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Dealing with enemies: pink horror Tzeentch blob


Ceril

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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?

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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.

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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.: 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.

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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.: 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"?

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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.

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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.

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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.

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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.

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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.: 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 :)

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