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![[Post New]](/s/i/i.gif) 2015/05/04 00:50:38
Subject: Competitive Khorne Daemonkin Strategy Guide
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Rough Rider with Boomstick
USA
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Someone tell me how do one can give a big ball of khorne hounds FNP?
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![[Post New]](/s/i/i.gif) 2015/05/04 01:53:03
Subject: Competitive Khorne Daemonkin Strategy Guide
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Missionary On A Mission
Australia
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Use the Blood Tithe to buy FNP for a turn.
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![[Post New]](/s/i/i.gif) 2015/05/04 02:29:23
Subject: Competitive Khorne Daemonkin Strategy Guide
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Dakka Veteran
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I did a game recently with a bloodthirster of insensate rage, a daemon prince in blood-forged armor, belakor, and a lord of change along with 3 maulerfiends. Sadly, my jerk opponent stole the initiative (jk) and killed the bloodthirster, daemon prince, and one maulerfiend in the opening salvo. I was still able to win the game, but both times I've used the bloodthirster he's died before he dealt a single wound. The other game I used the bloodthirster in I lost the combat against an Avatar of Khaine. I did roll rather poorly, but not getting a single wound through was depressing... I even used one in a game of fantasy and watched him struggle against a frostheart pheonix the entire game. I love the model, so I expect I'll keep using him, but he's not done anything heroic or efficient for me yet.
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This message was edited 1 time. Last update was at 2015/05/04 02:29:43
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![[Post New]](/s/i/i.gif) 2015/05/04 02:56:47
Subject: Competitive Khorne Daemonkin Strategy Guide
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Grim Dark Angels Interrogator-Chaplain
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lessthanjeff wrote:
I did a game recently with a bloodthirster of insensate rage, a daemon prince in blood-forged armor, belakor, and a lord of change along with 3 maulerfiends. Sadly, my jerk opponent stole the initiative (jk) and killed the bloodthirster, daemon prince, and one maulerfiend in the opening salvo. I was still able to win the game, but both times I've used the bloodthirster he's died before he dealt a single wound. The other game I used the bloodthirster in I lost the combat against an Avatar of Khaine. I did roll rather poorly, but not getting a single wound through was depressing... I even used one in a game of fantasy and watched him struggle against a frostheart pheonix the entire game. I love the model, so I expect I'll keep using him, but he's not done anything heroic or efficient for me yet.
This is mainly theory as I've yet to play a game with a bloodthirster (but I'm already looking forward to it as like you said it's a great model), but from reading the profile it seems that the D-thirster can be expected to be either a hero or a zero. Striking last in a fight hurts, as most worthy opponents (e.g. Imperial Knights) can squish him before he gets to swing. However, if he survives, whatever he attacks is most likely going to die. Not sure what went wrong for you against the Avatar of Khaine, though. Did you just roll too many 1's or something (I've had that kind of rotten luck before...)?
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![[Post New]](/s/i/i.gif) 2015/05/04 06:57:14
Subject: Competitive Khorne Daemonkin Strategy Guide
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Rough Rider with Boomstick
USA
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So I plan on running a small CAD of daemonkin to go with my fateweaver tzeentch CAD.
Basically min cultists, 2 heldrakes and a ball of flesh hounds. It seems like most people go with the Lord on jug as HQ, wouldn't a herald on jug with the hatred loci make the Hound star more stronger?
Now I know The Lord is more survivable than the herald but it costs more and I don't have a lot of points to spare. I just need the hound star kill majority of things it touches, plus I'll have a HoT nearby for that cursed earth.
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This message was edited 1 time. Last update was at 2015/05/04 07:00:37
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![[Post New]](/s/i/i.gif) 2015/05/04 09:42:29
Subject: Competitive Khorne Daemonkin Strategy Guide
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Dakka Veteran
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ZergSmasher wrote:
This is mainly theory as I've yet to play a game with a bloodthirster (but I'm already looking forward to it as like you said it's a great model), but from reading the profile it seems that the D-thirster can be expected to be either a hero or a zero. Striking last in a fight hurts, as most worthy opponents (e.g. Imperial Knights) can squish him before he gets to swing. However, if he survives, whatever he attacks is most likely going to die. Not sure what went wrong for you against the Avatar of Khaine, though. Did you just roll too many 1's or something (I've had that kind of rotten luck before...)?
