WARHAMMER 3 FACTIONS: Daemons of Chaos | Grand Cathay | Khorne | Kislev | Nurgle | Ogre Kingdoms | Slaanesh | Tzeentch
Tzeentch the Great Deceiver is the most cunning of the Chaos Gods in Total War: Warhammer 3 who loves to scheme and find ways to play tricks on mortals and the other three gods. As such, factions aligned with Tzeentch use underhanded maneuvers and sleight of hand to get what they want.
Here are the main features of Tzeentch’s faction in Total War: Warhammer 3:
– Grimoires
– Changing of the Ways
– Winds of Magic Manipulation
– Teleportation
– Tzeentch Army
And here’s everything you need to know about Tzeentch.
Grimoires
Grimoires are Tzeentch’s primary resource for engaging in schemes and manipulating the mortal world in the Changing of the Ways system. This represents Tzeentch’s hunger for knowledge found in books and magical texts, and how they could best gain an advantage in the Great Game against the other Gods of Chaos. Grimoires can be gained by building specific structures, completing quests, and post-battle loot.
Changing of the Ways
The Changing of the Ways system is Tzeentch’s toolkit of manipulations and levers that shape the geopolitical landscape in their favor. To access this menu, players will need to click on the Changing of the Ways button in the bottom right of the screen during a campaign.
Players will then see a small menu pop-up showing all the available options for manipulating the mortal realms. The campaign starts with the Transfer Settlement option unlocked, while the rest will need to be researched in the technology menu.
Some of the most powerful manipulations are the Transfer Settlement, Halt Faction, and the Force War options, as they have far-reaching and highly beneficial effects that can have sweeping regional effects. Use these to make both aggressive moves and to keep other enemy fronts busy and off your back.
Winds of Magic Manipulation
Being the smartest Chaos God in the room, Tzeentch loves using magic, and this affinity transfers to the ability of Tzeentchian factions to manipulate the strength of the Winds of Magic. Followers of Tzeentch must first fully control a province before they can change the level of magic.
To change the level of magic within a province, first press the Winds of Magic button in the bottom right of the screen. This will shift the camera into a grand strategic view and show a dial with arrows over every province eligible for magic manipulation.
To decrease the level of magic press the down arrow until you reach the desired level, indicated by light blue sectors on the dial. To increase the Winds of Magic beyond their current level, players must first reduce the levels of magic elsewhere and then increase magic in the targeted area. In essence, players cannot infinitely increase magic everywhere but must balance it out across their entire realm and focus their magic reserves in areas of important activity.
Teleportation
We mentioned that Tzeentch prefers underhanded methods of getting what they want, especially if it gives them an advantage over their opponents. The ultimate underhanded maneuver is that Tzeentch-aligned armies have the teleportation stance unlocked, which lets them spend movement points to move anywhere on the map.
Players can further upgrade this stance with a teleport attack stance, giving Tzeentch’s armies an unprecedented amount of mobility and sudden strike capability. And the best part, very few factions would expect this as a Tzeentchian army can pop out from anywhere and wreak havoc.
Tzeentch Army
Tzeentch’s army would definitely be classified as a finesse army, as most units either prefer fighting from afar while shooting magical flames or hit-and-run shock attacks. Tzeentchian units are relatively fragile, but they have a regenerating magical shield that gives them ablative armor, which, in the right hands, can greatly increase unit survivability.
The greatest asset of the Deceiver’s armies are their casters and other magic users, as they’re some of the best in the entire game, capable of shooting out spells like an automatic weapon, causing absurd damage to enemy forces. If anything, the centerpiece of any Tzeentch army should be their lords that can only almost single-handedly carry entire fights, whereas the menagerie of twisted daemon units are there to provide support.
Tzeentch’s faction really challenges players to think outside the box by shifting the campaign landscape in their favor in ways usually unavailable to even the most established magical factions. What will you do to ensure Tzeentch’s dominance?
Total War: Warhammer 3 is available on PC.
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