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Made in se
Fleshound of Khorne



sweden

After alot of games with demonkin i cant see myself go back to playing csm/demons. This codex got everything a cc junkie wants.
Just got back from a game vs tyranids where i won with 18-2. Almost a wipe, he had a flyrant with 3 wounds left. Great game against a really good tyranid player.
MVP = my 3 grinders
   
Made in us
Sinewy Scourge





Commoragh (closer to the bottom)

Daemonkin really is a great codex....I was surprise that GW gave not only a Chaos , but a Khorne(assault army) a decent codex.

 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.


 
   
Made in se
Fleshound of Khorne



sweden

Khorne has been hard to play before demonkin since nurgle was so much better in csm and all other where better in demon codex. (1 unit of hounds with herald was the way to go then).
   
Made in nz
Disguised Speculo





If I take multiple slaughtercults in apocalypse etc is that multiple free tithe points? Do I keep a seperate tithe for each force?

doomarn wrote:
 Dakkamite wrote:
Thats pretty sweet. Not sure what I think about losing fearless but anything that lets me run numerous juggerlords is cool by me


Why would you loose fearless?


Automatically Appended Next Post:
I just got to ask how the missions look like in your areas? Here in northern sweden we play with maelstrom missions combined different killpoints, secondary are often linebreaker, slay the warlord or first strike (1vp if you manage to take something out first turn. Applies to both players).

This often influence the list we make here. For us maelstrom has been the reason wh40k became fun again.


Looking at my daemon codex, fearless came from the instability rules. I've seen people mentioning "we lost instability and gained fearless" but haven't found that particular rule yet - not that the DK digital codex is particularly well formatted, nor am I particularly good with rules so please do point out how I'm wrong and my daemons get to be fearless again
   
Made in us
Sword-Wielding Bloodletter of Khorne





Has anyone had luck against Eldar? My main concern are wraith units.

The Dthirster can kill a Wraith Knight, but that can't be our only option... right? The portal + dscythes seems difficult to handle as well.
   
Made in us
Rough Rider with Boomstick




USA

Unit of 10-15 hounds + maybe a lord on jugg are good against D-scythe WG, they can survive the wall of death and tar pit them in combat for a few turns eventually killing the WG off.
   
Made in se
Stern Iron Priest with Thrall Bodyguard






 Dakkamite wrote:
If I take multiple slaughtercults in apocalypse etc is that multiple free tithe points? Do I keep a seperate tithe for each force?

doomarn wrote:
 Dakkamite wrote:
Thats pretty sweet. Not sure what I think about losing fearless but anything that lets me run numerous juggerlords is cool by me


Why would you loose fearless?


Automatically Appended Next Post:
I just got to ask how the missions look like in your areas? Here in northern sweden we play with maelstrom missions combined different killpoints, secondary are often linebreaker, slay the warlord or first strike (1vp if you manage to take something out first turn. Applies to both players).

This often influence the list we make here. For us maelstrom has been the reason wh40k became fun again.


Looking at my daemon codex, fearless came from the instability rules. I've seen people mentioning "we lost instability and gained fearless" but haven't found that particular rule yet - not that the DK digital codex is particularly well formatted, nor am I particularly good with rules so please do point out how I'm wrong and my daemons get to be fearless again


Instability was not exactly fearless. In Daemonkin, no unit has daemonic instability, but I think one of the two rules (cant remember witch) "skulls for the skull throne", or "blood for the blood god", grant daemons fearless instead (and the ability to mix daemon/marine as usual IC/units mix.
Im away from my dex at the moment and cant give a better answer though.

Trolls n Robots, battle reports på svenska https://www.youtube.com/channel/UCbeiubugFqIO9IWf_FV9q7A 
   
Made in us
Longtime Dakkanaut




All the daemons are listed as fearless. They also get BFTBG and SFTST

DFTT 
   
Made in us
Devious Space Marine dedicated to Tzeentch




Yep, captyn bob has it. fearless is listed in their unit entries.

40K: | |

 
   
Made in us
Savage Khorne Berserker Biker





Some quick thoughts:

1.) I love the D-Thirster. Its weaknesses are obvious, but in one game that went very well for me one of my D-Thirsters (I ran 2) killed an Iron Hands chapter master with all the trimmings as well as a Knight Castigator (wah wah!) before getting shot to death.

