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Made in us
Devious Space Marine dedicated to Tzeentch




RAW… you don't really have to use gore drinker. (i know this isn't YMDC, i'm just saying)
i paired it up with a power sword for AP3 at initiative, and was psyched.

though, the PF/LC combo seems just all around… better. it'd be nifty if the axe was on your warlord and you daemon princed him...

40K: | |

 
   
Made in se
Fleshound of Khorne



sweden

We dont play goredrinker like that here, it feels like cheating same with 1 comma in the slay or slain in challenge crap. I play to win my games because i am a competative player and so are my friends but we dont exploit stuff like that.
   
Made in us
Devious Space Marine dedicated to Tzeentch




Exploit? that's how the rules read.

it doesn't matter really, if that's the way y'all play it, then cool.

either way, the power fist is probably a better call.

40K: | |

 
   
Made in us
Sneaky Sniper Drone






 crimson_caesar wrote:
Hmmm how has goredrinker worked out for you, Lord Yayula?

Played a few sick games today, 750 points with a competitive list. It wrecked face. I find Kor'lath's axe to be a bit too slow to make much of a difference. My lord usually dies around turn 4 or 5, if at all, and I usually spent my blood tithe points on FNP. I guess it's pointless to take at less than 1000 points, but idk.

Also curious what you guys think of naked Spawn vs. naked Fleshhounds (no ICs).



I like the hounds better. With FNP on top of the invuln I've often found them to be tougher, especially when fighting armies with plentiful amounts str6 and 7. But this is just in my experience.

 
   
Made in gb
Longtime Dakkanaut




The only real advantage of spawn is they can be taken in the slaughter cult, so you can do a summon and still get fnp on your rush units.,

DFTT 
   
Made in se
Fleshound of Khorne



sweden

For the same cost as 1 spawn you get 2 hounds.
So lets compare that.
Spawn: t5, d6 attacks, str 5, ws 3, 3w,

no saves, rage.
2x hounds: t4, 4 attacks, str 4, ws 5, 4w, 5++ save, scout, furious charge.
....
The more we add the better the hounds get vs spawns. I am not saying spawns should not be played with, just that there is a place for everything.

As example when i run cad+gorepack i use small units of spawns to tie up stuff while the hounds do all the work.
In my bloodhost + csm i use a big spawn unit for my herald and sorcerer, screen with small units of hounds. There are lots of ways to play either.
   
Made in nz
Disguised Speculo





If you want spawns maybe ally in the forgeworld renegades, as they get them for like 15pts each for some reason.
   
Made in us
Dakka Veteran





 Dakkamite wrote:
If you want spawns maybe ally in the forgeworld renegades, as they get them for like 15pts each for some reason.


unit of 3 is 55 in IA13, but no marks and can't increase squad size. not bad though. it's a neat book, lot of options.
   
Made in gb
Longtime Dakkanaut




but., due to weirdness, spawns can only be taken if the renegade arch demagogue is your warlord.

DFTT 
   
Made in nz
Disguised Speculo





can't increase squad size


Never noticed that. Sucks, but still, that price is pretty fantastic

And I don't see myself running an arch demagogue anytime soon. Hordemaster dude is where its at, pity running fat blobs of troops is so tiresome because that 2+ outflanking reroll is hilarious

Edit: Main reason its tiresome is spacing for blasts... but with 2+ respawn and outflank you want them to die. You want your opponents large blasts to target them, better to hit and kill 20 losers than one slightly more valuable unit, and the sooner they die the sooner they outflank. So just shovel them up the table or even put on densely packed movement trays.

Hell yeah I'm gonna enjoy that detachment

This message was edited 1 time. Last update was at 2015/05/24 08:40:01


 
   
Made in mx
Morphing Obliterator





Mexico

doomarn wrote:
Problem with the goredrinker is tje unwieldy. Often i find the flesh hounds to finish what i charge before the lord can strike. Because you want to run into squishy things to build his stats up beforw you take on something nasty like twc, mc and other deathstars.

The lclaw, pf combo is good but if you can afford the extra 15p i would recommend the axe of khorne /pfist combo, its really sad to have to fight a cc character with 2+ save like say an ironpriest on twc, since he will double out your lord with his str 10 at initiativ 1, and you want to kill him before that. (happened to me)


The Axe of Khorne/PF or even the LC/PF won't do any good against that iron priest, actually Axe of Khorne/PF would be the worst option, since if you get killed you are losing a model with 55 points worth of weapons, instead of 40 in the LC/PF or 30 with the Goredrinker. You score 1.55 wounds with the Axe of Khorne assuming you get the charge if you don't it goes down to 1.11 wounds, he would strike back with 4 S10 attacks if I'm not mistaken, again assuming the jugger got the charge the priest would score 0.8333 instant kill wounds with a 4++, so really it's a lost battle against him, those 25 extra points over goredrinker give you the slight hope that you get an instakill wound.

