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Disciples of Tzeentch Preview: Fate Points, Illusions, and Peak Wizard Shenanigans

Tzeentch players finally get rules that feel like Tzeentch. Yesterday, Ryan from Threshold Tactics broke down the new Lumineth book.

However, he clearly wanted to talk daemons instead. So, he dives into Battletome: Disciples of Tzeentch with the energy of a convert. Meanwhile, the vibe is simple: trickery first, magic second, and plan-within-plan always.

Sweeping Changes: Destiny Dice Out, Fate Points In

The big headline is the swap from Destiny Dice to fate points. Instead, you earn fate points when bad stuff happens. For example, you gain them if you lose priority. Likewise, you gain them from unbound spells, miscasts, and lost objectives. You even gain one if an Argent Shard gets destroyed.

Then, you spend fate points to nudge outcomes. Therefore, you can boost a charge or a casting roll. Similarly, you can shave damage off before it lands. It is genuinely flavorful, and it is also very playable.

Argent Shards also arrive as paired faction terrain. Additionally, they act like a better spellportal for one spell per turn. They can also reposition each round, so your threat range goes wild. Ryan also likes the Changeling’s updated Arch Deceiver trick, since he casts through an ally while masked.

Illusions, Spell Lores, and Dirty Combos

“Masked by illusion” is central. Eldritch Illusions lets three non-Monster units jump to reserves once per battle. Then, Smoke and Mirrors swaps a masked unit with one on the table. Crucially, it can happen in your opponent’s turn too.

Next, the spell lores get attention. Infernal Gateway still slaps. However, Ryan’s favorite is Wyrdflame Haze, which creates 12-inch invisibility bubbles around units set up that turn. Consequently, Smoke and Mirrors, Spawn tricks, daemon returns, and bridge teleports all feed it.

The Tome of Eyes matters too. It lets a nearby wizard cast a free spell from either lore. Moreover, it now moves, and it messes with enemy set-ups.

Formations and Warscroll Winners

Formations steer your playstyle. Fated Blades rewards a 9+ charge with +1 Attack, and fate points help get there. Meanwhile, Malevolent Schemers can “mark” a unit for death to farm fate points. Denizens can refund points about half the time. Finally, Mutants and Mad Things helps your reserves hit the table reliably.

On warscrolls, Kairos gets serious tech. He can force key dice results once per round. He also hands out a free Magical Intervention after an unbind. His Fateful Reverse punishes chargers with Strike-first and strips Charge bonuses.

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The Lord of Change is Wizard (3) with +1 to cast. He also can replace daemon units for a command point. Meanwhile, the Kairic Tome lets you add or subtract casting totals, so you can even bait unbinds for more fate points. Magisters can unbind your own spells for value, which is extremely on brand. Ryan also hypes the Curseling, since he can cast in every combat phase while brawling. Tzaangor Enlightened also look nastier on the charge, either with Crit boosts or extra Rend.

Summary

This battletome looks like a full toolkit army again, packed with fate point economy, illusion swaps, and spell-lore layering, as described in the article. Therefore, it rewards planning, spacing, and timing, while still letting you pull off flashy chaos moments. If you love control armies and weird tech, this is your playground. Finally, Ryan’s verdict is basically renewed devotion, plus a temptation to repaint the whole collection. Battletome pre-orders for Tzeentch and Lumineth, plus the Fatemaster and Vanari Lord Regent, are mentioned as landing tomorrow.

And remember, Frontline Gaming sells gaming products at a discount, every day in their webcart!

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