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Daemons of Tzeentch Warband – Guide, Tactics & Overview

Tzeentch is the Chaos God of magic and manipulation, the Changer of Ways.

His daemons represent this raw energy and maddening affinity with magic, each infused with a glimmer of the god essence. This is a guide for the Tzeentch Daemons Warcry Warband.

Change is coming, will you embrace it leading Tzeentch Daemons to war?

What changed in the new edition for the Tzeentch Daemons Warband?

Tzeentch Daemons saw the Horrors increase in price and most other leaders decrease, with the addition of two new profile by splitting both the Changecaster and the Fluxmaster by their weapon options: Staff of Change or Ritual Dagger. All non-horror fighters increased their ranged attack to 3-15.

The abilities Séparer et Split Again are now Reactions. Some abilities changed, so please read the article carefully to see new take on this warband.

The FAQ added flying to Flamers and Exalted Flamer, and Pyrocaster in January 2023.

Briar and Bone a ajouté un trait de combat optionnel.

Background and Lore of the Tzeentch Daemons Warband

Tzeentch sits at the centre of the Crystal Labyrinth, an ever-changing fortress impossible to understand by a mortal mind. Natural laws do not apply in the dominion of Tzeentch. From there he sends forwards his legions of Daemons.

Horrors advance launching sorcerous bolts from their fingers and, when struck, split in other lesser horrors spiting their mortal assailant.

Flock of Screamers descend from the skies to cut people with their bladed wings occasionally bracing an opponent with they lamprey-like mouths. Flamers pour from their body mutagenic fire towards their victims.

Tzeentch’s daemonic lieutenants are his Heralds, plotting in the name of their god afoot or on top of burning chariots.

But when Tzeentch requires more attention to a task, will then deploy his greater daemons: the Lords of Change.

Tzeentch has been particularly interested in Chamon, the Realm of Metal, and its ever changing properties. The Bloodwind Spoil is close to the archway to Chamon and therefore heavily populated by Tzeentch followers.

His daemons, gathering in Fatetwister Bands, are highly unpredictable and ready to provide services to the warring warlords but their whimsical attitude makes them equally dangerous and ready to betray.

But how do they play on the tabletop? Let’s take a look at their fighters and bone-crunching abilities.

Overview and Points for the fighters in the Tzeentch Daemons Warband

Note : si vous n'avez pas lu les règles de base de Warcry avant de lire cet article, il peut être utile de savoir que les capacités du jeu sont activées en utilisant 6 dés que vous lancez au début de votre tour.

Si deux des dés indiquent la même valeur, ils peuvent être utilisés pour activer une capacité Double. Si trois dés ont la même valeur, ils peuvent être utilisés pour activer une capacité Triple, et ainsi de suite.

Ainsi, lorsque cet article mentionne qu'une capacité est un Double, un Triple ou un Quad, il fait référence à ce système. Ce système peut sembler un peu confus, mais il est très rapide de s'y habituer lorsque vous commencez à jouer

The Tzeentch Daemons warband is made from 7 kits with 12 options of which 6 are leaders.

Fluxmaster, héraut de Tzeentch

Heralds of Tzeentch

  • Fluxmaster with Staff of Change: 240 points
  • Fluxmaster with Ritual Dagger: 240 points
  • Changecaster with Staff of Change: 160 points
  • Changecaster with Ritual Dagger: 160 points

Les hérauts de Tzeentch ont une attaque à distance identique avec une portée de 15″, une force de 3 mais des dégâts de 3/6 qui peuvent être augmentés jusqu'à la force 6 en utilisant l'arme Locus de la sorcellerie (see below).

Leur profil de mêlée change en fonction de l'arme choisie et du chef :

  • Le Le personnel du changement offre une portée de 2″ et de bons dégâts (2/5).
  • Le Dague rituelle a plus d'attaques mais une portée de 1″ et moins de dégâts (2/4).
  • Les deux Changecaster ont 1 attaque de moins que l'arme corrispettive Fluxmaster.

