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Not Changing Much...

The Lord of Change has always been the brains behind Tzeentch's machinations, but do their battlefield plans always come to fruition?

The Lord of Change is in the unenviable position of looking over it's shoulder at the two-headed Big Bird found in seemingly every Daemon list these days.

The Lord of Change has been changed a fair amount between 2008 and 2013; here is a side by side rules comparison to illustrate.

(Click to Enlarge)

Lord of Change Rules 2013

Lord of Change Rules 2008

 

 

Compare &  Contrast

  • Stat Increases
  • Cheaper Cost from 250 to 230
  • Mastery Level Two Pysker
  • Deamonic Rewards
  • Armor Removed
  • Lord of Fate

 

--Changing for the Better--

The Lord of Change got stat increases consistent with all the Greater Deamons. What makes these changes interesting, is the Lord of Change isn't a slouch at all in Assault anymore. No stat increase though can compare to just 6th edition changes to Flying Monstrous Creatures.

--Taking up less Change--

The Lord of Change got a much-needed cost reduction, gained that better profile, and didn't get hit with a Flying Monstrous Creature tax. When you compare the cost to say, Fateweaver, again, the Lord of Change is quite the chunk of change cheaper. That isn't though going to stop you from filling those points back up with Daemonic RewardsA Character has the option to purchase a certain points' worth of Lesser, Greater, and Exalted Daemonic Rewards in any combination-- the nature of those rewards is randomly determined!

--Seeing Change before it Happens--

Replacing the old Daemonic Gifts, Lords of Change got some psychic powers! Lords of Change having access to Divination is pretty damn good, because at the very least a you can be throw around Prescience. Being a fast-moving creature also means the psychic powers can be spread around with love.

--Change has its own Rewards--

The curse and blessing for a Lord of Change is taking Daemonic RewardsA Character has the option to purchase a certain points' worth of Lesser, Greater, and Exalted Daemonic Rewards in any combination-- the nature of those rewards is randomly determined. At 250 points a Lord of Change is on the cusp of being too expensive, so randomly generating Daemonic RewardsA Character has the option to purchase a certain points' worth of Lesser, Greater, and Exalted Daemonic Rewards in any combination-- the nature of those rewards is randomly determined can be a problem. At the same time, Daemonic RewardsA Character has the option to purchase a certain points' worth of Lesser, Greater, and Exalted Daemonic Rewards in any combination-- the nature of those rewards is randomly determined provide much-needed survivability bonuses. Sometimes it can be better not gambling at all, or take a Hellforged ArtefactsThe Daemon can choose a Hellforge Artefact. Each can be chosen only once per army. If your army already includes all the Hellforged Artefacts, you cannot swap any further Exalted Rewards for this result. because you'll know what your getting.

--A lighter change of clothes--

All the bonuses and cost savings Lords of Change got in the latest codex is undermined by only having +5 invulnerable save. Even with five wounds and wings won't hold up much to dedicated fire from most competitive lists. That leaves you in a position of deciding between paying for Daemonic RewardsA Character has the option to purchase a certain points' worth of Lesser, Greater, and Exalted Daemonic Rewards in any combination-- the nature of those rewards is randomly determined hoping for better defenses or running bare.

--Changing the Shape of your Army--

As a Lord of FateIf your army includes a Lord of Change, Daemon Princes from this codex with the Daemon of Tzeentch upgrade are Heavy Support choices rather than HQ choices. a Lord of Change gives your army access to Heavy Support Daemon Princes, and that isn't a bad thing as Tzeentch Deamon Princes are pretty darn good. This would have been a good opportunity for the design team to separate the Lord of Change from Fateweaver. They could've just removed Lord of FateIf your army includes a Lord of Change, Daemon Princes from this codex with the Daemon of Tzeentch upgrade are Heavy Support choices rather than HQ choices. from Fateweaver, leaving Lord of Change with a tactical difference.

 

The Lord of Change is in the unenviable position of looking over it's shoulder at the two-headed Big Bird found in seemingly every Daemon list these days.

