My Tactics pledge: I am not the greatest player, nor a seal pup. I will endeavor to speak from my experience and always be honest about what is theory and what is play tested. Never will I assume to know better than anyone else... unless I must call out ego or pretension.

Remember use your mouse cursor over Italicizes words for more information!

Blue in the Face...

Like Fateweaver, The Blue Scribes represent the dual nature ever-present within Tzeentch, as seen from the fluff. Unlike Fateweaver, the Blue Scribes aren't so lucky when it comes to having good rules.

The Blue Scribes are, so overworked because (my guess) the designers didn't know what to do with them. Having an expensive Finecast model doesn't help matters either.

Here is a comparison between 2008 and 2013 rules. Take a look at what it is like when you remove all the fun out of unit and make them useless.

(Click to Enlarge)

The Blue Scribes Rules 2013


 

The Blue Scribes Rules 2008


 

Compare &  Contrast

  • Profile changes
  • Points decrease from 130 to 81
  • Scrolls of Sorcery
  • Removal of Watch This!
  • Spell Syphon

 --Inconsequential--

As demonstrated later, the stat changes to the Blue Scribes won't really matter when your special abilities more are so lame. In the off-chance you get a random psychic power that requires BS you will be at loss with the reduced BS. Really, the only reason for the changes was to bring the Blue Scribes in line with the current Heralds of Tzeentch.

--Inconceivable!--

The Blue Scribes before were a tad over-priced, in a normal world the cheaper cost would be amazing, but when you can get no frills Herald for cheaper, you start to wonder exactly what you're getting with the Blue Scribes. Now, it isn't like you can't see where the points in the unit come from, but really who cares?

--From all to just one--

The best part about the old Blue Scribes was having all the Daemonic Gifts, it made the Blue Scribes an amazing tool for certain army lists. Instead, all of that is gone, replaced for a single random psychic power. The only good thing about the Scrolls of SorceryAt the start of each friendly turn choose a Psychic Discipline and roll a D6 for that turn the Blue Scribes can automatically manifest that power. This does not cost any Warp Charges, and does not require a Psychic test., is while random, you do get to choose the Discipline!

--No more Arguments--

Not that it was ever a big deal and quite amusing from time to time, Watch This! was a silly restriction, fitting the fluff and at the same time could end up turning into a blessing.

--Hear the sucking Sound?--

A power with so much potential, Spell SyphonEach time an enemy Psyker manifests a psychic power, place a syphon token next to the Blue Scribes. At the start of each friendly turn roll a D6 for each token for each 6 rolled, one friendly Psyker within 12 inches of the Blue Scribes gains a Warp Charge point. fails miserably. If Spell SyphonEach time an enemy Psyker manifests a psychic power, place a syphon token next to the Blue Scribes. At the start of each friendly turn roll a D6 for each token for each 6 rolled, one friendly Psyker within 12 inches of the Blue Scribes gains a Warp Charge point. was able to steal Warp Charges we really would have something. What is worse is Spell SyphonEach time an enemy Psyker manifests a psychic power, place a syphon token next to the Blue Scribes. At the start of each friendly turn roll a D6 for each token for each 6 rolled, one friendly Psyker within 12 inches of the Blue Scribes gains a Warp Charge point. has a range for some reason! The only conceivable use for this power is sit the Blue Scribes close and then transfer Warp Charges to Pink Horrors to boost Flickering Fire of Tzeentch24 inch range, strength 5, AP 4 Assault 2d6 Soul Blaze, Warpflame. Each additional warp charge used after the first fires an additional D6 shots.. Oh, wait what I am thinking I still need to roll a 6 to get a Warp Charge in the first place!

The Blue Scribes are, so overworked because (my guess) the designers didn't know what to do with them.

Putting it all Together...

As I flippantly mentioned, the piss poor execution for Spell SyphonEach time an enemy Psyker manifests a psychic power, place a syphon token next to the Blue Scribes. At the start of each friendly turn roll a D6 for each token for each 6 rolled, one friendly Psyker within 12 inches of the Blue Scribes gains a Warp Charge point. is galling. This might be the most useless special power in the game. It would have been a marginal power if it always worked, but requiring a 6 to pull off, and with no guarantee it will be useful, is the height of design stupidity. I want to drive this point home because, there are always points in every codex where you wonder what exactly are the designers thinking.