Le Fluxmaster has 25 Wounds, Toughness 3 and an excellent 12″ Flying movement. His special ability however is Feu bleu that for a Double allows to roll 2 dice and allocate 1 damage for each 4-5 and up to 6 damage for each 6 to an enemy within 9″. On average this means 1 damage, but with a bit of luck…

Le Changecaster ability costs a Triple but allows to do 1 damage for each 4+ and you can throw 9 dice. So while the potential damage is lower, you don’t need a high valued Triple and you have better chances to do some damage (4 on average). Completes the profile 20 Wounds on Toughness 3 with 4″ Movement.

The other ability in common with all leaders is Maître du destin. For a Triple, it allows to add the value of the ability (to a maximum of 6) to any other ability used by a fighter within 12” from the leader.

This can only be used with some universal abilities or with the Locus de la sorcellerie (to add up to 3 point to the Strength characteristic for Ranged attacks), Morsure de loquet (an ability usable only by the Screamers), Blue Fire described above and the Flamme de guerre capricieuse (from the Flamers).

In the last case, you would need to have a Triple and a Quad available and have your leader within 12” of a Flamer within 3” of enough enemies to justify the use of 7 dice…

Flammes de Tzeentch

  • Pyrocaster: 205 points
  • Flamer of Tzeentch: 165 points
  • Exalted Flamer of Tzeentch: 220 points

The Flamers of Tzeentch represent two different models that can also be purchased separately. The leader of the unit of Flamers of Tzeentch is called Pyrocaster, while the Exalted Flamer can be found also riding a Burning Chariot (although in this version is not usable in Warcry).

All Flamers share the same ability: Flamme de guerre capricieuse. For a Quad they can do up to 6 damage to any enemy fighter within 3”. The range is small but the potential damage really high, although it does cost a Quad and really depends from the ability value too.

As most Tzeentch units, Flamers have a ranged and a melee attack. The ranged attack has a minimum range of 3” and a maximum of 15” at strength 3.

Le Pyrocaster et le Flamme exaltée have 4 attacks each, while the Flammeur only 3. The Exalted Flamer does also 1 more damage (2/5) on a critical hit. The melee attack is the same across all 3 units: 2 attacks at strength 3 for 2/4 damage.

With Toughness 3, the number of wounds can make the difference: 20 for a Pyrocaster, 15 for a Flamer and 25 for an Exalted Flamer.

In synthesis the Flamers are a loose cannon, because the Quad is always there lurking when you get too close, and if you don’t get too close, they can hit with 4 (or 3) attacks and damage on critical hit of 4.

The strength is quite low but can be improved for a Double using Locus de la sorcellerie bringing it to a potential 6 (for one attack action only).

But this cannon is also made of glass with Toughness 3 and no ways to improve it.

In melee they still perform decently but here is the conundrum: with flying movement 8” and a range of 10”, do you want to keep your enemies distant but not enough so that you can’t use a well placed Quad while risking to be torn apart if anyone survives or you keep the distance and hope for some critical hits?

Screamer of Tzeentch: 210 points

The Screamers are capable Sky-sharks and the second Flying unit in this Warband. With an impressive movement of 12” they can cover great distances in one single round.

Their main ability, Morsure de loquet, allows them to improve their Strength characteristic (from 4 to a potential 7) for a Triple.

As a plus after using this ability the target can’t move or disengage until the end of the turn, meaning they could then leave him there to move to an objective (note this is different from the previous version of this ability where the Screamer could not move). With 4 attacks at damage 2/4 they can end up doing some serious damage to mid-tier fighters.

But be careful about the comeback in case they do not kill their opponent: with Toughness 3, their 18 wounds will not last long.

Screamers are melee-only so use them wisely and don’t forget they are perfect to get first to objectives and other strategic points.

Pink Horrors of Tzeentch led by Iridescent in the bottom left corner.

