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[1500] - Khorne Daemonkin + Chaos Renegades - Brazen Beasts (With actual beasts!)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Possessed Khorne Marine Covered in Spikes






Hello, I just started a AOS Beastmen army so I diecided to use the models to also add to my WH40k army and this is one of the army lists I came up with.

This is a Khorne Themed List.

HQs:

Chaos Lord - 75:
Terminator Armor - 40
Skull Helm of Khorne- 15
Powerfist - 25
Ichor Blood - 5

Renegade Command Squad - 45:
Mutant overlord - 15
Powerfist - 15
Carapace armor for disciples - 20
Note: Wow.... While I love the renegades this HQ choice is horrible... The only thing I can do is A. Hope for good mutation rolls, or B. Give him a powerfist which I did do. Nothing much can be done to help these poor sods in CC.

Troops:
Khorne Berzerkers -162:
Chain Axe- 3

Khorne Berzerkers -162:
Chain Axe- 3

Mutant Rabble - 30
+5 mutants - 15

Mutant Rabble - 30
+5 mutants - 15
Note: After seeing how utterly horrendous cultists in KDK are at being meatshields (because of cost) I noticed that I'm able to get mutants for half the cost giving this army some table presence. This is why I included the renegades in this army.

Elites:

Chaos Terminators - 104:
Dedicated transport CLR - 230
Note: *Grumble Grumble* I really do hate CTs... Just needed them to get another LR for my Berzerkers... Commenters please tell me a way to give my KBs an assault ramp transport without having to use these atrocious models. In reality, I shall disembark them from the transport turn one and enter the KBs into the hull of the desecrated machine. Meanwhile, the LR shall be shooting down enemy transports. The CTs shall hold objectives for the whole game...

Heavy Support:

Choas Land Raider -230
Note: Going to be with the other land raider destroying enemy transports turn 1 and rushing into the fray turn 2 and 3 ferrying berzerkers to the slaughter.

Maulerfiend - 130

Maulerfiend - 130
Note: Undertaking the simple task of eliminating all other vehicles along with the CLRs.

This message was edited 5 times. Last update was at 2015/07/13 18:57:27


[Khorne Daemonkin Warband] 4/4/0 
   
Made in gb
Fresh-Faced New User




The mutants in the renegades list wont give you bloodtithe points when they die and the mutation table can have some serious downsides, you may want to rethink your demagogue's devotion as there are many better ones, it is also possible to take zombies as troops if you use one of the special detachments for renegades (the purge) so you could have 2 large squads of fearless fnp zombies (instead of the 1 limit without that detachment) though they do have slow and purposeful which means it would be hard for you to get them as far forwards as you want when you want.
   
Made in mx
Morphing Obliterator





Mexico

 dragoonmaster101 wrote:


Chaos Lord - 75:
Terminator Armor - 40
Skull Helm of Khorne- 15
Gore Drinker - 30
Note: This is one of the most killy lord combos I have come up with. You gain tons of attacks from the Gore drinker and can get even more from the skull helm; they are also at ap 2 and strength 8ish.


Sadly that is an illegal build since you are allowed to take only one relic per character so it is either the Skull Helm or the Goredrinker

CSM 10k points
IG 3k points
Orks 2k points
WoC 3.5k points
VC 2.5k points
 
   
Made in us
Possessed Khorne Marine Covered in Spikes






bobanog wrote:
The mutants in the renegades list wont give you bloodtithe points when they die and the mutation table can have some serious downsides, you may want to rethink your demagogue's devotion as there are many better ones, it is also possible to take zombies as troops if you use one of the special detachments for renegades (the purge) so you could have 2 large squads of fearless fnp zombies (instead of the 1 limit without that detachment) though they do have slow and purposeful which means it would be hard for you to get them as far forwards as you want when you want.


Only taking the Mutant Overlord because 1 it is really cheap, 2 makes your HQ more survivable/fighty, and 3 the other ones really don't do much for a tarpit army. I considered taking zombies and just modeling them as lobotomized Khorne Cultists, but I noticed that the slow movement would make them terrible tarpits as I have to enter combat turn 4ish to make any use of them. By that time, my whole army would be so badly butchered that their purpose is for naught.

[Khorne Daemonkin Warband] 4/4/0 
   
 
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