So, being a powergaming WAAC dickhead, I decided to break Fantasy and see how many Monsters I can push onto the board.
5 seems a good number. You tell me.
I've only managed to get 4 on the board at a time.
2500 Pts - Daemons of Chaos Roster
1 Great Unclean One @ 535 pts (Flail; General; Level 3 Wizard; Causes Fear; Causes Terror; Daemonic; Immune to Psychology; Large Target; Poisoned Attacks)
1 Herald of Tzeentch @ 140 pts (Hand Weapon; Locus of Tzeentch; Level 2 Wizard; Wildheart; Causes Fear; Daemonic; Flaming Attacks; Immune to Psychology)
1 Master of Sorcery
1 Wildheart
1 6. Transformation of Kadon
1 Herald of Tzeentch @ 160 pts (Hand Weapon; Locus of Tzeentch; Level 2 Wizard; Wildheart; Causes Fear; Daemonic; Flaming Attacks; Immune to Psychology)
1 Master of Sorcery
1 Winged Horror
1 Wildheart
1 6. Transformation of Kadon
1 Herald of Tzeentch @ 160 pts (Hand Weapon; Locus of Tzeentch; Level 2 Wizard; Wildheart; Causes Fear; Daemonic; Flaming Attacks; Immune to Psychology)
1 Master of Sorcery
1 Winged Horror
1 Wildheart
1 6. Transformation of Kadon
1 Herald of Tzeentch @ 160 pts (Hand Weapon; Locus of Tzeentch; Level 2 Wizard; Wildheart; Causes Fear; Daemonic; Flaming Attacks; Immune to Psychology)
1 Master of Sorcery
1 Winged Horror
1 Wildheart
1 6. Transformation of Kadon
17 Pink Horrors of Tzeentch @ 231 pts (Hand Weapon; Standard Bearer Std; Daemonic Icons; Causes Fear; Daemonic; Flaming Attacks; Immune to Psychology)
1 Icon of Sorcery
1 1. Flickering Fire of Tzeentch (Flaming Attacks)
1 4. Gift of Chaos
17 Pink Horrors of Tzeentch @ 231 pts (Hand Weapon; Standard Bearer Std; Daemonic Icons; Causes Fear; Daemonic; Flaming Attacks; Immune to Psychology)
1 Icon of Sorcery
1 1. Flickering Fire of Tzeentch (Flaming Attacks)
1 4. Gift of Chaos
17 Pink Horrors of Tzeentch @ 231 pts (Hand Weapon; Standard Bearer Std; Daemonic Icons; Causes Fear; Daemonic; Flaming Attacks; Immune to Psychology)
1 Icon of Sorcery
1 1. Flickering Fire of Tzeentch (Flaming Attacks)
1 4. Gift of Chaos
17 Pink Horrors of Tzeentch @ 231 pts (Hand Weapon; Standard Bearer Std; Daemonic Icons; Causes Fear; Daemonic; Flaming Attacks; Immune to Psychology)
1 Icon of Sorcery
1 1. Flickering Fire of Tzeentch (Flaming Attacks)
1 4. Gift of Chaos
6 Flamers of Tzeentch @ 210 pts (Hand Weapon; Causes Fear; Daemonic; Flaming Attacks; Immune to Psychology; Skirmishers)
1 Flames of Tzeentch (Flaming Attacks)
6 Flamers of Tzeentch @ 210 pts (Hand Weapon; Causes Fear; Daemonic; Flaming Attacks; Immune to Psychology; Skirmishers)
1 Flames of Tzeentch (Flaming Attacks)
Total Roster Cost: 2499
Notes: Man that's a lot of fucking Wizards!
How many?
Well, I count...9 of them. Lots of cutesy channeling to be had. ;)
So how DOES this cheesefest work?
Well, you setup normally.
You have a big fatty, 4 units of Horrors with a Locus in each, and 2 units of Flamers.
Now let's talk turkey. Or, bullshit as I like to call it. YMMV.
Yes yes, you can go apeshit on me later.
Let's first create ourselves a monster. Several over the course of the game, actually. Transformation of Kadon. But...but...I can't have 4 casters with the SAME spell! Of course I can. I actually have ALL of the spells from Lore of Beasts, silly. That's what Master of Sorcery does. Remember that Daemonic Gifts are not magic items in the normal sense, so you can duplicate them. Yeah, your Mom says hi. Since I have NO CONTROL over picking my spells, I can duplicate them. L2P people.
So, what kind of monster?
Well, if you want to 'remain' within your unit--you'll create a Feral Manticore, Black Hydra, or Horned Dragon.
Now why on earth would you want to remain with a unit?
Well let's see what that spell says:
Magic items and mundane equipment no longer functions.
Hey, let's read that Daemonic Gifts rule again:
Note that Daemonic Gifts are not magic items and are therefore immune to any spells or abilities that destroy, steal, or otherwise alter the behaviour of magic items.
You still can't cast, sadly.
