|
Consider that you can run Khorne Daemons either under the Daemon codex or under the Khorne Daemonkin Codex (e.g., Charnel Cohort formation), and they have very different rules. If you want to play them using the Daemon Codex, you might consider running them as part of Daemonic Incursion detachment instead of a CAD. That resolves most of the problems related to daemonic instability and the warp storm table and gives you a means to control objective markers even if you move off/are shot off of them (super annoying to the enemy). The problem with the Daemonic Incursion detachment is that the core and auxiliary formations are mono-god and can be expensive.
Given that you are considering a CAD, read up on the Daemonic Instability and Warp Storm Table rules and understand that without some mechanism to control them it can be frustrating. For a split Nurgle/Khorne army rolls of either 5 or 8 on the Warp Storm table will cause possible damage to one of you own units. Given you will roll either a 5 or 8 about 25% of the time, this will typically happen once or twice per game.
I mainly have experience with Khorne, so I'll focus on those units.
Bloodletters - consider taking a Banner of Blood to help ensure they make it into assault phase. Keep in mind that they only have 1 attack each, so after the first round of assault, when they lose their second attack and furious charge, they aren't very effective. Still they will scare the heck out of MEQs, because of their AP3 weapons.
Bloodcrushers are very expensive for what you get. For 135 points, you get 3 of them (9 wounds) compared to 8 flesh hounds (16 wounds total) for 128 points. Yes, they are AP3, so they will attract a lot of firepower (can be a useful distraction). Consider getting rid of one of those squads and making your fleshhound squads larger. Having larger flesh hound squads will help prevent them losing assaults, and thus prevent having to roll on the dreaded daemonic stability table.
Flesh hounds - They're only drawback is that they are expensive ($). Puppetswar.eu makes some awesome cheaper and much better looking models (Bhargest Fiends ?), and I'm sure someone else can steer your to some other alternatives.
Skulls cannons. They're great! Wonderful at popping vehicles, especially vehicle formations or vehicles that can jink (No cover save!). Also fantastic at taking out characters or things with FnP, because they double out a lot of units. If someone with meltaguns get to close, you can always assault them, and because you can't attack the bloodletters on the unit, it's really hard to damage the cannon itself. I've never tried it, but if you take 3 skull cannons and a blood throne (Gorethunder Battery Formation), you can shoot a S8 AP3 Apocalyptic blast that ignores cover. Even if it only gets fired once, it seems like it could a ton of damage to a death star.
|