Deleted
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Post by Deleted on Mar 30, 2015 19:34:14 GMT -6
++ Blood Host Detachment ++
+ Core +
Slaughtercult Chaos Lord [Aura of Dark Glory, Bolt Pistol, Collar of Khorne, The Axe of Ruin, Power Armour, Warlord] Berzerkers [7x Bezerkers, Chaos Rhino, 5x Equip CCW's, 2x Equip Chainaxes] Bezerker Champion [Bolt Pistol, Close Combat Weapon] Berzerkers [7x Bezerkers, Chaos Rhino, 5x Equip CCW's, 2x Equip Chainaxes] Bezerker Champion [Bolt Pistol, Close Combat Weapon] Bloodletters [Bloodreaper, 7x Bloodletters] Bloodletters [Bloodreaper, 7x Bloodletters] Chaos Cultists [7x Cultists, 7x Equip Autopistols] Cultist Champion [Autopistol] Chaos Cultists [7x Cultists, 7x Equip Autopistols] Cultist Champion [Autopistol, Take a shotgun] Chaos Spawn Chaos Spawn Possessed [Chaos Rhino, Possessed Champion, 4x Possessed]
+ Auxiliary +
Gorepack Chaos Bikers [2x Bikers, 2x Meltagun] Biker Champion [Bolt Pistol, Close Combat Weapon] Chaos Bikers [2x Bikers, 2x Meltagun] Biker Champion [Bolt Pistol, Close Combat Weapon] Flesh Hounds [5x Flesh Hounds] Flesh Hounds [5x Flesh Hounds] Flesh Hounds [5x Flesh Hounds]
War Engine Soul Grinder [Baleful Torrent]
War Engine Soul Grinder [Baleful Torrent]
This is pretty similar to my first iteration of the list with only two major differences. First, I've dropped the helbrutes in favor of two soul grinders. In a few of my games I've found the lack of AA in my list disturbing and needed to get some. The baleful torrent is also a Str 6 AP 4 torrent weapon, so in many ways the soul grinders can perform the same functions my helbrutes did. The second is that I've taken my Warlord off of his juggernaut and given him the Axe of Ruin. On the juggernaut he just got knocked out of the fight to quickly. I thought the extra wound and higher Toughness would help him, but by putting him in a pack of hounds it dropped him back down to T4 most of the time. By keeping him on foot I can hide him with a squad of berzerkers in a rhino, and should he die the Axe of Ruin summons a weakened bloodthirster to replace him.
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Post by Joelercoaster on Mar 31, 2015 7:07:02 GMT -6
and generally kill shit or die trying. Tactics.
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cj
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Post by cj on Apr 7, 2015 20:14:37 GMT -6
Does the daemonkin book allow daemons to join non daemonic units? I know the regular daemon book doesn't allow that.
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Post by Deleted on Apr 7, 2015 20:56:27 GMT -6
Does the daemonkin book allow daemons to join non daemonic units? I know the regular daemon book doesn't allow that. Yeah it does. All the daemons in Daemonkin lose Daemonic Instability and gain fearless. Its probably the most competitive aspect of the codex. Flesh Hounds make good escorts for lords, and heralds add a lot of cheap AP3 too marines.
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dex
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Post by dex on Apr 8, 2015 9:16:23 GMT -6
I worry about kill points. And just flat out getting shot off the table.
You will counter dick punch many deathstars which I like. Additionally you will have a good time with maelstrom, you may consider what happens against a flyer heavy enemy.
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Post by Deleted on Apr 8, 2015 22:04:18 GMT -6
I worry about kill points. And just flat out getting shot off the table. You will counter dick punch many deathstars which I like. Additionally you will have a good time with maelstrom, you may consider what happens against a flyer heavy enemy. I think those are both valid concerns. As for being shot off, I could swap the bikes/hounds for raptors/warp talons. The raptors are a little more durable, but they cost significantly more then the hounds. I consider taking a Soul Grinder just to have some AA (flakk cannon on the grinder), but as is I can summon a Bloodthirster/DP for clutch AA. I'm just not sure how much a soul grinder brings to the table, as my experiences with the defiler have been subpar. It'll just require some play testing.
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dex
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Post by dex on Apr 9, 2015 9:06:33 GMT -6
No never ever use either of those units. Stick with the dogs and bikers over those. Any MSU army is going to have the kill points / badaboom issues.
