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!
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
Blue 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).