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Made in ca
Enigmatic Chaos Sorcerer





British Columbia

With the recent attention Chaos has been getting, I've been throwing some lists together based on what I have at hand. Any tweaks or changes from those with more experience with Daemonkin would be appreciated.

Daemonkin CAD:
Chaos Lord: Juggernaut, Sigil, Goredrinker

4x 8 Cultists

3x Solo Spawn of Khorne

Gorepack:
4x 3 Bikers with 2 Melta and Combi-Melta
20 Flesh Hounds

Cabal:
4 Sorcerors: Bikes, Force Axes, Spell Familiars, ML3, Melta Bombs.

Never run a Cabal before. Would this be enough warp charge to mix in some summoning too or should I just focus on the buffing elements? The new powers from Traitor's Hate look interesting too.

 BlaxicanX wrote:
A young business man named Tom Kirby, who was a pupil of mine until he turned greedy, helped the capitalists hunt down and destroy the wargamers. He betrayed and murdered Games Workshop.


 
   
Made in de
Fresh-Faced New User




It works, but focus on buffing and the new psy Powers.
You want invis, Electrodisplacement, maybe the veil of time and magnetokinesis (i just know the space marine names..)
Also hammerhand is very nice for the star. Maybe think about powerfist and claw on the juggerlord.
Don't go for summoning. You still peril on doubles and you really need the buff powers to get your star in CC and let the blob survive.

Edit: maybe try to cut something out to get the fifth psyker. Maybe cut 2*cultists and 1 pack of bikers or spawns, should work out well. You need the warpcharge, and models to switch via displacement and get enough rolls to get the psychic powers.

This message was edited 1 time. Last update was at 2016/09/18 10:35:43


 
   
 
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