Disciples of Tzeentch Spearhead — Box Review & Guide

Disciples Of Tzeentch Spearhead

The current Disciples of Tzeentch Spearhead is the Tzaangor Warflock, released in early 2026. It’s an all-Tzaangor force: a Tzaangor Shaman on a Disc of Tzeentch, ten Tzaangors on foot, and two small units of flying Tzaangors, the Enlightened and the Skyfires. It’s quick, a little tricky and full of reliable spells. It suits players who enjoy manoeuvring and outthinking an opponent more than a straight-up brawl. New to the format? Our Age of Sigmar Spearhead guide explains how it works.

What’s in the Box?

The box builds 17 plastic miniatures:

UnitModelsRole
Tzaangor Shaman (general)1Flying wizard on a Disc who casts spells and repositions the army
Tzaangors10Core infantry who get stronger inside enemy territory
Tzaangor Enlightened3Flying shock cavalry who arrive from the board edge later in the game
Tzaangor Skyfires3Flying archers who mark targets for the rest of the army

The Enlightened and Skyfires come from the same kit, so you can build either as the other. For this Spearhead you need three of each, so build them that way.

Previous box

The earlier Disciples of Tzeentch Spearhead, from the launch of Age of Sigmar’s fourth edition, is the Fluxblade Coven: a Magister on Disc of Tzeentch, three Flamers, three Screamers, ten Tzaangors (two units of five) and ten Kairic Acolytes. Its rules, built around destiny dice, are still listed by Warhammer Community, so if you own that box you can keep playing it. The Tzaangor Warflock is the newer box.

The Spearhead Rules

Here’s what the Tzaangor Warflock gets, in plain terms. The rules are free from Warhammer Community, so check the latest version there before you play.

Battle traits

  • Fated Arrival: your Tzaangor Enlightened don’t deploy at the start. From the second battle round, they can arrive within 1″ of your own battlefield edge in friendly territory, more than 6″ from the enemy.
  • Predict the Future: in your hero phase, look at the top three cards of your battle tactic deck and put each one on the top or bottom. That lets you set up the cards you’ll draw next.
  • Cheat Destiny: when you use the command on a battle tactic card, you can put the card back at the bottom of your deck instead of discarding it.

Regiment abilities (pick one)

  • Constant Flux: while you’re the underdog, enemy weapons targeting your units have their Rend reduced by 1.
  • Arcane Ritualists: +1 to casting rolls for your Shaman while it is wholly within 6″ of another friendly unit.

Enhancements (pick one for the Shaman)

  • Predicted Strike: once per battle, in the enemy movement phase, one of your units near the Shaman can make a short move of up to D6″.
  • Infernal Gateway: a damage spell that gets stronger the more battle tactic cards you’ve discarded.
  • Fold Reality: a spell that teleports a friendly unit to somewhere within 12″ of the Shaman.
  • Mutagenic Sorcery: deals a little mortal damage to an enemy unit fighting your Tzaangors and can bring a Tzaangor back.

For a first game, Arcane Ritualists is the simplest pick because it makes the Shaman’s spells more reliable. Fold Reality is a strong enhancement for beginners, because moving ten Tzaangors straight onto an objective or into enemy territory solves a lot of problems.

What Each Unit Does

Tzaangor Shaman

Your general flies on a Disc with a 14″ move, so it can be wherever it’s needed. Its own spell, Mutative Aura, curses an enemy unit so that any hit rolls of 1 it makes in combat hurt it instead. The Shaman can fight a little, but it’s more valuable alive. Keep it close to the rest of the army, especially if you took Arcane Ritualists.

Tzaangors

Your main unit. Ten Tzaangors with decent melee weapons that get +1 to wound while they’re wholly within enemy territory. Their job is to push forward, take objectives on the enemy side of the board and fight there. This bonus is the reason teleport tricks such as Fold Reality are so useful.

Tzaangor Enlightened

Three flying cavalry models with spears. They start off the table and arrive through Fated Arrival from round two, so you can bring them in exactly where they’re needed. While you’re the underdog they get +1 to charge rolls, which makes them a good comeback unit.

Tzaangor Skyfires

Three flying archers with an 18″ range. Their bows are fine on their own, but their real job is Destined Quarry: once they’ve damaged an enemy unit in your shooting phase, other Warflock units get +1 to hit in combat against it for the rest of the turn. Shoot first, then charge the same target.

How to Play the Tzaangor Warflock

The Warflock wins by taking objectives on the enemy’s side of the board. It deals extra damage there, and it can use battle tactic cards more efficiently than most forces.

