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But honestly, there is always a possibility to be ambushed in this game (ambush defense just reduces the risk), so my biggest advice would simply be building armies that can handle a ambush without being easily destroyed, or (refusing that) coming to term with armies sometimes being lost that way.
yes there isnt much counterplay
that doesnt matter
the cost is already there
the counterplay is making them regret coming to a battle as the god of magic without any magic
yes the god of fate isnt always counterable, nor should it be
those other factions, for the disadvantage that you can retreat, can do it for free
but can understand the salt
tzeentch isnt fun to fight
The army comp part is solid advice, but there's a limit to how much that can do versus three armies and with the melee debuff from ambushes. (Context is Something Rotten In Kislev - I've never run into Tzeentch in these kinds of ridiculous numbers in normal campaign, so it's the first time I've gotten to see how absurdly powerful it is.)
Cost and counterplay aren't quite the same thing. I don't believe it meaningfully costs the AI to teleport-attack when it has trash wizards and doesn't know how to use its magic well, and I believe you can teleport even when you don't have enough Winds to lose any (though I could be wrong on that). I agree that it's not insanely strong to play as, because as a player, good mages are a bigger part of your strength as Tzeentch (rather than tons of crapstacks paid for with AI economy buffs).
My complaint isn't that it's unloreful (I agree that the lore pretty firmly states "sometimes people just get ♥♥♥♥♥♥ by Tzeentch"), just that, as you said, it's no fun to play against. I don't find it particularly fun to play as, either. Bad game design from my perspective, not bad depiction of lore.
You could also argue failure chance from a lore perspective because Tzeentch is self-sabotaging and his minions do not always win.
(Plus it wouldn't be the only case where a lore mechanic gets ignored because it wouldn't make good gameplay.)
Off the top of my head what I remember dealing with was a bunch of pinks, some forsaken, one or two chaos/doom knights, a soul grinder, ~3 flamers, and a burning chariot or lord of change per stack.
My tilt in my specific case is largely because I'm pretty sure I could've gone 1v3 against their armies in a non-ambush context, or definitely 1v1 in an ambush context (one of the armies on my team was mostly armored kossars/war bears, the other was tsar guard/ice guard, both were led by legendary lords and had good heroes/high unit veterancy). I wouldn't have that degree of confidence versus player, but AI is bad.
(And yeah, not allowing armies to reinforce on the attacker's side in teleport attack would be my preference.)
People say TWWH is for spectacle, but the game is actually hellbent on never letting you experience any. Why is CA so insistent on making the game smaller than it has to be?
Also, why should Tzeentch, the "smart" one among the Chaos Gods, have a mechanic that can brute force lop-sided battles on another party with zero counterplay? You don't need any skill or brain to use it, so it feels completely off-
Considering that its stance specific you can easily avoid offensive ambushes as Skaven if you don't want to use them.
For example attack in the channeling stance (it will admittedly cost you 10% of your campaign movement) and you will never get a offensive ambush as Skaven.
I agree that teleport stance isn't a particularly cerebral mechanic, but I don't think "no mechanics at all, just be good at the base game" is really more lore-appropriate for Tzeentch (complexity is kinda his thing).
The only way is to keep distance at all times
Its not, its a soft counter, it adds a bit of ambush defense (that is weighted against their ambush success) but you can still be ambushed by any of the offensive ambush options.
If you meant that it should be a hard counter then i'l just mention that sneak attacks on encamped troops happens quite often in history.
Really?
Beastmen have been massively overtuned ever since their rework. They need to be taken down several pegs to be interesting to play again.
Skaven haven't been weak ever since their first DLC back in WH2.
Alith Anar has all the perks of HE, he doesn't need to get overpowered advantages piled on top of it.
Tzeentch can simply steal settlements and mess with other faction's diplomacy at a negligible expense of non-essential resources (you have infinite tomes by midgame, just like any other resource thanks to bad balancing).
They don't need any such mechanics to thrive. And as I said for Tzeentch, he shouldn't have such brainless nonsense in the first place. He should require players to approach his campaigns with MORE thought rather than less.
And yes, getting more big battles is its own reward because...that's the prime attraction of TW after all.
Do I need to own the DLC in order for him to attack me?
I even tried to find him but no luck there.