Switch Theme:

8th ed CHAOS tactica  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in ch
The Dread Evil Lord Varlak





I'd like to hear if people would consider to add 1-2 Amiriger's with autocannons to a list of R&H which is focused on mobile warfare style. It is a semi attempt at a fun list that can deal with most stuff and i thought maybee some better autocannons on a "tough" chasis would help.
Atm i run something along the line of this:

Renegade commander: Warlord, basic warlord trait of +1 ld aura, Covenant of khorne,
Renegade commander:

2x10 Command squads: autocannon, plasma guns, command voxes.

2xChimeras, Multilaser, heavy bolter

2x6 marauders: once with Meltas, once with flamers, rest is shotguns

1x Valkyrie: multilaser 2x rocketpods

1x10 Marauders: 2 sniperrifles

Salamander scout tank: autocannon, Heavy stubber, Heavy bolter.

Rest is filled with cheap chaff (usually 20 men militia blobs with chaos sigil and voxes)

https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH.  
   
Made in de
Hellacious Havoc





Hamburg

Not Online!!! wrote:
I'd like to hear if people would consider to add 1-2 Amiriger's with autocannons to a list of R&H which is focused on mobile warfare style. It is a semi attempt at a fun list that can deal with most stuff and i thought maybee some better autocannons on a "tough" chasis would help.
Atm i run something along the line of this:

Renegade commander: Warlord, basic warlord trait of +1 ld aura, Covenant of khorne,
Renegade commander:

2x10 Command squads: autocannon, plasma guns, command voxes.

2xChimeras, Multilaser, heavy bolter

2x6 marauders: once with Meltas, once with flamers, rest is shotguns

1x Valkyrie: multilaser 2x rocketpods

1x10 Marauders: 2 sniperrifles

Salamander scout tank: autocannon, Heavy stubber, Heavy bolter.

Rest is filled with cheap chaff (usually 20 men militia blobs with chaos sigil and voxes)


I thought about a R&H list & the only units that are 'worth' playing - even in a casual environment are Hellhounds, Disciples, Command Squads & Marauders. Maybe some Coven Psykers, but thats about it. Hellhounds for themselves are
incredible, Stalker-Marauders with Plasma / Melta are cool Ruin-Campers and Heavy Weapons that hit on 3+ are a good reason for Disciples. Other than that, i'd go with a mixed CSM Cultists heavy list & springle some R&H in there.
   
Made in ch
The Dread Evil Lord Varlak





 EverlastingNewb wrote:
Not Online!!! wrote:
I'd like to hear if people would consider to add 1-2 Amiriger's with autocannons to a list of R&H which is focused on mobile warfare style. It is a semi attempt at a fun list that can deal with most stuff and i thought maybee some better autocannons on a "tough" chasis would help.
Atm i run something along the line of this:

Renegade commander: Warlord, basic warlord trait of +1 ld aura, Covenant of khorne,
Renegade commander:

2x10 Command squads: autocannon, plasma guns, command voxes.

2xChimeras, Multilaser, heavy bolter

2x6 marauders: once with Meltas, once with flamers, rest is shotguns

1x Valkyrie: multilaser 2x rocketpods

1x10 Marauders: 2 sniperrifles

Salamander scout tank: autocannon, Heavy stubber, Heavy bolter.

Rest is filled with cheap chaff (usually 20 men militia blobs with chaos sigil and voxes)


I thought about a R&H list & the only units that are 'worth' playing - even in a casual environment are Hellhounds, Disciples, Command Squads & Marauders. Maybe some Coven Psykers, but thats about it. Hellhounds for themselves are
incredible, Stalker-Marauders with Plasma / Melta are cool Ruin-Campers and Heavy Weapons that hit on 3+ are a good reason for Disciples. Other than that, i'd go with a mixed CSM Cultists heavy list & springle some R&H in there.

