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Splitting Horrors


CrystalSeer

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Greetings screaming monstrosities of the warp:

 

I have recently begun saving points in my lists to use the reinforcement abilities of horrors, or 'splitting', in my games. The results have been rather startling. First, when paired with the changeling, each model receives an invulnerable save and an 6+++ FNP. Splitting generates 2 blues from each dead pink, and two brimstone horrors from each dead blue. Finally, per BRB pg 181, wounds are allocated individually, and do not have to be grouped. This opens up the following scenario:

 

Take wound > Invuln > FNP > Split > take 2 Wounds > Invuln > FNP > Take 2 wounds > Invuln > FNP

 

PER PINK HORROR

 

That means that each infantry model effectively counts as 5 and gets 10 saves before you can move on to the next one. In addition, with all 'splits' accounted for, they still only come out to the equivalent of 23 points per model. That means that you can spend 140 pts and 1 CP to drop these guys wherever you want on the board, then for a modest reinforcement cost make them functionally impossible to kill.  I had a unit of 30 tank an entire tau army in Apoc and that's without using 'Warp Surge'. They seem to be one of the best space control units in the game. 

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Yeah, they have a unique staying power. They won't do anything meaningful after the first split though, and you have to reserve the necessary points in your list for matched play. For the price of a ten Pink Horrors with the full assortment of Blues and Brimstones you also get more than 30 Plaguebearers - I have not done the math on which unit is tougher, but I guess it would be more difficult to remove the Plaguebearers (assuming they have cover).

 

On the other hand they are excellent objective campers for all the things you have stated. Depending on the rest of your list they can be a great choice.

Edited by Darnok
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Another issue is that, after all the shooting is done, the unit still has to do a morale test and the fact that the unit didn't ultimately decrease in size (much) doesn't affect that the test is based purely on leadership and losses, meaning that you are likely to lose more at the end of the turn.  So, unless you have 2 CP reserved to autopass the test, be sure to keep in mind how any potential morale test might affect their staying power - especially since models that run away can't split.

 

Personally, if you are to reserve points from your list for splitting, I would also have daemon models available the you could summon - that way you have the flexibility of splitting or of calling in a new unit when you need one.  Not only does this avoid the risk of wasted points if you never have to split any horrors (for example, if they don't suffer significant casualties) but only allows you to bring in a unit when and where you might need one.

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I agree, and do this as well. I make it a practice to keep some CP on hand to auto pass morale too. The way my army mechanics work, I seldom end up having to take more than one.

 

As far as plague bearers being more survivable, I've played both, and it's not even close. Cover means nothing when all your saves are invuln and fnp. Point for point, plagues may do better, but you can drop a unit of horrors in front of entire armies and have them survive.

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  • 2 weeks later...

One idea I had was instead of doing Pinks>Blues>Brimstones, just taking a huge horde of Blues or an absolutely gargantuan horde of Brimstones and overwhelming the enemy by sheer force of numbers. At 3 points a model you could take a farcical amount of the little buggers, though admittedly they'd sill be very fragile.

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I've played with the idea, but they die to a stiff breeze. If I were to run it, I think I'd just belt out 6-9 10 man squads for enough troops to fill 3 battalions. They could be killed, but would require 1-2 turns of dedicated shooting while providing screening for sorcerers. 15 CP guaranteed at 270 pts isn't shabby either.
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