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Dath Path: Khorne Forces Overview
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Old 20 Mar 2008, 09:57   #1 (permalink)
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Default Dath Path: Khorne Forces Overview

Heya, it has been some time since the two articles that I have wrote, the Nurgle Forces Overview and Tzench Forces Overview. Now the reason why I am rather late in my update this time is because I am researching the Khorne through and through, with the help of a prominent Khorne player in my area to advice about Khorne in particular. And now with all that knowledge gathered up, I am now proud to present the new article, and hopefully it will help those who are about to play Khorne to know more about the army, both in terms of fluff and also game style and play.

So without further ado, here’s the Overview of the forces of the Blood God.

Dath Path: Khorne Forces Overview

They are perhaps one of the most infamous armies around the 40k scene as their warcry of “Blood For the Blood God!” and also Kharn’s famous line “KILL! MAIM! BURN! KILL! MAIM! BURN! KILL! MAIM! BURN!”. They are known as the most bloodthirsty of all the armies of Chaos, and perhaps one of the most brutal in terms of sheer raw close combat power, and the name of the Khorne Berserker is spread throughout he 40k world.

But in order to understand what makes Khorne Berserkers the bloodthirsty nut they are, we need to venture back into the beginning of the Great Crusades.

World Eaters

When the twenty Primarchs are scattered around the far reaches of the Galaxy, one of the Emperor's sons landed upon the world whose name is lost in the history of mankind. The Primarch Angron was discovered by a slaver on the planet, surrounded by the bodies of fallen aliens( argued by some Imperial Scholars as those of Eldars, but it is never known). Seeing the child amongst the fallen aliens, the slaver tended to the wounds of the child, and then after that implanted the child’s brain with the bio-neural circuitry, a chip used to increase a warrior's aggression and strength. Angron was then inducted into the ranks of the planet's numerous slave-gladiators. Unknown to everyone at the time, the chip would prove to be the precursor to the bloodthirsty reputation of the World Eaters.

Just like all the Primarchs, Agron rise up through the ranks of society by becoming the best gladiator in his homeworld in the largest gladiatorial arena of the planet’s capital. He earned the reputation as a warrior with a martial prowess that have no equal, but he spared those who fought well. Even though he is earning his reputation as a ferocious fighter, but angron is constantly plotting for his escape, even though each attempt was met with failure.

Angron knew that if he is to escape he will have to get all the help he can get, and thus he began training some of the gladiators whose life he had spared and each one of the gladiators followed Angron as his charisma and principles shines through their hearts. Then, one day at the height of the largest gladiatorial games upon the planet, Angron along with his warriors turned on the crowd, slashing and killing their way through the crowd to freedom. As they escaped to the mountains, they seized many supplies and weapons as they could and thus they made the mountains their bastion.

For a few years, the ramshackled bunch of gladiators are able to hold out from every attempt by the government of the planetary forces in a flurry of berserker-induced fury form their implants. However, as the times goes by, less and less of the gladiators remained in the mountains and finally there are but a thousand gladiators left to fight against a force five times their own size and they prepared for the final battle of destiny.

However, it is then that the Emperor descends upon the world, drawn by the psychic beacon of one of his sons. He have watched Angron for some time and seeing Angron’s leadership and achievement gave the Emperor a sense of pride. Thus, one day the Emperor teleported to the surface of the planet, and he offered the primarch the command of the Twelfth Space Marine Legion, whose gen-seed came from the primarch himself. However, to the Emperor’s surprise Angron refused his offer as Angron have forged a bond with his gladiators and thus he will not leave them until his last breath. The Emperor is afraid that the primarch would fall in the fields of battle, and thus at the niht before the the final battle, the Emperor’s ship entered low orbit and teleported Angroin in the ship against his will. With the disappearance of their leader, the gladiators are lost and they are shortly destroyed.

With a bitter heart, Angron took command of the twelfth Space Marine Legions, renamed as the World Eaters and he will never forget the treachery that the Emperor did when he abducted him and also an insult to his pride. The seeds of rebellion is sown within the Primnarch’s heart for a treachery that will cause the Imperium.

Upon taking command of the World Eaters, Angrons gave he orders to the legion’s techmarine to replicate the implants that gave the Primarch his enhanced aggression and strength, using himself as the template. After many experiments, the Legion’s Techmarines are finally able to construct the implant and then Angron ordered that each one of the World Eaters to be implanted with the bio-neural circuitry.

