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![[Post New]](/s/i/i.gif) 2015/04/01 09:14:38
Subject: Initial Impressions after first game with Khorne Daemonkin
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Sneaky Sniper Drone
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So I just finished up my first game with the new codex and I must say, I am pleasantly surprised. I was worried this was going to be a purely for fluff army, but it seems to have some fangs.
The first few things I think that are worth mentioning are that berzerkers are even more useless now (though maybe that isn't surprising). I think that they are one of the few units made just plain worse by this codex. Literally the only thing they have over regular chaos marines now is fearless, which is easily gotten around by adding a herald or chaos lord to a unit. Furious charge is a moot point since you can have it from pretty much every turn from turn 2 on with a bloodhost detachment. In fact chaos marines got better since they don't have to get a banner anymore to get furious charge.
Possessed may actually be worth it? Maybe, further testing is required. I will say this about them though, str6 on the charge with 4 attacks each is nasty.
As far as summoning goes I think that the skull cannon is the best thing to grab. Allowing your daemon and the few unprepared chaos marine units to assault into cover. The ranged damage also helps soften units up for the assault, which I felt was very helpful and even necessary since most units in this army are going to end up being smaller.
FNP was key to the game. AND NO ONE ANYWHERE WAS SURPRISED.
The game ended up being a win for my opponent, but only just barely. He had a C'tan with 3 wounds left and a chariot at the end of the game. One more turn and I may have been able to table him.
His list consisted of 2 units of immortals, three annihilation barges, command barge, C'tan, 2 stalkers, scarabs, and a big unit of flayed ones.
I took a juggernaut herald with a large unit of hounds, two 4man units of bikers, two 8man units of chaos marines, two skull cannons, a soulgrinder, possessed, two units of cultists, and a bloodthirster. The chaos marines and possessed were all in rhino's.
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![[Post New]](/s/i/i.gif) 2015/04/01 12:09:10
Subject: Initial Impressions after first game with Khorne Daemonkin
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Missionary On A Mission
Australia
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I think the WS5 on the Berzerkers is the main advantage they have over Chaos Marines. Going from hitting alot of things on 4s, to hitting them on 3s makes a big difference in close combat - just ask any Ork player who's used Da Lucky Stikk.
Whether you think that is worth a 4pt increase over Chaos Marines is your call I guess, though keep in mind those 4pts are also including Fearless and Furious Charge.
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![[Post New]](/s/i/i.gif) 2015/04/01 14:14:55
Subject: Initial Impressions after first game with Khorne Daemonkin
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Monstrously Massive Big Mutant
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But even WS5 is rather weak in comparison... Most thinks are still hitting them on 4s anyways... IIRC anyways.
The main problem with Zerkers I've always noticed was the cost and loadout for them, coupled with their sheer inability to perform their given task on their own... Most units that are assault oriented need a delivery system, and we mostly understand that, but Zerkers even with said delivery system, still perform pretty poorly. The only way there could be a bonus to fielding them is within rules like Kharns Butcher Horde. Rolling 6s and subsequent 6s grant you more attacks. Thats pretty nice, considering they're pretty darn expensive and damn useless otherwise...
Imo Mark of Khorne should grant that as a USR for any model with it to be granted more hits and wounds on 6s and subsequent 6s. Grats, now if your albeit, expensive MOK models get into assault, even with 1/2 their units demolished by the onslaught of peppered gunfire from most armies, they can still be a threat and actually perform their given task...
All around MOK models suffer from just being glass cannons, that can't shoot... That's what Ive always seen them as.
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Life: An incomprehensible, endless circle of involuntary self-destruction.
12,000
14,000
11,000
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![[Post New]](/s/i/i.gif) 2015/04/01 14:32:04
Subject: Initial Impressions after first game with Khorne Daemonkin
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Tunneling Trygon
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I'm very interested in how the Hounds and bikers turned out. How you used them, how you think you should have used them, what they did particularly well and how much, if any, support was needed to help them out. Nurgle was always the go-to, but with Move Through Cover and pseudo Shred on HoW, do they make a better unit now that they did?
