AoS Gaunt Summoner of Tzeentch Tactics

AoS Herald of Tzeench. A major magic user in the Age of Sigmar games

In this post we will have a look at Gaunt Summoner of Tzeentch and how to use him in the Age of Sigmar games.

A Gaunt Summoner of Tzeentch is a figure head character for the Tzeentch Chaos Daemons army. You can find his stats in the Chaos Everchosen section. This is not a named character so it could be reasonable to have several Gaunt Summoners in your army.

Building a Gaunt Summoner of Tzeentch

The Gaunt Summoner is a great figurehead model to lead a Chaos Daemon army. It’s not only a great model but has some useful powers too. However if you try to build the model and then paint it you will find that there are sections that you can see but not reach with a paintbrush. The best option is to build the Gaunt figure and disc separately, paint each section and then glue the two sections together.

How a Gaunt Summoner of Tzeentch Summons Re-enforcements

The main special rule that a Gaunt Summoner has is that they can summon up extra units of Daemons to enter the fight. They can do this in two ways. The first is to use one or two of the spells they can cast in the hero phase, and the other is by been near a Realm Gate in the movement phase.

Summoning units in the hero phase with magic for a Gaunt works exactly the same way as any Daemon Wizard can summon up further units except that the Gaunt gets two spells a turn. So I will cover that option with each unit that can be summoned and concentrate on the Realm Gate special rule here.

The Book of Profane Secretes

The Book of Profane Secrets states that a Gaunt needs to be within 9″ of a Realm Gate at the start of the movement phases to summon a unit. So the first point to notice is that you need a Realm Gate on the table to start with! Now Realm Gates cannot be summoned so you will want to have one or more on the table at the start of the game. If you do not have a Realm Gate then the usefulness of the Gaunt is reduced but is still a useful magic user.

On the expedition that there is a Realm Gate in play, the next objective is to get you Gaunt within 9″ of it. This may be a challenge if your opponent knows what you want to do and if the gate is towards the centre of the table like it should be. In this case expect your opponent to throw everything at the gate to stop you bringing in extra forces. Also notice that to bring re enforcements you need to be near the Realm Gate by the start of the movement phases, so a full turn will pass from reaching the Gate and being able to summon support. Expect your opponent to use this interval to remove you from the Realm Gate.

Warhammer Chaos Daemon Soul Grinder found in WH40k, 8th ed, and Age of Sigmar

Summoning a monster like the Soul Grinder can really spoil your opponents plans!

Ok, so you managed to get to the Realm Gate and stay there long enough to summon up support; who are you going to summon? Well for starters you can summon any ‘Daemon ‘ unit. This can be any Daemon unit and not just a Tzeentch one. This means that you can summon anything from another Gaunt Summoner to a Soul Grinder! What’s more there’s no upper size on the unit that arrives so units with no upper size on their warscrolls can arrive en mass!

Do remember that you do need to have the models that you want to summon. This means that you may want to think about your army composition when you are looking for new models to add to you army.

Can Summoned Units Assault On Arrival?


Arriving through the Realm Gate counts as the units move phase, so if they arrive within 12″ of an enemy unit they can attempt to charge in the assault phase. The Book of Profane Secrets special rule says that a summoned unit can not arrive closer than 9″ of a enemy unit, so you have a chance to arrive and charge in the same turn.

Please note that the chance of completing a 9″ charge on a roll of 2D6 is small (8 in 36 Chance = 2/9 or 22.22% ). However it is great to get your own back for all the attacks suffered while waiting for the Summoning to work!

Attacking with a Gaunt Summoner of Tzeentch

What the Gaunt Summoner gains in magic it looses in assault. Ok, they are flying on a disc of Tzeentch which gives them 4+ save most of the time, and the ‘Warptongue Blade’ may get a lucky strike against heavenly armoured characters, but I recommend avoiding close combat at all costs!

The Gaunt Summoner has a shooting attack from it’s Changestaff. This has one attack with average chance of hitting and wounding, but at least you get D3 wounds if you do cause wounds. Also as the Changestaff is a 18″ range so you can fire off bolts from behind a bodyguard unit!