Deployment

Deploy the Tzaangors behind terrain, as far forward as you can. Keep the Shaman close enough that it can buff, teleport or cast at whatever the Tzaangors end up fighting. Put the Skyfires where they’ll have clear shots in turn one. The Enlightened stay off the board.

Turn 1

Use Predict the Future to set up good battle tactic cards for later turns. Move the Tzaangors towards an enemy objective. Shoot with the Skyfires, and cast with the Shaman when there’s a target. Don’t overextend: you want the Tzaangors to reach enemy territory on turn two with plenty of models left.

Turns 2 and 3

This is your main attack. Get the Tzaangors wholly within enemy territory, shoot the target with the Skyfires to trigger Destined Quarry, then charge. Bring the Enlightened in from your board edge where they can either charge a damaged unit or grab an undefended objective. If you’re behind on points, remember that being the underdog helps the Enlightened, and helps your whole army if you took Constant Flux.

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Turn 4

Hold what you’ve taken. The flyers are excellent for late objective grabs, and the Shaman’s 14″ move means it can contest a point in an emergency. Use Cheat Destiny to keep good command cards in rotation.

Common mistakes

  • Fighting in your own territory. The Tzaangors need to be wholly within enemy territory to get their +1 to wound.
  • Bringing the Enlightened in too early, or holding them back so long that they never do anything.
  • Charging before shooting. Destined Quarry only works if the Skyfires hit first.
  • Leaving the Shaman alone. It’s your best tool, and it isn’t very tough.

Building and Painting Notes

The three Discs share a lot of detail, so paint them together in a batch. The classic Tzeentch scheme is blue skin or armour with gold trim and pink or yellow flames, but plenty of players go for a turquoise or purple palette instead. Ten Tzaangors are a good unit to batch paint, and the Enlightened and Skyfires make nice showcase pieces. Our Disciples of Tzeentch painting guide walks through a full scheme, and our general painting guides cover the basics.

Expanding Beyond Spearhead

Everything in the box is useful in a full Disciples of Tzeentch army, and the Tzaangor-heavy theme gives you a clear direction. A second box of Tzaangors, more Enlightened or Skyfires, or some Tzeentch daemons such as Flamers and Screamers are all natural next steps. If you also own the older Fluxblade Coven box, the two together are a solid start for a points game. Our Disciples of Tzeentch army guide covers the faction, and our points guide explains how to build a full army. For the lore, see our Tzeentch lore guide.

Where to Buy the Box

If you want the Tzaangor Warflock box covered in this guide, it is listed on Amazon US through third-party sellers. Check that the listing still shows the same box before you buy, since stock and sellers change.

Current Spearhead boxSpearhead: Disciples of Tzeentch – Tzaangor Warflock
$138.15 (as of Nov 15, 2026 1:56 AM PST)
Price detailsProduct prices and availability are accurate as of the date/time indicated and are subject to change. Any price and availability information displayed on Amazon.com at the time of purchase will apply to the purchase of this product.
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Frequently Asked Questions

Is the Tzaangor Warflock good for beginners?

It’s a good choice if you like to plan ahead. There are only four units, but the battle tactic card rules and the teleports reward thinking a turn or two in advance. If you’d rather keep things very simple, a pure melee Spearhead might suit you better.

Can I still use the older Tzeentch Spearhead?

Yes. The Fluxblade Coven rules are still listed by Warhammer Community alongside the Warflock. Just make sure your models match the unit list for whichever force you’re using.

Should I build Enlightened or Skyfires?

For this Spearhead, build three of each, because that’s what the force uses. If you want extra flexibility for bigger games later, it’s worth magnetising the riders’ arms.

Do I need the battletome?

No. The Spearhead rules are free from Warhammer Community. You only need the battletome for larger games using the full army rules.

How does Spearhead compare with Combat Patrol?

They fill the same role in their games: a ready-made small army in one box. Our Spearhead vs Combat Patrol guide explains the differences.

What are the phases of a turn in Spearhead?

Spearhead uses the standard Age of Sigmar 4th Edition turn: hero phase, movement phase, shooting phase, charge phase, combat phase and end of turn. Each battle round starts with a priority roll to decide who takes the first turn. The Warflock leans on the hero phase for Predict the Future and the Shaman’s spells, then shoots with the Skyfires before charging.

How many battle rounds does a Spearhead game last?

A Spearhead battle lasts four battle rounds. That short length is why timing matters so much for the Warflock. Bring the Tzaangor Enlightened in too late and they may get only one round of fighting. Spend your battle tactic cards and teleports early enough to put points on the board before the game ends.

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