Putting it all Together...

The Lord of Change (said before) has a very long shadow cast over him. As player it is hard to separate two units with the generally the same concept, especially when one is infinitely better than the other. So, try and look at the Lord of Change in a Fateweaver-less universe, and then decided. If you look at the Lord of Change away from Fateweaver you see a HQ that is pretty impressive.

A psychic Flying Monstrous Creature with a high Toughness isn't something that should be pooh-pooh, and at 230 points is pretty inexpensive. In many respects the Lord of Change is a better option than a Bloodthirster because having Divination alone requires a second look. Consider, psychic powers on a Flying Monstrous Creature who can touch everything on the battlefield by turn two, is music to most players ears.

What about the Lord of Change’s assault ability? This is a five attack unit that is usually hitting on 3s, wounding on 2s, and going first! It can take a few turns for a Lord of Change to destroy most units, but that doesn’t prevent him from using his Blessings. Then you have the Daemonic RewardsA Character has the option to purchase a certain points' worth of Lesser, Greater, and Exalted Daemonic Rewards in any combination-- the nature of those rewards is randomly determined, taking rewards will raise the cost of any unit, but if we look at a Deamon Prince for comparison, the Lord of Change is still a bargain.

At the extreme a Deamon Prince of Tzeentch is 355 points and Lord of Change is only 305 points. Putting aside the psychic power access, you have a 50 point margin. Now, you still have the profile differences, but I would gladly take the Lord of Change’s higher toughness and extra wound over the Deamon Prince’s better WS and Initiative. The biggest difference between a Deamon Prince and a Lord of Change is the access to Warp-Forged ArmorThis grants an armour save of 3+. It almost doesn’t matter that a Lord of Change has a higher toughness or an extra wound; a 5+ invulnerable re-rolling ones, doesn’t elicit much confidence in my book. A Lord of Change has to rely on getting good Daemonic RewardsA Character has the option to purchase a certain points' worth of Lesser, Greater, and Exalted Daemonic Rewards in any combination-- the nature of those rewards is randomly determined for increased survival. Why a Lord of Change doesn’t have 4+ invulnerable is anyone guess, but I would gladly pay 20 point extra for the option. If you choose to keep your Lord of Change cheap better stay flying, because even against the most inept units you can run the risk a few bad dice rolls and then poof!

This all gets back to the Lord of Change and Fateweaver and understanding the Lord of Change does have a few advantages over his cheesy brother. A Lord of Change can go all in with Divination something Fateweaver cannot. Once the Fateweaver is grounded the chances for his survival go down way down.

The most important difference, is most armies built around Fateweaver crumble when Fateweaver dies. The Lord of Change might be critical to any army using him, but he doesn’t have to the focal point.

That gets to the final consideration, what about Fateweaver AND a Lord of Change? That gives you two badass psykers, and the Lord of Change is a good backup if Fateweaver fails.

You get two Divination casters and one that can also take a specific Hellforged ArtefactThe Daemon can choose a Hellforge Artefact. Each can be chosen only once per army. If your army already includes all the Hellforged Artefacts, you cannot swap any further Exalted Rewards for this result.. Sure you are devoting easily 600 points into two models, but damn it will sure drive your opponent crazy.

-- Lord of Change Sample Lists--

Lord of Change Example List 1

Lord of Change Example List 2

Lord of Change Example List 3

Lord of Change Example List 4

 A Word about Allies

The Lord of Change isn't a bad ally choice. Most allies don't have access to Divination and having a Lord of Change blessing your army is always a good thing. Your ally force can also take advantage of any Flying Monstrous Creature. Also, a Lord of Change in a secondary detachment can still make the Heavy Support slot a Deamon Prince as well.

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

Final Thoughts...

Overall, the Lord of Change is better than it was from last edition, but still problems linger. When you consider just how amazing Fateweaver is and the lack of a good invulnerable save, the Lord of Change falls by the wayside. It doesn't mean you cannot find a place for him, because no matter what the having a flying psykers can cause a heap of wreckage to any who dare underestimate!

Warning

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