While screamers and flamers are the damage dealer in an all Tzeentch army, you have to take Pink Horrors to round out the army. I like taking them in squads of 10-20 to keep them alive and deal some damage. I routinely run squads of 20 horrors, which is a mixed bag.
Massed fire (60 shots at 18")
Large deepstrike footprint
360 points that can mishap
The most recent rumors suggest:
Pink Horrors - 9pts each (minimum 10)
ws 3 bs 3 s 3 t 3 w 1 i 3 a 1 ld 7
Psychic tests on a 10
Brootherhood of sorcerers
Blue horrors: if a pink horror is slain place a blue horror marker.. at initiative 1 the blue horror attacks causing the enemy unit to suffer one s2 hit with ap -
horrors can only cast change dicipline, not divination.
horrors get 1 warppoint, 2 at unit strength 11-15 and 3 at 16-20. they generate psychic powers at the start of the game like normal psykers but can only roll on tzeentch lore.
primaris: 24" s 5 ap 4 assault 2d6, warpflames, soulfire. 1 warpcharge.
for each additional warpcharge you gain a additional d6
So I wanted to see how the "new" units stacks up to the old as an MEQ killer.
Aside from the range difference (now 24") and the fact that the new horrors will have more random results (pschic test, deny the witch, and random number of shots) what I found is that point for point the new (when taken in a squad of 20) has about a 20% worse first turn killing efficiency vs MEQ than the old Pink Horrors. This does not factor in taking a Herald with divination.
The unit is almost 40% worse at killing Guard Equivalent in a 5+ cover.