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Buffed Pink Horror Spam - how do you fight it? TSons & Tzeentch allies  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in de
Been Around the Block





Hey think tank!

We have a gaming league going where the top 3 is fairly competitive. Our current leader likes his Dark Reapers in a bastion and with his second army (TSons/Tzeentch demons) has recently discovered buffed pink horror spam. For those of you unfamiliar with the list, it basically consists of a boatload of characters including Ahriman and 30ish pink horrors which have a shooting attack that can be buffed by various means. In the end you have horrors with a 3++ 5+++ shooting tons of S5 shots. As we all know they split up when they die which means additional ablative wounds for the unit. The characters cannot be targeted because they’re screened by the horrors. When you get closeish you also have to deal with the mortal wound spam of the chars. The only weakness I can see is the 18 range of the horror shooting attack, but still with a 30 man unit that’s a lot of board space denied. Also fun is that horrors get casualties returned in their morale phase when they roll a certain number (forgot how it works).

So yeah, how am I supposed to beat that filth? I play Blood Angels (can proxy a guard battalion, ally in a Culexus and/or a Castellan) and Dark Eldar (no wyches, no allies), so I’m sure there is a way.

We usually play ITC or BRB/CA missions and 1500 or 1750 pts.

Thanks!!
   
Made in gb
Combat Jumping Rasyat




East of England

The most obvious counter is to deny range, as it's only 18", and the Changeling and Herald are leashed to the blob. But that's only of limited use.

The key number is to drop them below 20 horrors.

The unit's biggest weakness is that it's a biggg resource drain - it hogs 4CPs a turn to run effectively (2cp for the 3++ and 2cp to stop the unit running).

It's terrible in CC. Throw a chaff unit in to lock it down for your opponent's turn, then shoot, rinse and repeat on yours.

None of this is to say that it's not a great unit, it is, I use it myself!

This message was edited 1 time. Last update was at 2018/08/06 17:50:43


 
   
Made in us
Longtime Dakkanaut




30 pink horros can be annoying but is far from unbeatable. Blood angels should have no problems dealing with them. Take death company, the blood angels captain with the relic pack so no overwatch, and scouts with sniper rifles. 5 scouts are a joke, no one cares. 30 scouts with sniper rifles will make every charecter think twice before showing their heads. Have the captain and the death company charge those horrors, they should lock them down and then have a field day killing the horrors, you want number of wounds not powerful hits. Quantity over quality (the theme of 8th edition btw). Then use the scouts to lay down coverfire, hitting any characters that show up.

Thats what i would try anyways.
   
Made in de
Been Around the Block





Excellent suggestions, I will give that a shot! Bring a Guard battery to capitalize on the CPs spent and fuel my own units.

The sniper scout idea is pretty great, too, although I‘ve only 15. Still though, they could prove really helpful!

Cheers!
   
Made in hk
Steadfast Ultramarine Sergeant




I think a much more troublesome unit will be the Flamer spam. multiple units of 9 will be a pain in the ... as they each vomit D6 auto hit AP-1, with buff they are Str5 AND +1 to wound. That means they have more than 67% chances to inflict 7 wounds on an IK or Leman Russ (for the latter, it means it is degraded), or 65% chances to outright kill 4 Space Marine Terminators or out right wipe a 5 strong aggressor squad, or 85% chances to wipe a 5 man Hellblaster squad or a full 10 man Devastator Squad, or 70% chances to kill 2 Custodes. Defensive wise, it is one more point of T than PH, and can get the same inv save with ease. It also moves much faster than PH, and can junp over screens, and fall back and shoot.

More seriously, How are you dealing that with Grey Knight? If you kill them, they just come back at full strength and immediate shoot you to death.

This message was edited 1 time. Last update was at 2018/08/07 11:36:09


 
   
Made in us
Shas'la with Pulse Carbine





Florida

Neophyte2012 wrote:
I think a much more troublesome unit will be the Flamer spam. multiple units of 9 will be a pain in the ... as they each vomit D6 auto hit AP-1, with buff they are Str5 AND +1 to wound. T


The +1 to wound doesn't work. Flamers and Horrors do not have the Thousand Sons keyword so you can't use the Veterans of the Long War stratagem on them.

I play:
40K: Daemons, Tau
AoS: Blades of Khorne, Disciples of Tzeentch
Warmachine: Convergence of Cyriss
Infinity: Haqqislam, Tohaa
Malifaux: Bayou
Star Wars Legion: Republic & Separatists
MESBG: Far Harad, Misty Mountains 
   
Made in hk
Steadfast Ultramarine Sergeant




 D6Damager wrote:
Neophyte2012 wrote:
I think a much more troublesome unit will be the Flamer spam. multiple units of 9 will be a pain in the ... as they each vomit D6 auto hit AP-1, with buff they are Str5 AND +1 to wound. T


The +1 to wound doesn't work. Flamers and Horrors do not have the Thousand Sons keyword so you can't use the Veterans of the Long War stratagem on them.


Flickering Flame, Psychic power, gives a Tzeentch unit +1 to wound. With these buff, those Flamers have once drop my GMNDK from full wounds down to 5 wounds in one go. After I shot them down to their last number in my turn, it just charged into the GMNDK to get the unit totally killed by Grey Knight. So they can come back alive at full strength and wipe most of my GK units.

Another time this unit of 9 Flamer near Herald and buffed by Flickering Flame split fire and wiped one of my full 10 men Necron Immortal unit and drop the other one by half. They wound T4 on 2s, and AP-1. Have T4 2W and can have 3++. That is killer.


Automatically Appended Next Post:
Offering one more therotical case here to show how ridiculously strong those Flamer can be.

Against a Warhound Titan, T9 Sv 2+/4++. A squad of Flamer near a Herald and buffed by Flickering Flame, will have 60.5% chances inflict more than 5 wounds on the Titan, at the price of lower than 300pts.

On the other hand Ultramarine quad-lascannon Predator near other two Ultramarine Predators and Guilliman. Under the buff of a Primarch and kill shot stratagem, The predator have 63.3% chances to inflict 5 dmg.

Not counting the price of other two mandatory Predators in order to use the +1 to wound and dmg stratagem. This so called "best Space Marine" Anti Tank / Anti Monster combo (Guilliman + Predator tank) costs around 590pts. So, by comparison, the Tzeentch Flamer-Herald combo can gain 96% efficiency of the Best Space Marine AT combo in taking on a Scout Titan at the cost of less than 50% of the Space Marine best AT combo in points.

This message was edited 2 times. Last update was at 2018/08/13 16:52:29


 
   
 
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