If Bloodletters are the most
recognisable of the Daemons Troops selections, then Pink Horrors are
most definitely the ones that have undergone the biggest change. How
fitting for the Chaos God of Change.
In 5th edition it was generally a choice between the Horrors and the Plaguebearers, pivoting on whether you were willing to sacrifice a bit of durability and a few more points to actually have your units do something. So how do they stack up now?
Well, the first thing to note is that their points cost per model as almost halved, dropped from 17pts to 9pts. Not bad. You do now have to take a minimum of 10. However, I'm a little disappointed with the Pink Horrors, and here's why.
In 5th edition it was generally a choice between the Horrors and the Plaguebearers, pivoting on whether you were willing to sacrifice a bit of durability and a few more points to actually have your units do something. So how do they stack up now?
Well, the first thing to note is that their points cost per model as almost halved, dropped from 17pts to 9pts. Not bad. You do now have to take a minimum of 10. However, I'm a little disappointed with the Pink Horrors, and here's why.
Pink Horror |
Now, Horrors have lost their shooting
ability, so what exactly do they do? Now they're a brotherhood of
psykers, so what they do is generate a number of psychic powers
depending upon how many models are in the unit.
One quick point before I get into this
though. Do not let them get anywhere near assault. They're only S3
with 1 attack, they can't overwatch as all of their shooting is
psychic based, and they only have a 5++ save now at T3. They do get a rule called Blue Horrors though, whereby whenever a Pink Horror is slain they get an automatic hit, but it's only at S2 AP-, so never mind that.
But anyway, moving into the Tzeentchian
powers. The Primaris Power is Flickering Fire of Tzeentch. Now, all
of these powers come with a rule called Warpflame, if you cause one
or more unsaved wounds, your opponent's unit has to take a toughness
test, if they fail they suffer D3 wounds with no armour or cover
saves allowed, but if they pass, they get Feel No Pain (6+) or a +1
to it if they already have it. As most of the time you're going to
pass your Toughness tests anyway, I see this is a negative rule
rather than a positive one, as once your opponent has FNP you don't
really want to shoot at it with your Horrors again for fear of making
them better.
But Flickering Fire, 24” range Heavy
Bolter that is Assault 2D6 with Soul Blaze. The first power is
Tzeentch's Firestorm. Same range, no AP, but Strength D6+1 and Blast.
I'd swap this for Flicking Fire personally as even with BS 3 you're
probably going to be getting more hits at a better AP and most of the
time the same or better Strength.
Bolt of Change is the second power,
it's a little different in its new incarnation though. AP2, SD6+4,
same range, Assault 1. Still for tankbusting, but a little less
reliable then it used to be. However it is a beam, so it hits
everything under a line with AP2 which is pretty nasty.
Finally, Infernal Gateway, and I'd like
to compare this directly to Tzeentch's Firestorm. They're both
Assault 1 Blast, but Firestorm has a 6” longer range. However,
Gateway is D6+4 strength so 3pts higher and it's AP1. That's not bad
at all. However personally I'd be more worried that I'm that close to
an enemy unit so I'd have a unit of Nurglings or something ready to
screen.
Psychic shooting is really what the
Horrors are designed to do, but I see 2 problems with this. Firstly,
they don't churn out enough shots to make them viable just for a
shooting role. Even at a minimal squad, would you say that Flickering
Fire of Tzeentch every turn is worth 90pts? On average you're getting
7 shots, and 3.5 hits. It's not that great.
Secondly, you actually have to get your
powers off. Granted being a Daemon of Tzeentch does buff their LD to
10 for psychic power casting but you can still fail powers, it
happens, then every time you shoot an enemy unit not only can they
cancel it out through deny the witch, but even if it does affect them
you are probably going to give them Feel No Pain if you actually do
anything. Throw Runes of Warding, Shadows in the Warp and Runic
Weapons in the mix and not only are you struggling to actually do
much damage with your psychic powers, you're struggling to get them
off in the first place.
So, to try and get a little bit of
positivity out of this post, how should you set them up? Personally,
I wouldn't max out the squad, simply because the additional guys are
really doing nothing for you. What I'd do is go for a small squad,
but rather than 10 I would take 11 Horrors. This is because there are
boundaries for your mastery level. If you have 10 guys, your squad is
mastery level 1, 11-15, level 2, and 16-20, level 3.
That additional Horror is probably
going to die though so what's the point of taking him as you'll lose
your level pretty quickly. The reason is simply that at the start of
the game you get 2 rolls on the change table. Now, even if you're
mastery level 1 for most of the game, you are still able to choose
between 2 different psychic powers, giving you a bit more utility.
Finally, upgrades. The Iridescent
Horror, a sergeant so a normal Horror with +1 attack. You're losing
combat anyway, don't waste your points. Instrument of Chaos. I
probably wouldn't Deep Strike with them, so I'd leave this alone too.
Icon. You could do, it would be pretty useful for dropping support in
in front of you. So Deep Striking a squad of Plaguebearers,
Daemonettes or Bloodletters in front of your Horrors so that you
can't be taken in close combat. The problem is that if you fail your
reserve roll you're in trouble. I would also take the Blasted
Standard, once per game it gives your psychic shooting attack a
little more hitting power without the restriction of only being BS3,
as you automatically get 2D6 additional S4 hits.
So in short, Horrors are probably the
least favourite of the Troops choices covered so far ruleswise. I
think that Daemonettes are probably where it's at for hitting power
and Plaguebearers for objective camping. Bloodletters are good for
psychological effect and Horrors can churn out a few shots. 99 points
for 11 Horrors is not terrible though.
No comments:
Post a Comment