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![[Post New]](/s/i/i.gif) 2015/09/13 20:52:43
Subject: [1850] - Daemonkin & CSM
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Nurgle Veteran Marine with the Flu
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Just sharing a list that did well for me the other day. My aim was to fit Kharn in there to see how well it worked. Any advice welcome from Daemonkin players on potential refinements
Daemonkin CAD
HQ
Chaos Lord, Juggernaut, Goredrinker, Lightning Claw, Combat Familiar, Sigil of Corruption, Melta Bombs 210
Elites
3x Terminators, Combi-melta, Power Axe 119
Troops
9x Bloodletters inc Bloodreaper 95
8x Cultists 58
Fast Attack
1x Spawn 32
1x Spawn 32
Heldrake, Baleflamer 170
Heavy Support
Soul Grinder, Baleful Torrent 155
Daemonkin Gorepack Formation
3x Bikes, 1x Plasma 91
3x Bikes, 1x Plasma 91
5x Flesh Hounds 80
5x Flesh Hounds 80
5x Flesh Hounds 80
5x Flesh Hounds 80
CSM Allied Detachment
HQ
Kharn the Betrayer 160
Troops
10x Cultists 50
Heavy Support
Chaos Land Raider, Combi-bolter, Daemonic Possession, Dirge Caster, Dozer Blades, Warpflame Gargoyles 265
Kharn joins the Bloodletters and takes the Land Raider, this seemed like a great unit to be coming out of an assault vehicle which prevents Overwatch. Juggerlord joins a group of hounds, with a second unit of hounds in close attendance for support/another unit to switch the lord to. The Goredrinker/LC/Combat Familiar combo can be very effective. Single Spawn units can be very useful for eating Overwatch before a main attack unit charges.
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This message was edited 1 time. Last update was at 2015/09/13 20:53:12
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![[Post New]](/s/i/i.gif) 2015/09/14 03:01:39
Subject: [1850] - Daemonkin & CSM
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Nurgle Predator Driver with an Infestation
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Take some stuff off the land raider. Warpflame Gargoyles are terrible and I think Daemonic possession is dangerous with kharn inside. Just give it extra armor, dozer blades, and dirge caster.
Then swap the 2 plasma on the bikes for 4 meltas. You lack any real anti-tank guns so this will do you well I think.
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This message was edited 1 time. Last update was at 2015/09/14 03:02:08
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![[Post New]](/s/i/i.gif) 2015/09/14 03:12:31
Subject: [1850] - Daemonkin & CSM
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Lesser Daemon of Chaos
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For sure on the Warpflame Gargoyles, drop them first and foremost. Rarely will the Soulblaze do anything worthwhile for those points. Combi-bolter could probably be dropped for better spent points elsewhere as well, I would be surprised if the Combi-bolter ever makes a noticeable difference in a game.
I can't recall, but is 5 Hounds the maximum squad size? If you can take more, max out at least one squad that the Juggerlord is on. More ablative wounds the better to get that beast into CC.
Also agree with the dropping of plasma for x2 melta. Double melta bikes are super threatening and mobile, and it would be your only dedicated anti-tank option. I would also drop the Melta Bombs on the Juggerlord, since hitting rear armor on the charge should deal with most any vehicle. And if you're looking at a AV14 Land Raider or equivalent, your Juggerlord would be best to avoid it in either case. Save it for the Melta Bikers.
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![[Post New]](/s/i/i.gif) 2015/09/14 06:31:00
Subject: Re:[1850] - Daemonkin & CSM
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Nurgle Veteran Marine with the Flu
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Thanks for the ideas. I knew some of the little extras were probably not worth it; I think I'll drop some of them, definitely the combi-bolter and melta bombs. Probably the warpflame gargoyles too although the soul blaze did actually kill a biker last game. Daemonic possession is a bit of a risk but I didn't want the raider to get stuck somewhere for a turn from being stunned and lowering chances of making an assault.
The termicide squad were my main anti-tank unit but given they are a one-shot option and a potential deep strike scatter/mishap, it probably makes sense to take at least one melta bike squad.
I don't think I'd max out a hound unit as I'd lose blood tithe points but maybe one unit of 10 for the juggerlord and two other units of 5 could be a good idea.
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![[Post New]](/s/i/i.gif) 2015/09/14 10:56:55
Subject: [1850] - Daemonkin & CSM
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Nurgle Predator Driver with an Infestation
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Extra armor will work in place of Daemonic possession. It let's you treat stunned results as shaken. It's more reliable than the Daemonic possession since there's a 1 in 6 chance the possession won't ignore. The only advantage is if you are shooting you can ignore the shaken with Daemonic possession , but since it's mainly a transport shooting is only a secondary thought.
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![[Post New]](/s/i/i.gif) 2015/09/14 13:08:48
Subject: Re:[1850] - Daemonkin & CSM
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Nurgle Veteran Marine with the Flu
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Hmm that's a pretty good idea. Like you say a stunned result isn't really too bad. Chances are it would be moving at cruising speed and possibly flat out anyway in any turn when the occupants aren't going to try assaulting. So it would be snap shots anyway. Plus the lascannons are alwaysttwin-linked. It's a shame the extra armour is only 5 points cheaper but every point counts I suppose.
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![[Post New]](/s/i/i.gif) 2015/09/14 13:13:32
Subject: [1850] - Daemonkin & CSM
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Nurgle Predator Driver with an Infestation
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Indeed. Plus then you won't start crying when the land raider eats Kharn.
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![[Post New]](/s/i/i.gif) 2015/09/14 14:44:45
Subject: [1850] - Daemonkin & CSM
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Lesser Daemon of Chaos
New England
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id get rid of some of those Land Raider upgrades and drop the Bloodletters to 8 w/ a reaper.. Then I'd see what else I could cut to throw a Herald w/Hatred in the Land Raider with Kharn and the Bloodletters.
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