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		<title><![CDATA[Latest posts for the thread "2,000p Khornate daemons."]]></title>
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				<title>2,000p Khornate daemons.</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>: <br /> <br /> Blood thirster: might - 270<br /> Skulltaker: juggernaught - 175<br /> Herald of khorne: juggernaught, fury, might - 130<br /> <br /> ELITE: <br /> <br /> 4 Blood crushers - 160<br /> 4 Blood crushers - 160<br /> <br /> TROOP: <br /> <br /> 10 Bloodletters - 160<br /> 10 Bloodletters: Icon - 185<br /> 10 Blood letters - 160<br /> 10 Blood letters - 160<br /> <br /> FAST ATTACK:<br /> <br /> 8 Flesh hounds - 120<br /> <br /> HEAVY SUPPORT:<br /> <br /> Soul Grinder: tongue - 160<br /> Soul Grinder: phlegm - 160<br /> <br /> <br /> <br /> 2,000 Dead on.<br /> <br /> <br /> Skull and the herald both lead a crusher unit each.<br /> The hounds may stay, simply for the converting, but if theres a better option then ill drop them quickly.<br /> Wanted to keep 2 soul grinders in the list, but didnt want to throw away 50 more points upgrading them to have both attacks each.<br /> Rather keep them specific to thier roles.<br /> Icon problem: Dont want to throw alot of points into icons, since its 25, and the unit is more than likely to die once out of combat.<br /> So ive made sure there are 4 solid units to head up the charge, crushers act like they allways do and hunt down elite units.<br /> Skulltaker and his unit can go tank hunting or hunt down <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s.<br /> The thirster is there simply to add strength to the army and get shot at <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"><br /> <br /> Worth a quick mention: Playing a mono god list, so i wont be taking other units from different gods.<br /> <br /> Once ive worked out this list, ill be going for a 2k list for each god, until i have a 8k <span class="glossaryitem" onmouseover='gp(7);'>apoc</span> list to play about with.<br /> Just wanted to start with khorne.<br /> <br /> Need some C&C <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0">]]></description>
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				<pubDate><![CDATA[Fri, 25 Dec 2009 22:55:27]]> GMT</pubDate>
				<author><![CDATA[ JD21290]]></author>
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				<title>Re:2,000p Khornate daemons.</title>
				<description><![CDATA[ I've always wondered if Skulltaker actually has rending. Army Builder says it has rending and Skulls for the Skull Throne, the codex only lists Skulls for the Skull Throne.<br /> The wording of that ability suggests to me that Skulltaker has in fact no rending ability vs vehicles at all. If that is true, I don't think he's worth the point difference with a normal herald?]]></description>
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				<pubDate><![CDATA[Sat, 26 Dec 2009 00:01:29]]> GMT</pubDate>
				<author><![CDATA[ Nivoglibina]]></author>
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				<title>2,000p Khornate daemons.</title>
				<description><![CDATA[ Skulltaker does have fury of khorne, which gives him the rending ability <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> not only that, but causing instant death on a 4+ is nasty.<br /> Even more so when the new nids arent immune to it.]]></description>
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				<pubDate><![CDATA[Sat, 26 Dec 2009 00:03:22]]> GMT</pubDate>
				<author><![CDATA[ JD21290]]></author>
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				<title>Re:2,000p Khornate daemons.</title>
				<description><![CDATA[ Doh!  Thanks for pointing that out! :-D<br /> <br /> Are you planning on having the bloodletters with the icon in the preferred primary wave?]]></description>
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				<pubDate><![CDATA[Sat, 26 Dec 2009 11:59:22]]> GMT</pubDate>
				<author><![CDATA[ Nivoglibina]]></author>
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				<title>2,000p Khornate daemons.</title>
				<description><![CDATA[ Yea, need to get them dropped in at the start to act as a guide.<br /> If it fails and i dont get my wave, then its a case of work around it or wait for them to arrive.]]></description>
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				<pubDate><![CDATA[Sat, 26 Dec 2009 20:09:20]]> GMT</pubDate>
