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![[Post New]](/s/i/i.gif) 2016/02/29 18:23:06
Subject: [1500] - Khorne Daemonkin
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Fickle Fury of Chaos
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Hey just looking for some advice! Got a game tomorrow 1500pts, I am unsure if I am playing against Eldar or Orks... Yeah I know, it makes a huge difference lol. It's my first time playing Daemonkin.
Blood Host Detachment
Slaughtercult
Chaos Lord - Juggernaut, Goredrinker, AoDG 165
Possessed - 5 Marines 150
Cultists - 8 Cultists. 58
Cultists - 8 Cultists. 58
Spawn - 1 Spawn. 32
Spawn - 1 Spawn. 32
Chaos Space Marines x2
7 CCW/BP, 2 Plasmagun
Sarge - Axe of Khorne, Melta Bomb
Rhino Transport - Dozer Blade 530
Gorepack
Bikers x2
2 Marines, 2 Meltagun
1 Sarge, Meltabomb. 202
Flesh Hounds
17 Hounds. 272
Total - 1499 pts
Goal was to place the Lord with the hounds and try to get in asap. Marines I'm the Rhinos can be a good all around unit. Choppy is their game with that equipment as I would rather not sit and waste those Axes. Cultists sit on objectives or just get in their face for blood tithe. Spawn rush squishy mobs, bikers melt stuff, possessed will run behind Rhinos for LOS blocking. I didn't put any daemons in the regular list as I have been a marine player and don't have any models for letters and stuff. Converting some beastmen into blood letters today for summoning. Is this list to much of a one trick pony? Should I make units smaller for Blood Tithe points? Please critique!
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![[Post New]](/s/i/i.gif) 2016/02/29 20:57:54
Subject: [1500] - Khorne Daemonkin
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Blood-Raging Khorne Berserker
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Plasmagun is not an assault weapon so you can't charge if you fire it - maybe use meltaguns instead.
Axe of khorne is a bit pricey, maybe take power axes instead for the extra points.
17 hounds is a bit overkill for 1 star I think but up to you, if you need more points elsewhere take it from here.
You might want to run a 10 hound star, plus a 5 one on the side to go after those pesky scouts (or grav cents, they're great at tying those guys up)
I use a jugger with goredrinker as well, I like taking a power sword to give him the +1 attack and the option of using the sword at init if ap3 will get the job done - plus he still gets the bonuses from goredrinker if he does.
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![[Post New]](/s/i/i.gif) 2016/02/29 21:04:33
Subject: [1500] - Khorne Daemonkin
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Nurgle Predator Driver with an Infestation
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I'd go meltaguns on the CSM since you'll want more things than just the bikes to kill vehicles. I also can't tell for sure by how you wrote it, but you can only give a squad 2 special weapons if you make them 10 man. It looks like they're only 8 man at the moment.
You should also try to get the possessed a rhino, otherwise they will probably be completley useless.
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![[Post New]](/s/i/i.gif) 2016/02/29 21:18:17
Subject: Re:[1500] - Khorne Daemonkin
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Fickle Fury of Chaos
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Great feedback! Sorry the unit composition is a little confusing the way I typed it. They are listed as 7 CCW 2 plasmas and a Sarge, equaling 10 guys. Sorry for the confusion. Meltaguns are definitely the way to go, where they are assault oriented and will be close anyway they are clearly a better choice. My original thinking was that the plasmas could be firing out of the fire points for the first couple turns before contact. But that idea is much better, especially where if I find some AV 14 ID be screwed with only 4 meltaguns on the table. I had a feeling I had too many Korn Dogs in that unit. I've never used them or played against them, everyone says they have a lot of staying power but I had just expected them to disappear like everything else nowadays. I'll break them up a bit and drop the Axes down to a power weapon if sorts. Also having a power weapon on the Lord for attacks at initiative is a great idea, I completely forgot Goredrinker was unwieldy... Keep any advice coming! I'm not sure what I'm going to do if I end up playing eldar lol.
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![[Post New]](/s/i/i.gif) 2016/03/01 17:41:27
Subject: [1500] - Khorne Daemonkin
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Blood-Raging Khorne Berserker
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I know CSM are cool. But, at 1500 points you might want to take the cheaper bloodletter option so you can take a pair of maulerfiends (these guys are great).
I read a batrep from a guy at a GT and he was running 5 maulerfiends in his KDK army and went undefeated.
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![[Post New]](/s/i/i.gif) 2016/03/01 23:00:18
Subject: Re:[1500] - Khorne Daemonkin
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Regular Dakkanaut
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Im assuming your running the dogs as separate units? If not why not take advantage of their mobility and the fact that if they die your getting blood-tithes? Definitely keep them if your playing eldar. 2 squads of melta guys and bikes might not be enough for your AV/antiarmor. Also see if you can find a way to get your CSM squads some fearless either by joining an HQ or getting an icon. Seriously awful when they get forced to take leadership saves and they walk off the board. Also you might not need so many cultists and it can free up some points elsewhere. An army stacked with flamers will murder you dearly so if you can squeeze a vehicle in their besides a rhino you might be in better shape.
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