I've had just 2 games with the goredrinker, one where it shinned and another one where I didn't get to use any bonus. Against a DE army (1st game against the new DE), I let myself get charged by a HUGE unit of abominations? Can't remember the exact name, but are the ones with multiple wounds and insta-kill on 6s guided by a Homonculus, and charged by the archon and his incubbi bodyguard at the same time. The abominations made quick work of the hounds, and my Herald got pretty unlucky by being hit with the insta-kill blade of the archon on a 6. So, my jugger only managed to kill 5 incubbi, and then even thou he survived the instant death wounds from the archon there were lots of instant death from the abomination units, and eventually failed one of those. This was my first game with daemonkin, and I didn't give my army FnP on the first turn because I wanted to summon a unit of letters with instrument and blood banner, so that they could get my soul grinder into play. That was a huge mistake, with FnP I'd have survived the wounds with the hounds and hopefully kill the archon with 1 wound since the Lord was alrdy S6.

On my second game against marines/AM it shinned, the hound unit killed the command squad that were on bikes, giving the lord S6 and Rampage, after that I got charged by a unit of around 8 ogryns with shields, which tanked my hounds, sadly for them my jugger scored another 3 wounds and got the tally up to 6, so my next round was with S10 AP2, Rampage, destroyed the remaining ogryns with instant death and then went off to kill a unit of termies. Haven't been able to use the DP tally on him yet but against units like the Ironpriest from above it seems like a great option.

This message was edited 1 time. Last update was at 2015/05/25 17:07:26


CSM 10k points
IG 3k points
Orks 2k points
WoC 3.5k points
VC 2.5k points
 
   
Made in gb
Dakka Veteran





Has anyone got any definitive thoughts on the slaughtercult vs CAD quandary? I'm particularly interested for 1500pts (any higher and I'd probably run both).
   
Made in aw
Sword-Wielding Bloodletter of Khorne





Generally speaking, you can get FnP every turn after 1 without a slaughtercult at 1500. I believe the consensus is no cult unless you've got a particular angle with it that I haven't seen or herd of. I intend to experiment with it during my next battle.

So my last battle I struggled because my opponent brought an Imperial Knight. It just crunches through Soul Grinders and Maulerfiends before they can do anything (I didn't charge it with them, he charged me, the fast SOB). I guess mass melta is the way to go? My concern with bikers is that they die too fast. I did run a termicide melta squad, but they didn't come in before the knight was already on my side of the table. What do you guys think?
   
Made in nz
Disguised Speculo





Have only played a little with DK myself, but from watching batreps I see people often getting 5+ tithe per turn. Cult allows you to get say, bloodletters or flesh hounds *and* FNP instead of just FNP. Or +1 attacks and FNP.

Or even FNP and adamantium will. Imagine how powerful and awesome that combination would be. Oh yes eldar fools tremble in fear, your scatterbikes are nothing compared to this

Once I get some possessed made up I'll be running the cult every game, but I only play larger than normal games where I can afford a little inefficiency in exchange for coolness

This message was edited 1 time. Last update was at 2015/05/25 20:39:23


 
   
Made in us
Dakka Veteran






The problem is that only units specifically from the slaughtercult get the bonus blood tithe reward and many of the models you want to have the fnp or extra attack are outside of that formation.
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

To make the most of the slaughtercult bonus tithe reward, don't just run a minimum slaughtercult. Flesh it out a little (I plan to run mine with 2 bloodletter squads, a CSM squad, the mandatory Possessed squad, a 10-man Cultist squad, and a Lord with Blade of Endless Bloodshed) and you get more bang for your buck (i.e. more stuff gets FNP or +1 attack). How much you put in your slaughtercult would probably depend on the rest of your army.

My armies (re-counted and updated on 11/7/24, including modeled wargear options):
Dark Angels: ~16000 Astra Militarum: ~1200 | Imperial Knights: ~2300 | Leagues of Votann: ~1300 | Tyranids: ~3400 | Stormcast Eternals: ~5000 | Kruleboyz: ~3500 | Lumineth Realm-Lords: ~700
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2024: 40 | Total models painted in 2025: 25 | Current main painting project: Tomb Kings
 Mad Doc Grotsnik wrote:
You need your bumps felt. With a patented, Grotsnik Corp Bump Feelerer 9,000.
The Grotsnik Corp Bump Feelerer 9,000. It only looks like several bricks crudely gaffer taped to a cricket bat.
Grotsnik Corp. Sorry, No Refunds.
 
   
Made in us
Possessed Khorne Marine Covered in Spikes






One of my favorite strats is to have 2 LRs sitting in the back open up every transport along with 2 MFs and then disgorge 16 KBs with 2 fully kitted out CLs onto the waiting foe.

[Khorne Daemonkin Warband] 4/4/0 
   
Made in se
Fleshound of Khorne



sweden

So i have had 2 more games, one on sunday and one last night. First game i went for a bloodhost+csm allies vs eldar + sw cad.
I had to few units pushing forward to threaten the eldar shooting and after first turn i had lost about half the army, his 2 units of twc + wk mopped up the rest, tabled in turn 4.. Game 2 i ran a demonkin cad+ gorepack vs decurion necrons. His dices was on fire and i couldnt kill anything. As an example, 5 tomb blades vs 5 flesh hounds + 3 bikes, i managed to kill them only after 8 combat turns. Lost 0-20.