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![[Post New]](/s/i/i.gif) 2015/04/01 16:09:55
Subject: Re:Initial Impressions after first game with Khorne Daemonkin
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!!Goffik Rocker!!
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Zerkers can't have melta.
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![[Post New]](/s/i/i.gif) 2015/04/01 20:22:13
Subject: Initial Impressions after first game with Khorne Daemonkin
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Sneaky Sniper Drone
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SharkoutofWata wrote:I'm very interested in how the Hounds and bikers turned out. How you used them, how you think you should have used them, what they did particularly well and how much, if any, support was needed to help them out. Nurgle was always the go-to, but with Move Through Cover and pseudo Shred on HoW, do they make a better unit now that they did? The bikes did some serious work. My two units of bikes took out two ani-barges and took two hull points off the last one. Unfortunately the hounds didn't get the chance to do a whole lot. I had 13 hounds and the herald attached fail a 6 inch charge (with the fleet reroll failing as well lol) against the unit of 20 flayed ones. So obviously they ate the charge from the flayed ones in the following turn. While they did hold them in combat for a few turns and eventually win, they weren't nearly as effective as they should have been. Too be honest alot of my impressions from them and my Bloodthirster aren't going to be very helpful just cause my rolling was so HORRIBLE. To give you a good picture, my opponent landed 5 wounds on my BT 2nd turn. I then proceeded to fail ALL 5 armor saves, AND all 5 FNP rolls. I was rather sad... EDIT: in regards to Koooaei's comment, that's exactly my point. While yeah zerker's have better WS, thats not nearly worth the opportunities they miss out on. A serious thing I see this codex struggling with is mass armor. If you're running the Bloodhost, odds are your bikes are going to be your best source of AA, so anywhere else you can get some melta's and such are going to be key
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This message was edited 1 time. Last update was at 2015/04/01 20:29:46
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![[Post New]](/s/i/i.gif) 2015/04/01 21:57:16
Subject: Re:Initial Impressions after first game with Khorne Daemonkin
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Longtime Dakkanaut
Cheyenne WY
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I got the impression from the white dwarf, that big ugly warp smith creations are how you "handle" AV.  Or the Bloodthirster that has a S "D" weapon.
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The will of the hive is always the same: HUNGER |
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![[Post New]](/s/i/i.gif) 2015/04/02 06:05:38
Subject: Initial Impressions after first game with Khorne Daemonkin
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Sneaky Sniper Drone
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Guess i should have clarified my comment... I meant ranged AT. Busting open transports so you can charge the contents or in my case, knocking out the AV13 so I have an easier time finishing off the vehicle in assault.
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![[Post New]](/s/i/i.gif) 2015/04/02 06:34:02
Subject: Initial Impressions after first game with Khorne Daemonkin
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Auspicious Daemonic Herald
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Bikes with melta or grinders are the only ranged anti-tank
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![[Post New]](/s/i/i.gif) 2015/04/02 15:09:29
Subject: Initial Impressions after first game with Khorne Daemonkin
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Monstrously Massive Big Mutant
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The D Thirster is unreliable against SH Walkers and GMC simply because it swings last. The only thing it's really going to be used for, is an over priced Vehicle smasher and fortification demolisher, because of this, it's pretty darn useless... At least in my eyes.
Sure you can try throwing one at a Knight and hope for the best, trying not to catch the Reaper Chainsword with your Teeth, or pray you dont get Stomped with a 6.. Then what? Ok you wack him back and he goes away, maybe. That's all fine and dandy but you still have to MAKE IT THERE. The guys costs a small fortune and you have to babysit him with other units and abilities just to make sure he can, y'know, get used.