Ehhh, i agree that militia is generally speaking to bad except if you run disciples.
Since when you play "pure R&H" you need them anyway why not take a command squad instead with command voxes,they are literally the same unit except one is 4-14 the other is 5-15.
If you run 3 command squads, statistically all militia squads will have ld9, 10 if you throw the commander near the command squad and the chaos sigil let's you roll 2d6 and take the lower for morale.
Leads to a surprisingly annoying 20 man blob, still the lack of militia training hurts.
Btw you forgot the Renegade heavy weapons squads with mortars, funnily enough the only correctly priced base militia unit at 3 pts.

This message was edited 1 time. Last update was at 2018/07/02 11:53:21


https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH.  
   
Made in us
Daemonic Dreadnought





Eye of Terror

Eldenfirefly wrote:
orkswubwub wrote:
What is the best counter to knights for Chaos for a tournament setting? I get havocs with lascannons with prescience and VOTLW do ok (of course if the warlord is a 3++ rotated ion shields even refiring the havocs may not make a huge dent). But practically the havocs will just die the next turn as the knight moves up 10 inches and blasts the models. It may be possible to bring a few groups of havocs but this will leave the list weak against most armies that spam models (prior tournament meta). Similarly this basically nukes the idea of predators, defilers, soul grinders, etc....

To get around the invul it seems death hex and/or skullreaver are the best bets. TSons smite may help (a bit) but when digging through 28 wounds is not really the most reliable way of dropping a knight. our typical go to for ranged fire support -oblits - seems kind of janky as even with optimal rolls by mathhammer, they only little over half kill a knight on refire and will for sure die instantly the following turn to conflag cannon or other dakka (as their range is only 24 inches and will lose the -1 to hit for alpha within 12). Sitting at 3W they are also just begging for arminger fire (3Dmg)

I've thought about using meltas on some of my chars as they can hide with the character targeting rule but range is kind of shallow, and even at 8S against 8T and a 4++ will only connect 1/4 of the time (one turn essentially out of the game in a tournament setting)...

Using melee to get around the invul seems perhaps a solution but I can't find melee units able to toe the knight well - daemon princes literally do 8 wounds or so on average before being one shot. Skullreaver is actually a strong option, but to put everything into one model (ecsp if the opponent just runs away with ranged knights), isn't ideal.

What are our go-to knight counters? (that are practical in a tournament setting beyond a one game, 1v1 matchup)


Well, we could bring our own knight as well. Alternatively, bring lots and lots of lascannons, bring Abbadon, and try and shoot them off the table I suppose. I remember a list here floating around, black legion shooty. It boosted 23 lascannons or something.


That was mine.

Played it against a Knight list last week, including a Valliant and a couple Castellans. Took down 2 Knights before getting tabled.

While the outcome did not favor Chaos, the game could have gone either way. The last Knight was down to 8 wounds at the end of the game. Had he not made a couple invulnerable saves, I would have had it. We're going to play again and this time I'm bringing as many Cultists as possible.

My main observation is preventing Knights from stepping into your lines is very important. They have great movement and can walk past infantry squads, so screens only mean something if they include a ton of bodies. Preventing your opponent from physically placing their models where they want seems like a big part of how Chaos wins against IKs. Even when they're moving 12 inches, they have to find a place for that huge base.

   
Made in us
Stoic Grail Knight






Yendor

make sure you are playing that right. They cannot walk past infantry squads. they can fall back through them, but in the movement phase they cannot step over your infantry. So they are actually a bit easier to screen than you experienced and it sounds like your opponent inadvertently cheated by giving his knights added mobility. Also remember that Knights cannot pass through ruins or other walls that infantry can move through and the limits of their mobility can really start to take effect.

Of course your opponent was playing with magical flying knights that propel themselves through the air on rainbow farts over your models.

This message was edited 2 times. Last update was at 2018/07/02 13:02:22


Xom finds this thread hilarious!

My 5th Edition Eldar Tactica (not updated for 6th, historical purposes only) Walking the Path of the Eldar 
   
Made in us
Daemonic Dreadnought





Eye of Terror

 akaean wrote:
make sure you are playing that right. They cannot walk past infantry squads. they can fall back through them, but in the movement phase they cannot step over your infantry. So they are actually a bit easier to screen than you experienced and it sounds like your opponent inadvertently cheated by giving his knights added mobility. Also remember that Knights cannot pass through ruins or other walls that infantry can move through and the limits of their mobility can really start to take effect.