It doesn't stop your opponents spells, it requires the Blue Scribes to huddle near all your psykers. I would rather they never bothered.

Designed, Spell SyphonEach time an enemy Psyker manifests a psychic power, place a syphon token next to the Blue Scribes. At the start of each friendly turn roll a D6 for each token for each 6 rolled, one friendly Psyker within 12 inches of the Blue Scribes gains a Warp Charge point. is a missed opportunity; how about keep the distance mechanic and the 6s needed, but also denyother Psykers powers as they are manifested-- even blessings.  I would have loved to be a fly on the wall, wondering how many versions of Spell SyphonEach time an enemy Psyker manifests a psychic power, place a syphon token next to the Blue Scribes. At the start of each friendly turn roll a D6 for each token for each 6 rolled, one friendly Psyker within 12 inches of the Blue Scribes gains a Warp Charge point. went through Phil Kelly's head.

So, with that rant out-of-the-way where does this leave the Blue Scribes?

There is no good reason to take them, unless you enjoying rolling randomly for a psychic powers. The Scrolls of SorceryAt the start of each friendly turn choose a Psychic Discipline and roll a D6 for that turn the Blue Scribes can automatically manifest that power. This does not cost any Warp Charges, and does not require a Psychic test. are neat, by not having to worry about Perils, and having access to any discipline isn't bad either. The Blue Scribes are oddly one of the few Daemon units who can get access to Pyromancy for what it is worth. You just cannot count on the Blue Scribes to provide a clutch psychic power roll.

The real killer is, why not take just a basic Herald for more reliability?

There is no question, take the basic Herald, he will be cheaper and perform better. There is just not anything the Blue Scribes are good at. If you must use them, better make sure you have other back up HQ plans. Their might be place for the Blue Scribes supporting a Tzeentch Herald Death Star? Redundancy is usually a good thing, but the Blue Scribes can provide some variability Tzeentch Heralds lack.

A few more things, just when you thought it couldn't get any worse for the Blue Scribes, you should notice they're not consider a Herald. If that wasn't bad enough the Blue Scribes are not even an Independent Character. So, even if you had dreams of taking the Blue Scribes joined to three other Heralds and still take Fateweaver think again!

At least the Blue Scribes is a Jetbike, that way you can stay with your other psychic units, getting a lucky Spell SyphonEach time an enemy Psyker manifests a psychic power, place a syphon token next to the Blue Scribes. At the start of each friendly turn roll a D6 for each token for each 6 rolled, one friendly Psyker within 12 inches of the Blue Scribes gains a Warp Charge point. off, so that Daemon Prince flying around can to cast both Hallucination and Invisibility in one turn! How about figuring out the probability of that?

What more can you really say about the Blue Scribes? They have limited utility and lackadaisical rules. They could have been mini-Fateweaver; giving an alternative to the majority of Daemon lists we see today. Instead, we are left with hitting our heads against the wall over an uninspiring model.

Running him is really only for fluffy adventures (Double Force Org) or against Grey Knights, Seer Council, where Spell SyphonEach time an enemy Psyker manifests a psychic power, place a syphon token next to the Blue Scribes. At the start of each friendly turn roll a D6 for each token for each 6 rolled, one friendly Psyker within 12 inches of the Blue Scribes gains a Warp Charge point. has the greatest chance to work. So, take the Blue Scribes at your own risk and hope you get lucky because you will need it.

-- Blue Scribes Sample Lists--

The Blue Scribes Sample List 1

The Blue Scribes Sample List 2

A Word about Allies

Taking the Blue Scribes for humor's sake could make a great addition to a totally random power generation list. Blue Scribes along with Huron and Possessed Chaos Space Marines and watch the uselessness fly as you bog down your opponent in pointless extra dice rolls.

Remember unlike other Battle Brothers Daemons ICs cannot join with Chaos Space Marine units under any circumstance.

Final Thoughts...

Overall, The Blue Scribes are terrible, like top 10 in all of Warhammer 40k terrible. When the soul of a unit has been gutted it is painful to watch, with only two Daemon editions in, people will rightfully just pass over the Blue Scribes on to better units.

Warning

It's Like Tactics is rated theory hammer because these are general observations and assumptions based on only few tested games.