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Showing posts with label Khorne. Show all posts
Showing posts with label Khorne. Show all posts
Thursday, February 25, 2016
Tuesday, February 23, 2016
Khorne Army List [1850]
Here is an 1850 point army list featuring Khorne Daemonkin and the Crimson Slaughter. It features lots of units that are common to my Khornate builds. There's no psychic but it would be easy to incorporate into the list. I'd take a level 3 Sorceror with no mark mounted on a bike and attach him to the Flesh Hounds along with the two Chaos Lords. If you want more psychic then an allied detachment of Chaos Daemons lead by Belakor and eleven Pink Horrors will do the trick... Of course if you go this route you'll have to obviously drop some of the other units to make room such as the Crimson Slaughter Chaos Lord.
+++ Khorne (1850) +++
++ Codex: Khorne Daemonkin (Combined Arms Detachment) (680) ++
+ HQ (200) +
Chaos Lord (200)
Goredrinker - Juggernaut of Khorne - Power Fist - Sigil of Corruption
Unit Type: Cavalry
|WS:6|BS:5|S:4|T:5|W:4|I:5|A:4|Ld:10|Save:3+/4++|
+ Troops (160) +
Bloodletters (80)
8x Bloodletters
Unit Type: Infantry
|WS:5|BS:5|S:4|T:3|W:1|I:4|A:1|Ld:7|Save:6+/5++|
Bloodletters (80)
8x Bloodletters
Unit Type: Infantry
|WS:5|BS:5|S:4|T:3|W:1|I:4|A:1|Ld:7|Save:6+/5++|
+ Fast Attack (320) +
Flesh Hounds (320)
20x Flesh Hounds
Unit Type: Beasts
|WS:5|BS:0|S:4|T:4|W:2|I:4|A:2|Ld:7|Save:6+/5++|
++ Chaos Space Marines: Crimson Slaughter (Combined Arms Detachment) (1170) ++
+ HQ (225) +
Chaos Lord (225) /Warlord
Daemonheart - Juggernaut of Khorne - Lightning Claw - Mark of Khorne - Melta Bombs - Power Fist - Sigil of Corruption - The Slaughterer’s Horns
Unit Type: Cavalry (Character)
|WS:6|BS:5|S:4|T:5|W:4|I:5|A:4|Ld:10|Save:2+|
+ Troops (395) +
Chaos Space Marines (173)
4x Chaos Space Marines - Flamer - Icon of Wrath
4x Bolt Pistol - 4x Boltgun - 4x Close Combat Weapon
Aspiring Champion - Power Axe
Chaos Rhino - Dozer Blade - Extra Armour
Aspiring Champion: Unit Type: Infantry (Character)
|WS:4|BS:4|S:4|T:4|W:1|I:4|A:2|Ld:9|Save:3+|
Chaos Space Marine: Unit Type: Infantry
|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+|
Khorne Berzerkers (Troops) (222)
7x Khorne Berzerker - Icon of Wrath
Berzerker Champion - Lightning Claw - Melta Bombs - Power Fist
Berserker Champion: Unit Type: Infantry (Character)
|WS:5|BS:4|S:4|T:4|W:1|I:4|A:3|Ld:9|Save:3+|
Khorne Berserker: Unit Type: Infantry
|WS:5|BS:4|S:4|T:4|W:1|I:4|A:2|Ld:8|Save:3+|
+ Fast Attack (100) +
Chaos Dreadclaw Drop Pod (100)
BS:- |Front:12|Side:12|Rear:12|HP:3|
Type: Vehicle (Hover, Flyer)
+ Lord of War (450) +
Chaos Typhon (450)
Armoured Ceramite - Dirge Casters - Dreadhammer Siege Cannon - Lascannon Sponsons(40pts)
Legacy of Ruin: First War of Armageddon
BS:4 |Front:14|Side:14|Rear:14|HP:6|
Type: Super-Heavy Vehicle
Dreadhammer Siege Cannon:
Range:24"/48"
|Strength:10|AP:1|
Type: Primary Weapon 1 - Massive Blast (7") - Ignores Cover
Saturday, February 13, 2016
Can pure Khorne be competitive ?
So the question posed is can a pure Khorne be competitive ? This means they must be able to beat eldar shenanigans and Battle Company in missions using Maelstrom as one of the objectives. Yesterday I posted a 2000 point Khorne Daemonkin (KDK) list that I played today versus Tyranids. While Tyranids are not top tier they are not a slouch by any means either. The list I posted can easily be paired down to 1850 points... For example I brought a squad of Berzerkers mounted in a landraider just because I still like them. I also fielded a Greater Brass Scorpion (GBS) which is a super point sink but also very effective.
I really like the new codex - Khorne is one of my favorite Chaos powers and it's easy to generate enough Blood Tithe points each turn for Feel No Pain across the entire army which I think in general is the best boon on the table. All of the Warlord traits are really good... Today I got one that allows friendly units within 12" to re roll failed charges which was pivotal more than once. I'm not a fan of any of the formations and much prefer to simply run a combined arms detachment (CAD).
Khorne is all about assault not simply running around scoring Maelstrom points. Personally I abhor the MSU approach to KDK and to me it's not surprising they didn't fair well at the Los Vegas Open (LVO) last weekend. You should be destroying enemy units as opposed to losing your own units to generate Blood Tithe points.
My list features a hammer and anvil approach to designing the army. The two Chaos Lords attach to a large squad of Flesh Hounds for the hammer and the GBS is the anvil. Ideally you should have the two units on either side of the enemy force to catch them in between. This a good counter to eldar Warp Spiders as they will be caught by either one with no place to run as the game progresses. The two Chaos Lords are your heavy hitters along with the GBS and the Flesh Hounds provide a ton of ablative wounds.