Are you supposed to run Be'Lakor with him for Invisibility? Sorcerer and pray for Invis? Sure can't summon one in and hope for him to help because you're stuck waiting 3 turns for him to charge after hes in.... Relying on Maulerfiends doesn't really work either since they're WS3 (For some stupid reason - along with all other Daemonically Possessed Vehicles...) So you're stuck hitting on 4s praying you DO, then using a single Melta hit, that is, if you dont get whacked and D'd to death...
These supplements make me angry simply because they don't bring anything new to the table in terms of Viability. They're just there to push the models and force people who enjoy the hobby and love their armies and lore, to constantly be disappointed with poor wording and even poorer rules. When Daemon Engines get buffed to WS/BS4 and stop pretending like they aren't powered by "Machine Spirits" Im gonna care, but right now, from reading the dex, It's another wash.
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Life: An incomprehensible, endless circle of involuntary self-destruction.
12,000
14,000
11,000
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![[Post New]](/s/i/i.gif) 2015/04/02 15:44:50
Subject: Initial Impressions after first game with Khorne Daemonkin
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Nurgle Chosen Marine on a Palanquin
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Plus, if you are bringing be'lakor, you don't need the bloodthirster, as belakor can handle knights and vehicles with ease.
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![[Post New]](/s/i/i.gif) 2015/04/02 20:03:00
Subject: Initial Impressions after first game with Khorne Daemonkin
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Sneaky Sniper Drone
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I feel like the bloodthirster can actually do pretty well. Just don't have him fly so you can charge, most things are hitting on 5s, strD will make paste most enemy models, and 3+ 5++ FNP with t6 is pretty tough to take down without dedicating huge amounts of fire, which gives the rest of your army free reign to charge forward. Basically he demands attention from your opponent.
The biggest take away I had from my game now that I've had a day or so to sit on it is that no matter what this army will take lots of losses. By 3rd turn I was worried I was gonna be tabled, but then by 5th my opponent and I both realized I had a good chance of tabling him.
Something worth noting is that my group and I have decided that summoned FMCs can switch flight modes (at least stuff summoned from blood tithe, malefic summoned stuff still gotta wait) and that's the way I'm approaching a lot of this. Until there's a faq it's what makes sense to us, as we are more of a RAI kind of crowd, please no arguments about it here.
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![[Post New]](/s/i/i.gif) 2015/04/02 22:36:09
Subject: Initial Impressions after first game with Khorne Daemonkin
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Missionary On A Mission
Australia
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An interesting tactic for the D Weapon Thirster might be to pair him up with a Lasher Tendril Maulerfiend. The Maulerfiend will drop the Attacks of any model in base contact by 2, which means you leave a Knight with 1 attack base. If the Knight attacks the Thirster its got a single attack that hits on a 5 and then needs a 6 to kill. If it attacks the Maulerfiend, the Thirster is free to swing its 6 StrD attacks.
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![[Post New]](/s/i/i.gif) 2015/04/05 08:20:25
Subject: Initial Impressions after first game with Khorne Daemonkin
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Agile Revenant Titan
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I love maulerfiends. I love the model, love the fluff and love the idea. But don't rely on them. I played a 1500 point game yesterday. I ran two maulerfiends, one with lasher tendrils and one with magma cutters. They did didly squat. My opponent managed to immobilise both of them pretty quickly and then just ignored them. He knew blowing them would give me tithe points and so decided to just leave them. Sat there. Licking their wounds. Automatically Appended Next Post: My thirsters on the other hand, we're epic. My D strength one didn't make combat. But was still perfect. I know this sounds daft, but 2 turns of a full tau army shooting at it allowed everything else I had to move up the board.