With the Implants, the legion are highly successful as they gained the repitation as effective shock troops, in par with the Blood Angels. They offer no quarters, and everyone who stand before them, soldier or civilian are slaughtered in anorgy of violence. Such was their reputaiotn that many worlds surrendered as they do not want to suffer the same fate. However, the secret of the usage of the implants is revealed and the Emperor ordered Angron to stop with the implants. However, not surprisingly Angron did not heed the Emperor’s warning and continue on with the surgeries in secrecy.

As the Legion descends down the path of blood and murder, the soldiers of the World Eaters began to practice blood rites and skull-taking become common, and this caused the World Eaters to be constantly under the scrutiny of the Emperor. However the turning point for the World Eaters is upon the world of Ariggata.

Ariggata is a technologically advanced world who refused to join the Imperium of Man, and when the envoy of the Emperor are killed in cold blood, the Emperor send for the Warmaster Horus to take the world by force along with the Ultramarines chapter and World Eaters.

The Warmaster send in Angron’s legion into the world first, and the World Eaters perfom admirably as they brought down city by city until the the capital of the world remains. The capital is an immensely fortified fortress and even after a week of orbital bombardment, there is but the only a single breach in its wall. Seeing the breach, Angron decided to concentrate the World Eaters into the breach. Even thought the World Eaters suffered massive casualties from the defenders, but using the fallen as a ramp into the citadel and once inside, they unleashed their full fury upon the defenders. For a day and night the city is turned into a charnel house as the World Eaters slaughter through the city. When they leave the Fortress, the world Eaters left not a single soul alive. When the Ultramarines entered the fortress to secure it, they are sickened by the carnage brought forth by the World Eaters. Roboute Guilimann, Primarch of the Ultramarines, sought his brothers to reprimand them for their actions. But unfortunately, the Luna Wolves and the World Eaters are already far away, fighting in other crusades.

When Guilliman was finally able to confront his fellow Primarchs, the Horus Heresy erupted, and the galaxy was plunged into civil war. Angron, among others fell into the grips of Chaos. Horus knowing well that the resentment of Angron towards the Primarch and also of his bloodthirsty nature can be used to his advantage, decided to corrupt them, the World Eaters to the worship of Khorne. As an offering to their new masters, the World Eaters turned upon their Librarians, killing every single one of them as Khorne despise all practitioner of sorcery ad warpcraft.

With their allegiance to the Emperor broken, they proceed to wage war upon the surface of Terra, raising several worlds as they go towards Terra. They took part in the Siege of Terra and the daemonically-imbued Angron and his Legion took part in many battles upon the surface of Teerra, the attack upon the Eternity Wall Spaceport and the frontal assault on the Imperial Palace, allegedly breaching the walls of the Outer Palace. First amongst them was Khârn, a mighty Champion of the Legion. Like the other Traitor Legions, the World Eaters retreated into the Eye of Terror when the Warmaster Horus was defeated, Angron and his warriors were the last to leave the embattled planet and fight their way clear

After the Horus Heresy, the Primarch Angron is elevated to Daemonhood, becoming the greatest of Khorne’s daemonic servants. Angron have since then waged war against the Imperium twice, once during the Dominion of Fire and the second during First War of Armageddon.
The legion fell apart upon the world of Skalathrax , as Kharn shattered the World Eaters Legion, splintering it into warbands that roam the Eye of Terror.Now the Legion are split up to many small warbands, each one a dire threat to the Imperium.



What’s the difference?
Alright basically, once upon a time in 40k the Khorne Berserkers are like hyperactive little children, in that they have a short attention span and will chase the closest target. And to make them reach their intended target they go crazy at the roll of 1 or 2 and thus will add their moving distance with a few dice rolls. In addition they are not able to have any long range weaponry, which sucked hard.
Even though they are crazy but nevertheless they are brutal in close combat, with weapon such as the Chainaxe and also the Berserker Glaive joining in their ranks. Theirn number of attacks can be prodigious.

However with the new codex, gone are the days of senseless moving and short attention span, for now they are sane enough to choose their own targets which in itself is a blessing for they no longer have to chase that Land Speeder around the table anymore. Even though they nerfed the Chainaxes and other Khornate favoured weapons, but they gain something in return for that.

Now, Khornate Marines come in come in two flavours: The Berserkers and the Khornate-marked Marines. For the Khornate –Marked Marines, they get a bonus of an additional attack and also able to use heavy weaponry and special weapons. As for the case of the Berserkers, even though they do not have medium-ranged weapons like a normal space marine, but in return they gain Furious Charge, which is a rather nasty ability as they are able to increase their initiative and also strength when they are on the charge, and a squad of them can give you a hard time.

