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Made in us
Been Around the Block





Blood Host Detachment

Slaughtercult:

Chaos Lord, Juggernaut, Combat Familiar, Kor'lath the Axe of Ruin, Sigil of Corruption, Warlord
Blood Letters x8
Blood Letters x8
Chaos Spawn
Possessed x5, Chaos Rhino, Dozer Blade

Lords of Slaughter:
Bloodthirster of Intense Rage

Charnel Cohort:
Bloodcrushers x3 (The Warlord joins this unit)
Bloodletters x8, Banner of Blood, Instrument of Chaos (The Herald joins this unit)
Bloodletters x8
Flesh Hounds x5
Heald, Greater Locus of Fury

Gorepack:
Bikers x3, 2 with Melta Guns, Champion with Melta Bombs
Bikers x3, 2 with Melta Guns, Champion with Melta Bombs
Flesh Hounds x5
Flesh Hounds x5

War Engine:
Mauler Fiend

---------- 1849 points, legal ITC format.

I've ran this list 7 times against 5 different opponents and am currently 7 and 0 using it. I've been treating the rule of thumb as if it doesn't move 12" (which is basically ONLY the blood letters) than it's in deep strike reserve. Every model is placed at the line of scrimmage, and than the 15 flesh hounds and 6 bikes scout move 12" up before turn 1 starts. Turn 1, everything makes a full 12" advance in the movement phase, the bikes will shoot their melta if there's a good target in range, otherwise they'll join everything else in running turn 1. Turn 2, the Herald's unit deep strikes in, re-rolling failed reserve rolls, and due to the instrument and banner, the next unit automatically comes in and doesn't scatter if within 6" of the heralds unit. By this time chaos ensues. The spawn may or may not end up running around my backfield objectives depending. At 8 Tithe points (usually turn 3) I'll pop a Blood Thirster on the Chaos Lord, and because of the axe summon 2 (hopefully making for 3 thirsters on the field at once provided the first one is still alive). Finally I've been running the Lord on Juggernaut with the Blood Crushers and having him run up front to soak attacks with his 3+/4++ and laugh at Grave, because our majority armor save is -

Eventually, the folks at my shop are going to start adjusting their tactics against this list. There's a few that are very gung-ho to keep playing me with it, which I take as a complement.

What would you do against this list, even knowing my standard tactics? What changes would you make to this list, if any?
   
Made in us
Fresh-Faced New User



Connecticut, US

Quick question regarding your use of the bikes: how are they getting scout?
   
Made in nl
Regular Dakkanaut




Seema Like a scary list i assume you Are trusting on Your jinx save?
   
Made in us
Been Around the Block





The bikes aren't getting scout, I just typo'd that on accident.

I try not to jink with the bikes on account of needing those melta guns to crack open any armor. The Bloodthirster jinks on basically everything that he can't soak with his 3+ armor
   
Made in us
Fresh-Faced New User



Connecticut, US

Archerd wrote:
The bikes aren't getting scout, I just typo'd that on accident.


Alrighty, so in most cases the melta aren't going to be in melta range to begin with as you're moving 12' being 24' out first turn unless you're going second and your enemy is running up.

Which ties into the next point, you don't have much to deal with LoW here, which you might come across fairly regularly in ITC tournaments.Relying on four melta shots as your sole means of cracking armor from a distance is a little scary when your army is up against a Knight/WK/CK,etc. A typical tournament Eldar list is a strong counter against this as the Wraithknight comes to tuck your Bloodthrister into bed and the d-scythes in a raider probably wreak havoc on the little ones (bikes / hounds), but that isn't saying much as you can always find a counter to a list, especially with the damned Eldar.

Anyway, what's the purpose of the sole mauler fiend? Does he have lasher tendrils or is he there to apply turn two pressure when everything else is in their face or dropping in?

Are you finding the bloodcrushers / the Charnel Cohort worth it? I realize they can pop in fairly accurately and quickly, but that's a turn 3 charge at best and leaving a good portion of your army (especially with the WL joining them) out of being a significant threat until then.

This message was edited 2 times. Last update was at 2016/03/15 13:24:27


 
   
Made in us
Hellacious Havoc






Whats with the lonely maulerfiend? Bloodcrushers are cool but are they worth it? Isn't the spawn an easy first blood for your opponent? These are just questions, so please don't think I am just being negative

This message was edited 1 time. Last update was at 2016/03/15 16:19:15


The wolves go for the throat.
We go for the eyes.
Then the tongue.
Then the hands.
Then the feet
Then we skin the crippled remains. 
   
Made in us
War Walker Pilot with Withering Fire




Not a big fan of bloodcrushers here, either - they just don't do enough for their cost and they have a tendency to get ID'd.
   
Made in us
Been Around the Block





The lone Maulerfiend is for running right up the field and going after heavy armor. He doesn't have the lash tendrils because I wanted him to stay useful against vehicles with the melta attack.

I've seemed to always get my money's worth out of the Blood Crushers, sticking the Lord on Juggernaut with them actually helps some problems with both (grav saves with the lord, armor saves with the crushers) and dropping the Lords toughness to 4 hasn't been too much of an issue yet.

The Bloodthirster has been starting on the field, just moving 12" and then Jinking giving him a 3+/4+/5++ save as whatever the situation calls for.

The spawn either has acted as an easy first blood, or just runs around the back field to objectives. But the first blood is cool with me because he generates blood tithe points when killed, so that's a thing.


The Chanel Cohort has been really successful, because they've got a really strong chance of coming in on Turn 2, and at that point everything left on the board has made it 24"+ so it's just more in your face madness that they suddenly have to pick and choose targets from.
--

I have ran into Imperial Knights a couple times, and the Bloodthrister of Intense Rage made quick work of them. Even with the Knight going first, the weapon skill of the thirster kept him alive both times.

I have yet to face Eldar, which I'm sure would just trounce me with well. . . everything.
   
Made in us
Violent Space Marine Dedicated to Khorne





I run KDK and the biggest problem I have had is eldar players. If you are taking this to a tournament then be prepared to pick up models like crazy. One thing i have had luck with is flesh hounds, and "drowning" them in bodies. I tend to max out my flesh hound units and force them to either focus down them as wound soaks, or get hit with a wave of them. It ends up being a lot of bodies on the table and can really force an eldar player into a corner. This leaves your units like bikes with melta, focus on the "beefier" vehicles, or knights. The only luck I have had with blood crushers is to use them as an icon bearer and run forward as far as possible, for deep striking turn 2. Blood letters also are great for this, cheep bodies that can bubble wrap. The only unit i really have a hard time with is WK, or A LOT of Scatter bikes! Good volume can really wear you down, but if you are careful and use cover it helps some.

I might suggest getting rid of that mauler I have only ever seen mine die usually in shooting. BUT might make a good unit to to make your opponent make choices with. If you can tie him up with dogs and bloodletters then you can being in your heavy hitters to mop things up.

Just my thoughts.
   
 
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