2.) Spawn + FNP is awesome as long as they get tied up in combat ASAP. Bloodthirsters, Bikers, and Maulerfiends (in my limited playing experience) have drawn all the shooting, leaving the spawn free to move and charge as they will. I had an allied CSM Juggerlord with AoBF joined to them, and they were brutal.

3.) Hounds. I love hounds. I've only been able to use a unit of 5, but even that has been to great effect. Now that I have 35 assembled, they will be glorious.

4.) Bikers with meltaguns, though very fragile, can do some work. I struggle with using them properly at times, but with the right tactics and cover on the table I bet they will kill much more.

5.) Maulerfiends simply cannot be ignored. I take 3, and sometimes they all die on the first turn if I'm not lucky. That's okay, because it usually takes just about all the opponent's shooting to accomplish this, leaving the rest of my army free to charge. When the fiends do survive to reach the enemy vehicles, they tear through them wonderfully.

6.) I don't like the Slaughtercult. It is a great formation, but really not my cup of tea. I'm not a fan of power armored units right now due to their cost and effectiveness (not that they're all that bad). Honestly, I have yet to be short on Blood Tithe points so I'm not missing the free point per turn from the Blood Host (or whatever it's called). The double buff, for sure, is the best part. I'll have to try the formation sooner or later.
   
Made in se
Fleshound of Khorne



sweden

+1 wolfman
   
Made in gb
Longtime Dakkanaut




Totally agree.

I found the slaughter cult a bit... Meh, as I wanted fnp on my hounds, so the cult could only benefit from options 1-2 on the chart , and most units already had furious charge/rage anyway. I think the SC spawn could be a good call. Fnp spawn with furious charge on top is nice

This message was edited 1 time. Last update was at 2015/05/15 17:20:48


DFTT 
   
Made in ca
Krazed Killa Kan




Claremont, ON

 SonsofVulkan wrote:
Unit of 10-15 hounds + maybe a lord on jugg are good against D-scythe WG, they can survive the wall of death and tar pit them in combat for a few turns eventually killing the WG off.


Helldrakes take care of a bunched up D-sythe WG unit very nicely. I like sacrificing units as much as the next khorne player but the drake has been excellent at solving the Wraith Guard. Eldar is an up hill battle regardless and MSU are a good way to go, keep spawning more.
I wouldn't feed them multi wound units as you play right into the D.

This message was edited 1 time. Last update was at 2015/05/15 17:57:19


2500 4000 4000 5000 5000
DE 2500 TS: 2500 2500  
   
Made in us
Longtime Dakkanaut





Eye of Terror

Anybody else rocking the Warp Talons ?

My blog... http://greenblowfly.blogspot.com

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DT:60+S++++G++++M+++B+++I+++Pw40k89/d#++D+++A++++/eWD150R++++T(T)DM+++ 
   
Made in us
Devious Space Marine dedicated to Tzeentch




played a maelstrom game against the eldar blah-de-blah detachment (the decurion style one), with seers on foot

stand outs for me were the melta bikers from the gore pack, 2 solo spawn, and oddly, a forgefiend.
though as well as the fiend did, i am curious to try a mauler. the fiend did little to draw enemy fire away from my jugger lord and his hounds, and switching to a mauler would free up points for more wounds in the hound unit. while the fiend got all its points back and more(??), the hounds were just a fire magnet who wrecked some guardians and then got shot to bits. 11 hounds is just not enough… though… long range shooting is nice to have.
the other thought is to drop the fiend altogether and grab a drake.

the axe of ruin guy being tithed for a prince and a bloodthirster drew some serious ire from my opponent… though the prince mis-happed and was foot slogging in the far corner, and the blood thirster managed to whiff all 7 attacks he got in one charge… (what a chump). also, he was alive at the end of the game.

i was amazed with the tithe points. not only is it a fun system, but result #2 was devastating on the turn i charged with 4-5 units, and the following game turn i racked up 11 points…
though i'm not sure what the most effective tithe method is just yet.

ps, this army was a lot of fun to play.

