Switch Theme:

The new Pink Horrors  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in no
Raging Ravener




Norway

So I'm reading the new daemon codex and I see that all the troops are now nice and cheap and I immediately think "horde daemons!". I look at the Pink horror entry and see that they can put out a little bit of different stuff and they can generate 3! warp charges if at 16+ unit strength! But here's where I got confused; they're a brotherhood of psykers meaning they only have a mastery level of 1 so why do they even want 3 warp charges?

Evolve, overcome, consume.  
   
Made in us
Powerful Phoenix Lord





Buffalo, NY

Flickering Fire. Pure and simple. the more Warp Charges, the more shots it gets off.

Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia 
   
Made in no
Raging Ravener




Norway

Oooh gak, you're right! That ain't half bad. With a herald and some stuff that unit could be survivable and put out a bit of damage. Thanks

Evolve, overcome, consume.  
   
Made in au
Boom! Leman Russ Commander





Brisbane, Australia

Windir83 wrote:
Oooh gak, you're right! That ain't half bad. With a herald and some stuff that unit could be survivable and put out a bit of damage. Thanks


I just noticed that the forum doesn't censor your text until its posted. I can see the rude word you wrote, tee hee!

Just make sure you don't go overboard on points. Eggs like to be in separate baskets!

 
   
Made in ca
Dakka Veteran





The 20 man pink-horror unit with a herald with the locus of conjuration is tempting, however, I believe it's more points efficient to take horrors in 10-man units.

Here's why, their effectiveness doesn't go down until the whole unit is dead. 2D6 S5 or 6 shots is pretty swanky. Also, there may be some games where you want to keep the 24" AP2 beam power (say, against deathwing lists) Beams don't roll to hit (If I remember correctly) so that's kinda cool.

If you want lots of shots out of one unit, you can add a herald with a conjuration locus to a 10-man horror unit, and make him level 3. Roll twice on Divination, grab prescience and roll twice on change, or grab the Change primaris and roll again on divination. 2D6+2D6 to 3D6 with Prescience is a lot of S6 AP4 shooting. Good enough to deal with fliers, if it comes to it.
   
Made in no
Raging Ravener




Norway

Yeah, my initial idea was a level 3 with Divination in a 20 man with the Grimoire of True Names and the Exalted Locus of Conjuration. Gets pricey but I really wanna see what it can do to an infantry unit!

Evolve, overcome, consume.  
   
Made in ca
Dakka Veteran





In 5 games now, I've lost my Herald twice due to perils, same loadout you're looking at (although some games I've taken to use the portal glyph)
   
Made in gb
Raging-on-the-Inside Blood Angel Sergeant





Luton, England

I like units of eleven, you get the extra shots from the second warp charge and its costing you less than 10 points over the minimum squad, the rest of my units are quite aggressive (duh) so the horrors rarely get shot at to kill that extra dude.

40,000pts
8,000pts
3,000pts
3,000pts
6,000pts
2,000pts
1,000pts
:deathwatch: 3,000pts
:Imperial Knights: 2,000pts
:Custodes: 4,000pts 
   
Made in us
Longtime Dakkanaut





The few games i have played horrors I have been disappointed.

2D6, 3D6 or 4D6, it doesnt matter one failed Psych test or one passed Deny the Witch roll and they do nothing for the turn.

I wont be using them anymore.
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

What is the point vs number of shots difference between 2 ten man units and 1 twenty man unit?

If they are the same(or the 2 ten man units have more shots total) then you will probably want to split the units up. You can split fire or fire at the same target if you need to.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in ca
Dakka Veteran





 Grey Templar wrote:
What is the point vs number of shots difference between 2 ten man units and 1 twenty man unit?

If they are the same(or the 2 ten man units have more shots total) then you will probably want to split the units up. You can split fire or fire at the same target if you need to.


*THIS*

And it's what I've been doing. 2D6 heavy bolter shots for 90 points that have 10 5++ wounds (re-roll ones) and a scoring unit (that can deepstrike) seems like a good buy, especially given that their effectiveness doesn't drop per casualty taken.

Math it out. Psychic Test passes 92% of the time, against a non-psychic opponent, gets denied 17% of the time. You're getting the power off 75% of the time, the same as hitting with a twin-linked BS3 weapon.
   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

 Grey Templar wrote:
What is the point vs number of shots difference between 2 ten man units and 1 twenty man unit?


10 Horrors gets 2D6. 16-20 Horrors gets 4D6. 20 Horrors are obviously twice as much as 10 Horrors.
BUT 2D6 is the minimum number of shots you get. So two squads of 10 gets 4D6 (combined) the whole game, until they are killed to the last man (daemon?). Whereas one squad of 20 slowly loses effectiveness over the course of the game--casualties result in 3D6, then 2D6 shots.

Also, you can give each squad the Blasted Standard, which grants a one-shot 2D6 add'l hits. Two squads = two Standards. One squad is only one Standard.