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Post by OneEyeRob on Apr 9, 2015 12:52:49 GMT -6
FYI Will, since it came up yesterday during the game. Every one of your units (depending on the unit) will have either the Daemon USR or appear in the CSM Codex and therefore trigger either Preferred Enemy (Daemon) or Preferred Enemy(CSM). Keep that in mind.
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Post by Deleted on Apr 9, 2015 15:10:44 GMT -6
FYI Will, since it came up yesterday during the game. Every one of your units (depending on the unit) will have either the Daemon USR or appear in the CSM Codex and therefore trigger either Preferred Enemy (Daemon) or Preferred Enemy(CSM). Keep that in mind. For the daemons you are correct. Any daemon in my army is affected by Preferred Enemy (Daemon), but as for CSM until something states otherwise the Daemonkin units are separate from Codex:CSM. That's why I can't use CSM characters/formations as part of my regular army. Its like how the chimera is in the Inquisition and Astra Militarum codexes but only counts as one faction or the other depending on which codex you take. At least, that is how I've come to understand it. Perhaps someone else would weigh in on the matter.
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Post by OneEyeRob on Apr 10, 2015 7:26:43 GMT -6
Will, if that is the case, then Daemonkin are immune to any type of Preferred enemy as they are so new. By your logic if I ran Champions of Fenris someone with Preferred Enemy (Space Wolves)would not get preferred enemy, even though that's clearly ridiculous.
Preferred Enemy (CSM) applies to Crimson Slaughter and Black Legion, which are separate publications from Codex CSM, just as it does to Daemonkin Chaos Space Marine Units.
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Post by Deleted on Apr 10, 2015 8:14:13 GMT -6
Will, if that is the case, then Daemonkin are immune to any type of Preferred enemy as they are so new. By your logic if I ran Champions of Fenris someone with Preferred Enemy (Space Wolves)would not get preferred enemy, even though that's clearly ridiculous. Preferred Enemy (CSM) applies to Crimson Slaughter and Black Legion, which are separate publications from Codex CSM, just as it does to Daemonkin Chaos Space Marine Units. As of the moment I believe no other army has preferred enemy specifically against Daemonkin. Crimson Slaughter and Black Legion are chaos space marine supplements, as is Champions of Fenris a Space Wolves supplement. As such all of those books count as their "mother" codex. Codex: Khorne Daemonkin is it own codex completely, and until GW puts out a blanket message including it with CSM its not a CSM codex. Its like how Space Wolves and Space Marines are two separate codexes to reflect their very different tactics. In the case of space marines however, there is a rule that says the Blood Angels, Space Wolves, and Dark Angels Codexes all count as space marine for preferred enemy. I imagine that somepoint in the future GW will FAQ alot of the questions surrounding Daemonkin just like this one. RAW they aren't CSM, and RAI is unclear. Fluffwise I think it could even go either way. In the case of Dark Angels they have Pref: CSM because they are trying to hunt down the fallen, but there wouldn't be any fallen in a Daemonkin army. That is just how I've understood the rules about Codexes and Supplements though. One thing for sure is that Preferred Enemy: CSM works against the unit named "Chaos Space Marines" in the Daemonkin codex, that is an irrefutable fact. "THIS IS WHY COPY PASTA IS DANGEROUS GW!"
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Post by Russell on Apr 10, 2015 10:11:03 GMT -6
are you guys arguing the same point or am i an idiot
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Post by OneEyeRob on Apr 10, 2015 10:15:30 GMT -6
We are discussing Whether Preferred Enemy(CSM) works on the Non-Daemon units in Khorne Daemonkin. I believe it would, but given Will's excellent explanation above, and lack of clear RAW, I will concede that it seems unclear and accept that it does not until further clarification exists.
We are in agreement about all units/models/characters with USR Daemon falling under Preferred Enemy Daemon.
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Post by Deleted on Apr 28, 2015 20:05:51 GMT -6
I re-did the original list since I've gotten a few games in.
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Post by Deleted on Apr 28, 2015 21:27:10 GMT -6
My buddy Brian played Daemonkin in an event last weekend and said that they have some tournament issues. They rely on getting into the late game to reach full effectiveness, but if you have a slow player, for might only get 4 Turns in (happened to him twice I guess). Something to consider if you want to run them in tournaments. You might need to rush your own turns to keep the game flowing and increase the likelihood you make it to Turn 5.
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