Horreurs de Tzeentch

  • Iridescent Horror: 170 points
  • Pink Horror: 135 points
  • Blue Horror: 90 points
  • Brimstone Horror: 65 points

The Horrors of Tzeentch are the most unusual of the Warcry fighters and are very thematic. Pink and Iridescent Horror have access to the Séparer reaction that allows to replace that fighter with 2 Blue Horrors, while the Blues can be replaced (again as a reaction) with a Brimstone Horror.

You need to have at least one action still available to use this reaction but, considering they have Toughness 3, replacing an almost dead fighter with a healthy, although less powerful, one makes this reaction an interesting strategy.

The Horrors have a ranged attack with 3-10” range at Strength 3 with decreasing damage depending on the Horror, and a melee attack at Strength 3 following the same trend.

The leader, and strongest of the Horrors, is the Iridescent.

As a Leader he has access to Maître du destin that can be used to support nearby Flamers or Screamers.

As a Horror he can also split in the desperate situation you can afford to lose a leader and replace it with 2 more fighters. With 16 wounds he is the most resilient but by little and his 2 ranged attacks have damage 1/4 while his 4 melee attacks have damage 2/4 making him versatile but not overpowered.

Le Pink Horror on the other side has 12 wounds, 2 ranged and 3 melee attacks with damage 1/4 making him an excellent option although at a high price.

Le Blue Horror loses wounds (only 8) and damage on critical (1-3) on both weapons for a considerable cheaper profile.

Le L'horreur du soufre is the cheapest fighter of this warband. For 6 wounds and damage 1/2 do not expect much, but at the same time you can get one for free (still using a Double) if a Blue Horror is close to die and it will interfere on the count of models around an objective.

Ephilim’s Pandaemonium (470 points)

  • Ephilim the Unknownable: 145 points
  • Spawnmaw: 105 points
  • Flamespooler: 95 points
  • Apo’Trax the Starefysh: 70 points
  • Kindlefinger: 55 points

Ephilim’s Pandaemonium is a Bladeborn warband from Warhammer Underworlds Season 8 (Wyrdhollow), whose rules are available in White Dwarf 492.

  • Hypnotise (Double, Apo’Trax): Force an enemy within 6″ to make a move directly towards this fighter.
  • Sudden Warp-Portal (Double, Everyone): Swap two fighters of this warband within 12″ placing them within 3″ of their original location.
  • Engulfing Bite (Triple, Spawnmaw): +2 to Attack, Strength and damage on critical hit for the next melee attack action.
  • Summoned Abomination (Quad, Ephilim): Bring back within 3″ and at full health a slain fighter from this warband.

This warband is particular because most of these models are extremely unique in all Age of Sigmar context. Even Ephilim has a caster profile with extreme low survivability if engaged (Toughness 3 and 18 Wounds) but a good ranged attack (3″-7″ range 3/6 damage at Strength 4), but nothing close to existing profiles. His melee attack is just average, but has a 2″ range which helps to attack avoiding being engaged.

Ephilim’s ability allows to resurrect any other warband fighter at the cost of a Quad by making them re-appear within 3″ and at full health. The entire warband can also swap position within 12″ for a Double, and this becomes extremely interesting to keep Ephilim alive when they get too close to him.

Spawnmaw is the brawn of the warband, with 3 attacks at Strength 4 for 2/4 damage. For a Triple, with its ability Engulfing Bite, it becomes much deadlier increasing by 2 Attack, Strength and damage on critical hit for the next melee action (so 5 attacks at Strength 4 and 2/6 damage). He is also the fastest (5″) but as everyone else, his low Toughness will not grant him a long life. As long as you have a Quad and Ephilim alive, that should not be a problem.

Apo’Trax has a single attack but for 3/6 damage, and an ability that for a Double forces an enemy to move of their entire movement directly towards Apo’Trax. Good to get an otherwise protected fighter right in the middle of your own side.

Flamespooler has average attacks, with his ranged profile going as far as 12″ but the Strength 2 in both melee and ranged profiles makes him mostly cannon fodder.

