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Made in us
Implacable Black Templar Initiate





Indiana

What's up everyone? I'm back with yet another 1000 point list. I'm in the process of either expanding my Space Marine army or replacing it with another army. I put up a GK, Eldar, and several other SM lists with advice going from awesome to incredibly negative (Eldar players so salty). I've always been a fan of Khorne and was one of my original 3 choices of army to go when I was getting in WH40K but was told it's the weakest and not worth getting (I'm easily manipulated by friends lol). Now that the new codex has been out I've heard a lot of good things about it and I am financially able to swap armies if I can figure out what I want to go. So here is my 999 point list of Khorne Daemonkin Blood Host Detachment.



A quick question. To summon a Bloodthirster I have to sacrifice a non-demon Champion with the rule Blood for the Blood God. I can not find any of the non-demon champions to have that rule on Battlescribe (shows the unit has it but under the champions it does not have that rule). If they all do then should I swap the CSM for a group of Berserkers and 2 groups of Autogun cultists for cheaper point control?



***Slaughtercult***


*HQ*

Chaos Lord
- Juggernaut of Khorne
- Bolt Pistol and Axe of Khorne



*Troops*

Chaos Space Marines
- 7 Chaos Marines with Bolt Pistols and Boltguns
- Champion Bolt Pistol, Boltgun, and CCW
-- Rhino with Havoc Launcher

Chaos Space Marines
- 7 Chaos Marines with Bolt Pistols and Boltguns
- Champion Bolt Pistol, Boltgun, and CCW
-- Rhino with Havoc Launcher

Bloodletters
- 8 Bloodletters

Bloodletters
- 8 Bloodletters



*(Required Units)*

Possessed with Icon of Wrath



***Khorne's Bloodstorm***

Soul Grinder
- Phlegm Bombardment



So the plan is for the Chaos Lord to run with the Possessed like I have seen in 90% of the Khorne batreps I've seen in the past. The CSM job is to take objectives while applying some pressure until their Champion volunteers to become something great. Then finally the Bloodletters are to cause a bit of "Chaos" (bad joke) but I'm not sure if I should deep strike or not. I hear in CSM they can assault after deep striking and in the daemons codex they can not. So until I get my Codex in the mail or you fine folks enlighten me on this I will not be sure what they will be doing. Oh, and the Soul Grinder is to apply medium range support as well



Yield not to evils but, attack all the more boldly 
   
Made in gb
Longtime Dakkanaut




Every unit in daemonkin has the BFTBG rule .

Having the codex is a lot more reliable than battlescribe.(which is still pointing chaos marines wrong)

DFTT 
   
Made in us
Implacable Black Templar Initiate





Indiana

So would you rather have the CSM in rhinos or the cheaper cultists with berserkers?

Yield not to evils but, attack all the more boldly 
   
Made in gb
Longtime Dakkanaut




Well I'd go bloodletters or chaos marines in rhino.

Running the Lord with possessed is a Very odd choice. They slow him down horribly and don't add much protection at all. Also the icon of wrath is not worth the points, as they already have rerolls to charge from fleet (although giving the Lord furious charge is nice admittedly)
Spawn or hounds or even Lots of cultists are better options.

DFTT 
   
Made in us
Implacable Black Templar Initiate





Indiana

Well with the auxiliary that I chose I can not take hounds. I only have Heavy Support options. When I get into larger games I will switch it out for the one that gives me Heldrakes. The hounds and bikes I feel wouldn't be so great (not a fan of bikes ) and I can summon the demons from the other auxiliary.

This message was edited 2 times. Last update was at 2015/04/26 09:36:39


Yield not to evils but, attack all the more boldly 
   
Made in ca
Blood-Raging Khorne Berserker





Ottawa, Canada

give your marines 2 meltaguns in each squad and give your posessed a rhino
   
Made in us
Implacable Black Templar Initiate





Indiana

What do you recommend me getting rid of to give those things to my troops? Icon of Wrath will be gone from before posts but, what else would you get rid of?

Yield not to evils but, attack all the more boldly 
   
Made in gb
Longtime Dakkanaut




i'd cut the havok launchers.

unfortuantely you need to bring the marines up to 10man to get the second meltagun, which may be impossible at this points level.

I do think there are better things to take than the bloodletters, which really you should be summoning in.

DFTT 
   
Made in us
Implacable Black Templar Initiate





Indiana

Can they assault on the deep strike thought?

Yield not to evils but, attack all the more boldly 
   
Made in gb
Longtime Dakkanaut




well no.. but they also can't assault when walking slowly up the battlefield, getting shot every tun...

DFTT 
   
Made in us
Implacable Black Templar Initiate





Indiana

I was curious since I heard they could assault in CSM but not in daemons.

Yield not to evils but, attack all the more boldly 
   
Made in gb
Longtime Dakkanaut




Nothing* is permitted to assault the turn it arrives from reserves (or otherwise deep strikes).