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This message was edited 1 time. Last update was at 2015/04/05 08:21:27
You sought to cower behind your walls, weakling? Instead, by the will of Khorne, you shall die behind them |
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![[Post New]](/s/i/i.gif) 2015/04/05 08:35:09
Subject: Initial Impressions after first game with Khorne Daemonkin
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Sneaky Sniper Drone
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Khaine's Wrath wrote:I love maulerfiends. I love the model, love the fluff and love the idea. But don't rely on them. I played a 1500 point game yesterday. I ran two maulerfiends, one with lasher tendrils and one with magma cutters. They did didly squat. My opponent managed to immobilise both of them pretty quickly and then just ignored them. He knew blowing them would give me tithe points and so decided to just leave them. Sat there. Licking their wounds.
Automatically Appended Next Post:
My thirsters on the other hand, we're epic. My D strength one didn't make combat. But was still perfect. I know this sounds daft, but 2 turns of a full tau army shooting at it allowed everything else I had to move up the board.
EXACTLY!!! People often treat an assault-based unit that doesn't make it to assault as useless, but the amount of models one model kills is not the only measure of its worth. You gotta take into account how many of your own units didn't get shot because of that unit.
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![[Post New]](/s/i/i.gif) 2015/04/05 08:48:36
Subject: Initial Impressions after first game with Khorne Daemonkin
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Fleshound of Khorne
sweden
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I have had a 3 games with the codex at 2000pts and i love it. Blood host detatchment is very good and so far i have run it against lictorshame, sw podlist and recently twc/knight list. The demonkin codex is not the best competative but will give most armies a good beating.
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![[Post New]](/s/i/i.gif) 2015/04/05 22:38:27
Subject: Initial Impressions after first game with Khorne Daemonkin
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Longtime Dakkanaut
Moscow, Russia
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An increase of WS4 to 5 increases damage output against MEQ by almost 20%. It is not a trivial increase.
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![[Post New]](/s/i/i.gif) 2015/04/05 22:48:21
Subject: Initial Impressions after first game with Khorne Daemonkin
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Been Around the Block
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GoliothOnline wrote:These supplements make me angry simply because they don't bring anything new to the table in terms of Viability. They're just there to push the models and force people who enjoy the hobby and love their armies and lore, to constantly be disappointed with poor wording and even poorer rules.
I have only played with it a small number of times, but Kharn's Butcherhoard has not failed me yet. Eben with min models and points, its hell on wheels. But I must say I have not played against knights or lots of air power yet. Oh yeah, and I use dreadclaws. They solves some problems well.
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-Even the Sun goes down. |
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![[Post New]](/s/i/i.gif) 2015/04/06 09:53:26
Subject: Initial Impressions after first game with Khorne Daemonkin
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Sneaky Sniper Drone
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Just got in another game against Guard allied with Inquisition. Something that is becoming apparent to me is the raw aggression of this codex puts alot of people on their back foot.
They often just can't handle such a headlong rush that the Bloodhost allows you to pull off. Both my opponents had a hard time decided what to shoot at, my backline skullcannons and Soulgrinder or the bikers/hounds/rhinos/bloodthirster rushing towards them.
This game was another annihilation game, but my opponent conceded turn 3. he had killed a bike squad, my possessed and rhino, herald, and both skull cannons. Unfortunately for him I had the hounds in assault already, both my marine units were in melta/assault range, my cultists somehow survived to glance a taurox to death, and the last bike unit and bloodthirster were both in assault range as well.
You pile on enough pressure and there's just not much many armies can do. I foresee Tau being a big issue for daemonkin though...
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![[Post New]](/s/i/i.gif) 2015/04/06 10:35:06
Subject: Initial Impressions after first game with Khorne Daemonkin
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!!Goffik Rocker!!
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TNT925 wrote:Just got in another game against Guard allied with Inquisition. Something that is becoming apparent to me is the raw aggression of this codex puts alot of people on their back foot.
They often just can't handle such a headlong rush that the Bloodhost allows you to pull off. Both my opponents had a hard time decided what to shoot at, my backline skullcannons and Soulgrinder or the bikers/hounds/rhinos/bloodthirster rushing towards them.
