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Shank
07-09-2008, 00:47
Do I have this correct. It's a 2d6 strength 5 magic missle. That I get. But for every 3 wounds you create just "1" horror! That stinks! So that means if you manage to kill 12 models (which will never, ever happen), you create 4 horrors? And lets face it, most of the time you will create 2 or less. What can you do with 2 horrors? Block line of sight? Block a charge? Maybe. But the fact that this unit costs 50 points is weird. Even if you create 4 horrors, they are only normally 12 points a piece so 48 points. These small units of Horrors will be some easy VP's for your opponent. Could you imagine you cast Firestorm at some Swordsman and kill 5. Now a single Horror pops up worth 50 points!??
This spell is similar to Plague Wind on the Nurgle list. But here you create a nurgling base! Even just one of those can be useful. Plus they are 35 points a piece normally. Create 2 of them, and you are ahead of the game!
I know the rule states if you have insufficient Horror models, they are not created, so many Daemon players will just say "whoops, don't have enough". But I say for those who play against Daemons regularly, keep a few horror models in your bag.

Ganymede
07-09-2008, 00:56
My theory is that the spell has a typo in it. I bet it was intended to make Flamers instead of horrors. Even a single flamer could be a useful addition to the battlefield.

][nquist0r
07-09-2008, 01:10
No it is not as good as the Nurgle spell. However, as mentoned it IS a 2d6 str 5 magic missile. That should on average kill 6 t3 models and -2 to armor save is nothing to sneeze at. Granted bolt of tzeentch is better than this for what it does, but in those games you roll 2 6's keep a stiff upper lip, it is not a piece of crap if used strictly as a MM.

Reinnon
07-09-2008, 01:17
Except for the fact that Bolt is nearly always better for a lesser casting cost?

The best use of firestorm is to create march blockers.

Nurgling Chieftain
07-09-2008, 02:50
The best use of Firestorm is getting exchanged for Flickering Fire. :p

DeathlessDraich
07-09-2008, 07:50
Compare this spell with Skaven's Warplightning ...
Basically the Tzeentch lore has not changed in terms of its fickleness and hence ineffectiveness.
Considering that Tzeentch should be powerful in magic, the lore is disappointing.

I always prefer to use Master of Sorcery for my Tzeentchian characters.



My theory is that the spell has a typo in it. I bet it was intended to make Flamers instead of horrors. Even a single flamer could be a useful addition to the battlefield.

2 Horrors and 1 Flamer for every 3 wounds would be even better? :p

Shank
07-09-2008, 13:28
You may be right. They may have meant a Flamer. But I have to check again, wasn't there a recent Daemon Faq by GW? I don't think they changed that one.

I know someone said for "march blocking" but do you really want to create a single horror or 2 (which will happen alot) for "50" points just to march block? That is easy VP's for your opponent.

Shamfrit
07-09-2008, 13:58
Not to mention it's called Tzeentch's Firestorm, and knowing one Flamer can burn a village to ground you'd have imagined they'd intended such an overtly powerful spell would summon a flamer; but as it stands, the horrors created are only really useful for march blocking.

Unless you use them on a flammable unit, get good rolls, and get an extra Flickering Fire cast.

TheWarSmith
07-09-2008, 14:34
This has been discussed before. The spell sucks.

1 flamer for every 3 would be much too powerful, especially seeing as how shooting comes after magic. You could just cast it into the weakest block, then pop the flamers out of the back and shoot at models your opponent was hiding. Being able to create theoretically 4 flamers would be 140 points, which is a ton for a summoning spell.

I instead think that it should maybe be 3d6 or something like that.

Or maybe it's following the trend that the lvl 6 tzeentch spell always sucks balls to the other ones.

Gorbad Ironclaw
07-09-2008, 16:14
I don't thin the meant flamers. Tzeentch Firestorm have always created horrors. It just sucks, nothing new about that. It actually used to be even worse...

Mozzamanx
07-09-2008, 16:33
I dunno, the army book says how 'Flamers spring up across the battlefield at a Changebringer's command'.

Plus, that wouldn't totally suck as a spell.

Shamfrit
07-09-2008, 17:44
I dunno, the army book says how 'Flamers spring up across the battlefield at a Changebringer's command'.

Plus, that wouldn't totally suck as a spell.


That was precisely my thinking Mozza, I'm starting to like you :skull:

Mozzamanx
07-09-2008, 17:50
And I've grown fond of you too. ;)

Lazarus15
07-09-2008, 18:01
The only real use it has is the extra 6" range you get.

Lijacote
07-09-2008, 22:32
The only real use it has is the extra 6" range you get.

This. You get an extra magic phase if the ranges match, + march blocking from first turn could be useful, or not, depending on the enemy composition.

Bac5665
08-09-2008, 03:36
It still is almost certainly another typo that GW refuses to fix for stupid reasons. It clearly should be 1 horror per wound, but bad cut and past jobs ruined that. Just like the 4 wide rule for beastmen, this is an instant where GW should follow sense and player feedback and make the game better, rather than worse.

Valaraukar
08-09-2008, 09:05
^ Agreed but that would make sense and then the entire universe would be ripped asunder if GW were to make such an unprecedented decision involving common sense.

lordkull
09-09-2008, 16:38
That was precisely my thinking Mozza, I'm starting to like you
__________________




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And I've grown fond of you too.
Somebody throw some cold water on those 2 =_)


Flamers would have been way way over the top .
The list is heinouse as it is unless you tool up for them and even then its a tough nut to crack

EvC
09-09-2008, 16:54
It's funny, the Daemon army is so powerful, players see one spell in the list that isn't ultra-fantastic and get all worked up about it. Where's the thread insisting that Phantasmagoria's ridiculously low casting value must be a typo?

DeathlessDraich
10-09-2008, 13:44
It's a matter incompatability with the Tzeentchian background. The whole Tzeentch lore does not reflect Tzeentchian mastery of magic but its fickleness tend to indicate (wrongly) that Tzeentch has only a tenuous control of its specialist spells.