores. In addition, they can generate extra Fate Points when an enemy wizard casts a spell near them and they can cast a spell per hero phase on a 2+ (on a D6) that cannot be unbound. Particularly useful to cast that Endless Spell that you really don’t want to be unbound.
The Gaunt Summoner comes in two formats: the one on foot and the one on Disc of Tzeentch. Apart the extra melee attacks from the Disc, the two profiles are identical. They are a double caster with an innate +1 to cast/dispel/unbind and knowledge of the entire Lore of Fate.
But what characterizes them is the ability to put in reserve in their Silver Tower up to 2 Tzeentch non-monster units to set up on the battlefield at a later stage within 9″ of them and outside the 9″ from enemy units. Obviously you don’t want this wizard to be engaged and with 18″ of missile attacks you can easily avoid it, but with a 4+ save, -1 to hit to enemy units thanks to the Locus of Change and high rend attacks, he can defend himself. The one on Disc is a better option if you have the spare points.
The Magister, the first of our Arcanite wizards, is also available in two formats, one on foot and the newer model on Disc of Tzeentch. They are both single casters but while the Disc provides a better melee attack profile, you want to keep them away from the front lines.
If the first spell they cast is not unbound, they can cast a second spell but if that casting roll is a double, then they are automatically slain and the spell fails. Or they can be replaced by a Chaos Spawn instead.
The reason why they are so popular is their signature spell which does D3 mortal wounds at 18″ range, but if they manage to kill a model, instead they can replace it with a Chaos Spawn. This means that they can block an enemy unit even in the enemy back lines, by engaging it with a “free unit”. Extremely useful utility piece in the right circumstances.
The Curseling, Eye of Tzeentch is the newest re-sculpt in this army, a reimagination of an iconic piece. He is an Arcanite double caster with the ability to re-roll unbinding and dispelling rolls. And that part is the most interesting because if he does unbind an enemy spell, can immediately cast Glean Magic (even if it’s the enemy turn and even if he already did that turn) to learn an enemy spell from its warscoll.
He can’t learn spells he can’t cast because of keywords or damage tables, etc, but it can be useful to expand your arsenal. For example if you manage to unbind Nagash, you can learn Hand of Dust for a 50% chance to utterly slain an engaged enemy unit.
The Fatemaster is another essential utility piece for his ability to provide +1 to wound rolls for both missile and melee weapons while within 9″ from him. He has also a 50% chance to ignore effects from spells and endless spells.
The Ogroid Thaumaturge is another Arcanite single caster with a better melee profile than most wizards and a spell that can heal itself while damaging an enemy unit.
The Tzaangor Shaman is the hero version of the Tzaangor subgroup, one available also for the Beasts of Chaos army. Contrarily from that army, in Tzeentch the Shaman does not offer enough apart the ability to replenish D3 Tzaangors if he can slain as many enemy models with its spell.
Tzeentch has 2 different units coming from the Warhammer Underworlds game. Vortemis the All-seeing, accompanied by his Eyes of the Nine, is from the second season and is like a Magister with a spell that can provide an extra command point.
Ephilim the Unknowable and his Pandaemonium are instead from season 8, the Wyrdhollow. Ephilim is a daemon single caster with the ability to syphon a +2 to cast by doing mortal wounds to his demonic menagerie, or to summon them back. His signature spell can transport a Tzeentch unit from an objective to another.
Monsters in Disciples of Tzeentch
Monsters can perform special abilities called Monstrous Rampages at the end of the Charge phase. Each action can be performed only once per phase therefore only up to 4 monsters can perform one at a time. Here is the current list:
- Roar: on a 3+ an engaged enemy unit cannot issue or receive orders in the following combat phase.
- Stomp: on a 2+ do D3 mortal wounds to an engaged unit that is not a monster.
- Titanic Duel: + 1 to hit rolls against another engaged Monster.
- Smash to Rubble: on a 3+ demolish a close-by terrain feature, disabling its scenery rules.
The monsters available in the Disciples of Tzeentch army are Kairos Fateweaver and the Lord of Change, both leaders already discussed in the section above. Attention that the FAQ removed the monster keyword from the Fateskimmer and Changecaster.
In May 2023, the Monstrous Arcanum was removed from valid publications, meaning that the Forgeworld model of the Exalted Greater Demon of Tzeentch can now be just proxied as a normal Lord of Change.
Battlelines in Disciples of Tzeentch
The first of the two main battlelines for Tzeentch is composed by the Tzaangors. This is one of the few units with an extreme complex way of creating the unit, but to simplify things, you are mostly interested in the Pair of Savage Blades, sacrificing the 6+ ward of the shield. 2 every 10 of these will be Mutants (for the +1 to attack), 1 will be the champion, and you may want the musician for the run and charge ability and an icon bearer for the chance to do mortal wounds in your hero phase.
A unit of Tzaangors paired with +1 to wound from the Fatemaster can become really scary. The greatblades (up to 4 every 10 models) add rend but they are interesting only if you are going for the shield option in minimum size units.