It does look like min squads are the way to go, unless you're running out of room on the Force Org.
My recommendation is deploying two squads fairly close to each other, so that your Herald can move between them so he doesn't die.

EDIT: Although one thing I forgot to account for is the Locus of Beguilement. Heralds can grant Flickering Fire +1S. Sooooooo, if you take two Tzeralds, each with the Locus, then you can only buff two squads. So two squads of 20 with Str6 shooting (with 4D6 shots, declining to 2D6) might be better than four squads of 2D6, with only two of them buffed.

This message was edited 1 time. Last update was at 2013/03/18 20:41:39


LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 6000 2000 5000


"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21 
   
Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA

40k-noob wrote:
The few games i have played horrors I have been disappointed.

2D6, 3D6 or 4D6, it doesnt matter one failed Psych test or one passed Deny the Witch roll and they do nothing for the turn.

I wont be using them anymore.


One thing I've learned from reading CD battle reports already, is that if you're taking a Grimoire, you actually have kind of a fairly potent way to take out enemy psykers, which are generally what would really prevent your Horrors from casting. I mean, yeah, deny the witch can screw you, but if its just a 6+ roll you have to worry about, then so be it.

But basically here's what you do:

When it comes time to roll the Warp Storm table, if you get a 5 or 6 on either dice, but a low roll on the other die, you use the Grimoire to re-roll the lower die, trying to get that '11' result that allows you to possess an enemy psyker (on a failed 3D6 Ld test). Because at that point, the worst that can happen to you for re-rolling that lower die is that you end up with a '7' overall and nothing happens that turn. But especially if you get a '6' and a '1' result (which means no result this turn), then re-rolling that '1' is only going to give you a really positive result (unless you roll another '1', of course).

But yeah, the ability to possess Eldrad, Njal, A Hive Tyrant, etc, is just uber-powerful and another reason why including a Grimoire seems like an automatic selection.




I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
Waaagh Dakka: click the banner to learn more! 
   
Made in ca
Dakka Veteran





Yak, I think you're confused between Kairos' Staff and the Grimoire of -1/+2 Invul save.
   
Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA

 loreweaver wrote:
Yak, I think you're confused between Kairos' Staff and the Grimoire of -1/+2 Invul save.


Yes, yes I am!


I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
Waaagh Dakka: click the banner to learn more! 
   
Made in us
Longtime Dakkanaut





 yakface wrote:
40k-noob wrote:
The few games i have played horrors I have been disappointed.

2D6, 3D6 or 4D6, it doesnt matter one failed Psych test or one passed Deny the Witch roll and they do nothing for the turn.

I wont be using them anymore.


One thing I've learned from reading CD battle reports already, is that if you're taking a Grimoire, you actually have kind of a fairly potent way to take out enemy psykers, which are generally what would really prevent your Horrors from casting. I mean, yeah, deny the witch can screw you, but if its just a 6+ roll you have to worry about, then so be it.

But basically here's what you do:

When it comes time to roll the Warp Storm table, if you get a 5 or 6 on either dice, but a low roll on the other die, you use the Grimoire to re-roll the lower die, trying to get that '11' result that allows you to possess an enemy psyker (on a failed 3D6 Ld test). Because at that point, the worst that can happen to you for re-rolling that lower die is that you end up with a '7' overall and nothing happens that turn. But especially if you get a '6' and a '1' result (which means no result this turn), then re-rolling that '1' is only going to give you a really positive result (unless you roll another '1', of course).

But yeah, the ability to possess Eldrad, Njal, A Hive Tyrant, etc, is just uber-powerful and another reason why including a Grimoire seems like an automatic selection.





I have actually roll an 11 twice!!! both times they passed their 3D6 Leadership roll :(
   
Made in ca
Dakka Veteran





40k-noob wrote:
I have actually roll an 11 twice!!! both times they passed their 3D6 Leadership roll :(


If it makes you feel better, the chance of success given Ld 10 is 50% on the nose.
   
Made in us
Powerful Phoenix Lord





Buffalo, NY

 loreweaver wrote:
40k-noob wrote:
I have actually roll an 11 twice!!! both times they passed their 3D6 Leadership roll :(


If it makes you feel better, the chance of success given Ld 10 is 50% on the nose.


Not with the way I roll. My chance of success given Ld 10 is about 98%. I'm really good at Leadership. Now org only I could hit/wound/save on a 2 or 3...

Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia 
   
Made in us
Esteemed Veteran Space Marine







 Happyjew wrote:
 loreweaver wrote:
40k-noob wrote:
I have actually roll an 11 twice!!! both times they passed their 3D6 Leadership roll :(


If it makes you feel better, the chance of success given Ld 10 is 50% on the nose.


Not with the way I roll. My chance of success given Ld 10 is about 98%. I'm really good at Leadership. Now org only I could hit/wound/save on a 2 or 3...


I have a pair of TennCon dice that I use for leadership tests and scatter range, nothing else. My LD test pass rate is pretty good (they aren't cooked dice, but they almost always turn up a 1 on one of them), but what gets risky is when I have to introduce another die.