* there may be something obscure somewhere, not not chaos.

DFTT 
   
Made in ca
Blood-Raging Khorne Berserker





Ottawa, Canada

trade the letters for 8 man cultist squads
drop the juggernaut and put lord with possessed in rhino
drop wrath icon and havoc launchers boost marine squads to 10 and give them 2 meltaguns each

something like that




Automatically Appended Next Post:
also if you need points drop the boltguns on the marines, with rage they should be assaulting as much as possible


Automatically Appended Next Post:
have the marines stay in the rhinos shooting 2 meltaguns out of them till the rhinos are popped, this will let you assault on your turn right after

This message was edited 2 times. Last update was at 2015/04/26 23:22:18


 
   
Made in us
Implacable Black Templar Initiate





Indiana

So do not use demons, get cultists for detachments benefits of sacrifice, and rhino up with meltas?

Yield not to evils but, attack all the more boldly 
   
Made in ca
Blood-Raging Khorne Berserker





Ottawa, Canada

ya keep demon models on the side for summoning with blood tithe, bloodletters are one of the best options, you will summon atleast 2 squads of these guys

remember you get a point when the rhinos pop too and also with the cultists if they fail a moral check in the slaughter cult you can choose to destroy them on the spot and claim a point

think of the rhinos as having a 2 meltagun turret ontop till it pops and spills its cargo
   
Made in us
Implacable Black Templar Initiate





Indiana

HQ - Chaos Lord (bolt pistol and axe of Khorne)

Required - Possessed (Rhino)

Troops - 2 10 man CSM (ccw, one squad has two meltaguns and the other only had 1 meltagun, both in Rhinos)

2 8 man cultist squads with auto guns. Champs have pistols

Auxiliary - Soul Grinder with phlegm bombardment

Any typos I blame my phones failed autocorrect


Automatically Appended Next Post:
I took the autoguns away from the cultists and gave the 2nd CSM squad a second melta

This message was edited 1 time. Last update was at 2015/04/27 06:29:31


Yield not to evils but, attack all the more boldly 
   
Made in gb
Longtime Dakkanaut




Looking good

DFTT 
   
Made in ca
Blood-Raging Khorne Berserker





Ottawa, Canada

In the future to expand you might want to do something like

Command

Bloodthirster of Wrath / Insensate Rage

Gorepack

3 bikers, 2 meltaguns, meltabombs

3 bikers, 2 meltaguns, meltabombs

5 flesh hounds

5 flesh hounds

Auxiliaries

maulerfiend

maulerfiend
   
Made in us
Lesser Daemon of Chaos




New England

At only 1 k points you are much better off at running a CAD... Too many points on taxes and not enough room at only 1K.
FYI- you may not like bikers, but the Gorepack is insanely good! Bikers get shred on their hammer of wrath and hounds gain hammer of wrath. Plus preferred enemy psykers and move through cover.

Also- I would take the autoguns off the cultists to make room for another melta. MoK cultists get rage- you want to use as many attacks as possible, I rarely kit out Khorne cultists with anything other than autopistols.

This message was edited 1 time. Last update was at 2015/04/27 23:20:07


 
   
Made in us
Implacable Black Templar Initiate





Indiana

So

Khorne Daemonkin CAD

HQ - Chaos Lord - Axe of Khorne, Bolt Pistol, Melta Bomb, and Junggernaut of Khorne

Troops - 2 10 man Cultists with auto pistols (Gave one champion shotgun because i had 2 points left over lol)
2 - 10 man CSM with CCW and 2 Meltaguns in rhinos

Fast Attack - 3 Spawn

Heavy Support - Soul Grinder with Phlegm

This message was edited 2 times. Last update was at 2015/04/28 01:20:03


Yield not to evils but, attack all the more boldly 
   
Made in ca
Blood-Raging Khorne Berserker





Ottawa, Canada

hmm, if you drop the axe of khorne, meltabomb, 4 extra cultists and shotgun does that give you enough points for korlath axe (the one that turns him into a bloodthirster if he dies) cause that would be awesome


Automatically Appended Next Post:
also, if you turn him into a demon prince during the game his dying will create a bloodthirster and a demon prince that keeps the axe...then if he dies again as the demon prince he creates another bloodthirster

This message was edited 1 time. Last update was at 2015/04/28 01:42:52


 
   
Made in us
Implacable Black Templar Initiate





Indiana

Lol that would be awesome...I'll have to check that after work

Yield not to evils but, attack all the more boldly 
   
Made in ca
Blood-Raging Khorne Berserker





Ottawa, Canada

ya go ahead and read it, thats exactly how it works
   
Made in us
Maddening Mutant Boss of Chaos





 chaosmarauder wrote:



Automatically Appended Next Post:
have the marines stay in the rhinos shooting 2 meltaguns out of them till the rhinos are popped, this will let you assault on your turn right after


This is not correct, if the vehicle gets blown up on opponents turn, the guys that pop out can not assault there following turn... well unless it was an assault vehicle.