If I remember correctly, I missed with a fair number of attacks against the avatar, then failed to wound with another, and he made his invuln save for the 1 or 2 that I would have gotten through. It was fairly poor rolling, but that's the kind of stuff that can happen and it really sets you back when so many points are spent on the one model. The other game he was dropped by a single volley from sternguard out of a drop pod before I could get shrouding off with belakor.
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![[Post New]](/s/i/i.gif) 2015/05/04 09:59:53
Subject: Competitive Khorne Daemonkin Strategy Guide
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Longtime Dakkanaut
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For me, the strength of the Lord over a Herald is the ability to take a power fist, so you can smash through walkers and other hard blockers that a Herald and hounds could get stuck on. It a a big unit to risk getting stuck on one dreadnought.
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![[Post New]](/s/i/i.gif) 2015/05/07 04:34:30
Subject: Re:Competitive Khorne Daemonkin Strategy Guide
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Sword-Wielding Bloodletter of Khorne
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Hey everyone, a few more thoughts/observations I've made after a little internet research.
First of all if anyone hasn't seen the sweet batrep by Long War on YouTube, you should. It features a list with Daemonkin allies, 2 sorcerers that can jump between 2 units of nurgle spawn and a huge pack of khorne dogs, as well as a D-thirster. You practically are guaranteed invisibility for the thirster at a not too expensive price with flexibility. Cool list.
Another is from a post I saw in the General discussion I think. Vindicare Assassins might make sense, as they can be far enough away to not incur the allies penalty, and almost guarantee a popped transport per turn (+1 point, oh yes khorne please).
It still seems no slaughter cult is the most competitive method and khorne dogs are almost an auto include. Is Kor'lath, Axe of Ruin viable? Or is it too slow?
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![[Post New]](/s/i/i.gif) 2015/05/08 17:22:12
Subject: Re:Competitive Khorne Daemonkin Strategy Guide
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Crazed Cultist of Khorne
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crimson_caesar wrote:Hey everyone, a few more thoughts/observations I've made after a little internet research.
First of all if anyone hasn't seen the sweet batrep by Long War on YouTube, you should. It features a list with Daemonkin allies, 2 sorcerers that can jump between 2 units of nurgle spawn and a huge pack of khorne dogs, as well as a D-thirster. You practically are guaranteed invisibility for the thirster at a not too expensive price with flexibility. Cool list.
Another is from a post I saw in the General discussion I think. Vindicare Assassins might make sense, as they can be far enough away to not incur the allies penalty, and almost guarantee a popped transport per turn (+1 point, oh yes khorne please).
It still seems no slaughter cult is the most competitive method and khorne dogs are almost an auto include. Is Kor'lath, Axe of Ruin viable? Or is it too slow?
I've personally been fiddling around with an allied sorcerer running Biomancy. If you get Endurance off on the hounds...WATCH OUT. In my last game, my dogs ran through four units on their own. My opponent kept shooting them with everything under the sun, and by turn six had only killed about 15 of the twenty. The rest of my army was relatively unharmed.
As for the Vindicare, they do not get BftBG, so you wouldn't get any points besides first blood/slay the warlord. You're better off without him; you wouldn't even want him shooting sergeants.
I've had much success running the Slaughter Cult. The bonuses it confers are tremendous. Plus, the only real detriment is that you have to take Possessed. While expensive, they hit VERY hard! Don't pass them off.