list i used here
Spoiler:

1500
lord, jugg, sigil, power sword, goredrinker
lord, jump pack, axe of ruin, combi-melta

2x 8 bloodletters, 2x bloodreapers
8 cultists
spawn
spawn
forgefiend, autocannons
soul grinder, phlegm
soul grinder, torrent

gorepack:
2x 3 bikers, melta per squad, melta bombs on the champs
11 flesh hounds

This message was edited 1 time. Last update was at 2015/05/16 15:05:49


40K: | |

 
   
Made in se
Fleshound of Khorne



sweden

I thought it was time to tell my side on the competitive side of Khorne Demonkin. I play in an enviroment with alot of maelstrom missions combined with different secondaries that really makes the games fun and interesting to play. This of course mould my lists into a certain way.

Blood host detatchement is a cool feature but after alot of games i have dismissed it as being competitive at this time.
The best way to run pure Demonkin for my part has been CAD + Gorepack and here are a few reasons why

2 hq, 3 fast, 3 heavy and still being able to put in 4 units of flesh hounds and up to 4 units of bikes, if thats not competitive nothing is =)

HQ. Lord on juggernaut, herald on juggernaut and the D-thirster are what works. The lord is a real beatstick with 7 attacks on the charge with 2 weapons, I have tried a few setups and the axe of khorne/power fist or L-claw/power fist works for me. Slap a sigil of corruption on him and he´s ready to rock and roll. The herald i usually use for the hatred and fearless he can bring to the table, other than that he is kinda poop. D-thirster is fun if the opponent doesnt know what threat he is if he can connect in cc, but in a competitive enviroment who doesnt. Still in the right list with alot of threats he can survive long enough to make a difference.

ELITE. I dont play with anything in this slot yet since i havent found anything that can boost the cc in a list. I have seen some big units of crushers with 2-3 characters but
it´s not my cup of tea.

TROOPS. Here are alot of options but a few are quite expensive for what they do. Bloodletters are nice because they can deep strike and are fearless so not that bad, Cultists are cheap but not fearless, here you can go either 8man or a big unit, both works. Marines and berserkers are cool but if your area doesnt play with FW then i wouldnt bother.

FAST. Ohh here is where it get interesting, we have bikes, spawns, helldrake, flesh hounds, really good stuff. All of these are very good and it is here you mould your list.
Helldrake with baleflamer has risen from the ashes, combined with the offensive pressure Demonkin has it fit perfectly in most lists.Bikes and flesh hounds I usually leave for gorepack but if I have the need for more i add it here. Spawns have always been a good unit in CSM and they fill a purpose here as well. I like to run small units of spawns that are big enough to survive for a couple of turns and even take out something in the process.

HEAVY. Landraider can be a fun thing but is a huge pointsink when going competitive, Maulerfiends are good, but not good enough with av12. they just cant survive in this meta with all that str 6 shooting. Melta version is cheaper but without lash its just another dreadnought who can move 12", so you have to go with lash and that makes them to expensive for that they can offer
What really stands out here is the soulgrinder, go torrent flamer on him and rush him up with the others, perfect for a second or third wave. Go phlegm and you have a way to thin out units with long range shooting that can take your units apart. The av13 makes it immune to flyrants, scatbikes and other str 6 shooting. In cc he is better than a mauler due to just av13 , 1 extra hp and 1 extra attack. In my eyes pure win.

There you have my take on how to make a competitive Demonkin. Once the tithe starts to kick in the army becomes unstoppable.
If you dont wanna go pure demonkin then mix in some Csm sorcerers that can make your thirster or hounds invisible, go crazy on biomancy and just kick ass, load up with some nurgle oblits for some shooting etc etc.