Now what can the Mark of Khorne do for me?
The Mark of Khorne gives you an additional attack, and that will make them better in close combat. Now why would that be good you ask? The reason why more attacks is better is because, the more attacks you have the more likely you will kill something. Like the saying goes; “There is always a quality called quantity”.

And also keep in mind that the Khorne mark is one of the cheapest mark in the entire codex.
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Old 20 Mar 2008, 09:59   #2 (permalink)
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Default Re: Dath Path: Khorne Forces Overview

Now how on earth do I play World Eaters?
The basic premise about World Eaters is that you want to get into close combat as soon as possible and get busy with the killing, and for that you will need to

1)Be fast

2) Be decisive

3)Choose wisely

Although they looked as if they play out like any other Marine, but do note that they are quite a different machine.

Now Khorne tactics is very straightforward; you reach them and chop them to bits or you get chopped to bits or worse shot to bits. So for you to get down to business, you need to get there fast. Things like Rhinos and jump packs will reward a Khorne player, as they will bring them closer for the close combat killing. Thus footslogging them is not a very wise idea, as they will take at least a few turns to walk to their target and kill them, and by the time they reached there they are already thinned down rather badly for them to lose in their own game of close combat. So the speed is of the essence.

Now that we have discuss speed, let’s go to furious part.

Once you have reached to your target, you have to take the initiative and charge the opponent, even if he is in cover. Now why would you do that you say? They will strike at the same time and that means that my advantage is negated. WRONG! It is always best t take the initiative and charged them heads on, especially with Berserkers. Now let’s go back to 40k 101.

When you charge, you get an additional attack for charging, along with other close combat bonuses that you get. Remember what I say about “Quantity is a type of quality”? It works here as well. Since you are striking at the same time, why not have another additional attack to punish them for causing you to charge into cover? Since a basic Khornate marine (not berserker) already have two base attack, and then an additional one for having another close combat weapon, the charging would work fine with them as they can bring even more attacks into the picture and kill a hell a lot more troopers. If you are a Berserker, even better! Now they get their Furious Charge, and their strength is increased, thus the possibility of wounding even more enemies increased.

There is not room for hesitation when it comes to close combat, and thus you need to clear out your mind of such petty worries such as cover and the likes, for the fear will cost you dearly.
Now I am not saying that you should charge everything within reach, because that is just plain stupid. No one would charge a Harlequin squad or a Hive Tyrant heads on, as the Khornate Marines will be raped like there is no tommorow. What I am saying here is that you will have to charge the right target, and inflict as much harm as you can upon that unit. Charging a squad of Guardsmen? Sure, as long as there are not a single sight of those pesky rough riders around. Just be aware of your surroundings before you charge, but once you charge, just go for it. If the force proves to be too much for yourberserkers, retreat. You can later charge them once they are weakened.

The Khornate units and what can be done about them.
Basically each unit has the role similar to that of their normal Chaos Space marines, but also has rather changed roles or held a secondary goal that they can use to further bolster the army or to make things more unpredictable for your opponent that could change the tide of the game.

Let’s look at each one of the units.

Daemon Prince
Since the Daemon Prince is already a powerhouse unit in close combat, why not adding another one to further punish your foe?
EDIT: The Daemon Prince of Khorne doesn't rely on silly psychic powers to pwn the foe, he simply crushes them with sheer weight and attack power. Consider the following: He is a scoring unit! You not only have a (probably flying) monster with six attacks on the charge, he is a scoring unit and costs the same as a regular Lord with the Bloodfeeder, MoK and nothing else. This borders on "just not right"! -Ged :sadnshocked:

Chaos lord
Now the Khornate Lord have perhaps one of the most powerful Daemon weapon in the entire codex; the Bloodfeeder.

This little jewel enables the Khornate Lord to have 2D6 attacks in addition to his base attack, the attack bestowed upon him by his mark and also charging. Just think of it; one Khornate Lord can unleash up to 17 power weapon attacks. I don’t think I need to explain myself about the potential destructiveness of the unit. However, as a result such power they also are more likely to suffer from the daemon weapon attacking its own master. Such is the prize for power.

However, a more smarter and reliable choice would be to have the two lightning claws upon the Chaos Lord. Now why do you want to trade off the prodigious amount of attack of the Bloodfeeder with the Lightning claws I hear? Well, the reason being is that a lightning claw will not turn upon its master and also the re-roll to wound will enable it to kill a heck more infantry units. With the Mark of Khorne, the Chaos lord’s base attack, and charging, you can havehave quie a nasty unit that will kill something for sure.

A Chaos Lord is best used as an anti-infantry platform, and nothing else. He would benefit from a Jump pack, and if you can spend the points a bike (which I prefer).