With Kor'Lath, what do you mean by "is it too slow"? It strikes at initiative. From the general consensus, it seems for now that Blood Thirsters are forced to come in flying, which at first may seem like a detriment, but if it's your warlord who's been switched, then you've potentially denied your opponent Slay The Warlord. Think about it- they need sixes to hit if you come in flying, and you still get your invuln saves from your gear and FNP from Blood Tithe table, so you could probably keep him alive for at least two more turns. Plus, if you kill him via losing wounds, then your opponent doesn't get Slay The Warlord! Turn your warlord into the biggest distraction carnifex alongside 20 hounds and a Bio Sorcerer handing out a 4+ FNP and Eternal Warrior! Watch as your opponent throws buckets of dice at your beautiful deathstar
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![[Post New]](/s/i/i.gif) 2015/05/08 19:15:59
Subject: Re:Competitive Khorne Daemonkin Strategy Guide
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Sinewy Scourge
Commoragh (closer to the bottom)
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ArDeZe wrote: crimson_caesar wrote:Hey everyone, a few more thoughts/observations I've made after a little internet research.
First of all if anyone hasn't seen the sweet batrep by Long War on YouTube, you should. It features a list with Daemonkin allies, 2 sorcerers that can jump between 2 units of nurgle spawn and a huge pack of khorne dogs, as well as a D-thirster. You practically are guaranteed invisibility for the thirster at a not too expensive price with flexibility. Cool list.
Another is from a post I saw in the General discussion I think. Vindicare Assassins might make sense, as they can be far enough away to not incur the allies penalty, and almost guarantee a popped transport per turn (+1 point, oh yes khorne please).
It still seems no slaughter cult is the most competitive method and khorne dogs are almost an auto include. Is Kor'lath, Axe of Ruin viable? Or is it too slow?
I've personally been fiddling around with an allied sorcerer running Biomancy. If you get Endurance off on the hounds...WATCH OUT. In my last game, my dogs ran through four units on their own. My opponent kept shooting them with everything under the sun, and by turn six had only killed about 15 of the twenty. The rest of my army was relatively unharmed.
As for the Vindicare, they do not get BftBG, so you wouldn't get any points besides first blood/slay the warlord. You're better off without him; you wouldn't even want him shooting sergeants.
I've had much success running the Slaughter Cult. The bonuses it confers are tremendous. Plus, the only real detriment is that you have to take Possessed. While expensive, they hit VERY hard! Don't pass them off.
With Kor'Lath, what do you mean by "is it too slow"? It strikes at initiative. From the general consensus, it seems for now that Blood Thirsters are forced to come in flying, which at first may seem like a detriment, but if it's your warlord who's been switched, then you've potentially denied your opponent Slay The Warlord. Think about it- they need sixes to hit if you come in flying, and you still get your invuln saves from your gear and FNP from Blood Tithe table, so you could probably keep him alive for at least two more turns. Plus, if you kill him via losing wounds, then your opponent doesn't get Slay The Warlord! Turn your warlord into the biggest distraction carnifex alongside 20 hounds and a Bio Sorcerer handing out a 4+ FNP and Eternal Warrior! Watch as your opponent throws buckets of dice at your beautiful deathstar
I could never do this....But I try to stay fluffy and my group would not approve of the Psyker in a khorne worshiper army lol But I agree... It does sound nasty if you were able to get Endurance everytime.
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Wyzilla wrote:Saying the Eldar won the War in Heaven is like saying a child won a fight with a murderer simply because after breaking into his house, shooting his mother and father through the head, the thug took off in a car instead of finishing off the kid.
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![[Post New]](/s/i/i.gif) 2015/05/08 21:03:29
Subject: Re:Competitive Khorne Daemonkin Strategy Guide
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Devious Space Marine dedicated to Tzeentch
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Yeah, also not one to use a psyker in a khorne army, however, blood tithe is basically magic, so one could make allowances.
along those lines, what about throwing in a culexus?
khorne would certainly approve, right?
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This message was edited 1 time. Last update was at 2015/05/08 21:09:50
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![[Post New]](/s/i/i.gif) 2015/05/08 21:39:08
Subject: Re:Competitive Khorne Daemonkin Strategy Guide
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Crazed Cultist of Khorne
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How I see it is that my sorcerer is simply buffing himself in order to beat more faces in. He's not sitting back casting spells- he's right up there with the Lord and hounds! He's also basically Sindri Myr from DoW  he uses what's available to reach daemonhood
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![[Post New]](/s/i/i.gif) 2015/05/09 03:18:29
Subject: Re:Competitive Khorne Daemonkin Strategy Guide
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Sword-Wielding Bloodletter of Khorne
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I like to think of buffing sorcerers as "Blood Priests". They are naturally in tune with the warp, gaining combat strength as their rage rises and coursing raw power through their veins. Khorne's Holy warriors, very appropriate for the Daemonkin book.
