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===Core Units=== *'''Bloodletters of Khorne:''' Still have that Magic Resistance, Killing Blow, but 2 points more now too (and come with a modest Scaly Skin save). However, they also dropped a point in Strength, and have to charge to get that point back. They're also toughness 3 and will take a lot of wounds in return. They also only posses 1 attack which does no service to them. They need a Herald to help them. A Herald with the Blood Throne I may add! Lack of good WS when not mounted means he will die like shit at any close combat. Throne provides minimum defense against that and still can grant the Locust on the Bloodletters. AND YES. They need the Frenzy Locust to do anything. *'''Pink Horrors of Tzeentch:''' A unit of Pink Horrors is a level 1 wizard that takes its one spell from the Daemon Lore of Tzeentch. Best taken in minimum 10-man units, because while they do get a bonus to cast based on their rank bonus, they will know only one spell, and even then you still have to roll for it. You could take one or two minimum-sized units to fill your core requirement, all the while benefiting from their ability to channel dice. One other thing to note is that Horrors do not roll on the miscast table when they miscast, meaning six-dicing that Infernal Gateway does not lead to a chance of power dice being taken away from the pool. *'''Daemonettes of Slaanesh:''' 11 pts. for M of 6, WS and I of 5 and 2 attacks base with Armour Piercing make for some good fun in small units. You can put the flaming banner on a unit of Daemonettes to give them flaming attacks as they are not equipped with magical weapons like Bloodletters or Plaguebearers (EDIT: Daemonic Attacks under the daemonic special rule states that ALL daemon attacks are magical, including Daemonette attacks). Kitted them out this way, they are not bad at hunting Regenerating units (i.e. Trolls). '''Alternative approach''' : Large blocks, backed up with Lore of Shadows and ASF Locus. They are cheap and have many attacks. 5+ Ward Save means they won't die like shit all the time. Two blocks of 25 or 30 is not AS expensive as You might think :) *'''Plaguebearers of Nurgle:''' They have poisoned attacks and a crippling initiative of 2 but can be a very daunting prospect when marched in a horde with a Strength and Toughness of 4.( Remember, they cause the enemy models to get a -1 modifier to hit them, they can tie something up for a good while in a horde, then smack them around with poison.) PLAY THEM IN A HORDE WITH EPIDEMIUS AND WAIT FOR YOUR POINTY-EARED OPPONENT TO SOB BEFORE YOUR S5 T5 HORDE OF UNPARALLELED "FUN" *'''Plague Toads (Forge World):''' For 24 points you get a Monstrous Beast of Nurgle. They have a 5++ ward save and Poisoned Attacks. They move further then Plaguebearers, but they lose Regeneration. Like their cousins, they have low initiative, this time of 1. They have two attacks base, but don't forget that they also have a stomp. They also count as a horde at only 6 wide and the third rank can make its full attacks. All in all, they work out to about the same value as Plaguebearers but with higher movement (being 2 points more than two Plaguebearers trading 1 point of initiative and 2 points of leadership for 2 wounds, two attacks and a stomp attack). You should play them slightly differently to take advantage of them properly, though they do allow you to field a fairly fast Nurgle army when combined with the other choices.
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