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[3000] - Khorne Daemonkin - fighting Orks & Imperium! Help me? =)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in de
Fresh-Faced New User




Hi,

I'll be playing a game with two friends very shortly (it's gonna be 1v1v1). I'll be fielding my Khorne Daemonkin, while the others will field Orks (including a Stompa and a Gorkanaut) and Imperium (may include Grey Knights, Ultramarines, Sororitas, Skitarii, Custodes and an Imperial Knight).

Here is the list I came up with:
Spoiler:

Chaos Lord (1) - 190pts
1 Chaos Lord: Goredrinker,Power weapon,Sigil of corruption,Juggernaut of Khorne,Frag and krak grenades

Daemon Prince (1) - 250pts
1 Daemon Prince: Close combat weapon,The Blood-forged Armour,Daemonic flight

Bloodthirster of Insensate Rage (1) - 275pts
1 Bloodthirster of Insensate Rage

Chaos Cultists (8) - 58pts
1 Cultist Champion: Autopistol
7 Chaos Cultist: Autopistol

Chaos Cultists (8) - 58pts
1 Cultist Champion: Autopistol
7 Chaos Cultist: Autopistol

Chaos Spawn (2) - 64pts - JOINING FORCES WITH THE CHAOS LORD
2 Chaos Spawn

Chaos Bikers (3) - 96pts
1 Chaos Biker Champion: Close combat weapon,Bolt pistol,Twin-linked boltgun
2 Chaos Biker: Meltagun,Twin-linked boltgun,Bolt pistol

Chaos Bikers (3) - 96pts
1 Chaos Biker Champion: Close combat weapon,Bolt pistol,Twin-linked boltgun
2 Chaos Biker: Meltagun,Twin-linked boltgun,Bolt pistol

Flesh Hounds (5) - 80pts
5 Flesh Hound

Flesh Hounds (5) - 80pts
5 Flesh Hound

Flesh Hounds (5) - 80pts
5 Flesh Hound

Flesh Hounds (5) - 80pts
5 Flesh Hound

Heldrake (1) - 170pts
1 Heldrake: Baleflamer

Maulerfiend (1) - 140pts
1 Maulerfiend: Two sets of lasher tendrils

Maulerfiend (1) - 140pts
1 Maulerfiend: Two sets of lasher tendrils

Soul Grinder (1) - 165pts
1 Soul Grinder: Phlegm bombardment

Helbrute (1) - 100pts
1 Helbrute: Multi-melta,Power fist

Lord of Skulls (1) - 888pts
1 Lord of Skulls: Gorestorm cannon,Hades gatling cannon


Any ideas, comments, improvements? For the sake of improvement, assume I have access to everything that could be used to improve the list (including CSM).

Thanks a lot!

This message was edited 1 time. Last update was at 2017/05/16 08:39:05


 
   
Made in us
Unbalanced Fanatic




Atlanta, Ga

First of all, keep those GKs away from anything remotely not a vehicle, secondly I would suggest putting a relic on you're Lord. When I run a Jugger-lord I would put the axe of blind fury on him, and just let him destroy melee squads. He would be you're best bet against the GKs especially if its not a terminator squad. (then again, its GKs so we know how that will go.)

You can use a maxed squad of blood letters, provided you drop some of the hounds. Though you do lose some of the mobility in return for deep strike, and they could be the best for getting rid of any MEQ units if you get initiative, and the charge.

That Lord of Skulls is going to be one hell of a target, I have yet to run mine in any game that goes below 3000pts, and he is always focused down with extreme prejudice.

Hell Drake is a good safety unit, and so are the Maulers.

The only off unit I see is the Helbrute, but only because I rarely see one of them run at all.

One has to wonder. Do the Tyranids consider drop-assault troops... fast food? 
   