What I meant by the Bloodhost detachment being not great was I don't think you need the points that quickly. In many games points come so fast, the bonuses might not be worth it, but I'm not sure yet.
With regards to Kor'lath being slow, I didn't mean the axe in combat itself. I meant the Thirster getting into battle. It would probably go down faster than yo mama against a Tau or Eldar army. Aside from that, it's an Axe of Khorne, which is good, but not nearly worth 60 points in a codex where the majority of the units are overpriced.
Does anyone think Goredrinker or the Blade of Endless Bloodshed are good? Maybe with proper targeting and casting from magical support. .
Honestly, I would love to be able to defeat Lords of War without owning one myself, but it looks like that's not what the game is allowing. A clever tactic by GW to get us to by these huge models that I think mess with the feeling of fielding an actual army comprised of soldiers. Man and I thought Riptides were bad.
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![[Post New]](/s/i/i.gif) 2015/05/09 05:06:56
Subject: Re:Competitive Khorne Daemonkin Strategy Guide
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Grim Dark Angels Interrogator-Chaplain
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I figure when it comes to blood points, the more the merrier, and the quicker the better. If I can summon a skull cannon on T2, I will!  It would be great for T3 charges (unless it dies first). Indeed, I feel that this is probably the best way to use a skull cannon since the only formation it can be taken in (Charnel Cohort) has some hefty unit taxes (unless of course you are using a CAD instead of a Blood Host).
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![[Post New]](/s/i/i.gif) 2015/05/09 17:48:54
Subject: Competitive Khorne Daemonkin Strategy Guide
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Fleshound of Khorne
sweden
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For me the demonkin har worked best with cad+gorepack letting me choose from all units and have lots of hounds to push forward tying things up before the heavy hitters come in. Sure the free tithe from bloodhost is good but i feel the extra cost for possessed and letters instead of cultists are to much, the army looses momentum. It's a real cc codex and if you go all out on that it works really good. MSU works.
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![[Post New]](/s/i/i.gif) 2015/05/09 20:35:37
Subject: Re:Competitive Khorne Daemonkin Strategy Guide
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Sword-Wielding Bloodletter of Khorne
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Do you go max close combat?
IE 3 Maulerfiends, 2 strong HQs, and max gorepacks? You have no ranged?
Also is the Skull cannon really the best option? I'd think grounded Daemon Princes would be best, provided you're up close and against a not very mobile foe.
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![[Post New]](/s/i/i.gif) 2015/05/09 23:09:26
Subject: Competitive Khorne Daemonkin Strategy Guide
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Fleshound of Khorne
sweden
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Maulers wont work. AV12 is just to easy to take out, flyrants, eldar, tau, etc. I use 3 grinders they have some decent shooting and can put down some early pressure, demonkin are low on anti-air, but with grinders there is a possibility to take some down. As for other shooting i use bikes with double meltaguns to open up transports if needed.
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![[Post New]](/s/i/i.gif) 2015/05/10 18:47:15
Subject: Re:Competitive Khorne Daemonkin Strategy Guide
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Sword-Wielding Bloodletter of Khorne
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Hmmm... well the good thing about Maulerfiends is you can spam them relatively inexpensively, and they're good against Monstrous Creatures. My issue with Soul Grinders is how do you outfit them? The best weapon in my opinion is their phlegm cannon, but it does what the rest of your army is already excellent at: Killing infantry. I feel like there are better options for killing tanks, which is really what we need for the Heldrakes and the hounds to go to town on.
Heldrakes to deal with anti-air a bit, and we can always summon daemon princes for more support.
Also, could you guys tell me what you think of bikes? I haven't used them myself but I thought they'd go down like a ton of bricks with one wound, even with T5 and 3+. A squad of fire warrior could easily take them out. A clever opponent would at their earliest convenience.