AoS Daemons Flamers of Tzeentch Tactics

Warhammer Age of Sigmar Chaos Tzeentch Flamers of Tzeentch

Balnor looked over his trusty shield. “What form of abomination do we have now?” He asked himself. They looked like willow-the-wisps hopping and leaping around. They where too fast to catch, but the hand gunners to Balno’s left seemed to be picking them off slowly. Then all of a sudden the closest group of flames belched out more blue flames in his direction. “I hope this shield will stand up to this!” as the air around him ignited.

In this post we will be looking at the Flamers of Tzeentch and their bigger brother, the Exalted Flamer of Tzeentch, and how to use them in Age if Sigmar games.

General Flamer of Tzeentch Tactics

The first point to understand about both the Flamers and Exalted Flamers is that they are not close combat units. Flamers work best 18″ away from the action where they can launch Billowing Warp-flame attacks.

I like the Willow the Wisp nature of the Flames darting around the table sticking a pin in the rear of the enemy units and being a general pain. Obviously they can not win a battle on their own, you will need core troops to hold the front line, however they are fun! I highly recommend adding Flamers to your Chaos army!

Flamers of Tzeentch Strength and Weapons

Flamers and Exalted Flamers are not tough. If your opponent catches up with them then they will die quickly. Their main strength is that they can move quickly and fly over obstacles.

Capricious Walpflame

The Flamers best weapon is the Warpflame attacks. This is a 18″ shooting attack that gives each Flamer 3 attacks, 4 for a Pyrocaster, and the Exalted Flamer 6 attacks. Each attack has the usual 4 to hit and 3 to wound, but if you do wound then you get D3 damage for each wound. These attacks can be split between different target units. This is recommended at the end of the turn units that have suffered one or more wounds get another D3 mortal wound half of the time. You only roll once for each unit that has suffered wounds, no matter how many wounds have been caused. This means that if you spread the wounds over several units you get a better chance of causing additional wounds with this spacial rule too.

There is one more feature to note here. If you roll a 1 when you roll for additional mortal wounds, then instead of causing wounds, you repair the unit with D3 wounds. Be ready for much mirth at your expense!

Summoning Flamers and Exalted Flamer of Tzeentch

Games Workshop Age of Sigmar Chaos Exalted flamer of TzeentchIf you have a Chaos Wizard on the table then they can summon a unit of flamers or an Exalted Flamer in any of your Hero Phases as the Wizards spell for that round.

A unit of 3 flamers can be summoned with a casting value of 6, however if you get a result of 11 or 12 after any bonuses have been added, a unit of 6 flamers arrive.As the average roll on 2D6 is 7, you can expect to summon flamers most of the time. The odds can be improved if the wizard is near Arcane scenery or have a familiar to hand & etc.

A single Exalted Flamer can be summoned with a casting value of 6 too. If you get a 11 or more on the casting result you can summon a unit of 3 Exalted Flamers. Exalted Flamers on Burning Chariots can be summoned on a casting value of 9, with no bonuses on 11+’s.

You do need to have the models available to summon. You may want to think about this when thinking about what models you add to your collection.

Exalted Flamer of Tzeentch on Burning Chariot

Currently Games Workshop / Citadel do a model than be build as an Exalted Flamer on Burning Chariot. Riding on a burning chariot gives the Exalted Flamer 14″ move and some close combat ability from the Screamers of Tzeench and Blue Scribes that accompaniment the Exalted Flamer.

In addition to the basic attacks the chariot can cause D3 fly by on a unit during the movement phase ( 50% chance of the time ). The best way to use this is to clip’ target units so that you finish the move as far from danger as possible.


AoS Skaven Stormfiends Tactics

AoS Chaos Skaven Skryre and Moulder Stormfeinds

Stormfiends are Rat Ogors creations created by the Clan Skyre. Designed to be front-line shock troops they have the brute force strength of the Rat Ogors with one or two Skyre weapons graphed on to them to give the Stormfiends a shooting attack or better close combat abilities.