This message was edited 1 time. Last update was at 2013/03/19 13:30:54


 
   
Made in us
Decrepit Dakkanaut






New Orleans, LA

 ClassicCarraway wrote:


I have a pair of TennCon dice that I use for leadership tests and scatter range, nothing else. My LD test pass rate is pretty good (they aren't cooked dice, but they almost always turn up a 1 on one of them), but what gets risky is when I have to introduce another die.


Do you allow your opponents to use these dice for their leadership tests?

This message was edited 1 time. Last update was at 2013/03/19 14:28:10


DA:70S+G+M+B++I++Pw40k08+D++A++/fWD-R+T(M)DM+
 
   
Made in nz
Regular Dakkanaut






In my experience 1/6th of your shooting doing nothing due to DTW is annoying as hell.
Especially when they have a psyker, so its 1/3rd of your shooting.
And when they have a GOOD psyker its half the time.

Look at it this way, spending just 55 points will halve the damage taken by any ork squad (i.e. taking a wierdboy). That's not exactly a great offensive weapon.

This message was edited 1 time. Last update was at 2013/03/20 01:24:50


 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Thats 55 points AND an HQ slot, which means one less Warboss or Big Mek. Which is not a good trade for a situational DtW bonus.

This message was edited 1 time. Last update was at 2013/03/20 01:26:10


Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in ca
Sinewy Scourge






I see the point of 11 Horrors over 20 Horrors...

BUT the main thing is the stupid Warpflame rule that we have, and if we start splitting them up we're going to end up giving people 2+ FNPs...

Also, The benefits from Heralds decrease after you get more and more squads of them, since you're not going to field 6 Heralds anyway...

40K:
5000+ points W/D/L: 10/0/6
4000+ points W/D/L: 7/0/4
1500+ points W/D/L: 16/1/4

Fantasy
4000+ points W/D/L: 1/1/2
2500+ points W/D/L: 0/0/3
Legends 2013 Doubles Tournament Champion  
   
Made in gb
Decrepit Dakkanaut




Warpflame is one test per phase, not one test per unit that shot at the target. So having two untis shooting at one unit == one warpflame roll.

Additionally they still have to be there at the end. Treat this how you would shooting at necrons - kill the unit then move on
   
Made in us
Infiltrating Hawwa'





Australia

< Taken by the void dragon. >

This message was edited 1 time. Last update was at 2020/03/14 04:48:24


DakkaDakka.com does not allow users to delete their accounts or content. We don't apologize for this.  
   
Made in ca
Sinewy Scourge






You're forgetting that they could potentially fail their Toughness test and do an extra D3 wounds with no saves.
Also there's soul flame as well that might do even further damage to the squad.

40K:
5000+ points W/D/L: 10/0/6
4000+ points W/D/L: 7/0/4
1500+ points W/D/L: 16/1/4

Fantasy
4000+ points W/D/L: 1/1/2
2500+ points W/D/L: 0/0/3
Legends 2013 Doubles Tournament Champion  
   
Made in us
Infiltrating Hawwa'





Australia

< Taken by the void dragon. >

This message was edited 1 time. Last update was at 2020/03/14 04:48:15


DakkaDakka.com does not allow users to delete their accounts or content. We don't apologize for this.  
   
Made in us
Sure Space Wolves Land Raider Pilot




Why no mention of the other Tzeentchy powers? Flickering Fire is just the default. I'd be more inclined to hope for cool blasty powers, so I could deepstrike a unit of let's say 11 Horrors (for the Warp Charge 2), and then nail vehicles or something with the AP2 or 1 shots. Of course I haven't tried that yet, but this Saturday at a little tournament I'll find out

I think the Warpflame rule will be Erratad to be giving the FNP just til the beginning of the Daemon player's next turn rather than the whole game. Too many people hate it, and I for one have strongly complained to GW via e-mail.

At least the Lord of Change can just roll all Divination, and then smack things down in close combat unlike ever before!

   
Made in gb
Decrepit Dakkanaut




Its the same rule flamers in fantasy have had for a while now. I really doubt it will change, and it isnt exactly strong.
   
Made in us
Powerful Phoenix Lord





Buffalo, NY

 Lord Krungharr wrote:
Why no mention of the other Tzeentchy powers? Flickering Fire is just the default. I'd be more inclined to hope for cool blasty powers, so I could deepstrike a unit of let's say 11 Horrors (for the Warp Charge 2), and then nail vehicles or something with the AP2 or 1 shots. Of course I haven't tried that yet, but this Saturday at a little tournament I'll find out

I think the Warpflame rule will be Erratad to be giving the FNP just til the beginning of the Daemon player's next turn rather than the whole game. Too many people hate it, and I for one have strongly complained to GW via e-mail.

At least the Lord of Change can just roll all Divination, and then smack things down in close combat unlike ever before!



Remember though, even if you generate 2+ Charges the unit is still only Mastery Level 1 and can only cast Warp Charge 1 powers.

Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia 
   
 
Forum Index » 40K You Make Da Call
Go to: