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===Missiles=== *'''Pink Horrors of Tzeentch''': Upgrades to the blue guys. Have a better flaming range attack, and actually decent melee stats. Sadly, they don't split into Blue Horrors upon death. In the early game these guys will play the ranged support to a front line of Blue Horrors but over time you'll want to replace them with... *'''Exalted Pink Horrors of Tzeentch''': ...these guys. They come with insane ranged damage, out damaging the elite skirmishers of other factions, and increase the Winds of Magic recharge rate for your army as long as they're alive. These guys will be a mainstay of your armies in the late game, as strong missiles combined with extra magic is something no one will want less of. No AP on the ranged attack, but with a missile damage of 35 heavily armored units still won't like being hit by these guys. **'''Blazing Squealers''': The first RoR for Tzeentch, the Blazing Squealers are an upgrade to Exalted Pink Horrors that boast better melee stats, higher leadership, and stronger missiles that imbue Warpflame. If that wasn't strong enough, '''they have a bound ability that replenishes the ammunition of ALL allied units within 55m of it.''' In an army that quickly runs out of ammo, such an ability is ludicrously powerful and there's no good reason not to take the Blazing Squealers along, as they can support your other Horrors and replenish the very limited ammo of your Exalted Flamers and Burning Chariots.
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