General Stormfiends Tactics

Stormfiends are great all-round tactical unit. Armed with the right tools the storm fiends are more than a match for most other units.

Are Stormfiends Clan Skyre or Clan Moulder?

If you are looking for the Skaven Stormfiends rules on  the AoS app or in the Chaos army book, then you will find them in the Skaven Skyre section.

Unusually Skaven Stormfiends have both Skyre and Moulder keywords. This means that they fit it very well to either army. It also means that Clan Moulder Herders are great at herding your Skyre Stormfiends if you are fielding a mixed army


AOS Skaven Warp Lightning Cannon Tactics

AoS Chaos Skaven Warp Lightning Cannon Battery

Warlock Skeetch screeched with pure delight as his new creation rolled out of the workshop. He had harnessed the green energy from a warpstone to create a bolt of lightning that will fry anything in its path. “Behold the Warp Lightning Cannon!”

The assembled throng gasped in awe at the new contraption as Skeetch’s assistants swung the spot lamp  lights on to the prized exhibit. “This weapon will rip through our enemies and bring glory to Clan Skryre, and the riches that follow!” Turning to his assistants, “light it up!”

There was a crackle from the warpstone as it changed from a dull green glow to an ever brighter intensity, then all of a sudden lightning shot out at the first row of spectators, followed almost immediately by a colossal bang and plumbs of smoke.

The crowd laughed and jeered at the ineffectual light and smog show. “Wait, wait!” Skeetch pleaded as the throng slipped in to the tunnels, “It works, just let me try again!” But it was too late, his chance had passed and there will be no glory. At least not today.

The Warp Lightning Cannon is an artillery unit created by Clan Skryre to even the odds when fighting monsters and behemoths that inhabit the realms of Age of Sigmar. They are hilariously unpredictable, but when they do work well they can be game winners! Read on to find out why all Skaven armies should have one!

Also buy: Discount Warp Lightning Cannons / Plagueclaw Catapult from Wayland Games

How Skaven Warp Lightning Cannons Work

Warp Lightning Cannons are 24″ weapons with 1 shot per turn, but can cause up to 6 mortal wounds per turn. You don’t need to roll to hit.

What you do is:

  1. Pick a target within 24″ and in line of sight. Remember you can measure distances before picking your target.
  2. Roll a dice for power. You want a nice low score for this roll.  Keep this dice to one side for reference.
  3. Roll 6 more dice. Each time you roll equal or higher than the power dice you inflict a mortal wound.

Statistically you should get 3 mortal rounds per turn. However because there are two rounds of dice rolls the results will vary wildly resulting with zero to six mortal wounds a round.

The only way to even out this variance would be to have two or three Warp Lightning Cannons working together. If you do this then one machine should balance out any poor results from the other. Do be sure to target units big enough to make all the mortal wounds count. An unused wound is a useful as a miss!

Warp Lightning Cannon Movement And Placement

Warp Lightning Cannons have a 24″ range. This means that they need to be close to the front line to be in range of your targets.Usually just behind any 18″ range wizards. However the Warp Lightning Cannon only has a 3″ movement, so you will not be able to run away from trouble!

The best place to set up your Warp Cannon is just behind an objective that your opponent will be going for ( check the mission objectives ). This should bring your opponent to you and negate the need to run around the table looking for targets!

There are many units that can assault more than the Warp Cannons 24″ range. Because of this I highly recommend giving the Warp Cannon a bodyguard unit to protect your precious artillery. At the very least have units in the area that can be moved in for support.

Skaven Warp Lightning Cannon and Pitched Battles

The Warp Lightning Cannon is a Skaven unit so it can easily be added to Skaven or Chaos Grand Aliance armies. At 180 points the lightning cannon will take up a chunk of your points allowance. Also it`s effectiveness is very random.


AoS Warriors of Chaos and Chaos Knights Tactics

Warhammer AoS Chaos Warriors of Chaos

In this article we will have a look at the tactics we can use for Chaos Warriors and Chaos Knights in Age of Sigmar games.