This game was another annihilation game, but my opponent conceded turn 3. he had killed a bike squad, my possessed and rhino, herald, and both skull cannons. Unfortunately for him I had the hounds in assault already, both my marine units were in melta/assault range, my cultists somehow survived to glance a taurox to death, and the last bike unit and bloodthirster were both in assault range as well.
You pile on enough pressure and there's just not much many armies can do. I foresee Tau being a big issue for daemonkin though...
Do you put possessed in rhinos?
Yep, that's interesting - scratched my head for a moment at the "...cultists glanced taurox..." but than realised you have access to army-wide furious charge! Who'd expect that, eh?
As footslogging orks are my primary, i can give you a few advices against tau. First of all, you got to apply careful pressure while trying to deal with key units. What it means - you got to keep them off the midboard. Assaulters can win vs tau even without engaging in mellee. Ideally, you need to sit on midboard points. Use blos and mobile blos (rhinos) to accomplish this. They'll most likely just glance rhinos to death without exploding them as tau most fierce firepower is s7 broadside spam and riptide ap2 pieplates that tend to not explode vehicles too often. Fusion suits and ap1 hammerhads are quite common too but suits need to get in range which is 9" for melta effect or 18" but risk doing nothing with s8 against av11. And if he's shooting a hammerhead at a rhino...good for you!
Destroying key units means picking on units that are the most dangerous, yet fragile enough for you to kill it from afar or within a charge range and not protected the way you'd waste too much stuff in process. That's generally Pathfinders for your ranged support, isolated deepstrikers/outflankers, a fish or two, etc. Easy targets all in all. There's no use charging a tau gunline with just one unit untill you want to earn as many BT points as fast as possible (sacraficing your own guyz to overwatch for no good reason).
You do need to apply pressure as long as possible as your forces would be slim by turn 4-5. Rushing a flank could work provided good blos. Pushing the midboard trying to protect yourself with cover that's better than your invul.
The thing is that you can't realistically eliminate well established tau defence with just a bunch of bikes, hounds and bloodletters without added durability. But the good part is that you don't need to.
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This message was edited 1 time. Last update was at 2015/04/06 10:38:10
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![[Post New]](/s/i/i.gif) 2015/04/08 08:12:33
Subject: Initial Impressions after first game with Khorne Daemonkin
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Sneaky Sniper Drone
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Yeah I do put the possessed in a rhino. I wrote my current list when I didn't think possessed would accomplish anything.
Now that I've played a few games I think I may try to reconfigure a few things to fit a few more possessed in or even get them a landraider or something. Issue with that is i'd have to take termies in order to get access to a landraider while still staying with the Bloodhost. Hmmm decisions decisions....
As far as fighting tau goes, I would consider tau my primary army, so whenever I throw together a Chaos list my firs thought is "WOW this would get stomped hard by my tau"
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![[Post New]](/s/i/i.gif) 2015/04/08 08:48:43
Subject: Re:Initial Impressions after first game with Khorne Daemonkin
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!!Goffik Rocker!!
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Let's think what real ranged support do pure daemonkin have as it's very important in so many games especially against glasshammers.
Marines - mid-short range, but can potentially get 1-2 long-ranged heavy weapons. Not really worth the points in a long-ranged configuration imo. On the other hand, can provide a solid backfield unit that's not afraid of getting involved. Can also man a fortification's gun.
Combi-weapon, reaper AC termies - mid-short range once again but can be quite effective especially with combi-plasma or lucky melta - but i prefer plasma cause it's more reliable due to range.
Raptors - and once again, mid-short range. With melta or even plasma can be quite good and they're part of a formation with optional heldrake that can be also quite good.
Bikes - basically the same as raptors but somewhat faster, tougher, can jink, yet can't deepstrike. Can make use of plasma without loosing the ability to charge afterwards.
Avaliable vehicles - Walkers, Flyer, Chariot and LOW. They seem to be pretty vulnerable to enemy AT as most of your threats are fleshy. However, something interesting might be found in here, i think:
Heldrake - sure, why not! Besides, he's a part of a somewhat nice formation.
