I think the main #1 reason to use blue horrors is $$$. If you buy 2 boxes of blues + brims, that is the troop requirement for a 200 point army right there. Very cheap entry level price and they can spend the rest of their money on the important stuff.
#2 I am wondering is who wins cc when getting charged most likely, 1 full unit of blues or 1 full unit of brims? Vs harlequins or vs astartes etc makes a big deal in that matchup of course, but I wonder what the best unit is in that scenario?
Well, neither win, its about who ties them up longer, and in that case a single brim is just as tough as a single blue for much less pts. (both are T3 with a 4++)
Brims do more damage though, on average +1 A > +1 Str. (from a low attack model, on higher attack models strength becomes more valuable the more attacks you have)
Brims: 0.11 Wounds
Blues: 0.11 wounds
Against T4 or higher:
Brims: 0.11 Wounds
Blues: 0.06 Wounds
(though, both probably aren't going to be doing much killing, 10 Brims kill 0.37 MEQ per turn, on average in close combat and 10 blues kill 0.19). Hitting on 5s, wounding on 6s, against a 3+ save just doesn't do much damage.
If you factor in pts values then the Brims do even better, 2.5 Brims is way stronger than 1 Blue. Both in terms of output and difficulty to kill.
Personally, I think the best way to run horrors will be 9 Brims and 1 Blue. The blue being just so you don't have to sacrifice brims to cast. Thats a 23pt unit that casts D3 MW on a 5+ and is surprisingly resilient in CC with a 4++ and Ld7. Can easily take a ton of these little units in an army for a minuscule investment and they can act as awesome charge screens or bubble wrap with the capability to occasionally toss a few MWs onto something.
I agree on the $$ front though, il prob field Blues just because I have them, might as well use them. But anyone looking to min/max will certainly ditch them in favour of Brims.
Edited by themortalgod, 05 June 2017 - 04:24 AM.