General Chaos Warriors Tactics

The Chaos Warriors are the standard choice for rank and file troops for the chaos army. They tough with 2 wounds, have 2 attacks each and a good Bravery score.

Use the Chaos Warriors as the backbone of your army. They can defend objectives, or form the core of any advance. As usual you will want to ‘soften up’ any enemy units with some ranged fire before the Warriors pile in, and you may want some fast units to follow up any break troughs and etc.

Chaos Warrior Command Models

The horn blowers, standard bearers, and aspiring champion are collectively known as a command group. You do not have to have all of the command models in your unit, or any of them, but they do add useful benefits if you do!

Aspiring Champion

All units of Chaos Warriors must have a leader. The leader is called and Aspiring Champion. The Aspiring Champion is better at wielding weapons so with a sword, he hits on 2+ normally, but still wounds on 4+. This may sound like a small difference, but if you roll some dice you will see that the chance of wounding goes down from 1 in 4 ( 25% ) to 5 in 12 ( 41.66% ). In other words, very useful!

Standard Bearers

You can have any number of Standard Bearers in a Chaos Warrior unit, but there are no benefits from having 2 or more standard bearers other than having spares in case one standard bearer dies!

Having a standard bearer in the units useful. It increases your bravery from 6 to 7. This means that you will need to loose three warriors per turn before you have to worry about loosing a Battleshock test This is useful as Chaos Warriors usually come in units of 10 so they do not get the +1 for units of 10 or more ( because at least 1 model must have died to need a test ).

Horne Blower

Horn Blowers allow the unit of Warriors to move an extra inch when charging. This means that your minimum charge is now 3″. If you have ever failed a 3 inch charge by rolling double ones, you will know how useful this is!

Just like the standard bearers, you can have 2 or more horn blowers, however this does not give you any additional benefits.

Chaos Warriors Special Rules

The Chaos Warriors have a few special rules that you will want to remember ( or have a memo note to remind you ). I will go through the special rules in order of importance as I see them. If you just remember one rule, remember the first of these!

Chaos Runeshields

This special rule is amazing! You get to save against Mortal Wounds! That’s right, Warriors of Chaos get a chance to save against all those Arcane Bolts and other attacks that other units just have to sit there and take. The save is just 5+, but at least it’s something.

Legions of Chaos

This is a special rule that kicks in if you have 20 or more warriors in a unit. The usual number is 10 to a unit so you may only see this in very large games. If you do have a unit of 20+ then this rule lets you re-roll for some saves. Note that you can not re-roll Mortal Wound saves.

Berserk Fury

If you are daft enough to give up your shields in favour of a 2nd weapon, then this rule gives your warriors a small extra chance of hitting your opponents. If you get to choose, go for the shields!

Mark of Chaos

Adding a mark of chaos from one of the four chaos gods will not affect the unit of Warriors directly. However there may be other special rules in plat that benefit units of one of the gods. For example when you are playing in the realms of earth Nurgle units can get regeneration benefits. Keep an eye on the other special rules at play in the game.

AoS Chaos Knights Tactics

Chaos Knights are warriors of Chaos on War Steeds. As the rules are so similar I will write up their tactics here.

The basic stats for the Chaos Knights add one point of bravery, one extra wound, and an upgrade to 10″ move.

The knights have similar special rules to the Chaos Warriors. The Legions of Chaos special rule has been dropped and a new ‘terrifying Champions’ rule has been added. Chaos Knights with Chaos Glaves get a ‘Impaling Charge’ special rule too.



AoS Chaos Lord Tactics

AoS Chaos Lord on Daemonic Mount

General Chaos Lord Tactics

The Chaos Lord is a very capable fighter in the Age of Sigmar games. Placing him on a Daemonic mount gives him speed, extra toughness, and some extra attacks.

Chaos Lords are meant to be in the thick of the fighting. He does not have any ranged weapons or magic items so there is no point holding back. They are well able to take this role too. With thick 4+ chaos armour and 6 wounds, the Chaos Lord will shrug off or absorb loads of damage before he goes down.


