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 Most under rated Chaos Unit!, support unit for your Beast/ Mortal army
GeneralofChaos
Posted: Dec 13 2006, 01:04 PM


Maurauder of Tzeentch


Group: Members
Posts: 7
Member No.: 113
Joined: 12-December 06




Seems like 9/10 board members love Chaos Furies and Tzeentch Screamers. With good reason why? they can fill so many roles in a Beasts of Chaos army.

*mage hunt*
*take out war machines*
*march blockers*

But what about other Daemon units? What can they do or add to your BoC army?

Since i play Tzeentch army, i will try to break down Horrors and see if i can change your mind set about them.

Let's look at there stat line: M4 WS2 BS0 S3 T3 W1 I3 A1 LD8

When you look at those numbers, it's so easy to look past this unit. Because it's not good combat unit and Chaos player's always think combat first.

This is a common mistake by a lot of Chaos player's, who over looks this unit.

As Beast player's our army book is filled with strong hand to hand combat units or core units with nasty impact hits:

Minotaurs
Chaos Ogres
Bestigors
Tuskgor Chariots
Dragon Ogres

Last thing you need is a unit that does does the same thing in your army and remember Horrors are like Furies and Screamers. They are a support unit, that must fill a role in your Beast of Chaos army.

Now what role can a Horror unit fill in your Beast of Chaos army? [that the big question]

Before i answer this, let's run down some of the units strengths:

Daemonic unit that has a 5+ daemonic ward save and cast bound spells. Now one of the best thing about a daemon unit is it's immune to psychology. [that mean no panic tests or fear or terror tests] But remember the unit also causes fear.

Now to answer the BIG question, what role do they play in a Beast of Chaos unit?

answer: they fill many roles!

1. draw enemy fire: do you want your opponent shooting at your Beast units with little or no armour? Or a unit that get's a 5+ WS and is immune to panic?

2. works as another glue unit [unit that holds opponent unit in combat] IF you pass the instability test... YOUR going to hold your opponent in combat 8/10 times if you have 10+ Horrors in your unit. [This benifit works as poor man Spawn]

Best example of this: when play testing my HoC Daemon army ...

My friend charged my 16 block Horror unit [in 6th edition that was 3 ranks before combat] with his Wood Elf Dragon.

My General was Chaos Lord w/Chalice of Chaos...

The unit passed it's LD9 instability test and held the Dragon and Rider in combat. On my turn... i charged two chariots into combat. Then won and broke the Dragon from combat. [thanks to impact hits]

Then chased it down!

I hope some Doombull lead Tz and Undivided players take note of this! [hint, hint]

3. now the best role for Horrors is your version of magical archers or war machines!

example:

At S2 or 3 works as a poor mans archer unit, 1D6 hits at 24 inches
At S4 works as a poor mans Empire hand gun unit, 1D6 hits at 24 inches
At S5 or 6 works as a bolt thrower at 24 inches
At S7+ works as cannon that does not mis-fire at 24 inches

At 12 inches your archers become the best in the game as YOU hit every model in your opponent unit and cause a S3 hit.

Now you also add in Flammers at 25 pts each... this gives you a true shooting phase with magical bolts.

Will this post change your mind about Horrors? maybe not

But i hope it makes you think about other Daemon units and what they might add to your Beast of Chaos army.



GoC


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The Puppet Master of the forum says "do not let me pull your strings"

GeneralofChaos: George O'Connell
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