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About Me

Found 8 results

  1. Gaxz

    Tzaangor Horror Combo

    Hey guys, Wanted your opinion on this list, I found this out myself before I ‘googled’ it (other search engines are available) and found other had thought of the idea and people have dismissed it as ‘not as intended’. Ill be completely honest I’m 60/40 on it tbh. I can see both side and I’d love some constructive discussion, no hostility or what not. So here goes:- the combo is Tzaangor Icon Bearer - For every WIZARD friend or foe within 9” you have that many dice and on a 4+ a mortal wound is dealt to a unit within 18”. On its own quite poor, however mix it with. Pink Horrors - Key word WIZARD. Therefore a large unit of 40, all within 9” (not sure if it’s possible but I think it is), 40 dice, 4+’s, that many mortal wounds to a single unit. Mix them and suddenly it quite powerful. I believe that this is more models in range too, so if only half your massive pink horror unit is within 9” then only 20 dice would be rolled you can’t daisy chain or whatever from how I’m reading it, it mentions nothing about unit just for ever Wizard. The arguement comes when you say that no matter how many in the unit it can only cast 1 spell, however if there is only 1 left it’s still 1 spell, and is specifically states only 1 spell. However I do catch their drift. Last thing (promise):- with the armies I’m seein at the sharpe end of the spectrum, I feel have as much if not more ‘gimmicks’ than this and as I’m sure all of you whom have read this far, when you build a list you also see what could be your ‘Achilles heel’ and cause you issues and I’ve found a few. With the whole ‘As intended’ argument, the Battle Brew, unit champ as general, to name a few, was clearly not as intended however it was continued until the new generals handbook when it was changed. Thanks for reading this far and please leave a message/reply and please if there is FAQ or a different thread please link it. Much appreciated Gaz
  2. Hello! I just picked up the Disciples of Tzeentch Battletome and saw that all Tzeentch wizards get an extra spell. As a unit of pink horrors has the wizard and daemon keywords, do they also get an extra spell from the Lore of Change? Just thought I'd verify that! Thank you.
  3. Evening, just a small progress update for tonight on my next unit the pink horrors. I started with a Vallejo grey primer followed by a base of GW Pink Horror all over. I then sprayed GW Emperors Children down from directly on top through to a 35 degree angle. I then gave all the skin a Fulgrim Pink dry brush before finishing the skin with a 1:1 wash of GW Baal Red (now carroburg crimson) and Lahmian Medium. They should see battle during week one of the Kirton Games Slow Grow event to take place tomorrow so I'll post up some pictures and a small battle report to record how they fared.
  4. Just assembled this unit of Pink Horrors. I have been running back and forth in my head which might be better Tar pit unit to use. The thought process would be to use the Pinks to their full potential, Meaning 140 Points for the 10 man unit, 100 points for 20 Blue Horrors and 80 for 20 Brimestones for a total of 320 for the whole shebang. Getting this nasty little buggers out of there would take many turns. Now these guys aren't the most offensive of weapons but they can get in the way. Then their is my unit of 30 Tzaangors at 540 Points. Multi wound models that can fight very well and with a Shaman can even come back. Is the Daemons a better value?
  5. This is one of the Pink Horrors from Hero Quest Silver tower. I have been painting these miniatures from this game as sort of prototypes for my main Tzeentch army. What do you think of it?
  6. In matched play, when pink horrors are killed and there's blue horrors nearby, which have already taken casualties, you can add models to the unit to replace the dead blues without spending reinforcement points. My question is, can you do this when the unit of pink horrors is removed 'at once' by a 'rule'? The wording seems to be different when the unit is destroyed in this way. I'm wondering if the second paragraph is supposed to clarify what happens if the last model in the pink horror unit is killed, but just goes a long winded way about it. Surely, whether or not pink horrors lose 1 or 10 models, the resulting blues would still seek out a nearby friendly unit.
  7. Hi all What are peoples thoughts about running Pink Horrors now we know that we have 2 spell lores and Mystic Shield and Arcane Bolt? How you planning on running the units? Loads of small 10 man squads? Big 20 man squads for mass 4/4/-/1 firepower? I'm thinking 2 or 3 10 man squads, just to throw out loads of spells. Cheers KOM
  8. Before the General's Handbook came out I was a massive fan of pink horrors. They could shoot, spam arcane bolt and generally skirt the edges of the fray snipping in support of your big hitters. Now that the Handbook has priced them at 140 points and given us the three rules of one, I just feel they've lost some of their usefulness. 140 points would be fine if they were arcane bolting or mystic shielding all over the place. However, by limiting an army to one attempted casting of each spell, when you're done with your magic heavy, multiple spelled Tzeentch characters, the chances are the horrors won't have anything left to do. Most of the time, this leaves them as a pricey shooting unit. When/if we get points for blue horrors, I think we'll find the' horror family' become one of the best units in the game for holding objectives (ten pink horrors would produce 50 wounds). Until then though, I just feel that the rules changes of the General's Handbook have damaged the pink horrors more than most. What do you think?
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