We don't see how Tzeentch can realistically win

By MrBody, in Chaos in the Old World

Koroviev said:

Tzeentch will thrive in the hands of a player that likes to mess with other players and every card in their deck has its uses. While the warpstone travel power is strong, I don't think it's automatically the first power you should take. Old World cards can greatly effect the board. If warpstones are abundant, another power might be a better option first (I'd say that the cultist upgrade should be taken at some point before the end though).

The only upgrade that I consider automatic is Slaanesh's 2 defense cultists. It's just going to be too strong to deny, no matter your position Everyone else is situational based on old world cards and board setup. There are clear favorites but every other god has at least 2 upgrades where I'd say I'd take 1 in a certain situation and another on a different board.




;)

Oh my bad, I should really proof read what I type. Yes I meant you get 2 corruption AND THEN a dial advancement if 2 warp/magic symbols are in play. Tzeentch is my favourite so far, it can be fun denying the other gods, using the shield and teleport to infuriate Khorne is a particular favourite.

We are having trouble getting Nurgle to win though. He is weak and has the most advancements on his dial. Overall though, a fun game! :)

TooNu said:

Oh my bad, I should really proof read what I type. Yes I meant you get 2 corruption AND THEN a dial advancement if 2 warp/magic symbols are in play. Tzeentch is my favourite so far, it can be fun denying the other gods, using the shield and teleport to infuriate Khorne is a particular favourite.

We are having trouble getting Nurgle to win though. He is weak and has the most advancements on his dial. Overall though, a fun game! :)

Just in case so that other players dont misunderstand - You dont get a dial advancement tick per 2 corruption tokens. Instead you get one dial advancement TOKEN for each region where you placed two corrption tokens in your suitable region.

You dont get a dial advancement tick for each dial advancement token - you get only ONE (no matter how many tokens you have). And then everyone will calculate how many dial advancement token each player has and the one player that has the most will get one extra dial advancement tick. So each turn usually palyers get one tick and then maybe one more player gets one more tick - thats all.

If two or more players are tied for the largest number of dial advancement tokens then nobody gets the extra tick (everyone got only one).

Ohhhhhh hah, that will be why our games are usually so fast paced then :)

We have been moving the dial everytime we put a marker on the dial. So Khorne has had games where he moves his dial 4 times in one round haha ok so this makes me feel a bit silly. Thanks for the help though :)

TooNu said:

We are having trouble getting Nurgle to win though. He is weak and has the most advancements on his dial.

That's why Nurgle usually plays to win via victory points rather than dial advancements.