Automatically Appended Next Post:
Eldar has some serious alpha strike that demonkin cant handle very well. If you reserve they are dead the turn they come in since you cant charge anyway. Only possibility is to scout up into cover, hope for nightfighting to get better saves and load up on grinders to get those scatbikes jinking. I have found going extreme msu helps. Having 10-12 units able to charge turn 2 will let some survive the alpha to kill the scatbikes in cc.



Automatically Appended Next Post:
Demonkin vs decurion necrons are easier than eldar , not so heavy alpha but hard as nails to kill. Use hounds or bikes to tie up deathstar and go in with the D-thirster (so 1 or 2 only hits the thirster) and he will clear them out.

Helldrake is good vs both eldar and necrons so i recommend at least 1 in any list. Been the mvp in every game.

I wouldnt mind a deathstar of our own but so far i havent found anything useful. If you have any ideas please share.

This message was edited 2 times. Last update was at 2015/05/26 22:22:43


 
   
Made in us
Devious Space Marine dedicated to Tzeentch




doomarn wrote:

I wouldnt mind a deathstar of our own but so far i havent found anything useful. If you have any ideas please share.


i've been curious to try the good ol' grimoire on a unit of hounds, an accompanying lord wouldn't get the buff, but those hounds could get crazy.

40K: | |

 
   
Made in us
Sword-Wielding Bloodletter of Khorne





Just realized something. With a bloodhost detachment, it seems the only way you can get a landraider (besides taking an allied/second CAD or Bloodhost detachment) is taking it as a dedicated transport for terminators. There is no detachment for Landraiders. So no putting berserkers, for example, in your raider unless you take the formation with the terminators. This sucks.
   
Made in gb
Regular Dakkanaut




I haven't asked yet but I mean what role really does the BT play here because it has lots of wounds and decent toughness but its not what I'd call truly resilient and for the points cost these days that ain't great.

So I'm wondering wha tthe practical experience on the Tabletop has been.
   
Made in us
Sneaky Sniper Drone






If you're taking the dthirster then it's good for hitting deathstars and vehicles, otherwise they all are good fire magnets and infantry killers.

 
   
Made in us
Devious Space Marine dedicated to Tzeentch




Jaq Draco lives wrote:
I haven't asked yet but I mean what role really does the BT play here because it has lots of wounds and decent toughness but its not what I'd call truly resilient and for the points cost these days that ain't great.

So I'm wondering wha tthe practical experience on the Tabletop has been.


the axe of ruin thirster seems worth it as well. he's only 30 points really. (on top of axe of khorne)

40K: | |

 
   
Made in us
Sword-Wielding Bloodletter of Khorne





So in my experience BTs are bullet magnets usually and at high points games, they'll evaporate if your opponent uses a lot of firepower..

Mid points games they have a shot to get some value with proper positioning and support.

Low points games they typically do fine, still be careful with positioning.

Belakor buddying highly recommended.
   
Made in au
Missionary On A Mission




Australia

The Feel No Pain Blood Tithe reward is also extremely vital for the Bloodthirster. You'll almost always want to be choosing that reward.


 
   
Made in us
Longtime Dakkanaut




 crimson_caesar wrote:
Just realized something. With a bloodhost detachment, it seems the only way you can get a landraider (besides taking an allied/second CAD or Bloodhost detachment) is taking it as a dedicated transport for terminators. There is no detachment for Landraiders. So no putting berserkers, for example, in your raider unless you take the formation with the terminators. This sucks.


Yep. This is why I've found it necessary to ally in a landraider. That way you can take dirge casters and legacies, so that's a bonus .

DFTT 
   
Made in us
Dakka Veteran






It's even worse that there's only one formation for the terminators to get the land raider and that it also requires two units of bloodcrushers. I wish the daemonkin formations were less restrictive like the ones the Eldar got in the Aspect Host. I think the way to go is to count on a CAD and support it with the formations, I'm starting to lean away from the special detachment myself but it does mean I can't do a maulerfiend heavy list like I wanted to.
   
Made in us
Longtime Dakkanaut




Same here. How to build a maulerfiend intensive list without massive tax?

Currently looking at 3 maulers/grinders with one allied unit of 3 blood slaughterers to get maximum walker overload.

DFTT 
   
Made in ca
Blood-Raging Khorne Berserker





Ottawa, Canada

If a lord with goredrinker is turned into a prince does it restart at 0 wounds or keep going where it was?
   
Made in gb
Longtime Dakkanaut




 chaosmarauder wrote:
If a lord with goredrinker is turned into a prince does it restart at 0 wounds or keep going where it was?


uhhm..hmm ..

Its a new model.. same relic.. I would say reset the count.

DFTT 
   
 
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