Winning with Tzeentch: Poach Ruination with Warpstones

By bioball, in Chaos in the Old World

I think the best strat. for winning with Tzeentch is to invest in whatever regions possible early on to get your first upgrade-- Acolytes.

Now moving warpstones around, you have the ability to steal ruination from any other player on the board and determine ruination at will. Whenever Nurgle or Slannesh invest in a region for a couple of turns jump right in there with at least 3 cultist and 3 warpstones to complete runination. You will most certainly get 3 to 4 VP for contributing to ruination that round and a strong bid for first place. Also the more upgrades you get (and lucky OW cards) the more warpstones get placed, eventually you can work your way up to move 1 warpstone for every cultist you own. 6-8 cultist plus 6 warpstones equal ruination.

Furthmore, you can ruin Populous regions to block Nurgle and "trap" Noble and Hero tokens in ruined regions to thwart Slannesh. Khrone still will cause you grief, but nothing more than usual.

That can certainly work. Ruin poaching can be the difference maker especialy in close games. I do not think that the warpstones you bring in count towards your placement in the ruination table, only the actually tokens your cultists place do, so you will not often score in the ruination itself, but just scoop a few points for being part of the regions fall.

Khorn will often be less of a concern then you may think, if you pick regions where ANOTHER power can get a dial point, then its in khorns best interests to kill off THOSE cultists rather then yours, so in that respect this tactic can work well.

I'd say that this is a very risky tactic, but if it can be pulled off, it's worth every penny. To start with you need two Magic/Warpstone to get any upgrades, and camping out near either makes you a very tempting target for Khorne (or even Nurgle if the stones are in Populous regions).

Remember also that the placement of the initial 3 stones plays a big role as well. If they're close enough together (adjacent, in other words), yes this strategy works well. But if not, you'll have a hell of a time moving them around, particularly if the Old World deck has no cards that add Warpstone.

On the other hand, Tzeentch does get the opportunity to place stones with his Threat dial, so use them to initially bridge gaps, then start shuffling them around with your cultists.

I personally wouldn't do this regularly, but I may give it a try once!

I'd say that this is a very risky tactic, but if it can be pulled off, it's worth every penny. To start with you need two Magic/Warpstone to get any upgrades, and camping out near either makes you a very tempting target for Khorne (or even Nurgle if the stones are in Populous regions).

Remember also that the placement of the initial 3 stones plays a big role as well. If they're close enough together (adjacent, in other words), yes this strategy works well. But if not, you'll have a hell of a time moving them around, particularly if the Old World deck has no cards that add Warpstone.

On the other hand, Tzeentch does get the opportunity to place stones with his Threat dial, so use them to initially bridge gaps, then start shuffling them around with your cultists.

I personally wouldn't do this regularly, but I may give it a try once!

Sorry for the double reply. Computer's fault!

ThulmannFan87 said:

I'd say that this is a very risky tactic, but if it can be pulled off, it's worth every penny. To start with you need two Magic/Warpstone to get any upgrades, and camping out near either makes you a very tempting target for Khorne (or even Nurgle if the stones are in Populous regions).

Remember also that the placement of the initial 3 stones plays a big role as well. If they're close enough together (adjacent, in other words), yes this strategy works well. But if not, you'll have a hell of a time moving them around, particularly if the Old World deck has no cards that add Warpstone.

On the other hand, Tzeentch does get the opportunity to place stones with his Threat dial, so use them to initially bridge gaps, then start shuffling them around with your cultists.

I personally wouldn't do this regularly, but I may give it a try once!

Why would have a hell of a time moving them around? You've got teleports etc and you can summon out a region into any valid region as if you were summoning from the pool - i.e. you don't have to move into an adjacent region when you summon a unit on the board ( a mistake a lot of people make)

But yeah, I'd agree the tactic shouldn't be used all the time