If you want to take the army to the next level then a second CAD or allied detachment featuring Belakor and Horrors to shore up more warp charge plus a bike mounted Sorcerer is a fantastic addition since you buff the dogstar or GBS with Invisbility and possibly Endurance. The latter psychic power is great for Flesh Hounds since they become Eternal Warrior and have a 4+ Feel No Pain so the enemy can't one shot them with instant death attacks. There are other great buffs too like Curzed Earth for +1 to your invulnerable saves.
So the answer to the question is yes in my opinion - it's just that people have been doing it wrong.
Friday, February 12, 2016
Khorne Daemonkin 2k army list
+++ Daemonkin 2k (2000) +++
++ Codex: Khorne Daemonkin (Combined Arms Detachment) (2000) ++
+ HQ (465) +
Chaos Lord (265)
Axe of Khorne - Collar of Khorne - Juggernaut of Khorne - Power Fist - Sigil of Corruption - The Blood-forged Armour
Chaos Lord
Unit Type: Cavalry
|WS:6|BS:5|S:4|T:5|W:4|I:5|A:4|Ld:10|Save:3+/4++
Collar of Khorne:
A Unit containing 1 or more collar of Khorne adds +2 to all Deny the Witch rolls
Juggernaut of Khorne:
Changes unit type to Cavalry. Confers +1 Toughness, +1 Attacks and +1 Wounds
Sigil of Corruption:
Confers a 4+ Invunerable save
The Blood-forged Armour:
Confers a 3+ Armour save, Feel no Pain and Eternal Warrior
Axe of Khorne:
Range:-|Strength:User|AP:2|Type:Melee, Decapitating Blow, Specialist Weapon
Power Fist:
Range:-|Strength:x2|AP:2|Type:Meele, Specialist Weapon, Unwieldy
Chaos Lord (200)
Goredrinker - Juggernaut of Khorne - Power Fist - Sigil of Corruption
Chaos Lord
Unit Type: Cavalry
|WS:6|BS:5|S:4|T:5|W:4|I:5|A:4|Ld:10|Save:3+/4++
Juggernaut of Khorne:
Changes unit type to Cavalry. Confers +1 Toughness, +1 Attacks and +1 Wounds
Sigil of Corruption:
Confers a 4+ Invunerable Save
Goredrinker:
Range:-|Strength:+1|AP:2|Type:Melee, Unwieldy, Blood Feast
Power Fist:
Range:-|Strength:x2|AP:2|Type:Meele, Specialist Weapon, Unwieldy
+ Troops (317) +
Berzerkers (237)
Icon of Wrath
Bezerker Champion - Axe of Khorne - Boltgun - Melta Bombs - Power Fist
7x Bezerkers
Bezerker Champion
Unit Type: Infantry (Character)
|WS:5|BS:4|S:4|T:4|W:1|I:4|A:2|Ld:9|Save:3+
Bezerkers:
Unit Type: Infantry
|WS:5|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+
Icon of Wrath:
A unit with this Icon adds 1 to their combat resolution result. Any units with Mark of Khorne carrying the Icon gain Furious Charge, and may re-roll charge distance.
Bloodletters (80)
8x Bloodletters
Bloodletters
Unit Type: Infantry
|WS:5|BS:5|S:4|T:3|W:1|I:4|A:1|Ld:7|Save:6+/5++
Hellblade:
Range:-|Strength:User|AP:3|Type:Melee
+ Fast Attack (288) +
Flesh Hounds (288)
18x Flesh Hounds
Flesh Hounds
Unit Type: Beasts
|WS:5|BS:0|S:4|T:4|W:2|I:4|A:2|Ld:7|Save:6+/5++
+ Heavy Support (230) +
Chaos Land Raider (230)
Searchlight - Smoke Launcher - Twin-linked Heavy Bolter - 2x Twin-linked Lascannons
Chaos Land Raider:
BS:4|Front:14|Side:14|Rear:14|HP:4|Type:Vehicle (Tank, Transport)
+ Lord of War (700) +
Greater Brass Scorpion of Khorne (700)
2x Hellmaw Cannon - Scorpion Cannon - Soulburner Cannon
Rules:
Blood for the Blood God!
Daemon of Khorne
Doomsday Reactor
Frenzied Charge
It Will Not Die!
Multi-legged Terror
Runes of the Blood God
Greater Brass Scorpion of Khorne:
WS:3|BS:3|S:10|Front:14|Side:13|Rear:10|I:3|A:6|HP:9|Type:Super-heavy Walker
Hellmaw Cannon:
Range:Template|Strength:6|AP:3|Type:Assault 1|
Scorpion Cannon:
Range:36"|Strength:6|AP:3|Type:Heavy 10|
Soulburner Cannon:
Range:24"|Strength:10|AP:2|Type:Primary Weapon 1, Large Blast, Ignores Cover|
Doomsday Reactor:
Adds +2 modifier when rolling on the Catastrophic damage table.
Frenzied Charge:
When charging, roll 3D6 and add together for total charge distance.
Multi-legged Terror:
When making stomp attacks, the scorpion makes D3+2 stomps
Runes of the Blood God:
Any psyker who targets the scorpion suffers perils of the warp irrespective of a pass or failure.
Sunday, December 27, 2015
40k Khorne vs. 30k Admech (5000) • Conclusion
I'm going to condense the last two turns into a final synopsis - the game went five turns and took about 7 hours to play with a 45 minute lunch break.
Both Thanatars were down for the count by the end of the third turn but there was still the two Imperial Knights, the Admech deathstar riding in their land raider and some Castellax roaming around the battlefield. Kharn and his champion took down one of the Knights and the Skull Splitter took down the other. The Admech deathstar took down the Greater Brass Scorpion and the ensuing explosion took them out as well. Abbadon and his terminators never got to see the light of day just chilling in their Spartan waiting to provide backup in case the Admech deathstar had survived the explosion from the GBS. The Bloodcrushers failed to inflict any meaningful damage but we're great for tying up the Knights for a turn or two so I could engage them with my heavy hitters.