Made in de
Fresh-Faced New User




the axe of blind fury is a relic from the CSM codex (if I'm not mistaken) I would therefore lose the Blood for the Blood God special rule. But he's already got a relic with the Goredrinker (the thought is to use the Power Weapon to stack up the Goredrinker's passive and then turn the Lord into a Demon Prince with a fully stacked Goredrinker, which usually an absolute beast in CC.

I usually prefer the Flesh Hounds over the Bloodletters due to their increased mobility and 2 wounds each. Also, if I pick the Bloodletters, I have to wait until they arrive, which means I have less units to pressure with in the early stages of the game. Besides, if I let them deepstrike in, I think they might get obliterated by shooting or get charged anyway. They might be a good choice against MEQ's but the Heldrake has an AP 3 flamer, the Lord of Skulls has a huge AP 3 flamer and the Soul Grinder also has an AP 3 5" explosive weapon.

I included the Lord of Skulls on the one hand because it can fight the stompa quite well (or at least I expect it to) and on the other hand, the big flamer should be able to cause all MEQ and also all the Orks quite some grief. And as we're playing 3000 Points I thought it's not the worst choice.

Concerning the Helbrute, I just had a few spare points and thought "why not"

Do you think it would make sense to take the Lord of Skulls out of the list and get another Bloodthirster, maybe another Demon Prince, and some more smaller units like Bloodletters and Possessed (for the Slaughtercult) in there?

I could also downgrade the Lord of Skulls to a Kytan Demon Engine, take out the Helbrute and bring another Chaos Knight, so I get an additional D weapon in CC as well as an AP 2 or 3 explosive weapon. However, I'd lose the massive flamer of the Lord of Skulls.
   
Made in us
Unbalanced Fanatic




Atlanta, Ga

The extra Daemon Prince from you're lord could be a good turn, though I usually just keep the lord himself, and only turn them if it comes out to be more advantageous. (also) it may just be from an older league that I played, but seeing as the relic does not completely switch factions. You should be able to take it, though it has been a long time since I've had that action called out on.

I know what you mean about the deep strike on the blood letters. But like all other things it depends on what you're opponent is going to be fielding off the bat as well. It is a bad streak when I relegate all my knowledge about regular Imperial forces, is that they can sometimes get drop pods on turn one, and cheese the gak out of me.

I originally thought you would have the skull hurler on the Lord of Skulls. Forcing the re-roll on saved wounds is usually enough to facilitate picking that. Then again it usually comes down to a point of preference. You would still serve well to keep the lord of skulls for that match, but I would suggest trying to either force one player to go against the other, or cause a dog pile if you can.

I have only played against the slaughtercult a few times in my own shop, and it never panned out well for my opponent. Firstly because I play GKs, and not even when I was playing my Crimson Slaughter. The most it served him was to be annoying.

I am on the ropes with the Helbrute however, I cannot think of a reason to keep, or get rid of it. If I ever run mine, its in a group of 3, and I have a very specific plan. My only thought is to see if you can spare some points to make him a weapon platform. If not than just keep him stock, and run him down the enemies throat. Hopefully you can milk his crazed rolls for their worth, because there is nothing better then soaking a tank shot, taking one HP, and then popping the insulting tin can with return melta fire.

Its really bad that all of you're units fear inducing powers are not going to be used much for either of you're opponents, save for some shy mob rule rolls on the Orks. Not to mention almost all daemons losing eternal warrior about two editions ago... hmm

What warlord trait are you hoping for? Or any mechanics you are looking to use?

One has to wonder. Do the Tyranids consider drop-assault troops... fast food? 
   
Made in de
Fresh-Faced New User




I like the skull hurler, the look on the opponents face when you place the template is almost enough of a reason to pick it However, I think the 12 shots S8 can be more useful to open up small vehicles (the ork player will probably put all his units in some sort of transport).

I only recently started Khorne, and haven't played against Orks yet and as we're playing 1v1v1, I'm not really sure on what to expect of the game. I usually try to get in the opponents face as soon as possible with as many units as possible. As I usually have more units on the table, I can tarpit or kill a lot of his army while still holding the objectives.