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![[Post New]](/s/i/i.gif) 2015/05/10 18:56:07
Subject: Competitive Khorne Daemonkin Strategy Guide
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Regular Dakkanaut
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I'm selling all of my current 40k off to have just one army and I'm seriously liking the idea of doing Khornekin but if anyone could spare some time I always have trouble getting into new codexes.
First of all apparently we are allowed these now:
The following units that are allowed:
Ferrum Infernus Chaos Dreadnought with Dedication of Khorne (Elite)
Chaos Contemptor Dreadnought with Dedication of Khorne (Elite)
Greater Brass Scorpion of Khorne (Lord of War)
Blood Slaughterer of Khorne (Heavy Support)
Chaos Decimator Siege Engine with Dedication of Khorne (Elite)
Chaos Reaver Titan with Daemon Titan of Khorne (Lord of War)
Chaos Warhound Titan with Daemon Titan of Khorne (Lord of War)
An'ggrath the Unbound (Lord of War)
Uraka 'The Warfiend' (HQ)
Spined Chaos Beast with Daemon of Khorne (Elite)
Just wondering what people thought of them?
Also whats a good base to start off this army, should I go Daemon Prince and a bunch of cultists and I believe fleshhounds are considered good? Automatically Appended Next Post: Oh particularly interested in the Forgeworld Decimator just because it looks to freaking cool
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This message was edited 1 time. Last update was at 2015/05/10 18:56:34
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![[Post New]](/s/i/i.gif) 2015/05/10 21:02:00
Subject: Competitive Khorne Daemonkin Strategy Guide
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Fleshound of Khorne
sweden
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Lord/herald on juggernaut, some flesh hounds and cultists/bloodletters is a great start.
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![[Post New]](/s/i/i.gif) 2015/05/10 21:54:00
Subject: Re:Competitive Khorne Daemonkin Strategy Guide
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Auspicious Daemonic Herald
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As long as you don't take Gaze (bs3 single shot no thanks) you can do what ever you want. You don't even have to take anything and keep them cheap.
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![[Post New]](/s/i/i.gif) 2015/05/10 22:23:47
Subject: Re:Competitive Khorne Daemonkin Strategy Guide
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Sword-Wielding Bloodletter of Khorne
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I guess I'd go for barebones. Oh you could do Havoc Launchers xD
Mostly because with the battlecannon, you have to snap your Harvester. To be honest I think the Heldrake is much more effective at doing what the battle cannon does. Same with its torrent weapon.
If only it could take a reaper autocannon or two... :|
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![[Post New]](/s/i/i.gif) 2015/05/10 22:29:12
Subject: Competitive Khorne Daemonkin Strategy Guide
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Auspicious Daemonic Herald
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I wish the soul grinder could take a havoc launcher. that would be rad.
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![[Post New]](/s/i/i.gif) 2015/05/10 22:30:12
Subject: Competitive Khorne Daemonkin Strategy Guide
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Fleshound of Khorne
sweden
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Mauler vs grinder.
For 30p more you gain
1 hp
1 attack
Av13 front, side
Av11 back
Anti-horde shooting
Anti-air shooting
.......
Disadvantage
6" move instead of 12"
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![[Post New]](/s/i/i.gif) 2015/05/10 22:50:21
Subject: Re:Competitive Khorne Daemonkin Strategy Guide
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Sword-Wielding Bloodletter of Khorne
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Make that 5 more points unless you auto include the phlegm cannon.
Also Maulers get melta attacks, which makes its 12" move much more valuable. It can kill armor 13 tanks by turn 2 potentially, which a soul grinder has a lot less of a chance to do by that point. It has less of chance to glance than autocannon havocs, and costs 50 more points (with the phlegm cannon). Another valuable part of a Maulerfiend's movement is how it can tie up monstrous creatures easily if it gets into close combat. A riptide is going to struggle doing much to the fiend, and now I've locked him up in a fight for the rest of the game. Not something many units can do.
For the anti-horde factor, yeah the cannon is good. But the baleflamer is better. You can control it, maximize the number of kills, insure it does something before the drake dies (most of the time), and the drake is more survivable than the soul grinder.