So it ended with a big win for the forces of Khorne. The Skull Splitter was my MVP taking down a Thanatar and Imperial Knight. The Chaos Contemptor which was eventually destroyed gets honorable mention holding off the close by Admech units so that Skull Splitter could quickly boost his kill count with Gore Drinker... I think this relic is the best one in the codex ! Kharn helped to take out a Knight which is worth mention. Finally the Greater Brass Scorpion worked well as a ranged weapon platform but to be honest isn't all that great in melee since its WS3 and I3.... The amount of fire power the GBS can lay down is really good though and compliments the army well. I think next time I'll run the Kytan daemon engine instead which is a bit cheaper points wise and has better stats for melee.
Friday, December 25, 2015
40k Khorne vs. 30k Admech • Part 2
So the first turn is over which was mostly a movement based turn for both sides. Admech has pushed forward with its walkers being primarily a melee army. My Khorne army is actually more shooty overall with the Typhon, Greater Brass Scorpion and the land raiders. I have been careful to screen the Spartan amd two Chaos land raiders so they don't get stuck in the backfield and have to foot slog into combat. My forward most unit is the Chaos Lord and Herald attached to the Flesh Hounds supported by the Chaos Contemptor.
I've seen the Admech army grind up Angron with a full retinue of Red Butchers, Samus the Daemon Prince and multiple other hard melee units all during the course of one game... It's vicious ! I didn't cover this in the pre game analysis but I intend to attack the Admech in waves and try to keep them spread apart so their units can't support each other.
I chose to flank up on my left side which has a lot of line of sight blocking terrain while the Admech army is still spread across their deployment zone. This is significant since I have more units on line ready to engage now.
Turn 2 - Admech
None of their reserves arrive this turn which is fine by me. The remains of the Urasarax move into position to shoot and assault my Flesh Hounds supported by two squads of Thallax. Both Thanatars stumble forward as well in support and will be in position to assault the next turn.
Combined shooting sees my drop pod exploded for First Blood and the Chaos Contemptor loses two of its three hull points as well.
The Urasarax then charge the Flesh Hounds. The Chaos Lord consolidates into the melee inflicts three unsaved wounds then Herald and Flesh Hounds finish them off. The Flesh Hounds consolidate forward around 5".
2nd Turn - Khorne
Kharandus' kill counter is up to three kills doubling his strength to 10. Four more kills and the fallen champion will inflect instant death with every attack !
Both squads of Bloodletters arrive from reserve dropping into the back of the enemy deployment zone - their goals are to survive and score line breaker plus serve as a distraction. The Bloodcrushers also arrive dropping behind a ruin over on my left side.
The Flesh Hounds lead by the Skull Splitter move into position to support the Chaos Contemptor while the Spartan and land raiders flank over a bit deeper to the left targeting the closest Thanatar. The Typhon and Greater Brass Scorpion both hold their ground.
Shooting from the Tyhpon deletes a full squad of Thallax. The Greater Brass Scorpion joins the first with the other tanks stripping a couple wounds from one of the Thanatars.
The Chaos Contemptor fires its inbuilt plasma blaster dropping a couple wounds on a Thallax as well.
The forces of Khorne then muster a charge. First the Contemptor finishes off one squad of Thallax then Kharandus finishes off the other squad scoring enough wounds so that he will be able to inflict instant death next turn.
The Chaos Contemptor consolidates with his back to a wall while the Flesh Hounds scoot back over to my left so as not to be in position to receive an enemy charge.
Admech - First Blood; 1 KP
Khorne - 4 KP
Turn 3 - Admech
The strike fighter along with one squad of Thallax come in from reserve deep striking into the heart of the battle. The flyer drops a bomb cluster on the Flesh Hounds and kills a couple... Still lots of Flesh Hounds left though !
The Thanatars lurch forward, one in range to tackle the Chaos Contemptor. Both Imperial Knights now move forward as well but will be out of range to charge this turn. The Admech land raider carrying the death posse rambles forward as well along with the other maniples. My opponent knows he needs to engage now - everything is fishing forward.
Shooting is focused mainly on the Flesh Hounds but due to good cover and awesome invulnerable saves I only lose a few. The wounded Thanatar closest to the Chaos Contemptor unloads its payload but either fails to inflict any damage so the walker manages to survive on its last hull point... Thank you Blood God. Admech units in the backfield focus on the Bloodletters thinning their numbers but fail to eliminate either squad.
The Thanator then charges in... The Contemptor strikes first bringing the monstrosity down to its final wound. The Thanatar strikes back inflicting two penetrating hits but I pass both invulnerable saves... Wow !
3rd Turn - Khorne
The Domitar with Graviton Hammers has managed to close the gap with my Typhon so it needs to dealt with quickly. The Flesh Hounds lead by the Skull Splitter crash out from the ruins surrounding the unwounded Thanatar. The Bloodletters move to hide benind line of sight blocking terrain. I use my Blood Tithe points for Feel No Pain this turn.
All shooting is focused on the lone Domitar which is eradicated.
The Skull Splitter and his hounds then charge the Thanatar and bring it down. The Chaos Contemtptor then just manages to finish off the other one and consolidates back into cover.
Admech - First Blood; 1 KP
Khorne: 7 KP
This has quickly escalated into a blood bath !
Monday, December 21, 2015
40k Khorne vs. 30k Admech • 1st Turn
I know some people like a bit of historical background for battle reports so here is mine...