Marks of Chaos

The Chaos Lord can align with one of the four gods of chaos. You do not have to pick a chaos god, however if you do then the Chaos Lord gets bonuses.. If you don’t pick a god then you don’t get any benefit, so you might as well pick one.

Mark of Khorne Ability

If the Chaos Lord takes the Mark of Khorne then you can re-roll roll of 1 when hitting with your Warhammer. The horse hooves do not get this bonus. This bonus can be useful, however given a choice you may find the other marks are more useful.

Mark of Nurgle Ability

Chaos Lords with the mark of Nurgle get an extra wound. This does give the Lord extra survivability. Worth taking if you favour the Nurgle god.

Mark of Tzeentch Ability

Tzeentch Chaos Lords get to re-roll failed saves. These are normal saves and not mortal wound ignore rolls. It is still worth having though. This ability is even better if you have Mystic Shield cast on you or if you are in cover ( or both ).

Mark of Slaanesh Ability

The Mark of Slaanesh special rule can be very useful. With this mark the Chaos Lord can move, run, and charge in to assault in the same turn. This make it easier to pick and choose targets to assault.

Chaos Runeshields

The Chaos Lord gets the same Chaos Runeshields that the Chaos Warriors have. That means that the Chaos Lords get a 5+ save against Mortal Wounds.

Mounted Chaos Lord Weapons

The Chaos Lord does not get an option to choose different weapons, you get a Warhammer and that is it. If you have remodelled your Chaos Lord to have a different weapon, just use the Warhammer stats for that weapon.

The Cursed Warhammer gets 4 attacks a round. This is less than the Chaos Lord on foot gets. This is because the mounted Chaos Lord only has 1 weapon. This more than made up by having the Runeshield. The four attacks do have a good chance of hitting, wounding, and causing damage ( 44.44% chance of wounding, -1 rend, 2 damage ).

The Warhorse does get 3 attacks with the usual chance ot hit and wound, so well worth remembering.

The conclusion is that the mounted Chaos Lord is good in a fight, but be careful not to take on too much in one fight. He is good but not all powerful. Have a unit of Chaos Knights to accompany your Chaos Lord as a bodyguard.

AoS Chaos Lord on Daemonic Mount

AoS Chaos Lord on Daemonic MountA Chaos Lord can ride a Daemonic Mount. In this post we will have a look at the Chaos Lords abilities and the tactics you can use in the Age of Sigmar games.


Mounted Chaos Lord Ability – Eye of the Gods

This special rule means that if your Chaos Lord kills a Monster or Hero you get extra wounds on a roll of 2+. This is one roll per kill, so if he kills multiple Heroes and Monsters per turn you could get multiple wound bonuses.

To get the bonus the Chaos Lord needs to take the last wound. If you have other units in the assault don’t kill off your target. Use the other units to take out any extra units that your opponent has in the combat so that your Chaos Lord can get a clear shot at the target.


AoS Screamers of Tzeentch Tactics

Warhammer Age of Sigmar Chaos Screamers of Tzeentch

General Screamers of Tzeentch

The Screamers of Tzeentch are the fast flanking units of the Tzeentch army. They are designed to swoop around the flanks and attack the weak spots in the enemy army.

Screamers of Tzeentch come in small units ( usually ). This means that you will need to pick your targets carefully. If you take on too large a unit then they will just walk over, or squash your Screamers.

The Screamers of Tzeentch Profile

The Screamer are fast. They can move around the table at 16″ a turn and can fly over obstacles. This is 3 times faster than most foot troops, so if you are in a tight spot you should be able to fly away.

Screamers have a Bravery score of 10. This should mean that they hang around during the battleshock phase. Having 3 wounds per model helps too. Just be careful of the 5+ save. Keep in cover when you can to increase the Screamers survivability.

The Screamers of Tzeentch Abilities

The Screamers of Tzeentch has a ‘Sky Sharks’ special rule. This rule gives the Screamers D3 damage for each unsaved wound against Monsters. This gives the Screamers a mission – ‘Kill the Big Things’.