As I'm not running a Blood Host detachment or a Slaughtercult, I don't get to reroll my warlord-trait, so I'll just take it as it comes

I'm also considering to take the gun instead of the flamer for the Heldrake, just to open the Ork transports, I really don't want to open them in CC and get charged in his turn...
   
Made in us
Unbalanced Fanatic




Atlanta, Ga

You're best bet against the orks is to abuse the range, because even in melee against daemons. They are going to win out, and I can almost bet on a full squad of Nobz armed with powerklaws, with a mad doc attached. It became rather standard for several Ork players in my shop, and even against a full squad of paladins they almost obliterated my chances in one turn. Thankfully I had Chuck Norris's secondary incarnation (Draigo) on hand to fold them like pretzels.

Orks also have some rather weird rules that can be pulled out at a moments notice, Waaahh being one of course. The Ramshackle rule can be funny sometimes on the War truck, though the thing can still explode on a roll of 1 - 2.

Don't let any of you're units get surrounded in melee, especially you're blood thirster, because they will whittle him down in one turn with weight of dice. If not the objective volume of str 10 ap 2 hits alone. But he will get his hits off first, and if he is the BT with the flamer breath weapon. Then he has an option to use in over watch if it ever comes to that.

Tar pitting Orks is usually not the best of choices, seeing as he will always outweigh you in numbers during CC (except you're hounds maybe). Get the charge off if you can, but you really need to weigh into them with ranged fire to soften them up.

They cay also field some strange units from forge world that give them long range str10 ap1 [barrage] attacks. Though the unit name is hard for me to recall. It looks like a mortar crew of snotlings with a large cannon, and you can run them in a squad of 3.

Any other questions?

One has to wonder. Do the Tyranids consider drop-assault troops... fast food? 
   
Made in de
Fresh-Faced New User




so if you're saying I need a bit more firepower, it kind of makes sense to go for the Hades-Autocannon on the Heldrake, right? Besides that, I don't really have a lot of firepower unless I swap in a Chaos Knight or field two Forgefiends instead of the Maulerfiends, not sure if that makes sense though, especially as I need to be able to handle Orks as well as Imperial Forces... I could also field some berzerkers for a bit of firepower and a ton of attacks or just some normal CSM in order to get a bit more fire power, however, I'm not a big fan of fielding any of those because they're a bit too expensive for my liking.

Any thoughts?

Getting the charge of against the Orks is my main concern. If I have to open the trucks in close combat, he'll obliterate me during the charge, so I need some firepower to get them open so I can charge thereafter. :-/
   
Made in us
Unbalanced Fanatic




Atlanta, Ga

Yes, and Yes... the expensive part is always a limiting factor.

The worst of all this is its a 3way match that decides this, you may just have to see if you can deploy in enough a way that lets you get the drop on someone. Especially after they start tearing into one another.

One has to wonder. Do the Tyranids consider drop-assault troops... fast food? 
   
Made in it
Contagious Dreadnought of Nurgle





i would go for two helldrakes and take out the hellbtute and i guess the grinder too, or play 2 grinders over the maulerfiends. If you want save some point you can use a brass scorpion over lord of skulls.

This message was edited 1 time. Last update was at 2017/05/17 19:26:27


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Made in us
Unbalanced Fanatic




Atlanta, Ga

 blackmage wrote:
i would go for two helldrakes and take out the hellbtute and i guess the grinder too, or play 2 grinders over the maulerfiends. If you want save some point you can use a brass scorpion over lord of skulls.


The Brass Scorpion still has some pretty intimidating stats, not to mention the extra stomps as well. Also it has IWND as well, so it can still stay in the fight a good bit longer, unlike most of the lower tier stuff.

One has to wonder. Do the Tyranids consider drop-assault troops... fast food? 
   
 
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