I want to finish with a list that I have been trying out for a few games that has been really fun and competitive ( at least where up here in the north)

Lord-jugg,sigil,axe of khorne, power fist, skullhelm
Herald - jugg, wrath

27 Cultists (herald goes here)
8 Cultists

2 spawns
2 spawns
Helldrake - Baleflamer

Soulgrinder-Phlegm
Soulgrinder-Phlegm
Soulgrinder - Phlegm

Gorepack
3 bikes- 2xmelta, mbomb
3 bikes - 2xmelta, mbomb
12 Flesh hounds (lord goes here)
5 flesh hounds
5 flesh hounds
5 flesh hounds

2000pts
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

doomarn wrote:

I want to finish with a list that I have been trying out for a few games that has been really fun and competitive ( at least where up here in the north)

Lord-jugg,sigil,axe of khorne, power fist, skullhelm
Herald - jugg, wrath

27 Cultists (herald goes here)
8 Cultists

2 spawns
2 spawns
Helldrake - Baleflamer

Soulgrinder-Phlegm
Soulgrinder-Phlegm
Soulgrinder - Phlegm

Gorepack
3 bikes- 2xmelta, mbomb
3 bikes - 2xmelta, mbomb
12 Flesh hounds (lord goes here)
5 flesh hounds
5 flesh hounds
5 flesh hounds

2000pts

I am curious as to why you run the herald on a juggernaut with the cultists. I understand wanting to buff that big blob (and the herald with the wrath locus is pretty good for that!), but why pay for the jugg when you're just running with a slow footslogging unit like Cultists? I would think that a juggernaut is only worth it if you need speed (like running with flesh hounds/spawn/bloodcrushers). I know that it may be a stupid question, but as an up-and-coming KhorneKin player I am curious as to the reasoning here.

Also, does anyone think that it is worth taking a sword on a soul grinder? The cost is pretty steep for what it does, but it makes the model look pretty badass!

My armies (re-counted and updated on 11/7/24, including modeled wargear options):
Dark Angels: ~16000 Astra Militarum: ~1200 | Imperial Knights: ~2300 | Leagues of Votann: ~1300 | Tyranids: ~3400 | Stormcast Eternals: ~5000 | Kruleboyz: ~3500 | Lumineth Realm-Lords: ~700
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2024: 40 | Total models painted in 2025: 25 | Current main painting project: Tomb Kings
 Mad Doc Grotsnik wrote:
You need your bumps felt. With a patented, Grotsnik Corp Bump Feelerer 9,000.
The Grotsnik Corp Bump Feelerer 9,000. It only looks like several bricks crudely gaffer taped to a cricket bat.
Grotsnik Corp. Sorry, No Refunds.
 
   
Made in gb
Longtime Dakkanaut




You guys need to see this..

https://www.facebook.com/BlogForTheBloodGod/photos/pcb.1615905591989614/1615905518656288/?type=1&theater


From a new supplement.. possibly limited edition- probably apocalypse only...


DFTT 
   
Made in se
Fleshound of Khorne



sweden

@Zergsmasher
Several reasons actually, in challenges he has more wounds, t5, +1 attack. He can move more freely, slingshot the blob if needed. And when the blob is almost dead he can leave them to join hounds and continue to give his buffs. The juggernaut gives him more options later in the game.
   
Made in us
Depraved Slaanesh Chaos Lord




Inside Yvraine

Captyn_Bob wrote:
You guys need to see this..

https://www.facebook.com/BlogForTheBloodGod/photos/pcb.1615905591989614/1615905518656288/?type=1&theater


From a new supplement.. possibly limited edition- probably apocalypse only...

Oh jesus.
   
Made in gb
Longtime Dakkanaut




So khornes fist comes in around 700 pts.. but does let you accurately deposit 20 zerkers into the enemy centre, turn 1. With some supporting shooting, and a bonus D hit. Not bad. Potentially multiassault and lock up a whole chunk of army.
Can't recall if the kharybdis can take dirge casters.. that would help...

DFTT 
   
Made in us
Depraved Slaanesh Chaos Lord




Inside Yvraine

Yeah, though even if it doesn't it wouldn't matter too much. There are very few units in the game that can put a dent in 20 marines with overwatch fire alone.
   
Made in gb
Freaky Flayed One






After playing a fun CSM/Daemon Khorne list & getting stopped I was looking at seeing what this Daemonkin offers. It was against a Grey Knights list so I suppose that was to be expected. Not only do they have guns compared to my claws & chain axes they also are clearly better in the assault.

It seems from a quick glance that main benefit is getting 3 Blood Tide points for the army wide FnP. I don't own a Blood Thrister & don't want to be TFG who summons BT to crush little timmy.