The Kairic Acolytes are the second choice but, despite two different subfactions focussing on them (Cult of the Transient Form and Pyrofane Cult) they need a lot of build up for them to be really useful.
They are still a wizard able to cast only their own spell (that provides -1 rend to their missile attacks), and have few weapon loadouts, in particular the shields that give them a 6+ ward, so they can still have a limited role in this army.
The most recent addition as battleline of Tzeentch is composed of a Warcry warband: the Jade Obelisk. They can add up to 4 archers to their roster, have an unmodifiable 4+ save with 1 model returned each combat phase as long as the Obelisk Bearer is alive, but their main ability is to be able to carry the monstrous rampage Smash to Rubble as if they were a monster.
Conditional Battlelines in Disciples of Tzeentch
Horrors of Tzeentch are a weird battleline. Technically speaking they are made of 3 different type of units: the Pink Horrors, the Blue Horrors and the Brimstone Horrors. You can mix them in a starting unit, but the best way to use them is to start from 10 Pink Horrors that makes them also a battleline.
Pinks also unlock the unit champion called the Iridescent, 1 standard bearer (that provides Fate Points) and 1 musician (better save roll). Each horror unit can choose between the Split and Split Again ability or Petty Vengeance. The latter has a chance to do a mortal wound to an engaged enemy on death, the latter to replace the dead models with new ones. Every time a Pink dies as cause of a wound or mortal wound, is replaced with 2 Blue Horrors, while Blues are replaced by a single Brimstone.
Horrors were quite the nightmare in second edition, with multiple ways of making them almost immortal. Now the rules are clearer: models utterly slain (not by wounds or mortal wounds) or that flee, cannot split; you allocate wounds first to all Pink and only when they are finished to Blues and so on, and units that split do not count as slain, therefore cannot be brought back to life (like with a Rally command ability).
Despite these limitations, they are still one of the best Tzeentch units with a good wound/points ratio (10 Pink Horrors are 50 wounds considering the Split ability).
The Burning Chariots of Tzeentch become battleline if the general is a Fateskimmer. As its abilities are similar to the hero version, it is equally forgettable.
The Screamers of Tzeentch are extremely fast and dangerous flying beasts that become battleline in a Hosts Arcanum sub-faction. Their main trait is to do mortal wounds when moving over enemy units, and, considering the 16″ of flying movement, that can happen quite frequently. They are some of the best melee fighters in the daemon roster.
Flamers of Tzeentch are a great shooting unit with decent survivability even in melee that benefits from the Eternal Conflagration sub-faction that makes them battleline and adds rend to their missile attacks.
The Exalted Flamer of Tzeentch is a more elite version of the Flamers: single model (can have maximum 2 models in the same unit reinforcing once), better attacks and provides an extra attack to the Flamers, so you should consider having them always coupled. The Exalted comes from the Burning Chariot kit as one of the possible assembly options.
Wizards and Priests in Disciples of Tzeentch
Tzeentch has no priests, and all wizards have access to one of two spell lores. The Lore of Fate has great choices like Arcane Suggestion that is a debuffer that allows to choose between reducing to an enemy the save roll, the to hit and would rolls or prevent it from receiving and issuing commands, or Shield of Fate, that provides a friendly unit a ward that is more powerful the more Destiny Dice you have left.
The Arcanite that can use the Lore of Fate are: the Curseling (double caster), both Magisters, Vortemis, the Ogroid Thaumaturge and the Tzaangor Shaman. Kairic Acolytes count as wizards as well but they can only cast their warscroll spell.
On the daemons side we have the Lore of Change, with spells mostly focussed on splashing mortal wounds. For example, Treason of Tzeentch is effective in doing mortal wounds to horde units, while another interesting one is Fold Reality that has 1 chance out of 6 to destroy one of your friendly demon units, or return up to 6 models to that unit (on a 2+).
The daemons that have access to the Lore of Change are Kairos (triple caster), Lord of Change, The Changeling and both Gaunt Summoners (double casters), Fateskimmer, Fluxmaster, Changecaster and Ephilim. The Blue Scribes knows both lores.
The Lord of Change and Kairos both provide a +1 to cast/unbind/dispel to all friendly wizards within 18″. The Gaunt Summoners have their own innate +1.
Other units in Disciples of Tzeentch
Tzeentch Chaos Spawn has the usual level of unpredictability that characterizes this model available to many Chaos armies. But this version is able to heal all its wounds if a friendly wizard nearby successfully casts a spell that is not unbound.
There are different ways to obtain a Spawn in game, for example by killing an enemy hero while wearing the Arcanite artefact Changeblade or through the Magister’s spell Bolt of Change.
The Tzaangor Skyfires are the shooting version of the Tzaangors, with 24″ range and the ability to ignore all modifiers to their hit and wound rolls and the save rolls of the targeted unit, meaning they can snipe out any enemy hero hidden behind a unit (Look Out, Sir!) on top of a scenery.
Great unit, with an excellent 16″ flying movement and a bit of melee oomph given by the discs they ride.