Of course your opponent was playing with magical flying knights that propel themselves through the air on rainbow farts over your models.


Heh. It certainly felt like magic farts were at work here.

To be clear, they step over screens when there’s not enough models to cover an entire area. No one was cheating.

   
Made in us
Stoic Grail Knight






Yendor

Maybe we are miscomunicating here.

IF a knight does not start the turn engaged and there are some cultists 6 inches away from him. He CANNOT step over the cultists and must go around them.

IF a knight starts the turn engaged, he can fall back through the cultists.

Knights can only ever step over anything during a FALL BACK move. if they step over anything ever during any other type of move.... its illegal. Cheating may be a little harsh, since I doubt any misplay was intentional. Its more likely a rules error in his favor.




This message was edited 3 times. Last update was at 2018/07/02 13:44:42


Xom finds this thread hilarious!

My 5th Edition Eldar Tactica (not updated for 6th, historical purposes only) Walking the Path of the Eldar 
   
Made in us
Regular Dakkanaut




 techsoldaten wrote:
Eldenfirefly wrote:
orkswubwub wrote:
What is the best counter to knights for Chaos for a tournament setting? I get havocs with lascannons with prescience and VOTLW do ok (of course if the warlord is a 3++ rotated ion shields even refiring the havocs may not make a huge dent). But practically the havocs will just die the next turn as the knight moves up 10 inches and blasts the models. It may be possible to bring a few groups of havocs but this will leave the list weak against most armies that spam models (prior tournament meta). Similarly this basically nukes the idea of predators, defilers, soul grinders, etc....

To get around the invul it seems death hex and/or skullreaver are the best bets. TSons smite may help (a bit) but when digging through 28 wounds is not really the most reliable way of dropping a knight. our typical go to for ranged fire support -oblits - seems kind of janky as even with optimal rolls by mathhammer, they only little over half kill a knight on refire and will for sure die instantly the following turn to conflag cannon or other dakka (as their range is only 24 inches and will lose the -1 to hit for alpha within 12). Sitting at 3W they are also just begging for arminger fire (3Dmg)

I've thought about using meltas on some of my chars as they can hide with the character targeting rule but range is kind of shallow, and even at 8S against 8T and a 4++ will only connect 1/4 of the time (one turn essentially out of the game in a tournament setting)...

Using melee to get around the invul seems perhaps a solution but I can't find melee units able to toe the knight well - daemon princes literally do 8 wounds or so on average before being one shot. Skullreaver is actually a strong option, but to put everything into one model (ecsp if the opponent just runs away with ranged knights), isn't ideal.

What are our go-to knight counters? (that are practical in a tournament setting beyond a one game, 1v1 matchup)


Well, we could bring our own knight as well. Alternatively, bring lots and lots of lascannons, bring Abbadon, and try and shoot them off the table I suppose. I remember a list here floating around, black legion shooty. It boosted 23 lascannons or something.


That was mine.

Played it against a Knight list last week, including a Valliant and a couple Castellans. Took down 2 Knights before getting tabled.

While the outcome did not favor Chaos, the game could have gone either way. The last Knight was down to 8 wounds at the end of the game. Had he not made a couple invulnerable saves, I would have had it. We're going to play again and this time I'm bringing as many Cultists as possible.

My main observation is preventing Knights from stepping into your lines is very important. They have great movement and can walk past infantry squads, so screens only mean something if they include a ton of bodies. Preventing your opponent from physically placing their models where they want seems like a big part of how Chaos wins against IKs. Even when they're moving 12 inches, they have to find a place for that huge base.


If you could post the list - but again going to my point, 23 lascannon list (at least historically) has NOT been tournament competitive. You will get owned by hordes of models / other competitive armies etc. It's not hard to think up an "anti-tank" list in general, but how much anti-tank is enough to deal with knights but not make the army niche.
   
Made in us
Daemonic Dreadnought





Eye of Terror

orkswubwub wrote:
If you could post the list - but again going to my point, 23 lascannon list (at least historically) has NOT been tournament competitive. You will get owned by hordes of models / other competitive armies etc. It's not hard to think up an "anti-tank" list in general, but how much anti-tank is enough to deal with knights but not make the army niche.


