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its the only thing that can actually use the barrier
Late game you have plenty of options and alot of combos can work, so just try them out.
so you have your opinion of pinks reversed
you should not use them to support your frontline because their horrible accuracy will have half the shots land in your own troops unshielded backs
you should not use them to counter enemy archers because they dont have the range, accuracy or damage
you should shoot armored since ap is the only good stat on their entire unitcard
You might want to double check lol.
Also at 130 ranged its not too bad, with barrier they can survive long enough to get in range (assume your staunch front line pushed) and out shoot most archers. The only other option are furies and chariots, and furies get wiped out much more often due to not able to get more support into ai backline once they land and chariot requires alot of micro and you are gonna have a bad time if enemy reserved cavalry.
Tzeench cavalry options wont open until tier 4, which is so darn slow, however tier 3 is quickest in 10 turns or so, and is the time frame where you will fight most of the difficult battles too, hence I mostly just go for tier 3 unit comp advises.
Side not from that if you are talking about even earlier forsaken of tzeentch is also an early infantry option all the way till late game, though by late game you still wanna switch them out for chaos warriors and instead use them for flanking/chase down archer role, both of which forsaken will still be pretty good at. However, I find spawns are much more useful in every role forsakens play, hence i don't advise them except for early tier 2.
tier 3 flamers can deal alot of damage but require too much micro, babysitting and situational depending on terrain etc. I would not advise getting more than 1 unless you are master multi tasker then by all means get 5-6 and watch them burn away half of enemy army very quickly.
Suffer. You have no options for compositions that can stand up to even moderate resistance from other factions until you get access to both forsaken and pink horrors. Worse, all of the troops available before T3 are incredibly cost/upkeep ineffective. Tzeentch's furies, at least, work well at chasing down ranged units and surviving the process of killing them when massed.
So, build tall. You can "abuse" your excellent growth building to get to T4/5 much faster than any non-Nurgle faction. Doing so may require obtaining a second province or part of a second province to leech Winds.
Mid-Game:
Many options exist once you hit T3. You can stick with forsaken + pink horrors if you prefer the speed of forsaken at the cost of survivability. You can swap out the forsaken for Chaos Warriors of Tzeentch for a much longer lasting melee line, Spawns for blobbing enemies for Infernal Gateway, or even Marauder Horsemen if you like wasting army slots.
Meanwhile, pink horrors can be swapped for flamers for much better block infantry and archer killing speed, though they perform worse against spaced infantry, cavalry, and all monsters.
Late-Game:
Tzeentch becomes more melee focused at T4 and T5.
Tzeentch's Cavalry is impressively good, to the point where the Doom Knights that Vilitch gets at the start can basically solo several races' entire early game armies with minimal support. Chaos Knights of Tzeentch are nearly that good, but don't fly. Chosen of Tzeentch are less impressive, but still very hard to crack. Oh, and I guess you can use Lords of Change, but they aren't terribly impressive save for their ability to boost mastery on Kairos.
For ranged options, both Soul Grinders and Exalted Flamers are good enough options that you probably won't even bother with Exalted Pink Horrors. Exalted Flamers are incredibly good at killing monsters, lords, and heroes, and still retain much of the infantry killing power of their standard cousins. Soul Grinders, on the other hand, are dedicated lord snipers with decent (but not great) melee capability.
dont suggest tips if you are terribad at the game