Screamers of Tzeentch Slashing Fins

The Screamers of Tzeentch have a special rule ‘Slashing Fins’. This allows you to have extra attacks on a unit that the Screamers fly over during the movement phase. The trick here is to start and finish far enough away from danger if you end the turn too close to the enemy then you risk a counter attack. The Slashing Fin attacks can be used to take wounds off a target unit (Monster?) that you plan to assault in the assault phase.

Locus of Change

If your Screamers of Tzeentch is within 9″ of a horror hero them the screamers are harder to hit. Note that any model from the unit of screamers needs to be in range, so if you create a Congo line of screamers then you can extend the range the screamers can reach.

I often have the screamers providing a bodyguard for a Herald of Tzeentch on a burning

Summoning Screamers

If you have a Chaos Wizard on the table they can use one of their magic spells slots to summon a unit of Screamers. The summoning spell has a casting value of 6. This means that it will go off most of the time, but if you can improve you odds by being near a Chaos Familiar or Arcane Ruin, then you should.


Aos Chaos Sorcerer Lord Tactics

Warhammer Age of Sigmar Chaos Sorcerer Lord

In this post we will have a look at the Chaos Sorcerer Lord and tactics you can use with the Sorcerer Lord in Age of Sigmar Games.

Magic is strong in the Age of Sigmar world, so fielding a wizard or two is highly recommended! Wizards are needed for their magic, but they are not good in hand to hand fighting. The best option is to make sure there are a unit or two of Chaos Warriors between your Sorcerer and the enemy.

Most spells have a 18″ range. This means that you will need to keep your sorcerer close to the action. Line of sight is usually needed too, so placing him up a tower or on a hill will be a good idea too.

Chaos Sorcerer Lord Spells

The Chaos Sorcerer Lord knows the two basic spells and his own signature spell ‘Daemonic Power’. As usual the Chaos Sorcerer Lord can cast one spell per turn, so you will need to make it count!

The Daemonic Power spell has a casting value of 5, so it should fire off most of the time. To use it you should have a friendly unit within 18″. You could cast it on a enemy unit if you are playing a 3+ handed game and want to cause trouble indirectly!

When it is cast, the target unit get to re-roll 1’s for hit, wound and save rolls until your next hero phase.

Improving your Spell casting with Chaos Familiars

Familiars are often imp like creatures that follow Sorcerers around. They are not much use by themselves, but do make spell casting easier for nearby Chaos Wizards.

How it works is if there are one or more familiars within 6″ of the Chaos Wizard in the hero phase then that wizard +1 to each magic roll you cast for that wizard. Most Chaos Sorcerers only cast one spell a turn, so this will usually only happen once a turn. However if your familiar is within 6″ of two different wizards then they both get +1 to their rolls.

Familiars help with unbinding spells too. If your familiar is within 6″ of a Chaos Wizard when you try to unbind a spell, you get +1 to that roll too! note that the familiar does not have to be within 18″ of the enemy sorcerer when you try to unbind a spell; nor do they need line of sight to your wizard. This means that you can keep your familiar a bit further back from the action and in relative safety.

Please be aware though that having multiple Familiars in the area does not improve the casting and unbinding rolls. You only get a single +1 no matter how many familiars are hanging around!

Just one more note about familiars, don’t bet on them in a fight. They hit on 6+, and wound on 5+. This means that they will wound once in 12 tries. This means once every other 6 round game, or you will have to have a unit of 12 to get a chance of 1 wound a turn, and these may be saved!

YouTube how-to video featuring a Chaos Sorcerer

Chaos Sorcerer Lord on Manticore

If you want to give your Sorcerer some speed and better hand to hand combat skills, place him on top of a monstrous creature!

The Chaos Sourcerer and Manticore are one model. You can not have your Chaos Sorcerer hopping on an off. Having both a Sorcerer and Monstrous creature together provides a big hitting combo.

Manticores can fly, and a good distance too. An unwounded Manticore can fly 12″. This means you can move quickly to support units, capture objectives,or exploit weaknesses in the enemy ranks.