Abbadon holds a grudge against the Adeptus Mechanicus dating all the way back to the heresy due to what he considered betrayal when a certain Admech battle group deserted a tea, of Sons of Horus he was leading towards the end of the heresy. Several millennium later Abbadon is finally able to exact his revenge after having discovered a means to travel all the way back in time to that point. He convinces Kharn to join him and bring along a Khornate war party to settle the dark grudge. Kharn in turn calls upon a mighty fallen champion of Khorne, Kharandus the Skull Splitter. An ancient evil Contemptor dreadnaught, Blood Red, is also re-awakened to serve as well.
The battle takes place on a terraformed moon of Mars named after a son of Ares, an ancient God of War - Deimos. A secret forge is located on the satellite which Abbadon wants to destroy after absconding the dark technology kept there. Just prior to their arrival the Adeptus Mechanicus detects a warp anomaly and quickly muster an ample army so as not to be caught off guard.
The forces of Chaos arrive via the warp several kilometers from the forge and immediately begin the march to war...
1st Turn - Admech
This turns out to be a rather quick turn. Due to my deployment most of my armored units are out of range. The majority of the Admech force move and then run (if possible) to close the distance. Most of their shooting is focused on my Flesh Hounds they have line of sight to this turn. Most of the hounds are tucked out of sight and with the 4++ invulnerable save due to their proximity with the Chaos Typhon I only lose two to three. Note the Urasarax moved to within charge range of the Flesh Hounds but I won't be able to assault them this turn due to their scout move. The Typhon also loses a hull point to shooting as well. Both Thanatars get good rolls for their run move and are close as well.
1st Turn - Khorne
The Chaos Contemptor arrives via drop pod and I place him close to one of the Thanatars to my left between two ruins with minimal scatter. I know there is the risk I'll give up First Blood but I felt I needed an expendable heavy hitter to hold off the gigantic construct in order to keep it from being able to assault my Flesh Hounds next turn.
The Flesh Hounds move up and further to my left now almost completely hidden from the Admech guns.
Shooting is focused on the Urasarax - mainly from the Greater Brass Scorpion and Typhon which gets a large scatter for its blast. The Contemptor also hits them with its plasma blaster as well. I'm able to whittle them down to just three and one of the remaining Urasarax only has a single wound left.
Thus ends the first turn with neither side scoring First Blood.
Sunday, December 20, 2015
40k Khorne vs. 30k Admech batrep (5k)
Yesterday I got to play in a mega battle with my Khorne army versus Adeptus Mechanicus from the Horus Heresy by Forgeworld. It was a big game (5000 points) so I was able to test most of my units except for the new Kytan daemon engine. Here's my army list which is a double CAD - Khorne Daemonkin and Black Legion...
+++ Khorne (4824) +++
++ Chaos Space Marines: Black Legion (2013) (Combined Arms Detachment) (3089) ++
+ HQ (425) +
Abaddon the Despoiler (265)
Kharn the Betrayer (160)
Warlord Trait - Hatred Incarnate:
The Warlord and his unit have Hatred (everything).
+ Elites (860) +
Chaos Contemptor Dreadnought (375)
• Carapace Mounted Havoc Launcher
• Dedication of Khorne
• Extra Armour
• Heavy Conversion Beamer
• Searchlights
• Smoke Launchers
Lucius Pattern Dreadnaught Drop Pod (100)
Chaos Terminators (485p)
Mark of Tzeentch - Veterans of the Long War
Terminator - Combi-Bolter - Power Fist
Terminator - Combi-Bolter - Power Fist
Terminator - Combi-Bolter - Power Fist
Terminator - Combi-Bolter - Chain Fist
Terminator - Combi-Bolter - Lightning Claw
Terminator - Combi-Melta - Power Axe
Terminator - Combi-Melta - Power Axe
Terminator - Combi-Melta - Power Axe
Terminator - Heavy Flamer - Power Axe
Terminator Champion - Lightning Claw - Powerfist
+ Troops (534) +
Chosen (279)
6x Chosen (108pts)
Icon of Wrath - Mark of Khorne - Veterans of the Long War
Plasma Pistol - Meltagun - 2x Power Axe
Chosen Champion - Gift of mutation - Lightning Claw - Power Fist - Melta Bombs
Khorne Berzerkers (255)
Icon of Wrath - Veterans of the Long War
7x Khorne Berzerker - 2x Plasma Pistol
Berzerker Champion - Gift of Mutation - Lightning Claw - Power Fist - Melta Bombs
+ Heavy Support (820) +
Chaos Spartan Assault Tank (320)
Armoured Ceramite - Dirge Caster - Dozer Blades - Extra Armor - Frag Assualt Launchers - Twin-Linked Heavy Bolter - Two Sponson-mounted Quad Lascannons
Chaos Land Raider (250)
Dirge Caster - Dozer Blade - Extra Armour - 2x Sponson mounted Twin-linked Lascannons - Twin-Linked Heavy Bolter
Chaos Land Raider (250)
Dirge Caster - Dozer Blade - Extra Armour - 2x Sponson mounted Twin-linked Lascannons - Twin-Linked Heavy Bolter
+ Lord of War (450) +
Chaos Typhon (450)
Armoured Ceramite - Dreadhammer Siege Cannon - Lascannon Sponson
Legacy - +1 Invulnerable Save for Khornate units with 6" (40)
Rules:
Crushing Weight
Dreadhammer Range
++ Codex: Khorne Daemonkin (Combined Arms Detachment) (1735) ++
+ HQ (315) +
Chaos Lord (205)
Collar of Khorne - Goredrinker - Juggernaut of Khorne - Lightning Claw - Sigil of Corruption
Herald (110)
Hellblade - Juggernaut of Khorne - Lesser Locus of Abjuration Hellblade
+ Elites (200) +
Bloodcrushers (200) - Banner of Blood
4x Bloodcrushers - 4x Hellblade
+ Troops (200) +
Bloodletters (100) - Banner of Blood
8x Bloodletters - 8x Hellblade
Bloodletters (100) - Banner of Blood
8x Bloodletters - 8x Hellblade
+ Fast Attack (320) +
Flesh Hounds (320)
20x Flesh Hounds - 20x Collar of Khorne
+ Lords of War (700) +
Greater Brass Scorpion of Khorne (700)
2x Hellmaw Cannon - Scorpion Cannon - Soulburner Cannon
Rules:
Daemon
Doomsday Reactor
Frenzied Charge
It Will Not Die
Multi-legged Terror
Runes of the Blood God
Profiles:
Greater Brass Scorpion of Khorne
WS:3|BS:3|S:10|Front:14|Side:13|Rear:10|I:3|A:6|HP:9|Type:Super-heavy Walker|
Hellmaw Cannon: Range:Template|Strength:6|AP:3|Type:Assault 1|
Scorpion Cannon: Range:36"|Strength:6|AP:3|Type:Heavy 10|
Soulburner Cannon: Range:24"|Strength:10|AP:2|Type:Primary Weapon 1, Large Blast, Ignores Cover
40k Khorne vs. 30k Admech batrep preview (5000)
I had a great game today with my Khorne Daemonkin allied with Black Legion versus Admech today. A batrep will follow tomorrow. I got to finally test a lot of new units I hadn't used before such as the Greater Brass Scorpion. It was a great game !
