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		<title><![CDATA[Latest posts for the thread "[1500] - Khorne Deamonkin"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "[1500] - Khorne Deamonkin"]]></description>
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				<title>[1500] - Khorne Deamonkin</title>
				<description><![CDATA[ so I finally built a 1500pt army. this is what I have and looking for opinions on what I should switch if needed and how to run it in general. haven't got a chance yet to play a game.<br /> <br /> D Thirster 275<br /> <br /> Chaos Lord on Jugg w/ <span class="glossaryitem" onmouseover='gp(651);'>SoC</span>, axe of ruin 205<br /> <br /> x8 Bloodletters w/ champ 85<br /> x8 Bloodletters w/ champ 85<br /> x5 Possessed in rhino 185<br /> <br /> spawn 32<br /> spawn 32<br /> <br /> x3 bikers w/ 2 melta guns 96<br /> x3 bikers w/ 2 melta guns 96<br /> x3 bikers w/ 1 melta guns 86<br /> <br /> x5 hounds 80<br /> x5 hounds 80<br /> x5 hounds 80<br /> x5 hounds 80  <br /> <br /> total 1497.<br /> <br /> these are all the models I have besides a Deamon Prince and another Blood Thirster. <br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 17 Oct 2016 13:27:13]]> GMT</pubDate>
				<author><![CDATA[ xscoutsniperx]]></author>
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				<title>Re:[1500] - Khorne Deamonkin</title>
				<description><![CDATA[ This is a great core list, but you can make it even better without changing any models at all!<br /> <br /> You need to pay attention to detachment, especially the Blood Host Detachment.<br /> <br /> This detachment will require a Core Choice and an Auxiliary Choice.<br /> <br /> For your Core choice, you can take a Slaughtercult - that includes:<br /> Lord<br /> Possessed<br /> 2x 8 Bloodletters<br /> 2x1 Spawn<br /> <br /> For your Auxiliary Choice:<br /> Gorepack<br /> 3x3 Bikers with 2 Melta<br /> 2x10 Hounds or 1x20<br /> <br /> You may also take the Bloodthirster as a Command Choice!<br /> <br /> I would suggest getting an extra squad of 10 Bloodletters with Instrument and Standard, a squad of 5 Flesh Hounds, a Daemon Prince with and without wings, an extra Spawn and a second Bloodthirster.  This is to cover any summons you might desire with all your Blood Tithe.<br /> <br /> I would suggest trimming down the Bloodreapers from the Bloodletter squads, as they're not as useful as before thanks to the Rules Clarification about <span class="glossaryitem" onmouseover='gp(724);'>KDK</span> characters. Dropping a bike squad to fit in 2 more Cultists could be a good idea too, to hold backfield objectives.<br /> <br /> Fabulous <span class="glossaryitem" onmouseover='gp(724);'>KDK</span> list!]]></description>
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				<pubDate><![CDATA[Mon, 17 Oct 2016 15:46:31]]> GMT</pubDate>
				<author><![CDATA[ rusty4tw]]></author>
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				<title>Re:[1500] - Khorne Deamonkin</title>
				<description><![CDATA[ so its better to run the dogs in bigger units instead of <span class="glossaryitem" onmouseover='gp(308);'>MSU</span>?<br /> <br /> didn't know they changed the character blood point. ill swap in another melta gun to the last bike squad.<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 17 Oct 2016 17:13:29]]> GMT</pubDate>
				<author><![CDATA[ xscoutsniperx]]></author>
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				<title>[1500] - Khorne Deamonkin</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> is the way to go in my opinion. I would only have a larger unit that the lord travels in otherwise <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> is the only way to go.<br /> Gorepack is a must with the models you have as it is by far the best formation <span class="glossaryitem" onmouseover='gp(724);'>KDK</span> has.<br /> Since you are using the axe of ruin you don't exactly wan't your lord to live long so you can turn into a <span class="glossaryitem" onmouseover='gp(15);'>BT</span> faster. I'd drop the sigil and scout him forward with a 5 man pack to die on your opponents turn so you can assault on your turn.<br /> Maulerfiends would also fit in your list nicely.]]></description>
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				<pubDate><![CDATA[Mon, 17 Oct 2016 17:17:59]]> GMT</pubDate>
				<author><![CDATA[ skycapt44]]></author>
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				<title>Re:[1500] - Khorne Deamonkin</title>
				<description><![CDATA[ I was wondering that about the <span class="glossaryitem" onmouseover='gp(651);'>SoC</span> if it was worth it for him. <br /> <br /> when I expand to 1750 im thinking double maulerfiend im just worried about the av12 and I3 getting killed by 1 shot guns or beat to death by other walkers. ]]></description>
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				<pubDate><![CDATA[Mon, 17 Oct 2016 17:20:57]]> GMT</pubDate>
				<author><![CDATA[ xscoutsniperx]]></author>
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				<title>[1500] - Khorne Deamonkin</title>
				<description><![CDATA[ The maulerfiend relies on its speed. It can also find ruins to hide in before assaulting. It's going to make combat with what you want it to fight as it can manuaver away from it's counters. I3 isn't a big deal when you can reduce an opponents attacks by 2. You also have a 5++ which is handy and <span class="glossaryitem" onmouseover='gp(681);'>IWND</span>. They are relatively cheap and effective at killing i find. Pairs are the way to go for sure. Plus your opponent has to deal with the 20 + dogs on his ass turn 1 so they go relatively unnoticed.]]></description>
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				<pubDate><![CDATA[Mon, 17 Oct 2016 20:56:58]]> GMT</pubDate>
				<author><![CDATA[ skycapt44]]></author>
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				<title>Re:[1500] - Khorne Deamonkin</title>
				<description><![CDATA[ Ok I didn't think about cover and always forget they have a deamon save. I just ordered more rhinos for my nurgle army and was on the fence about the maulerfeinds. Once I get this army painted and played a couple times I think I'm gonna order a pair to take me to 1750]]></description>
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				<pubDate><![CDATA[Mon, 17 Oct 2016 21:03:17]]> GMT</pubDate>
				<author><![CDATA[ xscoutsniperx]]></author>
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