Shooty dinobot - very expensive but can provide a bunch of s8 shots.
Defiler - overpriced as always but can provide a battlecannon. Sadly, it's not worth the ammount of points you pay for it. I really want defilers to be good - just the concept of a crazy chaos crab is funny.
Soulgrinder - better than a defiler
Helbrute - shooty options are not half-bad. Has nice things such as TLLC, Multimelta, Rokkit launcha, Plasma cannon, Ripper AC. Since you obviously don't lack mellee punch, it might be worth fielding with two long-ranged weapons.
Scull cannon - seems not bad on paper. Not amazing but fine for the points.
LOW - won't go into it as i think that you're better off with MSU or cheaper mid-of-the-board deathstars like lord+dogs/bikers/termies, etc.
Big 300 pt daemon. Probably, not the most point-effecient way to bring a weapon with one shot. Besides, he doesn't have a S: D axe which is the point of getting a bloodthirster in your initial list.
Fortifications - might be pretty good manned by bs5 bloodletters. Interceptor lazcannon comes to mind. Not exactly cheap and doesn't provide much bonuses to army cause everything's rushing forward mostly. Can protect your backlines providing blos and good cover to cultists, however.
Havok launcher, combi-plasma/melta rhinos?..Not all that great but you get exactly what you're paying for. Might actually be an option for a possessed or zerker/csm rhino as it's hart to tell if they're better off riding it or moving 6" disembarking 6" and running/shooting turn 1.
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This message was edited 9 times. Last update was at 2015/04/09 04:53:51
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![[Post New]](/s/i/i.gif) 2015/04/08 12:50:45
Subject: Initial Impressions after first game with Khorne Daemonkin
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Battleship Captain
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koooaei wrote:
Yep, that's interesting - scratched my head for a moment at the "...cultists glanced taurox..." but than realised you have access to army-wide furious charge! Who'd expect that, eh?
That's something we've seen, too. They're not exactly assault terminators but they hurt like hell when you're not expecting it.
On popping the blood tithe for Furious Charge and +1 attack, combined with the Rage they get from the Mark of Khorne, cultists with pistol and blade suddenly start turning out 5 strength 4 attacks each on the charge: a squad of twenty of them ate an ork boyz mob alive, leaving the ork player staring bewildered at the spot that used to contain a nearly untouched ork unit.....
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Termagants expended for the Hive Mind: ~2835
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![[Post New]](/s/i/i.gif) 2015/04/08 16:30:17
Subject: Initial Impressions after first game with Khorne Daemonkin
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Been Around the Block
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Anyone thought about allying CSM and putting 20 Bloodletters plus a Herald and/or Kharn in a Spartan yet? WIth armoured ceramite and a frag assault launchers for extra fun.
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![[Post New]](/s/i/i.gif) 2015/04/09 00:07:08
Subject: Initial Impressions after first game with Khorne Daemonkin
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Longtime Dakkanaut
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I think there are units underused-
-The Bloodthrone is actually a decent HQ but you need a list that utilzes him. Take 4 Maulerfiends and few Chaos hounds and rush this guy up with them.
-The Wrath of Khorne Bloodthirster is good. He has wat more flexibility than the other two thirsters which tend to be more one dimensional. I think he is well worth the extra points.
-Soulgrinders are amazing if properly brought in. You want to DS bloodletters with instruments and then bring the grinders to them. If you field two squads of 'letters this can wiork quite well.
-Maulerfiends have their risks - so you need to field three or four or leave them at home. An immobilized Fiend is quite worthless but you can sacrifice one that way to get three others up close and personal.
Obviously it is about threat saturation and running up the table as fast as possible. You wnt AW and FNP foremost. Anything else you get is nice but not necessary. There is no point trying to make this a shooty army. lol. Ir is going to win in assault or lose.