I don't have the codex yet but I imagine that all the points & unit upgrades are more or less the same right?
   
Made in gb
Regular Dakkanaut




Where did that come from, Khornes fist?
   
Made in gb
Longtime Dakkanaut




Like, the link one post above?

Its a new supplement, Fall of angelus Prime or something like that, which is Khorne Daemonkin Vs Ultramarines.

Its a warhammer world exclusive (sigh). I don't know if its a campaign book or an apocalypse warzone.. all the formations look like apoc formation. In fact Khornes fist is the only one under 1000 pts.

DFTT 
   
Made in us
Decrepit Dakkanaut




That formation is actually bonkers. It solves two immediate problems: tank killing and making the charge happen.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in gb
Longtime Dakkanaut




I'm a few units and a Brass scorpion short, but the idea of an army that is just khorne daemon engines does appeal...

better link here

http://www.bolterandchainsword.com/topic/307722-warhammer-world-exclusive-campaign-blood-oath/


Automatically Appended Next Post:
1850 can be

Brass scorpion,

3 blood slaughterers
2 helldrake
2 maulerfieldn
soul grinder with warp gaze.

challenge is to find a 150 point plug in with legacy of 1st war of armageddon.

This message was edited 1 time. Last update was at 2015/05/17 18:59:42


DFTT 
   
Made in us
Sword-Wielding Bloodletter of Khorne





Wow, I hope that book becomes legal for all games, that would be so sick! You're granted (practically) to kill two units on turn one. Talk about high pressure. You might even be able to make the berserkers invisible if you swoop Belakor close enough.

Now your opponent has 20 invisible Berserkers with more followers of Khorne coming up the field. GG
   
Made in us
Shas'la with Pulse Carbine






As silly as this sounds, using the Warptalon/raptor formation could have helped against Tau. The Bloodletters can pull the talons in and with a banner precision deep strike next to his castle to force initiative checks across his line. You also could use a Heldrake and definitely more hounds to keep the Lords alive to enter cc.

Also note that Talons are str 5 and +2 attacks on a charge base in the DK book. Still pricey but the serve a purpose.

 Ignatius wrote:
I was riding high from both the victory here, as well as winning best painted model at the tournament, which I've included on here because I haven't posted it anywhere and I want to show him off. (not based in the picture)

Anyways, my last opponent was Tau. Again:

Slaughtercult:
Lord- Juggernaught, Goredrinker, SoC, Meltabombs

5 Possessed- Rhino w/ Dozer blade

8 Bloodletters- Banner, Instrument

8 Chaos Marines, CCW's

Gorepack
5 Flesh Hounds

3 Bikers, 2 meltaguns, PF

3 bikers, 2 meltaguns

Brazen Onslaught
3 Terminators, PF, 3 combi-flamers

3 Terminators, 3 combi-meltas

3 Bloodcrushers, Bloodhunter

3 Bloodcrushers, Bloodhunter

CAD
Lord, Soc, Axe of Ruin, Jump Pack

8 cultists

8 Cultists, autoguns

5 Raptors- 2 Meltaguns

Tau: CAD

Crisis Commander- Two Plasma Rifles

Fireblade

Riptide- Ion Accelerator, Re-roll nova, something else I'm not sure

3 Crisis Suits, 2 Plasma Rifles each, 2 Shield Drones

3 Crisis Suits, 2 Missile Pods each

3 Crisis Suits, 2 Missile Pods each

10 Fire Warriors

10 Fire Warriors

12 Kroot

5 Pathfinders

5 Pathfinders

Hammerhead, Longstrike

Hammerhead

Aegis Defense Line, Quad gun

I can't stand his list. Really gives me a jaded idea of Tau. Last tournament I played this exact list again at the Champion table with my Be'Lakor nurgle Bike Chaos Marines and I was tabled in three turns. So I'm guessing this will be much of the same.

Deployment: Dawn of War, The Emperor's Will
He puts his commander and the plasma suits into reserves, and infiltrates his Kroot. I only took one picture this game, which shows his deployment pretty well even though it was on turn three, and clearly shows his intent on playing. I'll summarize it here: Castle.