Sunday, November 15, 2015
Tuesday, October 27, 2015
Greater Brass Scorpion by Alicia Ling
Time to light up some nobz bikers !!!!
Check out Alicia's painting commissioning site:
Tuesday, October 20, 2015
Khorne Daemonkin ~2k army list
This is my new list.
Notes:
Herald has Grimoire of True Names (GoTN) to boost Hounds' invulnerable save to 3++... This can be further boosted to 2++ via a relic for the Typhon and stabilizes their invulnerable save should a 1 or 2 be rolled when rolling for the book.
KDK Lord is either Eternal Warrior (Blood Forged Armor) or can quickly reach S10 (Goredrinker). I'm leaning towards Goredrinker for the killing power to take down super heavies and gargantuan monstrous creatures. A variant to this list is to take another Chaos Lord for the KDK CAD to have both Blood Forged Armor and Goredrinker.
Happy hunting !!!
+++ Khorne (1947) 3 Detachments +++
++ Codex: Khorne Daemonkin (Combined Arms Detachment) (702) ++
+ HQ (240) +
Chaos Lord (240)
Collar of Khorne - Goredrinker - CCW - Juggernaut of Khorne - Sigil of Corruption
|WS:6|BS:5|S:4|T:5|W:4|I:5|A:5|Ld:10|Save:3+/4++|
The Blood-Forged Armour:
Confers a 3+ Armour save, Feel No Pain and Eternal Warrior
Goredrinker:
|Strength:+1|AP:2|Type:Melee, Unwieldy, Blood Feast|
+ Troops (160) +
Bloodletters (80)
8x Bloodletter
|WS:5|BS:5|S:4|T:3|W:1|I:4|A:1|Ld:7|Save:6+/5++|
Bloodletters (80)
8x Bloodletter
|WS:5|BS:5|S:4|T:3|W:1|I:4|A:1|Ld:7|Save:6+/5++|
+ Fast Attack (272) +
Flesh Hounds (272)
17x Flesh Hound
|WS:5|BS:0|S:4|T:4|W:2|I:4|A:2|Ld:7|Save:6+/5++|
Collar of Khorne:
A Unit containing 1 or more collar of Khorne adds +2 to all Deny the Witch rolls.
++ Chaos Space Marines: Crimson Slaughter (Combined Arms Detachment) (1035) ++
+ HQ (205) +
Chaos Lord (205)
Mark of Khorne - Daemonheart - Juggernaut of Khorne - Lightning Claw - Power Fist - Sigil of Corruption
|WS:6|BS:5|S:4|T:5|W:4|I:5|A:4|Ld:10|Save:2+|
Daemonheart confers a 2+ Armour Save and the It Will Not Die special rule.
+ Troops (360) +
Chaos Space Marines (138)
4x Chaos Space Marine - 4x Bolt Pistol/Boltgun/CC - Flamer
Aspiring Champion - Bolt Pistol - Boltgun - Power Axe
Chaos Rhino
|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+
Khorne Berzerkers (222)
7x Khorne Berzerker
Icon of Wrath
Berzerker Champion - Lightning Claw- Melta Bombs - Power Fist
|WS:5|BS:4|S:4|T:4|W:1|I:4|A:3|Ld:9|Save:3+|
+ Fast Attack (100) +
[FW] Chaos Dreadclaw Drop Pod (100)
+ Lord of War (370) +
Chaos Typhon (370)
Armoured Ceramite - Dreadhammer Siege Cannon
Dreadhammer Siege Cannon:
Range: 24"/48"|Strength:10|AP:1|
Type: Primary Weapon 1, Massive Blast (7"), Ignores Cover
++ Chaos Daemons: Codex (Allied Detachment) (240) ++
+ HQ (140) +
Daemonic Herald (140)
Herald of Khorne
Exalted Daemonic Reward (Grimiore of True Names) - Axe of Khorne - Juggernaut - Lesser Locus of Abjuration
Axe of Khorne:
|Strength:User|AP:2|Type:Melee, Decapitating Blow, Specialist Weapon|
|WS:7|BS:7|S:5|T:5|W:3|I:6|A:4|Ld:8|Save:6+|
+ Troops (100) +
Bloodletters of Khorne (100)
10x Bloodletter
|WS:5|BS:5|S:4|T:3|W:1|I:4|A:1|Ld:7|Save:6+/5++|
++ Selection Rules ++
Dreadclaw Access Point:
One access point beneath the hull. In practice, models disembark at ground level within 2" of the hull
Blood Feast:
Keep a track of the casualties infliced by the Goredrinker. At the start of the controlling players turn, consult the chart in Codex: Khorne Daemonkin for what effects are bestowed upon the blade (effects are cumulative until model is lost or game ends).