The Tzaangor Enlightened are instead the elite melee version. They have a great profile, sweetened up by the fact that don’t need a Tzaangor Shaman to buff them anymore, they shut down combat phase command abilities for units within 3″ of them and they get +1 to wound if you take the second turn.
They come on foot or on Disc of Tzeentch, where the discs provide a bit more damage and a 16″ flying movement.
Endless Spells, Terrain and Start Collecting in a Disciples of Tzeentch Army
Tzeentch has 3 endless spells, and don’t forget one can be summoned for free on the first battle round without a chance for the opponent to dispel it immediately. The Burning Sigil of Tzeentch is an excellent generator of Chaos Spawn with a 9″ area of damage to every unit passing by. If the Sigil slays a model, it can be replaced with a Chaos Spawn. These are mostly there to lock in combat an enemy unit as long as possible.
The Tome of Eyes instead is a linked endless spell (meaning that it follows its caster until is dispelled or the summoner dies) that provides re-rolling to the casting rolls. In addition gives also an extra spell that can damage an enemy unit and reduce its bravery for each slain model. But you are taking it for the casting re-rolls.
The Daemonic Simulacrum is the classic predatory endless spell with a chance to do damage to a unit.
Tzeentch does not have a faction terrain piece, but as all third edition armies, it got a brand-new Vanguard box that replaces the previous Start Collecting daemon-focussed. In here you can find a Magister on Disc of Tzeentch that is a great option as a leader of this edition, 10 Tzaangors and 10 Kairic Acolytes that are both battleline, 3 Flamers and 3 Screamers that are conditional battlelines and overall great additions to any army.
It’s a great box to start collecting Tzeentch, with a good mixture of Arcanites and Daemons and a potential for buying even a second box!
Tactics and Final Verdict on the Disciples of Tzeentch Army
Tzeentch has been always considered the “cheating army” in the meaning that by using the Fate Dice to obtain automatically any result you want and other rules they had in the past to bypass core rules, you were able to do almost anything you wanted. While they are a strong army and they have been consistently at the top of the meta ranking, they are not an easy army at all.
Beginners should stray away from this army because it requires a lot of planning and accurate positioning to take maximum advantage of your ranged damage. In particular, defensively speaking, Tzeentch does not have extremely survivable units, the daemonic Locus of Change giving a little buff and only to a portion of the army.
The hero phase is the most important phase for Tzeentch armies, not only yours but also the opponent one. It’s here that most Fate Points are collected and can then be used to summon daemons in the movement phase. But is not the only phase they play, especially with so many shooting units. So it’s important to have plans and backup plans for every occasion, exactly as you would expect a Tzeentchian plan to work…
For example, to delay enemy units from engaging your most vulnerable units or grabbing a coveted objective, you could use any of the various ways to produce a Chaos Spawn to force an engagement in the opponent backlines. This type of forward thinking is essential to success because if left unprotected, most Tzeentch units would evaporate to any sustained assault.
You can compensate with some Slaves to Darkness units, or even some Beasts of Chaos, if you feel like diversifying, but any coalition unit you bring, it’s a wizard less and less fate points. Overall, you want as many points as possible to summon powerful units mid-game, like another Lord of Change or a unit of Horrors on an objective. Don’t forget that 10 Pink Horrors with the Split ability are basically 50 wounds…
Speaking about winners, the daemons lack a bit in command traits and artefacts, but have the best subfactions, with Eternal Conflagration providing so much needed rend to daemon’s missile attacks and Hosts Arcanum that can shut down 3 spells per game to the opponent. The Guild of Summoners is another popular options that allow to bring Lord of Change to the battlefield much easier. And to be fair, the big bird appearing mid-game can be quite impressive, especially if followed by another big-bird soon after…
Some of the best units in game include the Magisters, mostly for their spell able to transform a slain enemy model in a Chaos Spawn and for the occasional extra spell for extra Fate Points, the Curseling for the ability to learn enemy spells, the Fatemaster for his +1 to wound to all attacks (including missile) and the Fluxmaster to generate extra Fate Points.
Of the base units, we have already discussed how Tzaangors are overall deadlier than Kairic Acolytes, but Horrors are always a staple with their insane amount of wounds, while you can always rely on other conditional battlelines like the Flamers (to be accompanied by an Exalted Flamer for the extra attack) and the Screamers for their 16″ flying movement and good melee attacks.
Overall, there are several options available in this army; even between the endless spells, 2 out of 3 choices are extremely competitive and considering you can summon one automatically the first battle round, it opens up alternatives.
The third edition book is a great book, not as powerful as some past Tzeentch battletomes, but still constantly one of the top performers. Accompanied by a great range, one of the most recent with only few remaining resin kits, and a good Vanguard box makes it a great second army.
If you are interested in the competitive standpoint, when we talk about statistics, a tremendous effort is done by Rob from the Honest Wargamer, Ziggy and Tsports Network! in the AoS Stat Centre with precious information, constantly kept up to date.
Really good informative material is also collected by Dan from AoS Shorts.