But...I see items on 3 of those Wizards. Daemonic Gifts. What does Winged Horror do?
Why, it lets you fly.
Fly, Stellie? Yes, fly my friends.
Wait, but if just equipment and shit isn't affected...does that mean Daemon special rules are not negated?
You got it right, man. So if I'm marked with Tzeentch, I have a 4+ Ward Save in my 'new' mode? Come on! Well, Daemon special rules aren't listed as being negated, so yes indeed.
Oh and while NORMAL Monsters created by OTHER wizards don't have magical attacks--this creation DOES. Including ranged attacks. Ranged attacks? You know, any breath weapon you might happen to pick up. Oh and let's not forget, all of your attacks are flaming--so avoid dipshits with 2+ Wards vs Fire! lol
But...it only takes a 20 to dispel it. Yeah, so? It doesn't take much to cast the spell either. IF? Who cares, you have a 4+ Ward Save.
Now why remain with the unit? Simple--you are still a Locus of Tzeentch, so your unit still has a 4+ Ward Save.
Yes, the dickness runs high. Deal with it.
So, why bring along 3 Heralds with flying? Only 1 creature doesn't give you flying naturally, so...explain?
Simple really. Sometimes you can't get a 20+, but you might manage a 16+. Ok, that's not really it. That's just what happens. So, let's look at the two creatures we really want to bust out the monkey for:
First up, is the Hydra. The Hydra, you say?
Yes, it has 5 wounds. More wounds is good.
It also has (drum roll please) a 4+ Scaly Skin save, AND regenerate. Why is regenerate so important? Simple--so you can tell Lore of Light users to piss off.
Oh and you also get a S4 breath weapon. That's magical (bye bye Ethereal and Wood Elf Forest Spirits) AND flaming (bye bye Wood Elf Treemen and Tomb Kings).
Now the balance is, you can't fly. Oh, but I *CAN* fly, my pretty.
*cue evil laughter here*
You cannot disable Daemonic items or abilities with spells, remember?
So your opponent has this to worry about:
There is a flying regenerating beast that if it can't beat you in combat, will simply wipe out a support unit (it does have 7 WS4 S5 attacks after all) or fly behind you and zap you with the breath weapon (which bypasses regeneration because ALL attacks by Tzeentch daemons, both close combat AND ranged, are flaming magic attacks in your ass).
Can you dispel it? Sure. Will it just try again? Yes. Can you reliably beat down a Tzeentch unit with a monster in it? Nope.
Btw, a little humor--you can escape combat by casting this spell if you so choose. Why? Because it says you CAN be placed inside the unit you were in. So I choose NOT to be within the unit, so I place myself outside of it legally (inch away from everyone). The humor is good, no?
You should almost always create the Great Fire Dragon, because:
It has a 2+ Scaly Skin (telling Light Magic to drop dead), a S5 Breath Weapon, and it has 8's for WS, S, T, A, and W. Oh yes, it's a beast allright. Don't forget you have a 4+ Ward Save and the breath weapon on this guy is S5. ;)
The awesome part? If you dispel my beast after I breath weapon you, and I'm still alive and next to you and create myself into another beast--hey, I have a breath weapon again. And shooting is next. Hmmm...the cheese is uber today.
Don't forget in CC, if they don't dispel your beast...you can use the breath weapon to inflict 2D6 automatic hits. More than enough to help you break through enemy formations trying to be smartasses and hold you up. Got 50 zombies, do ya? Here, have two Dragons. Hey, you're an awesome horde unit. Great, all none of you left and time to eat more undead lol. It's all about fun death for the enemy. ;)
So, you roll the low version...you get a flying Hydra. You roll the high version, you get a nasty dragon.
Now let's combine this with the reality that:
A) The GUO is a monster.
B) Any transformed wizard is a monster.
C) When you cast spells from Lore of Beasts and target A or B, you decrease the casting cost by 1.
I shall 'target' the enhanced version of Savage BEast, and give all of my monsters +3 S and +3 attacks. What, I'm a monster, but I'm still a character right? Or am I immune to ALL effects that say 'character' in them? I'll take either interpretation! What about Pann's impenetrable belt? Can I have +3 Toughness on my Hydra and GUO (for T8 and T9 monsters? lol Is that a bolt thrower? Cute!).
How about Wyssans Wildform? T5 and S5 isn't so awesome, right? +1 S and +1 T seems nice.
Oh and let's not forget--for all those lovely Warmachine armies, you can 4+ Ward save all their bullshit...and zap the crap out of them with S10 hits from 4 amber spears a turn--lemme tell you, Ogres LOVE that spell, really they do, especially 4 times a turn, even the S6 D3 version sucks arse. Curse of Anraheir x4 on a Cavalry, Monster or Chariot heavy army? Holy crap is that gay (no offense intended). It just is.
See, it's not hard to cast a big spell and transform, then cast another spell and attack, buff, or debuff from somewhere else.
Well, I hope you've enjoyed this article as much as I've enjoyed writing it.
Mass whining may now ensue.