Diversification of enemy targets!
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![[Post New]](/s/i/i.gif) 2015/05/11 06:50:53
Subject: Competitive Khorne Daemonkin Strategy Guide
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Fleshound of Khorne
sweden
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Mauler in demonkin cost more than the csm version. Phlegm makes the grinder versitile its function is not to be in opponents deployment zone turn 2, thats what the hounds, spawns, bikes are there for. In a perfect game you will not get shot at, opponent wont refuse flank you, he will walk forward so you can reach him more easily, etc etc. Yeah maulers are great then. But take a look at the firepower other armies have, Av12 just dont survive long enough to make it worth it.
Grinders complete a demonkin army so well, its just that little shooting that is needed to force opponents to think about deployment, movement and their flyers. If you go all cc he just have to deploy good, move around and bubbelwrap, shoot, and so on.. No need to worry about casualties from shooting, and you will loose. I also use 1 helldrake in my list to give that extra shooting later in the game, good vs drop armies that think they can drop far away to take some obj.
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![[Post New]](/s/i/i.gif) 2015/05/11 14:16:42
Subject: Competitive Khorne Daemonkin Strategy Guide
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Longtime Dakkanaut
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Jaq Draco lives wrote:I'm selling all of my current 40k off to have just one army and I'm seriously liking the idea of doing Khornekin but if anyone could spare some time I always have trouble getting into new codexes.
First of all apparently we are allowed these now:
The following units that are allowed:
Ferrum Infernus Chaos Dreadnought with Dedication of Khorne (Elite)
Chaos Contemptor Dreadnought with Dedication of Khorne (Elite)
Greater Brass Scorpion of Khorne (Lord of War)
Blood Slaughterer of Khorne (Heavy Support)
Chaos Decimator Siege Engine with Dedication of Khorne (Elite)
Chaos Reaver Titan with Daemon Titan of Khorne (Lord of War)
Chaos Warhound Titan with Daemon Titan of Khorne (Lord of War)
An'ggrath the Unbound (Lord of War)
Uraka 'The Warfiend' ( HQ)
Spined Chaos Beast with Daemon of Khorne (Elite)
Just wondering what people thought of them?
Also whats a good base to start off this army, should I go Daemon Prince and a bunch of cultists and I believe fleshhounds are considered good?
Automatically Appended Next Post:
Oh particularly interested in the Forgeworld Decimator just because it looks to freaking cool
Where did this list come from?
Automatically Appended Next Post: Played a 5k game with mostly daemonkin.
Two rush units did very well. 20 hounds with a crimson slaughter juggerLord (2+ save) and 5 spawn with a DK jugger Lord (eternal warrior).
I found I only wanted army wide fnp , so a lot of blood points were wasted.
Not daemonkin , but the central rush of 3 blood slaughterers , land raider with legacy of 1st war of Armageddon(with slaughter cult possessed inside) and belakor providing invisibility, worked even better than I'd hoped. An entire dark eldar army bounced off.
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This message was edited 1 time. Last update was at 2015/05/11 14:20:34
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![[Post New]](/s/i/i.gif) 2015/05/11 15:22:50
Subject: Competitive Khorne Daemonkin Strategy Guide
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Regular Dakkanaut
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That list was from Forgeworld saying which FW units could be used with Khornekin list
Pulled of Natfka
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![[Post New]](/s/i/i.gif) 2015/05/11 15:51:19
Subject: Competitive Khorne Daemonkin Strategy Guide
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Longtime Dakkanaut
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Alright, that's pretty cool. A proper FAQ would be nice, and even better would be permission to take these units in a blood host (fat chance!)
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![[Post New]](/s/i/i.gif) 2015/05/11 16:27:13
Subject: Competitive Khorne Daemonkin Strategy Guide
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Fixture of Dakka
Temple Prime
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GoonBandito wrote:Samus is actually a Demon Prince of Khorne?? That certainly changes the Metroid games a bit! :p
Clearly Metroid Samus had to kill Daemon Samus as an infant Hercules style for the right to be the only one with the name. LP
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Midnightdeathblade wrote:Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
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