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I've seen mortals and beasts go tzeentch and would probably mix a little of all three if I ever did the army I'm thinking about. But are the Horrors and flamers worth it? It seems to have a decked out unit with 4 flamers, I would have to spend nearly an arm and a leg pointswise. The horrors are cool, but they don't fight very well and move fairly slow. I just wonder if they wouldn't blow up after 1 round of combat. I know screamers are all right as well, I was just wondering if anyone has experience with the slower foot;slogging demons.
Only limited experience with small amounts of them and they didnt seem to do that well. A fully decked out 21 strong unit would probably have the serious power magic wise though.
And as long as you dont let them get into combat alone (so they dont lose a combat) then they might do fine.
Might be worth running a bit of "counts as" and seeing what happenes.
The name refers to facial hair, not playing style.Originally Posted by A news vendor's stand, London, June 1940
Yeah, screamers are really useful, I've never actually fielded horrors, but i think they'd be a useful unit.. the fact that they are slow is good because it allows you to cast more magic before actually getting into combat... horrors should be support units i dont think id field a full horror screamer army (tzeentch daemons) They are good as the last thing u'd cast in a very magic heavy tzeentch list (their bound spells plus others just add that smack in the face once the enemy runs out of d scrolls.)
Death draws near.
i would suggest screamers, too. good LD, good stats, huge cost.
but they're worth it.8Y
about horrors...i use them in small units (16 or 11) for spellcasting only. in the theory if you field even 2x11 horrors you have a good bound spell capability, provided you take also the blasted standard and the banner of wrath. this can force the opponent to waste some dispel dice before you let off the fires with your wizards.
horrors are absolutely wasted in a cc, since their cc bound spell is good - but too dependent on the rolls you make. and in combat they are always crushed easily. a chance for them to survive cc would be to field a daemonic hero: eg an exalted champion with chalice of chaos and maybe spell familiar -to make 50 points- or a magic weapon.
about flamers...i don't know. i never used them a lot. they cost many points and the d6 can be 1 or 6 - to like tzeentch you must like luck. both good and bad
It's better, it's shiny, it's warped...it's Chaos.
Well, the preivious posters have already mentioned the basics (i.e. don't get into cc with'em unless circumstances are desparate )
So, in addition I just have to say that they work best when in 12" range of an enemy, so that they can activate their Coruscation of Energy
Whilst their magic missile has a better range (and I do fire it every round until I'm in the already mentioned distance ) it is just that. A meager d6 hits at usually average strength. Depending on your target the opponent won't even waste dispel attempts at it.
Whereas the Coruscation hits all models in the target unit (preferrably large infantry blocks ), doesn't need LOS (get those pesky skirmishers hiding in the forest or the fast cavalry pestering your flank) and can also be cast in the Horror's own cc (where it often causes more casualties than the uncontrollable mutaion)
And for the Flamers:
I tend to field them in pairs and use them:
-as road blocks so that the opponent can't just rush at the Horrors. Granted, they will most likely be overrun in one turn but at least it will be my turn (and my magic phase :happy: )
-as flank protection: their throwing weapons are a nice deterrent against fast cavalry (which usually has toughness3 and low armour saves)
-as charge helpers (only infantry, cav is faster anyways): you finally got your nearby Chaos Warriors into position and your opponent ponders about flee as a charge reaction? Then declare a charge with a Flamer as well, and the gamble of fleeing gets a bit riskier for your opponent, I managed to catch some dwarven miners and a gyrocopter with that getup (of course, this works also fine with other fast or flying models)
It ain't easy bein' green... :-)
Screamers are fantastic.
And i would only buy horrors as otherwise the spell indigo fire isn't as useful.
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I have only been playing a short time compared to many of you, but screamers and horrors w/flamers were some of the first things that I started with, just because their abilities seemed so cool.
I found that even though the screamers fly by attack was a fun pick at your enemy power that they can't respond to, they are actually pretty good in cc. So when I use them now, I make sure that they can't be charged, but are close enough to mess up my enemies ability to march their troops while hitting them for a few points until my core troops are ready to charge in, than they join as flanking units.
As for the horrors, one of the armies I play tested had 4 units of 10 horrors with 4 flamers each, the 16 d6 fire balls where unbelievable, 8Y, laying waste to all but the strongest of my enemies. However, the magic was weak, after reviewing that army composition, I came to the conclusion that horrors are ineffectual in armies of 2k points or less. In my opinion, you really need to be fielding an army of at least 3k in order to use them the way they were meant to be used and still have an army that can fight back in cc.
But I can't say enough about the 16 d6 fireballs. . . . :party:8Xthey are just darn cool.8Y
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Chaos shall Reign!
Screamers are possibly the second best flying unit in the game after Pegasus Knights, so yes they are definately worth it.
Horrors are interesting. I usually dont field them alone, but almost always have atleast one Champion/Lord with Indigo fire, so I would pick up a box of them if you play Tzeentch often.
Flamers look very good on paper, but I've never used them in a game, as I never field Horrors as a starting unit, I only summon them in through Indigo fire.