Sure. Here's the list.

Generic statements about this list being weak against hordes are way off base. I think I've said enough about it at this point and have no interest in a conversation about competitive.

   
Made in us
Pestilent Plague Marine with Blight Grenade





cedar rapids, iowa

Went 2 major and 1 minor victory this weekend with:

2000 points
Battalion Nurgle
Epi-pen
DP with corruption no wings (Miasma)
3x min nurglings
1x 30 plague bearers with instrument/banner
1x 9 pox rider with instrument/banner

Battalion Nurgle
DP with wings and talons (Flesh)
DP with wings and sword (Virulance)
Spoilpox Scrivener
3x min nurglings
1x four plague drones with instrument/banner

Welp I finally took it out for a test drive, and it's everything I hoped for and more. 9 pox riders can tank pretty much anything in a 2000 point list you throw at it. Add on miasma psychic power and it's unstoppable. The grasping maws on the toads can pretty much wear down anything, knights, infantry, invulns, archons, whatever.

Best tactic is to reserve them with a walking DP for 3 CP. They don't need an upgraded banner save the CP for Warp Surge in your opponents shooting and/or assault phase for whatever is threatening them. And by threat, I dropped to five models once in three games, and it was 9 Kastellions with shooting twice shenanigans with Cawl. And they still survived enough to make a banner roll of 1, and with psychic and strategems I had them back above 6 in no time.

My updated list will swap out the drones, plague bearers, and Spoilpox Scrivener; for a bilepiper and maybe a GUO. (Or some kind of CSM/knight ally, not sure yet.)

The ONLY thing i could see giving this a run in a tourney setting is morty and Death Guard they ignore alot of the advantages. You can't make a perfect list, but this one is very forgiving to play with.

 
   
Made in it
Contagious Dreadnought of Nurgle





Dg with 3 drones+Dp add a lot to Nurgle demons.
would be interesting know what army lists you faced

This message was edited 1 time. Last update was at 2018/07/02 20:22:37


3rd place league tournament
03-18-2018
2nd place league tournament
06-12-2018
3rd place league
tournament
12-09-2018
3rd place league tournament
01-13-2019
1st place league tournament
01-27-2019
1st place league
tournament
02-25-2019 
   
Made in us
Regular Dakkanaut





 blackmage wrote:
Dactylartha wrote:
I don't think you can split attacks from a single weapon.

you can split them, read carefully below


Well damn I've been playing wrong all year! Thanks. Oddly no one else has done this to me.
   
Made in us
Decrepit Dakkanaut




For what it's worth about Terminators, with a Banner of Wrath they get a pretty decent chance to charge. Everyone knows you're better off doing Endless Cacophony on Obliterators anyway.

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
Huge Hierodule






Nottingham (yay!)

Anyone tried stacking VotLW and Locus of Grace on Slaaneshi Possessed? +1 to wound, extra attacks on 6’s to wound. Throw on Prescience against IMPERIUM and that’s...

Each attack hits on a 2+ for 0.83 hits.

On a 4+ to hit, that’s a 50% chance of the same again from DTtFE; +0.42 hits. These attacks cannot generate extra attacks, so LoG doesn’t apply to them.

The 0.83 basic hits can benefit from LoG. A third of them - 0.27 - generate an extra attack with a 0.83 hit rate (no DTtFE on these), for 0.23 extra hits.

0.83 + 0.42 + 0.23 = 1.48

Overall, this leads to them hitting about 50% more attacks than they actually start with.

Interesting. D1 makes this somewhat limited against heavy targets, but they’ll blend MEQs.

   
Made in ca
Monstrously Massive Big Mutant






 lindsay40k wrote:
Anyone tried stacking VotLW and Locus of Grace on Slaaneshi Possessed? +1 to wound, extra attacks on 6’s to wound. Throw on Prescience against IMPERIUM and that’s...

Each attack hits on a 2+ for 0.83 hits.

On a 4+ to hit, that’s a 50% chance of the same again from DTtFE; +0.42 hits. These attacks cannot generate extra attacks, so LoG doesn’t apply to them.