				<author><![CDATA[ JD21290]]></author>
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				<title>Re:2,000p Khornate daemons.</title>
				<description><![CDATA[ Then maybe it's an option to put the icon in a crusher unit as it has a larger footprint and is generally a thougher unit?]]></description>
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				<pubDate><![CDATA[Sat, 26 Dec 2009 20:16:41]]> GMT</pubDate>
				<author><![CDATA[ Nivoglibina]]></author>
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				<title>2,000p Khornate daemons.</title>
				<description><![CDATA[ I have thought about it, but chances are the unit will draw in alot more fire from whats on the table.<br /> <br /> I think i may change it, but ill throw it in the herald crusher unit.<br /> I think skulltaker and an icon in the same unit would draw too much fire.]]></description>
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				<pubDate><![CDATA[Sat, 26 Dec 2009 20:22:38]]> GMT</pubDate>
				<author><![CDATA[ JD21290]]></author>
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				<title>2,000p Khornate daemons.</title>
				<description><![CDATA[ Just getting back into <span class="glossaryitem" onmouseover='gp(3);'>40k</span> after a number of years, and am currently assembling a Khornite daemon army myself.  I'm curious about your 3 <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choices.  Looking at the Codex (as I think I am understanding it), page 77 says 1 compulsory <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> and 1 optional.  How is it that you have 3?  ]]></description>
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				<pubDate><![CDATA[Mon, 28 Dec 2009 00:55:29]]> GMT</pubDate>
				<author><![CDATA[ Vargr]]></author>
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				<title>2,000p Khornate daemons.</title>
				<description><![CDATA[ Daemons may take 2 heralds per <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> slot.  It is a trend that continued on with <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s in the new <span class="glossaryitem" onmouseover='gp(124);'>SW</span> codex as well.]]></description>
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				<pubDate><![CDATA[Mon, 28 Dec 2009 02:35:44]]> GMT</pubDate>
				<author><![CDATA[ Aztralwolf]]></author>
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				<title>2,000p Khornate daemons.</title>
				<description><![CDATA[ I want to play a similar pure Khorne list. i have play tested one and it was alot of fun, the only thing that REALLY scares me about pure khorne is speed.<br /> <br /> i feel theres enough anti tank to deal with the actual armor   but  theres not enough speed to get it there.<br /> <br /> <br /> how do you plan to work around or deal with this JD?]]></description>
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				<pubDate><![CDATA[Mon, 28 Dec 2009 02:47:30]]> GMT</pubDate>
				<author><![CDATA[ zachwho]]></author>
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				<title>2,000p Khornate daemons.</title>
				<description><![CDATA[ well...how about this?<br /> <br /> Skulltaker: juggernaught - 175 <br /> Herald of khorne: juggernaught, fury, might - 130 <br /> <br /> ELITE: <br /> <br /> 4 Blood crushers - 160 <br /> 4 Blood crushers -  -icon-185<br /> <br /> TROOP: <br /> <br /> 10 Bloodletters-160 <br /> 10 Bloodletters-160<br /> 10 Bloodletters-160 <br /> 10 Bloodletters-160 <br /> <br /> FAST ATTACK: <br /> 8 flesh hounds-fury 130<br /> 8 flesh hounds-fury 130<br /> 8 flesh hounds-fury 130<br /> <br /> <br /> HEAVY SUPPORT: <br /> <br /> Soul Grinder: tongue - 160 <br /> Soul Grinder: tongue - 160<br /> <br /> <br /> <br /> <br /> moved the icon to the crushers so after you kick a unit off an objective you can make sure your bloodletters land right on it.<br /> <br /> Bloodthirsters are well...terrible :( they're fire magnets that can't take much firepower and even in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> they're pretty sad..crushers and bloodletters kill more.<br /> <br /> With the amount of anti infantry khorne puts out,pleghm REALLY isn't necessary<br />  tongue also gives you a ok chance to take on land raiders when you deepstrike......as land raiders hiding null zone libbys are deamons sworn enemies<br /> <br /> hounds aren't the best unit (fiends are better by FAR) you sticking to khorne so theyre what you get,<br /> and they can do a goodjob of chasing rhinos down for a nicely cheap unit, and even bettter they dont draw too much attention to themselves and can deepstrike farther away.<br /> <br /> use the bloodcrushers just like you would the bloodthirster though. they are fire magnets and really anything they can kill(excluding dreadnaughts) bloodlettters kill just as easily.<br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 28 Dec 2009 05:24:35]]> GMT</pubDate>