EDIT: In addition to the above, which is nasty enough, consider the benefits of a Juggernaught of Khorne for your Lord to go with Bloodfeeder. Suddenly he has another attack, and becomes ST 5! He can march up the field with the Berzerkers, protected by his IC status, and wound marines on a 3+!

Chaos Sorcerer
Nothing here. Khorne don’t use magic and no sorcerer can be marked with the mark of Khorne.

EDIT: Ah, but the clever Khornate Commander still has need of astropathic transmission, and the guidance of one who can "hear" his dark master. An Undivided Sorcerer with Winds of Chaos can soften up hard targets like enemy terminators to make the kill that much easier. Gift of Chaos can insta-splat that annoying hidden powerfist, and force weapons can help even the odds when faced with tougher enemies.

Chaos Space Marines (Havocs, Chosens, Marines)
Well, I have nothing much to say, as they only get another additional attack. However, they are best used in close combat to make their additional attack count.
However what they can provide the Khornates is their fire support, and thus supporting the entire Khornate advance with their ranged weaponry. So bunker them somewhere and and shoot targets that would give a Khornate assaulting element a hard time.

Edit: Now lets break this down even further.
Chosen of Khorne: Khornate Chosen can be kitted with Power Weapons, Lightning Claws, and Powerfists. They can Infiltrate the enemy lines to bring in Khornate Terminators and "Generic Daemons" to the enemy's back door. Even if you choose to use them for close-range anti-tank of Termie-hunting via a mix of special weapons, their extra attaks from the icon mean that they are no slouch in CC. Good Times!
Khornate CSM Squads: Why do we do this you ask? SO Long as you take at least 7 members you are getting a much better deal point for point than a Berzerker squad, and you have the option to run a Flamer, Melta, or PLasmagun with the squad. This squad is highly flexible, and can counterassault with the weight of 4 attacks/marine on the charge. Bury that powerfist and get some!
Khornate Havoc Squads: One's first inclination would be to ask, "Why?!?". Then one realizes that 1) You can take assault weapons, 2) You can take packs of up to 20, and 3) OMFG thats a lot of attacks!!! On the other hand you can have Khornate troops giving cover-fire at long range, being all fluffy with their Khorne-ness. (Say 7-man, 4 heavy weapon, squads) and being a problem to remove. This is a Havoc Team that is no suceptible to infiltrators, and is far more reliable than a tank.
Just a few stray thoughts... - Ged

EDIT: Khornate Possessed: I only mention them because I have had the misfortune to be on the recieving end. There is not a bad power roll for Khornate Possessed! Scouts, or Fleet? Great, they're closer to me faster. :-\ Feel no Pain? Now I can't hurt them. Furious Charge, Rending, Power Weapon? Great, they're going to hurt me really, Really bad. :'( To insure their max effectiveness, consider keeping an unattatched Land Raider in your list. (More on this later)



Khorne Berserkers
Now these guys are close-combat powerhouses, but other than that they are nothing much. They are specialist, just like the Thousand Sons but their forte is close combat.
You want them where they can show their craft best; hand-to-hand. So for that you need them to be where they can do the most damage in the shortest time and for that, it is highly suggested that are to be mounted on Rhinos for added speed.

With them it is always best to charge first, as they will benefit from their furious charge.
In their current role and speed, they are best used as the second wave of troops to slam into the enemy force in close combat, after the raptors and also the Bikers thus acting more like an assault support unit

Edit: Here they are, the meat and bones! The only thing I have to add is this: Burying a powerfist and assaulting from a Land Raider? Priceless! - Ged

Chaos Terminators
Now a Khornate Terminator would work just like any other Chaos Terminator, but leaning more towards close combat. With their armour saves and the number of attacks, they can shoot first with their weapons, and then assault their targets with impunity later.

Edit: These guys are totally frightening, especially when you consider that you can upgrade them all to Chosen on top of their Khornate Dedication. You now have walking tanks, unleashing 5 attacks on the assault each, and for a few points more they have either powerfists or lightning claws! They make a fine retinue for a chaos lord on Juggernaught-back too, as shooting armor saves are always made on the majority armor save... :rockon: - Ged

Chaos raptors and Bikers
The mark fo Khorne actually benefits them the most as they are now real monsters in close combat. With the speed and also the number of attacks, they hit you in the face like a sledgehammer. While the raptors and the bikers serve as countercharging elements for the Tzeentchian and also Nurglite, for Khrone they are the hammer of the force and the first wave of the assault force.
They can often reach their opponents within one turn, longest two turns and begin the bloodfest as soon as possible.