Blood for the Blood God!:
A Khorne Daemonkin army generates Blood Tithe points that the player keeps track of (up to a max of 8 Tithes). These Blood Tithes are earned by:
1. A unit containing this rule either being completely destroyed, or completely destroying an enemy unit.
2. A Character with this rule is either slain, or slays an enemy character in a challenge.
At the start of the player turn, the player may choose to spend the Blood Tithes (Blood Tithe chart is found in Codex: Khorne Daemonkin). The remaining Blood Tithes are then lost as part of the purchase. The player may still continue to harvest Tithe after all purchases.
Crushing Weight:
The Typhon adds +1 to all rolls on the Thunderblitz table when ramming or tank shocking.
Decapitating Blow:
Any roll of a 6 on the to-wound chart confers Instant Death.
Dreadhammer range:
The Dreadhammer has a range of 24" if it has moved in the previous movement phase, and 48" if it has not moved.
Drop Pod Assault:
A Kharybdis or Dreadclaw, and any unit they should transport, must always be held in reserve and always enters play using the Deep Strike rules, and counts as a Drop Pod for the wider use of the Drop Pod Assault rule for the army (applies to both the Kharybdis and Dreadclaw).
Heat Blast:
When a model with this rule arrives via Deep Strike, or later when operating as a skimmer in Hover mode, it may if its controlling player wishes inflict a Heat Blast attack. If it does so, then models it is transporting may not disembark or embark on the turn this attack is used.
Heat Blast (Deep Strike):
Immediately after the model lands, measure a radius of 3"+D3" horizontally outwards from its main hull (do not count any landing struts, etc). All models caught in the blast suffer a Str 6 AP 5 hit with no cover saves. Vehicles are struck on their weakest Armour value. This is counted as a flamer-based attack.
Heat Blast (Fire Sweep):
If the controlling player wishes, any unit the model passes directly over (i.e., falls directly under its hull during its Movement phase) suffers D6 Str 5 AP 5 hits with no cover saves. Vehicles are struck on their weakest Armour value. This is counted as a flamer-based attack. Hits from this attack are distributed across a unit as the player suffering the attack wishes. Roll a D6 each time this attack is inflicted. On a result of a 1, the Drop Pod itself suffers a penetrating hit.
Dreadclaw Transport Capacity:
Can transport 10 models.
Rhino Transport Capacity: Rhino:
Can transport 10 models.
Friday, July 17, 2015
Project Daemonkin • Khorne Kytan versus Wraithknight
There is finally a super heavy walker that can go toe to toe with the Wraithknight. I see the Kytan as the much needed hammer to the anvil for Daemonkin. The Internet buzz regarding playing an MSU style list has finally dissipated not having produced top results at several big events such as the recent BAO.
While you're paying considerably more points for the Khorne super heavy Walker it has the stats to take down a Wraithknight and literally walk away plus it's very easy to buff with things like the Grimiore of True Names and Cursed Earth. Sure we can make it invisible but so can eldar for the Wraithknight which would come down to who stomps the best and the Kytan has the edge. I predict the Kytan and Chaos Knight will both shift the meta. The Kytan being armor 13 on both front and side armor facings makes scatbikes irrelevant too.
My current project Ravenwing is wrapping up so you can expect to see some Daemonkin batreps coming soon here.
Tuesday, July 07, 2015
Wednesday, May 27, 2015
New Chaos Knight coming for Khorne (Forgeworld)
You can tell by the picture it's definitely a Knight and a new model - not the craptastic Lord of Skulls. You'll still have to buy the Lord of Skulls but if the points are right and it has better weapon skill and initiative it's going to rock. We know it will have stomp since it's a Knight and that alone is a pretty big deal.
Monday, May 11, 2015
Conclusion - Khorne vs. Tyranids (2000 points)
MID GAME ANALYSIS
The Blood Tithe can build up very quickly - especially when you reach hand to hand combat. Most armies don't have much in the way of dedicated melee units so Khorne Daemonkin can tear through them... Even Tyranids now seem geared more towards shooting. I'm hoping to be able to summons a Bloodthirster just for the fun of it and see if it can do anything productive. If nothing else it'll be a great distraction unit assuming it comes in which can be a gamble on 8 Blood Tithe points since it requires a leadership test. That is one of the reasons I run Berzerkers and Chaos Space Marines since the champions have high leadership.
Notice that multi-wound models such as the Crushers are great versus Mawlocs as you can see in this report plus even the Bloodletters were able to survive due to having an invulnerable save. The same holds true for Flesh Hounds which I'll discuss more in length in the post analysis.
3rd Turn Khorne
This can be the turn to put the coffin in the nail ! Luckily the Hormagant brood to my right just failed the charge even with fleet into my Crushers which could have potentially kept them locked in combat this turn. The Tyranid menace is exposed on all fronts as you'll see... Time to make the most of it.
The Bloodletters rush out of the ruin keen to seek revenge on the Mawloc while the Crushers canter up to charge the Hormagants that failed their charge last turn. The dreadclaw assault pod goes into hover mode beside the other Hormagant brood and Venomthrope. The land raider moves up a bit to disgorge the Chaos Space Marines to assault the Zoies located in the central building.
The Typhon fires its ordnance on the Zoies in the far building but the brood passes all its invulnerable saves. The Typhon and land raider then fire their lascannons into the Mawloc striping three wounds.