I put everything into reserves again. My bikers are split up, one on the left flank, one on the right flank. Lord and hounds are on the right. CC Cultists are on the Right as well. Possessed in the Rhino are in the middle with the Autogun Cultists.

He gets first turn. I fail to seize.

Turn 1:
He doesn't move. Shooting kills a few Hounds, both biker units, my Rhino, a few autogun cultists and a couple marines.

I move my Possessed and run them straight up. Cultists shuffle. Chaos Marines move forward.

Turn 2:
He doesn't get his commander. Shooting kills my Lord and Hounds, two possessed, the autogun cultists, and a few more marines.

I summon a Bloodthirster. I roll for reserves and get both Terminator units and my Raptors and Lord. My Flamer Terminators scatter into a building, which I thought they mishapped, he protested and said you can land on separate levels. I wasn't about to argue if it helped, and I'm quite sure he just felt bad at this point. Melta Terminators mishap and go into ongoing reserves. Raptors and Lord mishap and he gets to place them. He puts them at the back of my deployment zone, and I run them to space them apart. I move the marines up with the possessed. My terminators flame his pathfinders and kill all from one squad and all but one from another.

Turn 3:
His commander comes on and land next to the Terminators. A squad of Missile Pod Suits moves up to kill the cultists. Shooting kills my terminators, the rest of the marines my Raptors and Jump Lord, and a few cultists. Cultists pass morale.

I roll again for reserves and get everything. Melta terminators pop up next to the Missile Pod Suits that ventured out. One Bloodcrusher unit comes right in front of the Aegis Line. The other scatters and mishaps, going into ongoing reserves. The Bloodletters scatter 12" and land pretty much in my deployment zone. Melting Bloodthirster flies forward and whips a Firewarrior to death. The other flies forward and whips another poor Firewarrior. Possessed move up. Melting Bloodthirster takes three wounds.

Turn 4:
His Riptide moves towards my deployment zone. His shooting kills my other Terminators except for the champion, the Bloodcrushers, the cultists, the possessed the Melting Bloodthirster, and puts three wounds on the other one. He doesn't get grounded.

It's hopeless at this point but I summon another Bloodthirster with the Champion. I land the other Bloodthirster and whip something with both. Of course, he saves them with cover saves.

Turn 5:
He kills both Bloodthirster.

Game over. I'm tabled. At least I lasted longer this time.

Well. It went about as well as I expected it would. The army isn't optimized clearly and I've got some reworking to do. It apparently handles mid tier armies pretty well, but against the higher tier it wavers a bit. There are two more tournaments coming up this month and I'll bring a different list to those and see what I can do. Maybe try out starting with a Bloodthirster on the board. To be honest, I'm not super impressed with the lords. I think just going straight CAD with two Bloodthirsters is the better option. I'm definitely bringing one Insensate Rage one next time. I can't wait to try him out.

Anyways, here's the Daemon Prince I did (Hopefully it works, I'm not good with pictures on here):

   
Made in nz
Disguised Speculo





Captyn_Bob wrote:
You guys need to see this..

https://www.facebook.com/BlogForTheBloodGod/photos/pcb.1615905591989614/1615905518656288/?type=1&theater


From a new supplement.. possibly limited edition- probably apocalypse only...



Awwww yes, that is so sweet. Thats Berserkers made 'viable' in an instant, if only because they're the only ones able to be in the real heavy hitter in that formation.

Wait, did we just get deep strike assaults? Or would they need to pull a bloodthirster on us - wait in the goddamn pod till the next turn *then* jump out.

Re; the other formations, can anyone tell me how many bloodthirsters are in the anggrath formation? I just got him and want to field him with 8 thirsters, would be so sweet to give them those bonuses (even if they're a bit gak)

Edit: Been looking for cheap ally psykers for the DK. Not to use for cowardly psychic powers - Khorne would not approve! - but purely as a way for more of Khornes servants to enter the battlefield via summoning. Anyone got suggestions? Something like the crappy psykers from the Vraks Renegades list, except that those can't take daemonology as far as I can tell, would be perfect

This message was edited 1 time. Last update was at 2015/05/18 06:56:04


 
   
 
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