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#1 (permalink) |
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Kroot Shaper
Join Date: Jan 2009
Location: United States
Posts: 34
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Hello, I have recently acquired the chaos daemons codex and i have some perplexing concerns.
Aesthetically, i am in love with Khorne and all of its models and everything about it. However, i am afraid that making a completely Khorne army will be too difficult for me to best other players. I have two main people that i play against. One plays necrons and IG, one plays Eldar, Tau, and Orks. Mostly i will be facing the Eldar or Tau. So, should i make a Khorne force or should i make a mix? I love Khorne but i also want to win... Correct me if i am wrong, but does the Daemonic assault mean that i can deepstrike right next to my enemies and be ready to charge right into combat? If so then i could use Khorne to great effect, but if the enemy has range on me...
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#2 (permalink) |
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Shas'Saal
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do you love seeing your opponent squirm? i know as a tau player that the best laid defenses go completely awry when a unit deepstrikes at my soft spot (and tau weak spots are easy to identify). now playing a khorne army against an experienced tau player makes the tau player sweat whenever you put that bloodletter figure down for deep strike right behind his firing line or... even better, right behind his hammerhead.
now against eldar i don't have any experience, i'll be honest, nobody around that i know play eldar. as the owner of a khorne army i fear imperial guard the most... mainly because of the sheer number of attacks (first rank fire, second rank fire) and in order for khorne to be effective, he'll have to come close to being within rapid fire range for one daunting turn. and with no armor save, that 5+ invulnerable save only stops so much. now match a soul grinder with 13 armor on the front and side hulls as well as a nasty large blast template attack versus 30-60 s3 ap- attacks... watch and wait as the carnage ensues. Best troop vs imperial guard (in my opinion) pink horrors with changeling... 18" s4 ap4 assault 3 attacks per model (6" out of rapid fire range while pumping out 3 attacks against IG whose average save is a 5+ Now, vs orks... Bloodletters are very effective, but it comes down to who gets the charge. the orks have numbers, the bloodletters have 1 more to their ws (which means it'll hit on a 3+), and as long as your wound roll is 4+ it's garunteed to go through because of the power weapons (with furious charge it goes to a 3+). bloodletters are specialized assaulters vs necrons, bloodletters, the necron special rule of "we'll be back" is not in effect when the model is killed by a power weapon... nuff said (oh wait... add on every reason why they'd beat the orks too!) In summary, the bloodletters may not have the ranged attacks of a horror, the staying power of a plaguebearer, or the speed of a daemonette, but it does have power to stop almost any troop in its tracks, and a 12 strong unit can level just about anything in close combat 24 attacks with a ws 5, strength 4 and with a power weapon is daunting even for terminators (except for walkers with an armor of 12 or higher) If you want a decently rounded army, a khorne-tzeench army should be all of the offense you'll need. oh and soul grinders are always good to take. |
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#3 (permalink) |
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Shas'Saal
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ahh daemonic assault and can assault? that would be nice (and way too overpowered) no, sadly no, daemonic assault is this- divide your army into two equal halves before the first turn. choose one of these two to deploy first
roll a d6 if a 6, 5, 4, or 3 is rolled, you deploy your choice if a 2 or 1 is rolled, it's the other one you must deploy first when you deploy the chosen half, all in that half deepstrike in as normal, (without rolling for reserves) but you must roll for scatter. when a unit arrives, it can shoot in the shooting phase, but may not assault... it can also run (roll d6 to find the distance it can move, very handy for mishaps) but IT MAY NOT ASSAULT! That being said, you could deepstrike within charging range of your enemy, however with one turn completely defenseless, you'll be copped to bits, it's advisable to seek cover during a deep strike and come out assaulting after your "summoning sickness" is worn off. |
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#4 (permalink) |
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Kroot Shaper
Join Date: Jan 2009
Location: United States
Posts: 34
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If only if only...
Okay, so i decided to make a khorne themed army. I almost decided on Khorne-Tzeentch but i want a totally unifying theme. I'll have to depend on soul grinders to protect the air. I think i can use flesh hounds as a nice screen for my bloodletters. That should allow me to get into a good combat, even with IG. Thanks guys.
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#5 (permalink) |
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Shas'Saal
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flesh hounds are a bit of an oddity... you turn in your power weapons for a 12" assault. these suckers are best used to take out a HQ or a small ranged combatant. but don't count on these to last much further past the initial charge and the turn after (i had a unit of 8 get wiped out with a single flamer attack..... horrible rolls) the only way they could make this unit better is to give it hit and run...
so play this unit expecting to take out one thing with karanak, they become a "seeker missile" park them behind cover, move them into position and pounce with the "move through cover" special rule. |
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#6 (permalink) |
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Shas'Vre
![]() ![]() ![]() ![]() Join Date: Feb 2007
Posts: 1,860
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Hm...
In my opinion, it's hard to make a very solid competitive Chaos Daemons list due to the inherent luck in the codex design. Some games you'll do really well, other games you'll get totally screwed over but that's just the luck of the dice for ya. With that in mind, I'd say go with the all Khorne army. The theme will be stronger/better, and clearly what you're going for. Sure, you won't win every game with the army but the same could be said about a hybrid force. At least stick with a theme you like ![]() With Khorne, I find aggressive drops to be best. Take lots of infantry and expect to lose some, but drop in as close as possible so that your survivors will hit combat and tear the enemy to shreds! |
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