Sgt. Salt wrote:
What other army has the ability to tweek it's list before every game to suit its needs? I've been playing a flying circus with fateweaver and between all of the gifts and powers I usually end up with some shooting ability or a defense boost and what I don't get from gifts I make up for in psychic powers. It costs more but troops cost less.
And as for Pink Horrors (admittedly the only troops I run) as long as one is alive they still have the same damage output as at 10 strong which should not be overlooked. Buy them in 11 so you roll twice and you're bound to get a decent anti tank weapon. Bolt is cool because even at
str 6 (Herald) if you hit several tanks you'll get one of them.
Except now all of those powers are subject to Shadow inthe Warp, Eldar Runes, Rune Priest cancelling then on a 4+, Deny the Witch, Perils. And good luck finding shooting that is not psychic in nature. I doubt you'll run out of fingers of one hand.
Horrors are just...weird, and not in the cool Tzentchian way. Even rolling well their volume of fire is aggressively mediocre and weak, I can sort of picture granting
FNP to an enemy that survives a strong attack, like an eldritch melta blast, in a save-or-prosper mindset. "Phew! you avoided a gruesome attack, so now you get a little boon". But after lame S4 bolter-equivalent? It'll be fun watching guard blobs going about with 2+
FNP, and by fun I mean sad.
Having the same volume of fire with 1 or 10 models in the aquad is not that big of an advantage when the number was not great in the first place and the unit is so fragile that it's reasonably easy to wipe it completely with regular fire from 1-2 regular units.