The 0.83 basic hits can benefit from LoG. A third of them - 0.27 - generate an extra attack with a 0.83 hit rate (no DTtFE on these), for 0.23 extra hits.

0.83 + 0.42 + 0.23 = 1.48

Overall, this leads to them hitting about 50% more attacks than they actually start with.

Interesting. D1 makes this somewhat limited against heavy targets, but they’ll blend MEQs.


In my experience, Possessed aren't worth the points. The 2 wounds and invuln are nice, but they can get easily out done by other melee choices for Chaos, even barring the Berzerker. Their stats are too underwhelming due to the randomness.
   
Made in it
Contagious Dreadnought of Nurgle





 lindsay40k wrote:
Anyone tried stacking VotLW and Locus of Grace on Slaaneshi Possessed? +1 to wound, extra attacks on 6’s to wound. Throw on Prescience against IMPERIUM and that’s...

Each attack hits on a 2+ for 0.83 hits.

On a 4+ to hit, that’s a 50% chance of the same again from DTtFE; +0.42 hits. These attacks cannot generate extra attacks, so LoG doesn’t apply to them.

The 0.83 basic hits can benefit from LoG. A third of them - 0.27 - generate an extra attack with a 0.83 hit rate (no DTtFE on these), for 0.23 extra hits.

0.83 + 0.42 + 0.23 = 1.48

Overall, this leads to them hitting about 50% more attacks than they actually start with.

Interesting. D1 makes this somewhat limited against heavy targets, but they’ll blend MEQs.

reading your replies i dont understand what kind of game you play. I think you never played 1 single tournament/competitive match in your life (dont take that like offense pls). U must buy an expensive unit (plus a rhino to deliver them) spend a command point, +cast a 7cw power (barring some bonus 50% times it goes off) then hope they roll good with random profile, wont be rude but really too much randomness and point cost

3rd place league tournament
03-18-2018
2nd place league tournament
06-12-2018
3rd place league
tournament
12-09-2018
3rd place league tournament
01-13-2019
1st place league tournament
01-27-2019
1st place league
tournament
02-25-2019 
   
Made in gb
Huge Hierodule






Nottingham (yay!)

 blackmage wrote:
 lindsay40k wrote:
Anyone tried stacking VotLW and Locus of Grace on Slaaneshi Possessed? +1 to wound, extra attacks on 6’s to wound. Throw on Prescience against IMPERIUM and that’s...

Each attack hits on a 2+ for 0.83 hits.

On a 4+ to hit, that’s a 50% chance of the same again from DTtFE; +0.42 hits. These attacks cannot generate extra attacks, so LoG doesn’t apply to them.

The 0.83 basic hits can benefit from LoG. A third of them - 0.27 - generate an extra attack with a 0.83 hit rate (no DTtFE on these), for 0.23 extra hits.

0.83 + 0.42 + 0.23 = 1.48

Overall, this leads to them hitting about 50% more attacks than they actually start with.

Interesting. D1 makes this somewhat limited against heavy targets, but they’ll blend MEQs.

reading your replies i dont understand what kind of game you play. I think you never played 1 single tournament/competitive match in your life (dont take that like offense pls). U must buy an expensive unit (plus a rhino to deliver them) spend a command point, +cast a 7cw power (barring some bonus 50% times it goes off) then hope they roll good with random profile, wont be rude but really too much randomness and point cost


I play Word Bearers. I like to find things I can do with my signature unit.

   
Made in us
Savage Khorne Berserker Biker





There's fun in figuring out and playing many permutations of an army list, not just the most competitive.
   
Made in us
Regular Dakkanaut





Have you tried 20 near the Crimson Crown?

Also, I just realized Crimson Crown works for shooting too? Is there any good synergy from CSM Daemonkin shooters near it?

This message was edited 1 time. Last update was at 2018/07/04 05:14:33


 
   
Made in sg
Longtime Dakkanaut





The shootiest Khorne unit is probably the Lord of skulls, with the Daemon forge strategem giving it reroll to hit and reroll to wound.
   
