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===Troops=== '''Pink Horrors:''' One of the best infantry units in the game. Not only do they shoot pretty well and on a surprisingly high range, each unit also counts as a Wizard, so they can either shoot some Mortal Wounds at stuff their normal attacks can't get through, increase their save to 4+ or summon some more daemons & etc. '''Blue Horrors:''' Some <s>half-wit</s>SAINT at GW decided to bless us with a warscroll for Blue Horrors, apparently having forgotten the utter lunacy that once ensued because of them. Basically, a Blue Horror is a Pink Horror, but worse in melee, slightly lower-ranged shots and no magic. But that's really not the important part. The important part is that, so long as you have the warscroll and the models, you can set up 2 Blue Horrors whenever a Pink Horror is killed, thus adding two more wounds your opponent has to chew through before he can get at the actually important stuff behind them. '''Brimstone Horrors:''' And because Pink Horrors splitting into two blue wasn't insane enough, killing a Blue Horror creates a (paired) Brimstone Horror, which are basically teeny-tiny swarms that have only 1 Wound despite clearly being 2 distinct lifeforms. These are even weaker than the Blue Horrors but provide yet another bunch of Wounds your opponent has to chew through. If we ignore the scarcity of the Brimstone Horror models, under perfect conditions, it would take 50 Wounds of damage for your opponent to chew through 10 Pink Horrors. '''Exalted Flamer:''' Has twice the wounds and twice the attacks of a normal flamer, and that's basically it. I'd just take two normal flamers and put this chap on the chariot for the extra stuff that can do. But if you plucked a Chariot apart or built it with the Herald on top, fielding this guy really doesn't hurt, as absolutely nothing in the game enjoys being pelted with 6 damage D3 shots from 18" away. '''Flamers:''' Pretty bloody great. They die very easily, so keep them in cover, but their ranged flame attack is possibly the best thing Tzeentch daemons can bring you, massed shots (10 from 3 of them) causing D3 wounds on anything that gets through is awesome. Bonus flaming is nice too - remember "healing" in AoS only affects models that are still alive, if flaming one-wound stuff it doesn't mean models get up again if you roll a one afterward. In summary using a wound-based comp system (or no comp system) you'd be a fool not to bring at least three of these. Also, remember the awful Locus of Transmogrification? It's been buffed to hell and back and given to these guys. If they lose models while close to a Herald of Tzeentch, they have a chance of the Flamer simply splitting into two new and fully healed Flamers. And all the ones that don't split, you simply summon back to the table with your buttload of casting attempts. '''Screamer:''' A bit pillow-fisted overall. Three of them won't do much, they want to be in bigger units to achieve anything (even lone wizards might not die quickly to them otherwise) and you're unlikely to put plenty of wounds on units, though monsters really don't enjoy the damage upgrade to D3. Do remember you can do the slashing fins attack if you "retreat" from a combat they're not going to win by flying over the unit they were fighting. '''Exalted Flamer on Burning Chariot:''' Ridiculous, utterly ridiculous. Has the potential of inflicting 46 Wounds per round, if you do it just right. It can damage units it flies over, has the same powerful missile weapon as the standard Exalted Flamer and a bunch of melee attacks, including the two Screamers, who make 6 attacks, each of which deals D3 damage whilst targetting a Monster. None of these have Rend, but whatever. Take a couple and dominate the game. However, these things are pretty fragile, not that this means anything when you have a goddamn 14" Flying Move stat.
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