EDIT: Land Raiders: No discussion on Khornate Tactica would be complete without a nod to old reliable. The Land Raider brings you superb anti-armor power, and is an assualt-vehicle. It is non-dedicated, so what you put in it can change from game to game. Berzerkers are fine. Berzerkers led by a Chaos Lord you say? Excellent. Khornate Possessed with the Power Weapon Ability you say? Totally sweet! A Termie Lord with Blood-feeder and HIs Termie retinue of Chosen with Lighning Claws? WOW!!! You get the idea. Go with Daemonic possession so that none may stop your advance, tack on a dirge caster to scatter them before you, and enjoy! - Ged

Conclusion
A Khornate force enables one to feel the fury of combat up close and personal, as most of the time you just want to get down to business and punch the other guy in the face, as opposed to the fancy shooting that most forces employ. They can dish out the pain, and kill a hell lot of troops in their assault turn. Most of the time, when they charge into something i is decisive and they will walk away from it and proceed to charge the next unit and kill all in an orgy of violence. They are a very characterful and brutal force to play with.

If you like to kill everything in a flurry of close combat violence with a group of elite men, then look no further; the Blood God’s servants are for you.

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They're an insane bunch of reptiles...
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Old 20 Mar 2008, 10:25   #3 (permalink)
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Default Re: Dath Path: Khorne Forces Overview

Crisis_Vyper,

This is an excellent primer for the Khornate among us, and there is yet more to be said on the subject. (+1 Karma for your efforts btw) I am suprised that we don't see more Khornate players these days. The new codex increased their strengths, and virtually eliminated their weaknesses. Would you mind if I made use of my EDIT powers to add my comments to your own excellent summary?

Awaiting your thoughts,
Ged
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Old 20 Mar 2008, 10:27   #4 (permalink)
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Default Re: Dath Path: Khorne Forces Overview

Quote:
Originally Posted by Inquisitor Sian Kytonus (Ged)
Crisis_Vyper,

This is an excellent primer for the Khornate among us, and there is yet more to be said on the subject. (+1 Karma for your efforts btw) I am suprised that we don't see more Khornate players these days. The new codex increased their strengths, and virtually eliminated their weaknesses. Would you mind if I made use of my EDIT powers to add my comments to your own excellent summary?

Awaiting your thoughts,
Ged
Sure thing.

I think the reason why there aren't so much Khornate players is because people are in for the cheesy things instead of the nice simple nasty things.

And thanks for the Karma.
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Quote:
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They're an insane bunch of reptiles...
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Old 20 Mar 2008, 10:32   #5 (permalink)
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Default Re: Dath Path: Khorne Forces Overview

Crisis_Vyper,

Sveet! I'll add to your commentary above, but now: Some Delicious Khorne on the cob!

The World Eaters, and the forces under the blood god will have to get the badge of most improved overall of the four cult armies. Gone are the days when the Khornate Champion had to scrape for dedicated Anti-Tank assets, and rely on the uncertain proposition of tanks and dreadnaughts. These days the forces of Khorne are just as flexible as the other cult armies, and have their sheer ferocious number of attacks as a bonus.

Please see my commentary next to C_V's above,
Ged
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Old 20 Mar 2008, 10:51   #6 (permalink)
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Default Re: Dath Path: Khorne Forces Overview

O_o

Nasty combo there with the Juggernaut Ged. Never thought about that one.
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Old 20 Mar 2008, 11:16   #7 (permalink)
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Default Re: Dath Path: Khorne Forces Overview

Gah Ged, you beat me to the karma button. This is great for me, as I started my new Khorne force so recently.
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Old 20 Mar 2008, 11:24   #8 (permalink)
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Default Re: Dath Path: Khorne Forces Overview

I kinda lumped the Land raider and the Rhinos into a broad spot of Transport, but nevertheless those are very good commentaries.

Some of the things I have missed out completely are the Possessed. I was just talking about the Possessed with the Mark of Khorne with a few gamers in my store and how nasty they would be. I guess that one slipped my mind. Thanks for reminding me about them.

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Old 20 Mar 2008, 11:44   #9 (permalink)
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Default Re: Dath Path: Khorne Forces Overview

I was suprised by the Khornate Havoc squad idea. Sounds pretty brutal...
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Old 20 Mar 2008, 16:10   #10 (permalink)
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Wow... Ged the idea for a Khornate Jugger' Lord with a Bloodfeeder is amazing! Plus with the new Bloodcrushers of Khorne on the horizon... >

[hr]

I've always liked the World Eaters, they're mindless brutality has always appealed to me, however I've never managed to really stick in with a Khornate army, due to the majority of my Berzerkers being shot to ribbons before I can get to the enemy. :-\
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