Jump to content

Welcome to The Bolter and Chainsword
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!
Photo

Dealing with enemies: pink horror Tzeentch blob

Chaos Demons Strategy

  • Please log in to reply
10 replies to this topic

#1
Ceril

Ceril

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 84 posts
Lately I've been running a lot into Pink horrors. They shoot a lot and hurt with the +1 to wound psychic power. As long as the blob is big they shoot 3 times each, killing most things with weight of dice.

What is the most cost effective (imperium) way to deal with them?

I've been playing to the mission, ignoring these. But with a big squad squarely in the middle and moving towards me it's hard to ignore them. A good solution might be to drive rhinos into them. Or put death company back into my lists, as in melee pinks do "nothing". They have 1A each only. The counter charge from the characters will be rough so better make any charge into pinks count.

With their natural 4++ and FNP from the changeling they are hard to move. They can also recieve the stratagem to increase their save by 1. And behind this almost unkillable wall the demon princes are moving up and casting a lot of powers together with Ahriman.

What has your experience been? How do you deal with the pink horrors?

#2
Karhedronuk

Karhedronuk

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 1,832 posts
  • Location:UK
You are right, either charge them with something expendable to deny them their shooting for a turn or hit them with Death Company. Weight of attacks are the best way to punch through invulnerable saves.

If you opponent is bringing lots of psychic powers, consider allying in a Culexus Assassin. -2 on their casting rolls will really hurt and also make your Denies go much further.

Sanguinius stood up, stretching his wings to their full extent. He flexed his hands. "I need no blade".
It was as though Sanguinius gleamed with pale light, his face white, eyes becoming blood-red, surrounded by the golden crown of flowing hair. Guilliman had witnessed glimpses of of his brother's wrath before, but had never seen the true Blood Angel unleashed. Sanguinius surged forward on alabaster wings, half a meter from the floor, whiteness streaming from him like flames.


#3
Majkhel

Majkhel

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 408 posts
  • Location:Poland
  • Faction: Blood Angels

Weight of fire followed by an assault = Death Company with bolters and chainswords. 
Thin their numbers to below 20 to deprive them of raised number of shots with bolters or assault canons if available, follow up with a charge. You would be wounding them on 2s with chainswords and once in combat, they would be effectively neutralized. If you fear their overwatch, you may try charging smashcaptain with Angels Wings first to deny it.

Their range is only 18" so need not fear them when approaching with Jump Packs. I would say - start the DC on the board in some relatively safe location. If you get first turn - Forlorn Fury them within striking distance, move, shoot, charge. If you go second - you will need to live through a turn, but will be close enough to charge them all the same.

Or the same with scouts - preferably more than minimum 5-man squad, or several of them. They should munch through them similarly well.

6+ FNP... Well DC has the same tongue.png Still - weight of fire would mean a lot agins those. Massed bolter fire or assasult canons.

EDIT: and if you manage to get into CC, remember to tri-lock the unit if possible in the consolidation phase.


Edited by Majkhel, 13 June 2018 - 08:33 AM.

  • Zombs likes this

WIP thread - 5th Company Blood Angels
ETL_VI_Banner_Dominus_Exercitus_Blood_AnETL_2018_Medal_04_ETL_Magister.gifETL_2018_Medal_03_Primus_Interpares_01.gETL_2018_Medal_01_Custos_Fidei_05.gifETL_Medal_01.gifgallery_105306_14812_55881.pngETL_2018_Medal_06_Dominus_Exercitus.gif

"Success is not final, failure is not fatal: it is the courage to continue that counts." ~W. Churchill


#4
sfPanzer

sfPanzer

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 12,206 posts
  • Location:Germany
  • Faction: Knights of Baal

They only have 18" range and are T3. Bolter Aggressors would ruin their day quite quickly. ;)


Disclaimer:

If my posts appear rude to you, I apologize. It's not meant to be rude in any way, it's just the way folks are in my country. It's really more about being direct than being rude. I know how it's perceived in the english speaking community and I already try to tone it down but I barely notice when it's too much since it's normal for me.


So yeah, I'm really not rude it's basically just cultural differences that act against me here. Again, I apologize.

gallery_62972_10568_7658.jpgbFk9acX.pnggallery_62972_14467_40478.pnggallery_62972_10568_4118.jpg


#5
Zombs

Zombs

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 59 posts

Weight of fire followed by an assault = Death Company with bolters and chainswords. 
Thin their numbers to below 20 to deprive them of raised number of shots with bolters or assault canons if available, follow up with a charge. You would be wounding them on 2s with chainswords and once in combat, they would be effectively neutralized. If you fear their overwatch, you may try charging smashcaptain with Angels Wings first to deny it.

