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leave the spells for the swarms so those dont tie up the units that are supposed to slow the big guys
and shoot a lot
Either i jump him directly after he takes that bastion directly west of his capital. That way he is trapped inside the keep and you can freely do that Kairos thing (fly around, cast spells, army losses gg)
Or i make a teleport ambush outside. If he already has the fort and you're not at war, you can lure at least one of his armies back with "transfer settlement" before declaring war.
With a teleport ambush and a second army to support, use autoresolve and forget about the faction. Even if you need 2 turns to replenish in the new fortress, he won't recover from losing his main stack.
TBH it's more annoying when he got into wars with anyone from Lustria, because now you need to attack those just to get your complete home continent.
TBH the best tzeentch army has only pink horrors. At least for the LL army with the blue scribes.
Imagine a chessboard, and you only put your horrors on the black squares, in several rows.
Like this:
-X-X-X-X-
X-X-X-X-X
-X-X-X-X-
Units are standing In square formation each.
This setup gives minimal collateral damage from enemy AoE, minimal time spent on turning their facing, and leaves space for your own units and characters to move through the rows.
Always delay the enemy as long as possible, have Kairos and all caster lords/heroes fly in circles and zig-zag while casting cheap spells.
Now the enemy is moving in, let the horrors fire at will, keep casting spells.
Focus lords and heroes, especially with Gaze of Fate to root them.
Once your horrors in melee start taking real damage, you pull them back behind your bottom row. Get back to firing warpflames. Repeat with every unit taking damage.
Seems like the AI is completely unable to handle this.
In very early game with blue horrors, this also generally works the same.
And if that's not enought, get another caster with lore of Metall, then you can reduce the armor of the lizzardmen. All this together might me Overkill, but as long as they die, they die.
Doesn't seem to work since the update for homing missile spells.
But yeah Final Transmutation does the trick against characters.
Tie them up with a chaff unit and let the flamers melt them
For units id say screamers are your best bet if going vanilla. trash against most infantry, but they actually hold out well against large. if you got the dlcs id say any spear or halbard unit obviously.
Something else you could do is the teleport stance. It instantly makes any battle an ambush battle. Highly recommended. Both because the auto resolve bar goes way up with it, and because ambush battles are easy to win.
Unfortunately lizards will likely be a major thing youll be fighting as kairos. Also, dont forget that you can unlock the make peace ability. If wars get to bad that thing can be a real life saver. Especially early on when you aint got the right tools to actually deal with the dang lizards.
If the target is close to the caster, the missiles don't have time to curve back down.. even if target is stationary.
But one thing I haven't seen mentioned; All of Tzeentch's ranged attacks are 'flaming'. Your Blue/Pink Fire spells apply the Warpflame debuff (weakness to fire).
You Cultist should also have the Kindleflame passive (more weakness to fire, which stacks with Warpflame).
So basically when you immobilise a big target with Net or Gaze of Fate, Huck a Fireball and a Blue Fire at it to trigger those two debuffs just before your pink horrors fire their volley.
It's quite a solid damage increase.