				<author><![CDATA[ Sarnath666]]></author>
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				<title>2,000p Khornate daemons.</title>
				<description><![CDATA[ You need the greater daemon.<br /> <br /> Your troops are too small and flesh hounds are not worth their points. Both walkers should have full upgrades.<br /> <br /> G]]></description>
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				<pubDate><![CDATA[Tue, 29 Dec 2009 02:12:07]]> GMT</pubDate>
				<author><![CDATA[ Black Blow Fly]]></author>
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				<title>2,000p Khornate daemons.</title>
				<description><![CDATA[ Sarnath: Hounsd are pretty useless, so i dont see the point in adding them.<br /> <br /> Also, i want phlegm on 1 grinder, since anti-infantry is rare in khornate armies.<br /> Much like anti-tank, hence why i need to keep the thirster.<br /> <br /> <br /> GBF: I dont see the point in both upgrades on the grinders mate, once someone gets a weapon destroyed thats both gone.<br /> I rather keep them aiming at 1 grinder rather than both.]]></description>
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				<pubDate><![CDATA[Tue, 29 Dec 2009 02:17:47]]> GMT</pubDate>
				<author><![CDATA[ JD21290]]></author>
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				<title>2,000p Khornate daemons.</title>
				<description><![CDATA[ Here is why I run both upgrades on both walkers JD, it's the only shooting you've got and it's pretty darn good. The walkers plus the greater daemon is a powerful combination. Remember that the blast is not ordnance so you can fire it and another weapon. If you have two mid range railguns you're pretty much guaranteed to get one hit. With mech so popular it really helps to pop lightly armored transports at range so the rest of your army is free to assault the units that spill out... It really makes a big difference. The railguns can take out landraiders too...  The +1 to the <span class="glossaryitem" onmouseover='gp(6);'>AP</span> table really helps a lot.<br /> <br /> I started out running 12 man squads of Bloodletters but they can get shot down pretty fast. I think these squads should be at least 15 strong and the more you bump them up the better they will perform.<br /> <br /> Flesh hounds are fast but they can bounce. If you really want to take them I think the best thing they have going for them is a smart opponent will probably shoot at other units. I would rather take a daemon prince for a third heavy support so you can put another big body on the table. The Khorne daemon prince is the worst of the lot when it comes to daemon princes but they can absorb some damage and still dish it out.<br /> <br /> Overall I like your list and think it just needs a few little tweaks, but that is just me. Khorne daemons are dead hard and I'm sure you'll enjoy playing them. I have written quite a few tactical articles explaining how i play my list, you might want to take a peek at my blog.<br /> G]]></description>
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				<pubDate><![CDATA[Tue, 29 Dec 2009 03:11:39]]> GMT</pubDate>
				<author><![CDATA[ Black Blow Fly]]></author>
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				<title>2,000p Khornate daemons.</title>
				<description><![CDATA[ Flesh Hounds = Shoddy as Hell X-D<br /> if you take Both of the Upgrades then it will suit them as if you get like a Devastator squad or something like charging towards you guns blaring. Tounge won't bring 5 down in one turn<br /> and neither will Vomit or Harvester, but if they both have Phlegm it will mean they can both kill em off.<br /> Do you HAVE to stick <span class="glossaryitem" onmouseover='gp(415);'>ot</span> Khorne only or can you take some undivided?]]></description>
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				<pubDate><![CDATA[Tue, 29 Dec 2009 19:07:23]]> GMT</pubDate>
				<author><![CDATA[ Bloodhorror]]></author>
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