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,  
   
Made in ca
Blood-Raging Khorne Berserker





Ottawa, Canada

Tsilber wrote:
 chaosmarauder wrote:



Automatically Appended Next Post:
have the marines stay in the rhinos shooting 2 meltaguns out of them till the rhinos are popped, this will let you assault on your turn right after


This is not correct, if the vehicle gets blown up on opponents turn, the guys that pop out can not assault there following turn... well unless it was an assault vehicle.


Nah, thats only if they fail their pinning test, and that would be because they are pinned, see here:


EFFECT OF DAMAGE ON PASSENGERS
When a Transport sustains damage, it can also have an effect on its passengers – even if they disembark –
as described below:
• Crew Shaken, Crew Stunned, Weapon Destroyed and Immobilised. At the end of a phase
in which a vehicle sustains one or more of these damage results, the passengers must take a Leadership
test. If the test is passed, the unit is unaffected. If the test is failed, the unit can only make Snap Shots in
their next Shooting phase, but are otherwise unaffected.
• Wrecked (other than Zooming Flyers). The passengers must immediately disembark in the
usual manner, save that they must end their move wholly within 3" of the vehicle, rather than 6". If, even
by performing an emergency disembarkation, some models are unable to disembark, then any models
that cannot disembark are removed as casualties. This does not prevent the rest of the unit from
disembarking. The unit must then take a Pinning test. After this, the vehicle becomes a wreck.
• Explodes! The unit suffers a number of Strength 4 AP- hits equal to the number of models
embarked. These Wounds are Randomly Allocated. Surviving passengers are placed where the vehicle
used to be and in unit coherency. Any models that cannot be placed are removed as casualties. The unit
then takes a Pinning test.
• Wrecked (Zooming Flyers) and Crash and Burn! The unit suffers a number of Strength 10
AP2 hits equal to the number of models embarked. These Wounds are Randomly Allocated. Surviving
passengers are placed where the Flyer used to be and in unit coherency. Any models that cannot be
placed are removed as casualties. The unit then takes a Pinning test.
If a Transport is destroyed by a shooting attack, any unit that shot it that turn can, if allowed, charge the
now disembarked passengers.



Automatically Appended Next Post:
What you're saying would make the pinning test half pointless, since they would be pinned in a sense if they couldn't assault on their turn.

This message was edited 1 time. Last update was at 2015/04/28 19:11:17


 
   
Made in gb
Longtime Dakkanaut




its not pointless, because that applies to assault vehciles too.

Tsilber is entirely correct, you can't assault out of a popped rhion

DFTT 
   
Made in ca
Blood-Raging Khorne Berserker





Ottawa, Canada

Can I see a rules quote on that? Cause it just says to take a pinning test, thats it....I'm keeping an open mind here in case I've missed something.


Automatically Appended Next Post:
I quoted the effects of damage on passengers rules above and it doesn't say that.


Automatically Appended Next Post:
Ok another quote from the assault section does not list that in the units who cannot assault, see here:

(So seriously where did you get that from)


DECLARE CHARGE
Choose a unit in your army that is declaring a charge and nominate the enemy unit(s) it is attempting to
charge. A unit can never declare a charge against a unit that it cannot reach, nor can it
declare a charge against a unit that it cannot see, though it is allowed to charge an enemy unit it
is impossible for it to harm. This means that a charge can usually only be declared on a unit up to 12" away
(the maximum charge range for most models, as we’ll discover later).
Some units are disallowed from charging. Common reasons a unit is not allowed to declare a charge
include:
• The unit is already locked in close combat.
• The unit Ran in the Shooting phase.
• The unit has Gone to Ground.
• The unit shot Rapid Fire weapons, Salvo weapons, Ordnance weapons or Heavy weapons in the
Shooting phase. This even applies if Snap Shots were made with these weapons.
• The unit is Falling Back.
• The unit is a Flying Monstrous Creature that changed flight modes during this turn.
In addition to the above, a unit that fired in the Shooting phase can only charge the unit that
it targeted during that turn’s Shooting phase.

This message was edited 2 times. Last update was at 2015/04/28 19:39:58


 
   
Made in gb
Longtime Dakkanaut




page 81, disembarkation restrictions.

DFTT 
   
Made in ca
Blood-Raging Khorne Berserker





Ottawa, Canada

Ah ninjad

Never saw that rule, good to know! I know a lot of people who don't play it like that.

This message was edited 1 time. Last update was at 2015/04/28 19:48:14


 
   
Made in gb
Longtime Dakkanaut




its easy to miss

This message was edited 1 time. Last update was at 2015/04/28 19:48:45


DFTT 
   
 
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