The Crushers then charge the Hormagants wiping them out for another Blood Tithe point. The Berserkers multi charge the other Hormagant brood and Venomthrope wiping them all out. The Chaos Space Marines charge the Zoies wiping them out and finally the Bloodletters assault the wounded Mawloc and finishing it off as well bringing the Blood Tithe count up to 8 ! Note the Daemonkin Lord is now S10 due to Goredrinker and I lost another Crusher to the gants.
First Blood; Blood Tithe: 8
3rd Turn Tyranids
The Tyranids must rise to challenge with diminishing forces ! The last Mawloc crashes back in on top of the Crushers scattering partially over the Zoies in the building. I lose another Crusher and the Zoie brood loses one as well. The Mawloc then goes back into reserve again.
Warp blast from the two Zoies manage to strip two hull points from the land raider and blow off the twin linked heavy bolter. The Flyrant fails to successfully cast warp blast this turn.
The Flyrant swoops on top of the building drawing a bead on the Crushers while the remaining Zoies and Tyrannofex take aim on the land raider. This turn the Flyrant finds its mark blasting two more Crushers off the table bringing the unit down to the last one along with full command (i.e., two Lords and Herald). The Tyrannofex then strips another hull point from the land raider bringing it down to its last one.
4th Turn Khorne
I go for the Bloodthirster successfully summoning the greater daemon through the Chaos Space Marine champion... w00t !
As this point the game is pretty much a foregone conclusion so I'll wrap it up now.
POST GAME ANALYSIS
What I took away from this game ...
— I am working on building a full squad of Flesh Hounds to replace the Bloodcrushers. The command does all the heavy lifting while Flesh Hounds can scout and tank more wounds.
— I'm not 100 percent sold on the Typhon yet. It's a lot of points which could go elsewhere in the army but unlike most Daemonkin armies I've seen I think it's a wise investment to have some long ranged shooting to act as the anvil. For the points though I could get another land raider and a decked out Soul Grinder. The S10 AP2 7" ignore cover blast is really a big threat versus most armies but my worry is a Wraithknight one shotting it with long range D.
— I'm really happy with the two Lords and Herald... They are very resistant to enemy maledictions and do all the heavy lifting in melee... The Crushers were mainly there to tank wounds. I made an ungodly number of saves versus the Flyrant which was probably a real game changer. It'd be much tougher versus three or more with average saves so thinking ahead it's very important how you manage your assaults to stay locked in combat during the enemy turn which worked out well for me this game.
— In case you are wondering the greater daemon did not manage to reach close combat this game since it ended after the fifth and final turn. It was still exciting to build up the Blood Tithe and bring him into corporeal space. Probably army wide FNP for the Daemonkin detachment is the better bet but it sure was fun to swoop the Bloodthirster one turn vector striking the old Flyrant.
Overall I think Daemonkin can be competitive enough to challenge the top armies in the current meta but you better have a solid plan and well designed army list.
Finally here is the reply from Forgeworld regarding the Typhon.
Part 2 - Khorne Daemonkin & Chaos Space Marines vs. Tyranids (2000 points)
"I smell the foul ichor of tainted xenos." says Magnus. "Their blood and skulls are as good as any other." he grimaced as he gave the signal to charge. "Tear them limb from limb!" The Juggernaughts gnash their metal teeth in anticipation of the soon to come carnage.
1st Turn Khorne
Not much to do this turn and I forgot to bring in the dreadclaw assault pod. The two Lords and Herald attached to the Crusher squad amble into the ruin beside the Typhon for cover. Typhon and land raider pivot.
Shooting from the Typhon deletes the majority of one Hormagant brood, wounds the Carnifex and eradicates three more Hormagants from the other brood. The Typhon fires one lascannon into the Carnifex dropping another wound. The land raider then manages to drop one more wound. This game it happened quite a lot I would bring a monstrous creature down to its last wound but not be able to finish it off that turn.
Blood Tithe: 0
1st Turn Tyranids
To my left immediately the cagey Flyrant that had been hiding behind a building takes to the air to draw a bead on my Crushers. The Alpha Warrior splits off from the small brood of Hormagants joining the larger brood and they surge forward supported by the Carnifex. The smaller brood of Hormagants drop back behind a small piece of terrain to hide from the Typhon. The Tyrannofex moves up to the side of the building drawing a bead on the land raider while the Zoies hold their position inside.
To my right the other swarm starts to move forward with the other brood of Zoies leading the way.
The Tyranids cast the FNP psychic power successfully over to my left juicing the Tyrant and wounded Carnifex. Warp blast is cast on my Crushers but is easily denied.
Shooting sees the Crushers only lose one model to the Tyrant's devourers thanks to cover from the ruin and the Tyrannofex rupture cannon bounces harmlessly off the land raider.
Nothing major this turn but things will start to liven up soon.
2nd Turn Khorne
The dreadclaw assault pod comes in automatically landing far to my right.
The Bloodletters also arrive deep striking into the same ruin housing the Crushers and they stick it. The Crushers move forward out of the ruin straight towards the Tyranid menace right next to the Alpha Warrior, Hormagants and wounded Carnifex. The land raider moves a bit to shield the Typhon from any incoming warp blast. The Typhon moves to the left so it can draw line of sight to one of the gaunts cowering behind cover.
The Bloodletters run inside the ruin to spread out expecting one of the Mawlocs to land on them then the shooting commences.
The Typhon drops ordnance on the poor gants vaporizing them back to the spore pools and a lascannon sponson puts an end to the Carnifex as well... two Blood Tithe points just like that.
The Crushers then charge the Alpha Warrior and gants with the Herald issuing a challenge to the Alpha Warrior. The Lord with Goredrinker swings first with the Axe of Khorne to ratchet up his kill count... The other Lord finishes off the rest of the gants for another Blood Tithe point. The gants are able to drag down another Crusher in their final death throes. Finally the Herald deals two wounds to the Alpha Warrior taking none in return, keeping them locked in combat.
