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===Daemons Changes=== First off, some good news: YOU'RE NOW FREE OF THOSE BATSHIT INSANE TABLES! That means that you're no longer rolling each table and risking your units getting clobbered because the dice gods decided to be pricks or having to spend in the hopes of rolling up something reliable. The issue with this is that now those units that relied on those random gifts (Bloodthirsters, Heralds, Bloodreapers) now have to suffer losing those gifts. So units like the Herald only get generic access to a limited selection of Relics and Gifts while the Bloodthirsters get absolutely no customisation options whatsoever. The other good news is that you're now free of Daemonic Instability and Daemonic Alignment (they still have daemon of khone, but they lost the note restricting daemons of khorne to only be able to join units entirely consisting of daemons of khorne.). Instead, all Daemons get Fearless and can mix their ICs and units with your CSM/DK ICs and units. *'''Blood Tithe''': Although the annoying Mark of Khorne tax on every unit (non Daemon ofc) and the Possessed tax (when using a slaughtercult formation) for the minimum requirement, the Blood Tithe table really does add so much to your army! Giving your entire army Feel No Pain can help swing a combat in your favour and giving everyone +1 attack can mean the difference of missing an extra BT point or gain extra per turn and seriously weakening your enemy! Use this table to your full advantage! *'''We soar on wings of fire!''': With two formations giving us either 2 units of Raptors, 1 unit of Warp Talons or 2 units of Bikes and a unit of Fleshounds, we really do have an overabundance of fast units, not even including a Jump Daemon Prince of pure shrekage! Fleshhounds are your saving grace for this army since they have scout so use your scouting move to threaten psykers or get closer to the cover as the 5++ and T4 don't mean much against regular bolter-fire! Remember, no first (game) turn assaults for units using Scout (or Infiltrate) Bring as many Fleshhound units as you want since one formation holds 4 units of these little devils! *'''I thought our lucky number was 8?''': Even though the sacred number of Khorne is 8, there is a bucketload of Strength 5 attacks coming from this army since Icon of Wrath is usually around 15 to 20pts per squad which is just awesome if you think about it. 20pts to gain +1 to combat res, Furious Charge and Re-Roll charge range?! So much win. And then the cons: *'''Mark of Khorne on every unit''': Yes this sounds really freakin' obvious in '''Codex Khorne Daemonkin''' but if you're going to make us solely dedicated to Khorne and with all those loyalist players get all those amazing buffs for free then why do we HAVE to pay the MoK tax on every unit. Remember why Black Legion Supplement is never played due to the tax of VotlW? Yeah, this army suffers that too! Even if the Mark of Khorne wasn't free, then at least make it discounted. Not sure where this comes from, MoK is built into every mortal unit in the Codex for the same price. Normal Spikey Marines have MoK and cost 15pts... *'''Missing Units/Upgrades''': Many characters aren't in this list like [[Kharn]] and [[Skarbrand]] mainly due to them not really working with an army...but in an army wholly dedicated to the carnage of Khorne are these crucial characters not in this book? (''It can't be for fluff reasons, Khârn non-optionally leads the Brotherhood of Blood combined Khorne CSM/Khorne Daemons Apocalypse Datasheet from White Dwarf September 2010 (US 368).'')(It is for fluff reasons; Kharn is World Eaters. This is a Warband book, not a Legion book. The World Eaters are their own entity. (Kharn serves the blood God above all else and has displayed that in the fluff on more than one occasion. There is no '''good''' reason why he isnt in this book. He may lead the World Eaters, but he leads them in any way that serves the blood god's needs.) Skarbrand missing is anyone's guess.) Another glaring missing upgrade has to be Dirge Casters (Although the the upgrade is Slanneshi in origin, so Khorne may have some issues with that. On the flip-side, though, they could have given us a similar upgrade that did the same thing while being called something else. After all, "Ichor Blood" is a Nurgle based gift). Zero reason why they are not within the book and if anything they was a crucial part of our assault based armies. **Heralds and Daemon Princes in particular get the shaft. They can no longer take non-artefact weaponry, including, bizarrely, the Axe of Khorne. The Blade of Blood and Etherblade are straight up missing as well. *'''No Attempt to theme''': Know all those units that have some sort of chart? Helbrutes, Possessed and Chaos Spawn just have the bog-standard charts from the CSM book. Really Games Workshop...if you want us Khorne players to be good, then at least change these charts to centre around melee since we took these units to be melee combatants. Saying that the Helbrute, Possessed and Spawn charts are still very good but not very "Khorney". *'''Lacking Psychic Defense''' - Despite several upgrades which grant bonuses to deny the witch, Codex: Khorne Daemonkin has no means to gain additional dispel dice. This means that without psyker allies, you are stuck at 1d6 dispel dice, greatly limiting the tactical value of khorne collars or adamantium will. There are also no upgrades that grant any additional ability to deny blessings or summons by the opponent.
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