Manticore Special Rule – Territorial Predator

Manticores are more powerful as a defensive unit than an aggressive one. This is because you can re-roll all hits against Monsters in your territory. You may need to agree what is your territory with some missions. Outside of your territory you only get to re-roll 1’s (which is still good to have ).


AoS Pink Horrors, Blue Horrors, Brimstone Horrors of Tzeentch Tactics

Warhanner Age of Sigmar Chaos Tzeentch Pink Horrors

AoS Pink Horrors of Tzeentch

The Pink Horrors of Tzeentch are the food solders of the Tzeentch. As you would expect from any Tzeentch unit they are not great at hand to hand combat but they do have some sneaky tricks up their sleeves.

Pink Horrors Skills

Pink Horrors are fairly average where it comes to speed, wounds (1), and saves (5+). Pink Horrors do have a high bravery score (10), so they should not be running away too often!

Magical Flames

The Pink Horrors main weapon is a shooting attack called Magic Flames. Magic Flames has an 18″ range. This means that you can stand back and if possible keep a close combat unit between the Pink Horrors and the enemy. When you do unleash the Magical flames they can be devastating. They have an 4+, 4+, (25%) chance of wounding, and cause 1 wound each, but you do get 10 to 20 shots per unit.

The Pink Horrors have an additional special rule that if there are 20+ of them then they all hit on 3+. Units of 20+ are large numbers for small games, but for larger games it’s well worth considering.

Pink Horrors and Magic

The unit of Pink Horrors can cast one spell and unbind one per turn. That means one spell for the whole unit. You do not get one spell per model. That would just be too much!

Pink Horrors get the usual Mystic Shield and Arcane Bolt spell by default. The good bit is that *any* of the models in the unit can cast the spell. This gives you the chance to spread out and spread your options.

Pink Horror Command Group

The Iridescent Horror, Icon Bearer, and Hornblower collectively are known as the command group. You need to have an Iridescent Horror lead the unit, but the Icon Bearer and Hornblower are optional.

Summoning Pink Horrors

If you have a Chaos Wizard on the board, and a squad of Pink Horrors in the wings, then you the Chaos Wizard can attempt to summon the Pink Horrors. Summoning is a spell and the Wizard can attempt to cast it in the Hero Phase as usual. The Casting Value is 6, so should happen slightly over half of the time. If you can improve your odds where you can. Being near an Arcane Ruin will help, so do familiars

AoS Blue Horrors General Tactics

Age of Sigmar chaos Blue Horrors of TzeentchBlue Horrors of Tzeentch have been in the Warhammer Fantasy Battles universe for some time, but as Games Workshop stopped making Blue Horror models, they have dropped out of favour. That is until now. With the release of the Warhammer Silver Tower board game Blue Horrors have come back in to the spot light. You still can not buy Blue Horrors on their own officially, but you may find sellers on eBay that split up the Silver Tower game to sell off Blue Horror models. Hopefully GW will do boxes of Blue and Brimstone Horrors after the sales of the Silver Tower has quietened down.

When a Pink Horror dies (but not when they run away in the Battleshock phase), and if you have some Blue Horror models, then you can replace the dead Pink Horror with two Blue Horror models.

Blue Horror Magic Flames

Blue Horrors have similar flaming shooting attacks that the Pink Horrors do. The difference is that the range is shorter at 14″. This means for the best effect you want to place the Blue Horrors in front of the Pink Horrors.

Wot? No Magic!

Blue Horrors do not have magic and are not wizards. As the Blue Horrors are ‘free’, thin is no great loss!

AoS Brimstone Horrors of Tzeentch

Brimstone Horrors of Tzeentch seem to be new Tzeentch horrors that have been added with the Warhammer Quest: Silver Tower board game. Because of this the only place you can get these models is in the Silver Tower game. However there are sellers on eBay that have split the box set and are selling Tzeentch Horrors separately .

Blue Horrors get two attacks with Magic Flames per turn, but do not get too excited, the chance of wounding is low (5 to hit, 5 to wound).