Lastly, Kindlefinger will not be remembered for his high damage output (1/1 ranged and 1/2 in melee) or Strength (1) but it is the weirdest-looking fighter in an already crazy warband. He is cheap, because with 6 Wounds and Toughness 1 if it is ever engaged, it is dead before the opponent finishes sneezing.


Capacités pour le Warcry Warband des Daemons de Tzeentch

  • Locus de sorcellerie (double, tout le monde) : Ajoutez jusqu'à 3 à la Force de la prochaine action d'attaque à distance.
  • Blue Fire (Double, les deux Fluxmaster) : Une chance d'infliger des dégâts en fonction de la valeur de la capacité et du jet de dé sur un ennemi situé à 9″ de distance.
  • Morsure d'accrochage (triple, hurleur) : Ajoutez jusqu'à 3 à la caractéristique de Force pour la prochaine action d'attaque et empêchez la cible de se déplacer ou de se désengager pour le reste du round.
  • Maître du destin (Triple, tous les chefs) : Ajoutez la valeur de cette aptitude (jusqu'à un maximum de 6) à toute aptitude utilisée par un combattant situé à moins de 12" du leader.
  • Pink Fire (Triple, les deux Changecaster) : Une chance d'infliger jusqu'à 9 points de dégâts à un ennemi situé à 9″ de distance.
  • Flamme capricieuse (Quad, Pyrocaster, Flamme et Flamme exaltée) : Attribue jusqu'à 6 points de dégâts à tous les chasseurs ennemis proches.

Réaction pour le Warband Tzeentch Daemons

Introduit dans la nouvelle saison de Warcry, Réactions sont des choses qui peuvent être faites dans certaines circonstances, mais toujours pendant le tour de l'ennemi. Elles coûtent une action et ne peuvent donc être utilisées que par les combattants qui n'ont pas encore été activés ou qui attendent. Il existe 3 réactions universelles et une réaction spécifique à chaque groupe de combat :

Coup du sort (Tout le monde)

  • Quand: Pendant une action d'attaque en mêlée de l'ennemi, mais avant les jets de touche.
  • Quoi ? Changez la valeur de l'un de vos doubles avec la valeur de l'un des jets de touche.

Split (Horreur irisée et Horreur rose)

  • Quand: Après le calcul des dommages reçus.
  • Quoi ? Remplacez ce combattant par 2 Blue Horrors dans un délai de 3″.

Split Again (Blue Horror)

  • Quand: Après le calcul des dommages reçus.
  • Quoi ? Remplacez ce combattant par une Horreur de Brimstone dans un rayon de 3″.

Trait de bataille pour le Warband Tzeentch Daemons

Warp Destiny : Après la phase d'initiative, échangez la valeur de deux doubles, triples ou quadruples entre eux.

Strategy and Tactics for the Tzeentch Daemons Warband

Tzeentch Daemons is warband which is probably more suited for experienced players.

The fighters all have low Toughness but compensate with a decent ranged firepower and good mobility to keep their opponents at distance.

When grabbing objectives, the Horrors and their ability to split will ruin more than one adversary’s plan, doubling the fighters around a particular position when they die. Useful also to engage other opponents if required and get extra firepower on the table mid-game.

The leader ability is an interesting one: really situational and probably the least used in the various warbands as it requires a lot of dice. Another characteristic of this warband is the low number of attacks available and the low Strength.

You are able to increase one of the two values but not both at the same time (the universal ability Onslaught for a Double gives +1 attack for the entire activation).

The damage output is also on average high (2/4) but the absence of heavy hitters will make dispatching the strongest tanks an incredible feat. For this reason, at least one Exalted Flamer should be included in every list. He guarantees a decent damage output at a certain distance, high wounds and a good mobility with its 8” movement.

Another alternative are the two heralds that can do 3/6 ranged damage. Their abilities are arguable, in particular the Fluxmaster Feu bleu, while the Changecaster Pink Fire is slightly more reliable.