First Blood, Blood Tithe: 3
2nd Turn Tyranids
Both Mawlocs come in from reserve. One lands clipping my Crushers but scatters off harmlessly. The other lands on top of the Bloodletters with minimal scatter but due to the spread and some hot invulnerable saves I only lose one daemon then the Mawloc goes back into reserve.
One of the Hormagant broods over to my right makes a move towards the Crushers hoping for a long charge while the Flyrant circles over the Bloodletters (still zooming). The Zoies to my right move into a ruin closing in towards my heavy armor.
The start of the psychic phase sees the Tyrant fail to successfully cast warp blast versus the land raider. It does manage to successfully cast FNP on itself and the Alpha Warrior.
Tyranid shooting then commences... He fires into the Bloodletters but I only lose two again due to cover from the ruin - amazing. The Tyrannofex then misses both shots with its rupture cannon.
The Herald dispatches the Alpha Warrior for another Blood Tithe point and takes a wound in return.
Blood Tithe: 4
Part 1 - Khorne Daemonkin & Chaos Space Marines vs. Tyranids (2000 points) Batrep
Spore pods began to ran from the blood red boiling skies blotting out the crimson sun above... A splinter of the Hive Fleet touching down upon a forgotten crone world on the very edge of the Eye of Terror. Lord Magnus rose up mounting his Juggernaught as the Khorne Herald blew into his horn calling upon the nearby forces of the Skull God. An ancient war engine broke loose from its shackled bindings - the possessed mind spirit spooled through the data incoming from the warped auguries seeking for targets to destroy. Quickly a squad of humongous Bloodcrushers lead by the other Khorne Lord cantered in beside Magnus. Steam spouted from the Juggernaughts' wide nostrils as they pawed the hard dirt. "Skulls for the Skull God!" cried the Herald as they broke into a charge strsight into the very heart of the alien horde.
I had a good game yesterday versus Tyranids. Here's my army list:
Daemonkin Combined Arms Detachment
- HQ -
Chaos Lord (210) /Warlord * Warlord Trait (3) +1 attack
Melta Bombs - Sigil of Corruption - Collar of Khorne - Juggernaut of Khorne - Axe of Khorne - Goredrinker
Herald (100)
Juggernaut of Khorne - Lesser Locus of Abjuration
- Elite -
4x Bloodcrushers (250)
Banner of Blood
Bloodhunter
- Troops -
Berzerkers (222)
7x Berzerkers - Icon of Wrath
Berzerker Champion - Melta Bombs 5 - Lightning Claw - Power Fist
Bloodletters (85)
7x Bloodletter
Bloodreaper
- Lord of War -
Chaos Typhon Heavy Siege Tank (410)
Armoured Ceramite - Lascannon sponsons
Chaos Space Marines Allied Detachment
- HQ -
Chaos Lord (180)
Mark of Khorne - Melta Bombs - Sigil of Corruption - Juggernaut of Khorne - Veterans of the Long War - Axe of Blind Fury
- Troops -
Chaos Space Marines (202)
7x Chaos Space Marines
Mark of Khorne - Veterans of the Long War - Icon of Wrath - Close Combat Weapons - Meltagun
Aspiring Champion - Melta Bombs - Mark of Khorne - Power Axe - Veterans of the Long War
- Heavy Support -
Chaos Land Raider (240)
Extra Armour
- Fast Attack -
Chaos Dreadclaw Drop Pod (100)
Notes:
1) Berserkers ride in the Dreadclaw.
2) Chaos Space Marines ride in the land raider.
3) I have sent an email to Forgeworld to see if it's okay to include Typhon in the Daemonkin army - I wanted to see if I want to run it so this was its test match and my opponent was okay with it. Note Forgeworld replied it will be addressed in an upcoming FAQ.
Here is the Tyranids army:
- HQ -
Tyrant - Wings - 2x Twin Linked Devourer /Warlord
Alpha Warrior - Rending Claws - Barbed Srangler
- Troops -
12x Hormagant - Adrenal Glands
12x Hormagant - Adrenal Glands
12x Hormagant - Adrenal Glands
12x Hormagant - Adrenal Glands
- Elites -
3x Zoanthrope
3x Zoanthrope
Venomthrope
- Fast Attack -
Mawloc
Mawloc
- Heavy Support -
Carnifex - Stranglethorn Cannon - Bioplasma
Carnifex - Stranglethorn Cannon - Bioplasma
Tyrannofex - Rupture Cannon
I don't remember all the psychic powers rolled for the Tyranids but they did get a lot of Warp Blast which can double out any multi-wound model in my army and could do some serious damage to my heavy armor.
The mission was Crusade with five objective markers spread evenly across the table. Deployment was Dawn of War. No night fight. I won the roll to go first and took it. I would be holding the Bloodletters in reserve to deep strike along with the Berserkers in the Dreadclaw. My opponent held both his Mawlocs in reserve.
Here is a picture taken midway through the game which shows the table layout:
Here is my deployment:
I castled the two tanks with the HQ attached to the Crushers behind them so I'd have some cover if Tyranids seize.
Here is the Tyranid deployment:
As you can see the Tyranids split their deployment setting up in their two table quarters.
Tyranids failed to seize.
PRE GAME ANALYSIS
I decided to focus on one cluster of the Tyranids first going for the broods to my left - less intervening terrain to block line of sight for the Typhon plus more objective markers on that side of the table. That cluster contained two broods of Hormagants, one brood of Zoanthropes, Alpha Warrior, one Carnifex plus the Flyrant and Tyrranofex in support. I will just have to ignore the Flyrant as I don't want to waste any of my limited fire power. The Berserkers will come in on my right side to deal with the other cluster supported by the Chaos Space Marine squad.
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