Made in ca
Monstrously Massive Big Mutant






Eldenfirefly wrote:
The shootiest Khorne unit is probably the Lord of skulls, with the Daemon forge strategem giving it reroll to hit and reroll to wound.


I mean, if you wanna be exact, I think the Skull Cannons might be shootier. 6 of them are d6 each, which has the CHANCE of being more dakka.
   
Made in gb
Huge Hierodule






Nottingham (yay!)

Dactylartha wrote:
Have you tried 20 near the Crimson Crown?

Also, I just realized Crimson Crown works for shooting too? Is there any good synergy from CSM Daemonkin shooters near it?


LoS is of course the best option; Greater Brass Scorpion is... worth a look, especially if you Warptime it, but don’t buy it for it; three C-Beam Decimators will probably get an extra shot a turn out of it (but again, don’t throw a fistful of money away just because you can do this *today*); Defiler isn’t ideal as it probably wants to be moving (and remains somewhat overcosted); Forgefiends have pretty good synergy - with the caveat that they are even more overcosted and underpowered and this will not make them remotely worth it; Oblits can pop VotLW which has decent synergy, and even without EC or Epidemius they’re generally worth taking - and their modest range isn’t much of a drawback when your CC wearer is probably going to be moving up the board anyway

This message was edited 1 time. Last update was at 2018/07/04 13:04:02


   
Made in de
Hellacious Havoc





Hamburg

 lindsay40k wrote:
Anyone tried stacking VotLW and Locus of Grace on Slaaneshi Possessed? +1 to wound, extra attacks on 6’s to wound. Throw on Prescience against IMPERIUM and that’s...

Each attack hits on a 2+ for 0.83 hits.

On a 4+ to hit, that’s a 50% chance of the same again from DTtFE; +0.42 hits. These attacks cannot generate extra attacks, so LoG doesn’t apply to them.

The 0.83 basic hits can benefit from LoG. A third of them - 0.27 - generate an extra attack with a 0.83 hit rate (no DTtFE on these), for 0.23 extra hits.

0.83 + 0.42 + 0.23 = 1.48

Overall, this leads to them hitting about 50% more attacks than they actually start with.

Interesting. D1 makes this somewhat limited against heavy targets, but they’ll blend MEQs.


Yes, with possessed. DTtFE + IoE + Prescience & The Masque's +1 is actually DTtFE triggering on a 3+. IoE is worded to stop at 5+, Prescience gives flat +1 to hit & so does the Masque. Locus of Grace additional attacks don't trigger - iirc - DTtFE hits, but that's still almost
doubling your attacks. One thing i will test is to use Mutilators. They're reasonable priced but with S6-8 (or 7-9 with a Herald) and DTtFE there's a good chance they can flatten a Knight. Also VotLW interacts with LoG, doesn't it? VotLW is a +1 to wound & LoG is worded as a 6+ to wound
grants an extra attack.
   
Made in us
Regular Dakkanaut





 lindsay40k wrote:
Dactylartha wrote:
Have you tried 20 near the Crimson Crown?

Also, I just realized Crimson Crown works for shooting too? Is there any good synergy from CSM Daemonkin shooters near it?


LoS is of course the best option; Greater Brass Scorpion is... worth a look, especially if you Warptime it, but don’t buy it for it; three C-Beam Decimators will probably get an extra shot a turn out of it (but again, don’t throw a fistful of money away just because you can do this *today*); Defiler isn’t ideal as it probably wants to be moving (and remains somewhat overcosted); Forgefiends have pretty good synergy - with the caveat that they are even more overcosted and underpowered and this will not make them remotely worth it; Oblits can pop VotLW which has decent synergy, and even without EC or Epidemius they’re generally worth taking - and their modest range isn’t much of a drawback when your CC wearer is probably going to be moving up the board anyway


Thanks for the exhaustive summary. Unfortunately, the Brass Scorpion can't be targeted by friendly psyker spells :(

I was looking at LoW's but man i think the LoS is just the ugliest brick and I would not want to have it on my display shelf as awesome as its rules are. A Kytan, maybe. I never thought about Khorne oblits near the Crimson Crown, that seems fun, but I don't own any yet.
   
