

Flying units like Doom Knights, Burning Chariots, and Screamers of Tzeentch then control the skies while putting up a decent fight against ground units. Pink and Blue Horrors alongside the Flamers of Tzeentch, who essentially have flamethrowers instead of hands, make up the core of his armies.

On the campaign map, Tzeentch "can perform Changing of the Ways actions to machinate diplomatic situations and manipulate other elements of reality," but also increase or decrease the potency of the Winds of Magic across the map. The more spells his sorcerers cast in battle, the stronger the abilities that he can unlock to counter his opponents. Tzeentch's armies are a bit of an outlier from what we've seen so far, relying on powerful spellcasters that tear through enemies from afar while agile daemonic flying units "carefully pick the right engagements to control the battlefield on their own terms."Īs expected, magic is a major part of the Daemons of Tzeentch's playstyle in Total War: Warhammer III.