Movement wise the best units are the Screamers thanks to their flying 12”. They are also good melee fighters and if they really commit, with a Triple they can ensure to do a decent damage even to the most armoured opponent, also preventing him also from running away.

Where this warband will struggle are the missions in which you have to defend a certain group. Splitting a horror will count as your warrior being taken down, so be ready to play cat and mouse and bombard your enemies with your magic missiles.

Finally, the Flamers can unleash hell if surrounded (and you have a Quad available), but most of the time are better suited to attack from afar.

The last mention goes to the warband reaction: Twist of Fate. It can be used to change the value of a Double ability but depends on an enemy rolling high against you (can be used by a fighter that is going to die so that you don’t waste his actions). However, when we look at Doubles that would benefit from an increased value, we find only Locus de la sorcellerie limiting notably its usefulness. You could consider it when you have Brimstone dying, to upgrade the next missile action, assuming your opponent rolls high enough.

Avantages et inconvénients du Warband Tzeentch Daemons

Pour :

+ Options à distance décentes
+ Capacité à multiplier les combattants

Cons :

- Pas de gros bras
- Fragile

- Can be hard to play for beginners

Some thematic warbands for the Fatetwister Bands

Pour le plaisir, nous vous présentons ici quelques groupes de guerre thématiques, davantage destinés à l'amusement ou au contexte narratif qu'au jeu compétitif. Notez que dans le jeu narratif, vous devez accomplir une quête qui vous permet de recruter un Héros avant de pouvoir l'ajouter à votre liste.

All Flames: Changecaster with Staff of Change, Iridescent Horror, 3 Pink Horrors, 2 Blue Horrors and 1 Brimstone Horror.

Variety Box: Changecaster with Staff of Change, Exalted Flamer of Tzeentch, 1 Screamer of Tzeentch, and 3 Pink Horrors. All in the Start Collecting, but you will need some Blue and Brimstone to use the split abilities. To get also a Flamer of Tzeentch you will need to downgrade a Pink Horror to a Blue Horror and replace another one with the Flamer.

How to buy a Tzeentch Daemons Warcry Warband

The Tzeentch Daemons warband is almost entirely contained in the Start Collecting! Daemons of Tzeentch box.

While you can find every single other miniature independently in other boxes, for 55£ you will find in the starter box 3 Flamers (one can be assembled as a Pyrocaster), 3 Screamers, 10 Pink Horrors (the leader can act as Iridescent) and the Burning Chariot can be assembled as a Herald on Disc of Tzeentch leaving the Exalted Flamer as a stand-alone to complete your collection or magnetize the herald as the Changecaster.

On top of that, to make use of the Split abilities, you will need a box of Blue Horrors and Brimstone Horrors (22.5£) containing 20 miniatures (10 blue and 10 brimstone), that should be enough for your warband of Daemons.

This is by far the most optimal way of getting your warband together, so we just suggest getting a Starter Set + a box of Blue/Brimstone Horrors and you are ready to crack skulls in Warcry!

Le Fluxmaster is available in a separate blister for £25.

Tips on painting a Tzeentch Daemons Warband for Warcry

Do you have some sweet looking Tzeentch Daemons painted up?

I would very much like to display them right here on this page.

Il vous suffit de m'envoyer quelques fichiers. Pour en savoir plus, cliquez ici..

Tzeentch has been out for a long time with his armies for both Warhammer 40K and Age of Sigmar. Daemons in particular are usable in both game systems, therefore there is plenty of guides on how to paint them.

Warhammer community in particular has plenty of tutorials, from the Blue Horrors using contrast ou classic method, Horreurs roses and Brimstone Horrors (minute 16.27) to Screamers et Flamers.

There’s plenty of alternative artists online for example this Pink Horror or this using airbrush.

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YouTube #!trpst#trp-gettext data-trpgettextoriginal=325#!trpen#video#!trpst#/trp-gettext#!trpen#
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