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![[Post New]](/s/i/i.gif) 2015/04/09 07:08:30
Subject: Initial Impressions after first game with Khorne Daemonkin
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Battleship Captain
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I dunno. If you really wanted a shooty list you could probably make a decent stab at it with multiple Forgefiends. Why you'd want to take a Khorne army and turn it into a gunline is a different matter, though.
As everyone's saying, Feel No Pain is probably key - winning assaults isn't the hard bit; getting up close and personal without losing ruinous amounts of troops is.
That's the difference between a Daemonkin army and a Kharn's Butcherhorde formation - the latter is even stabbier than normal khorne marines, but has no improvement in its durability, whereas the tithe means army-wide feel no pain for a lot of the game.
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Termagants expended for the Hive Mind: ~2835
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![[Post New]](/s/i/i.gif) 2015/04/09 07:15:20
Subject: Re:Initial Impressions after first game with Khorne Daemonkin
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!!Goffik Rocker!!
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Gunline khornates? No idea where are you getting it from. The point was to get at leas ANY ranged support as otherwise, the opponent has total freedom of movement. Encountered this problems with my orkses countless times. Even though, daemonkin are significantly faster than sloggas, it's still a thing cause even a single wivern or a bunch of eldar warwalkers can screw up your plans if you have literally nothing to deal with them except for mellee. And you'd better force those ravagers and serpents go jinking somehow.
On the other hand, it could be a somewhat interesting idea! See, you can fuel your mellee needs with summoning and deathstar units like lord + hounds / bikers. And you might actually get more BT points early on with shooty units that are also not very durable. It's quite possible to generate 3-4 BT points with shooting turn one if you're facing MSU or vehicles that are not serpents or LR. Add in +2 BT points from decurion-style bonuses at the start of turn 1 and 2 and you're pretty much able to summon a unit of crushers and hounds / bloodletters turn 2!
I think that it's gona be less effective than a mellee-oriented rush force with some ranged support, though. But who knows! You could even utilise shooty allies like Renegades and heretics. Join a cheap fearless herald to an artillery squad and BAM! you're generating BT points with your rapier battery/quad launchers/conversional beamers, etc.
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This message was edited 4 times. Last update was at 2015/04/09 07:35:38
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![[Post New]](/s/i/i.gif) 2015/04/09 20:30:59
Subject: Initial Impressions after first game with Khorne Daemonkin
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Longtime Dakkanaut
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I'm going to test an 1850 list using slaughter cult with two squads of 'letters, two of cultists, possessed in rhino and two spawns. For my ranged attack I have two soul grinders and a wrath of khorne 'thirster. My HQ is the bloodthrone - not too bad with maulerfiends rushing forward. I have four maulerfiends. That is 1850. Hopefully my 'thirster and grinders can get me a turn one kill or I might lose a rhino or some cultists ( if my opponent wants me off an objective).
So i have some shooty elements but all thre of those elements ( 'grinders x2 and 'thirster) can get into melee and still do damage. I agree that a bit of dakka as backup can be useful. But the list is still primarily a cc list. If you want a dakka list play CSM with FW.
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This message was edited 2 times. Last update was at 2015/04/09 20:32:47
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![[Post New]](/s/i/i.gif) 2015/04/10 01:18:31
Subject: Re:Initial Impressions after first game with Khorne Daemonkin
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Regular Dakkanaut
Portland, OR
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I've played against the list twice. It's a really odd, interesting army. The main observation I have is that you really want a few cheap units to aggressively take objectives and die early to give up points for Tithe. If you run screaming up the table you should be racking up points one way or the other, to be replaced surprisingly easily with Daemon Princes , Bloodletters, whatever. You end up basically playing summoning spam but it's surprisingly resilient. I think a bunch of power armored bodies in Rhinos could be great. I played once with Dark Angels, and again with Tyranids. Both games were a total bloodbath, rather appropriately. I did win both games but my friend and I are working out how to make the list really dialed in and we're learning a lot quickly.
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