Their range is only 18" so need not fear them when approaching with Jump Packs. I would say - start the DC on the board in some relatively safe location. If you get first turn - Forlorn Fury them within striking distance, move, shoot, charge. If you go second - you will need to live through a turn, but will be close enough to charge them all the same.

Or the same with scouts - preferably more than minimum 5-man squad, or several of them. They should munch through them similarly well.

6+ FNP... Well DC has the same tongue.png Still - weight of fire would mean a lot agins those. Massed bolter fire or assasult canons.

EDIT: and if you manage to get into CC, remember to tri-lock the unit if possible in the consolidation phase.

 

What do you mean by "tri-locking"?



#6
Charlo

Charlo

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 18,582 posts

Tri-locking is the act of using your charge and consolidation move to trap a single enemy model between 3 of yours.

 

Due to the size of bases this model cannot move between your own and thus, the unit cannot voluntarily fall back from combat.



#7
Majkhel

Majkhel

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 408 posts
  • Location:Poland
  • Faction: Blood Angels

Exactly. Tri-locking is a way of positioning your models in such a way, that enemy model is caught up between yours and cannot move it's base between the bases of your models. This exploits the movement rules restrictions. The name "tri-lock" comes from the minimum number of models needed for this.


WIP thread - 5th Company Blood Angels
ETL_VI_Banner_Dominus_Exercitus_Blood_AnETL_2018_Medal_04_ETL_Magister.gifETL_2018_Medal_03_Primus_Interpares_01.gETL_2018_Medal_01_Custos_Fidei_05.gifETL_Medal_01.gifgallery_105306_14812_55881.pngETL_2018_Medal_06_Dominus_Exercitus.gif

"Success is not final, failure is not fatal: it is the courage to continue that counts." ~W. Churchill


#8
Karhedronuk

Karhedronuk

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 1,832 posts
  • Location:UK
It can be tricky to pull off if your opponent has a significantly sized squad as he may be able to keep his models positioned in such as way as to prevent such encirclement. Also it does not work against models the can FLY IIRC.

However if you can pull it off against the right targets, it can be devastating and shield your assaulting units from fire.

Sanguinius stood up, stretching his wings to their full extent. He flexed his hands. "I need no blade".
It was as though Sanguinius gleamed with pale light, his face white, eyes becoming blood-red, surrounded by the golden crown of flowing hair. Guilliman had witnessed glimpses of of his brother's wrath before, but had never seen the true Blood Angel unleashed. Sanguinius surged forward on alabaster wings, half a meter from the floor, whiteness streaming from him like flames.


#9
Indefragable

Indefragable

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 2,755 posts
  • Location:Boston, MA, US of A
  • Faction: Blood Angels

To help understand the concept of tri-locking, think about charging an opponents Rhino: if you use your own models to surround it in such a way that it can not move without splitting your unit, then you've locked it in place. Mentally picture what it would take to prevent something the size of a Rhino escaping combat because there are no openings in your unit(s) big enough for it to escape through.

 

...now, take that same mental image and replace the rhino with Pink Horrors, Guardsmen, etc... The idea is that you "lock" a unit in such a way that it can not Fall Back because (by the rules of the game) it is physically impossible for them to do so.


Call me Indy. It's less syllables.

 

 

gallery_93095_13980_27776.jpgETL_VI_Banner_Primus_Interpares_Astartes


#10
Zombs

Zombs

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 59 posts
Interesting mechanic! Thanks :)

#11
dakkamasta

dakkamasta

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 253 posts

Weight of fire followed by an assault = Death Company with bolters and chainswords. 
Thin their numbers to below 20 to deprive them of raised number of shots with bolters or assault canons if available, follow up with a charge. You would be wounding them on 2s with chainswords and once in combat, they would be effectively neutralized. If you fear their overwatch, you may try charging smashcaptain with Angels Wings first to deny it.

Their range is only 18" so need not fear them when approaching with Jump Packs. I would say - start the DC on the board in some relatively safe location. If you get first turn - Forlorn Fury them within striking distance, move, shoot, charge. If you go second - you will need to live through a turn, but will be close enough to charge them all the same.

Or the same with scouts - preferably more than minimum 5-man squad, or several of them. They should munch through them similarly well.

6+ FNP... Well DC has the same tongue.png Still - weight of fire would mean a lot agins those. Massed bolter fire or assasult canons.

EDIT: and if you manage to get into CC, remember to tri-lock the unit if possible in the consolidation phase.

 

^ Pretty much everything here is spot on. I play Chaos too and have just started using the Pink Horror bomb and I've learned that once they're below 20 models they are a negligible threat. They also suck in combat so get stuck in and deal with them the way Blood Angels should :)







Also tagged with one or more of these keywords: Chaos, Demons, Strategy

0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users