StarTrotter wrote:Hey! Don't insult me giving some plague bearers a 2+
FNP 
. It really didn't help I was playing Tzeentch with 10 Bloodletters and 1 skull cannon versus an enemy that deployed Seekers and then a giant 20 horde of plaguebearers with a herald that gave them a 5+
FNP on top of that buffed cover save. Those buggers were a pain to kill by the end xD (actually charged pink horrors at them and killed them by way of weight of numbers xD)
Flamers my good man, Flamers! They make those Nurgle b

cry like the little girls they really are.
Then the Pinkies can try and finish off what's left, or else just let the Magic-chicken swing away with his S8 which will at least deny the
FnP. A couple good rolls on his Greater Rewards/Div powers will nerf that poison attacks trait into the ground.
Chaospling wrote:Well that's just beautiful! I shelf my World Eaters army to pay attention to my Khorne Daemons instead and now there's this global view of Bloodletters. Actually I thought they were good as for example some Eldar units got a 3+ armour save instead of the usual 4+.
Are you sure Bloodletters aren't just the "least good" instead of "terrible bad"?
If Horrors chose to roll on the Discipline of Change and rolled Infernal Gateway, what would happen if they got reduced to 10 models or less? Just no chance of doing anything?
What about the Bolt of Change for small squads to deep strike in close to enemy vehicles? Or is it always, hands down, Flickering Fire of Tzeentch which should be chosen?
1. Bloodletters are just the "least good" as you put it. In the proper list, your opponent will have far too many other huge threats in their face by your turn 2 to be worrying about Bloodletters.
Plus you should be able to bring them in accurately via Deep Strike using Icons.
2. If Horrors start the game at only the basic 10 models, they can't keep Gateway should they roll it, meaning you have to keep re-rolling until you get either of the other two powers.
If your Horrors began the game at say 18 models and roll Gateway, they simply won't be able to cast it once they fall to 10 models or less since they won't have the Warp Charges to power it.
If you have the Blue Scribes however, you can always give his syphoned Warp Charge(s) to that Horror unit in question in order to manifest Gateway. (he's really, really crap in
40k however, and relies on your opponent spamming their own psychic powers to really work, so not really much of an option...)
Overall, if you're going for
MSU Horrors, then you're aiming for Bolt, which is only a 50/50 chance anyways. Not the most effective use of pts, but very handy to keep in mind if you're going to (
ab)use The Portalglyph artifact!
Bolts can even be aimed to hit your own unit(s) and help build the
FnP effect on them too - handy for Nurgle units.
Flickering Fire is simply the most effective way to use your Horrors, as no other Troops unit in the game gets unit-wide S6 shooting that typically re-rolls to-hit... Tau players tend to get somewhat jealous!