Made in us
Decrepit Dakkanaut




What's the Crimson Crown do for Khorne Daemons? I don't own the daemon codex

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
Huge Hierodule






Nottingham (yay!)

Slayer-Fan123 wrote:
What's the Crimson Crown do for Khorne Daemons? I don't own the daemon codex


6” aura, bonus attacks (shooting or melee) when you roll a 6+ to wound, must use same weapon as the one that inflicted the wound, the bonus attacks cannot generate more bonus attacks (RAW this means they can’t trigger DttFE)

   
Made in au
Regular Dakkanaut




Crimson Crown gives friendly <Khorne Daemon> units another attack on a wound roll of 6+, said attacks can't generate additional attacks.

It's fairly basic but provides a good buff so in a Khorne Daemon list it's worth taking as your first or second relic. It could be worth taking if you run WE Oblits but I can't really see it being useful for much else.

Mutilators aren't something I'd thought about so maybe that is something worth investigating. Mutilators are actually good for their points now but with deep strike beta rules and their awful movement I've always dismissed them as too slow. But with a Crimson Crown herald and the re-roll charges from the Khorne Daemonic Locus? Maybe there's something in that...
   
Made in sg
Longtime Dakkanaut





I tried crimson crown with lord of skulls before. I had a khorne bloodmaster with the crown following beside my LOS. You would think that 12 shots with a hades gratling cannon and another bunch of shots with the stomache gun would result in some 6s to wounds. But over the course of the whole battle, it resulted in just a couple of extra shots.

Its ok, but don't bank your whole strategy on this one relic. It won't really add that much to base your whole strategy on it.

I would say that if you are going obliterators, that shoot twice strategem is probably far more powerful on slanaash oblits rather than to make your oblits khorne just to benefit from the crimoson crown relic.
   
Made in au
Warning From Magnus? Not Listening!





Melbourne, Australia

 EverlastingNewb wrote:
 lindsay40k wrote:
Anyone tried stacking VotLW and Locus of Grace on Slaaneshi Possessed? +1 to wound, extra attacks on 6’s to wound. Throw on Prescience against IMPERIUM and that’s...

Each attack hits on a 2+ for 0.83 hits.

On a 4+ to hit, that’s a 50% chance of the same again from DTtFE; +0.42 hits. These attacks cannot generate extra attacks, so LoG doesn’t apply to them.

The 0.83 basic hits can benefit from LoG. A third of them - 0.27 - generate an extra attack with a 0.83 hit rate (no DTtFE on these), for 0.23 extra hits.

0.83 + 0.42 + 0.23 = 1.48

Overall, this leads to them hitting about 50% more attacks than they actually start with.

Interesting. D1 makes this somewhat limited against heavy targets, but they’ll blend MEQs.


Yes, with possessed. DTtFE + IoE + Prescience & The Masque's +1 is actually DTtFE triggering on a 3+. IoE is worded to stop at 5+, Prescience gives flat +1 to hit & so does the Masque. Locus of Grace additional attacks don't trigger - iirc - DTtFE hits, but that's still almost
doubling your attacks. One thing i will test is to use Mutilators. They're reasonable priced but with S6-8 (or 7-9 with a Herald) and DTtFE there's a good chance they can flatten a Knight. Also VotLW interacts with LoG, doesn't it? VotLW is a +1 to wound & LoG is worded as a 6+ to wound
grants an extra attack.
Totally not competitive but if you really want to go all in, ditch the icon, and make them death guard. You're still getting DttFE on 4+ with Masque & Prescience, but then you can cast Blades of Putrefaction, Virulent Blessing, and use VotLW + Locus of Virulence so you get D2 on a 3+ to wound and D3 on a 4+

My P&M blog

DC:90S++G+++M+B+IPw40k04#+D+A+++/cWD241R++T(T)DM+ 
   
Made in ca
Monstrously Massive Big Mutant






Has anyone tried out Knights yet? I played a game yesterday and used a minimum kitted one (My khorne melee knight ) as a d-carnifex. ended up my enemy took the 354 point bait, and on my turn i collapsed 18 berzerkers and a daemon prince from the left!
   
 
Forum Index » 40K General Discussion
Go to: