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===<span style="color:#8b0000;">Daemons of Khorne</span>=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> The Daemons of Khorne perceive everything through a red mist of undiluted rage. They cannot wait to spill blood, and so surge across the battlefield to get to grips with their foes as quickly as possible so that the slaughter can begin in earnest. Horny Khornys are a reliable source of High Strength, AP, and Damage weaponry other god's minions often don't have and even some elite choices have a decent armour save. But like Slaanesh, most Khorne daemons lack defenses and their 5++ won't keep them alive for long. <div class="mw-collapsible-content"> '''Daemonic Loci:''' Locus of Rage: You can re-roll charge rolls for {{W40kKeyword|KHORNE DAEMON}} units that are within 6" of a friendly model with the Locus of Rage in the Charge phase. ====<span style="color:#8b0000;">Warlord Traits</span>==== #'''Aspect of Death:''' Whenever an enemy unit fails a leadership test within 8" of the warlord, an additional model flees. Because of fuck conscript and cultist blobs. Karanak gets this. #*It also works well with Khornate Furies with a Winged DP for a 50% chance of 2 extra models fleeing and a 50% chance of only 1 extra model fleeing. #'''Glory of Battle:''' +1 attack when outnumbered, not the best on a herald that want to be near a squad to take hit, but combined with the +1 from Unstoppable Ferocity makes it more ideal on a Bloodthirster. #'''Oblivious to Pain:''' A Feel No Pain that works only on a 6 roll, but when it works not only don't lose any wound but can also reroll all failed to hit and wound rolls until the end of your next turn. #'''Immense power:''' +1 Strength. On the charge in a Khorne detachment, this gives heralds S8 which can be huge in a low anti-vehicle army, or particularly an Str9 DP with 9 attacks, great against high wound T8 models, with a Bloodthirster of Insensate Rage wounding them on +2. #'''Devastating Blow:''' The Warlord can give up all its attacks for a single roll. If you hit, the target takes d3 mortal wounds. Skulltaker gets this. #*useful in smaller games for a herald getting past hard rolls usually found on MEU characters and Lords of War. #'''Rage Incarnate:''' 8" aura. Khorne demons reroll 1s to hit if they charged this turn. The best thing for a Khorn goon squad. Skarbrand gets this. ====<span style="color:#8b0000;">Stratagems</span>==== *'''Banner of Blood (1CP):''' {{W40kKeyword|Khorne}} model with an icon gets it upgraded to a Banner of Blood. You get all the same bonuses and the unit can, once per game, roll 3d6 when making a charge. Remember that you can only declare a charge if you are within 12" so this only makes charges more likely to happen, not longer. Hang on there: just because you can only declare a charge on units within 12 inches doesn't mean you can't move BEYOND 12 inches. Declare a charge on what you can, and then move your full distance rolled! Note to this note: you can't attack anything you didn't declare a charge against, but you can still lock it in combat. This is especially key against units armed with flamers since you want to tie them up without actually charging them. **NOTE: the upgrade happens before the game starts so remember to keep your banner bearer safe since your opponent will know it's coming. *'''Locus of Wrath (2CP):''' Use before a fight phase of a {{W40kKeyword|Khorne}} character. re-roll all to hits for {{W40kKeyword|Khorne}} units within 6" of that character. Not bad, but being near a Daemon Prince already does half of this and for free. Still good when not near a Prince, but don't use on overkill. *'''Frenetic Bloodlust (3CP):''' use at the end of any fight phase. A {{W40kKeyword|Khorne}} {{W40kKeyword|Daemon}} unit can fight again. Great for your Bloodletter Bomb or giant Flesh Hound unit that wants the extra pile in + consolidate move on top of the extra attacks. *'''Exalted Bloodthirster <sup>Engine War</sup>(1CP):''' Makes Greater daemons worth playing and Adaptable. Before battle A {{W40kKeyword|Bloodthirster}} becomes {{W40kKeyword|Exalted}} and can pick one of 6 additional abilities or randomly gain 2. Unfortunately, multiple Exalted daemons can only gain the same ability if rolled for. *#'''Hellfire-wrought Armour:''' Gain a 2+SV. Makes it hard for weapons that are not Lascannons to hurt you. Still needs Blood-blessed if you have a prayer you live past turn 1. *#'''Blood-blessed:''' can't lose more then 8 wounds in a phase. Bloodthirster weakness was getting shoot down the first turn, now you have 2 whole turns to work with (assuming they can inflict 8 wounds a phase and you don't regen). *#'''Arch-murderer:''' +1 damage on its weapons. *#'''Slaughterborn:''' when Charging, is charged or perform a heroic intervention, gain +1 Strength and attacks until the end of next fight phase. Stacks with Unstoppable Ferocity for +2 Strength and attack. *#'''Rage Unchained:''' Double your wounds for the damage table. Degrading stats were always a bane to monsters. *#'''Unrivaled Battle-lust:''' +2" to charge rolls and 6" Heroic Intervention. Getting to a fight is ways important to a melee lord. *'''Rage Eternal <sup>Engine War</sup>(3CP):''' for each {{W40kKeyword|Bloodletter Infantry}} model in a unit that is destroyed in the fight phase, on 4+ roll, they are not removed until after attacker is done and that can attack them regardless of range. *'''Brass Stampede <sup>Engine War</sup>(1CP):''' when {{W40kKeyword|Bloodletter Cavalry}} finishers a charge move, one enemy takes a MW on a 2+ or D3 on 6s for each charging model, and if the MW kill the unit, then charge a new unit. *'''The Scent of Blood <sup>Engine War</sup>(1CP):''' a {{W40kKeyword|Flesh Hounds}} unit can Advance & Charge plus +2 to charge roll if non-{{W40kKeyword|Vehicles}} enemy models were destroyed this turn (Presumably from a Skull Cannon, mind bullets, or CSM bolsters). *'''Bound in Brass and Bone <sup>Engine War</sup>(1CP):''' When attacked, a {{W40kKeyword|Bloodletter Chariot}} unit takes half the damage. ====<span style="color:#8b0000;">Relics</span>==== *'''Armour of Scorn:''' {{W40kKeyword|Khorne}} {{W40kKeyword|Monster}} only. Bearer gets a 4+ invulnerable save and can deny a single psychic power in each enemy phase. *'''Skullreaver:''' {{W40kKeyword|Khorne}} models only, replaces an Axe of Khorne, Great Axe of Khorne or Daemonic Axe. S +3 AP -4 D D6, deals additional D3 mortal wounds on any wound roll of 6+ and also can reroll all failed wound rolls against {{W40kKeyword|Titanic}} units. A bit sketchy replacing a Great Axe, but a good replacement for an Axe of Khorne or especially a Daemonic Axe. A daemon prince with this axe and the Blood blessed warlord trait from the formation can make short work of an imperial knight (or two if you use frenetic bloodlust). *'''Crimson Crown:''' {{W40kKeyword|Khorne}} models only. when a {{W40kKeyword|Khorne}} {{W40kKeyword|Daemon}} model within 6" makes a to wound roll of 6+, they can immediately make an additional attack (standard no chaining clause in effect). Combine with Bloodletter Bomb and watch Blood Angels' jaws drop with the amount of blood and fury unleashed! - This Crown is also for shooting, so 1 lord, some skull cannons, when they wound on a 6's they can make an additional 1 shot (note that it is only one shot rather than D6 due to the Music of the Apocalypse FAQ for Codex Chaos Space Marines). This also works with Lord of Skulls since he is a demon, so who said Khorne cant be shooty? *'''King of Blades:''' {{W40kKeyword|Khorne}} models only. replaces a hellforged sword or Blade of Blood. Strength +1, ap -4, d3 damage, Reroll all to wound rolls when targeting a character, 3 damage if given to a monster. Obviously, it can be taken only by Heralds or DPs and it's just ''nasty'' on a DPoK. Definitely interesting on a Juggernaut Herald though: with all the strength bonuses you’d get, the Herald would be hitting at Strength EIGHT on the charge, making for decent anti-tank if you can’t spring the points for a Daemon Prince/‘Thirster. '''Arfifact of Blood''' if Warlord is Khorne Daemon, can give the following to a {{W40kKeyword|Exalted Bloodthirster}}. *'''G'rmakht The Destroyer:''' Replace Axe of Khorne, can't roll less then 3 for Damage and if he dies, a different trapped Exalted Bloodthirster breaks out to replace him with d6 wounds and has Rage Unchained Exalted ability. *'''Blood-Drinker Talisman:''' Heal a wound on a 5+ for each enemy module killed in melee. Can't heal more then 8 wounds a turn. *'''Rune of Brass:''' More anti-magic. Enemy {{W40kKeyword|Psykers}} within 16" suffer Perils on doubles and take 3 MW without rolling. ====<span style="color:#8b0000;">HQ</span>==== =====<span style="color:#8b0000;">General</span>===== *'''Bloodthirster:''' Still come in the three flavors from earlier, you'll have to pick the correct one for the job you need to be done. Like all Greater Daemons, they have a 6" aura that grants allied Khornate Daemons their Ld of 10. Forget about summoning them with their PL of 17 unless you want to cough up CP for it. FLY alleviates that problem somewhat, but anti-tank weapons (and to a lesser extent anti-air) will fuck a Bloodthirster's shit up real fast. Don't let the 16 wounds lull you into a false sense of security. Although Khorne favors getting stuck in and fucking things up in melee, remember that giving the rest of your army Ld10 does come in handy. All Bloodthirsters got a new rule where unmodified hit rolls of 6’s count as two hits to make them even more deadly in combat. Got even more killy with the codex, but their main problem remains. They are very very very attractive for enemy lascannons (often the only targets in the whole army), cannot hide from it (the models are massive), their 3+ armor save is useless against AP-3 and a 5++ is no stellar defense for something that can be hit anywhere on the table, all the time. They are melee fighters with degrading WS to make their problems even more severe... One could deepstrike one with the new stratagems, but doing so with 30 Bloodletters instead is probably better... or both for the lols. There is an argument to be made for giving your Bloodthirster the Armor of Scorn so it can zoom up the board without getting shot off the table. Make him your warlord and take the 6+ FNP for added defensive power. Next, you'll want enough other threats on the board that your opponent will be left with only bad options: Flesh Hound blob screening a Daemon Prince with Skullreaver and a JuggerHerald with King of Blades make for an unavoidable distraction. Skull Cannons in your backfield, now cheaper and stronger, splits your enemy's anti-tank while allowing you to clear away screens for your harder hitting units. You'll be annoyed by units on upper floors of buildings, but your Skull Cannons should make enough room for your deep striking Bloodletter units (or Furies moving up the board) to stream up the floors. A Bloodthirster is a commitment: rush into the enemy as fast and hard as you can with everything you have. They may kill the Bloodthirster, but they leave the rest of your offensive power untouched. **'''Bloodthirster of Unfettered Fury:''' the 'go-rounder' amongst the three choices. Can lash out with his flail at 8" range (1d3 S7 AP-3 D1d3 attacks) and has an axe hitting at S10 AP-4 D1d6 in melee. Good at dealing with elite multi-wounds infantry. Arguably the most reliable of the three thirsters, because - A) his weapon skill does not degrade as he takes wounds, and B) his big fuckoff axe deals 1d6 damage. **'''Wrath of Khorne Bloodthirster:''' A character hunter, that can re-roll all failed attacks roll when targeting a character. Has a flamer attack (D6 auto-hits at S5 AP-1) and can lash out with his flail (one S8 AP-3 D3 attack), both at 8" range. Has an axe hitting at S10 AP-4 D1d6 in melee. *** Note the only benefit over the Wrath of Khorne Bloodthirster is that the BS only goes down to 4+ when at its lowest damage bracket. **'''Bloodthirster of Insensate Rage:''' The tank-buster and horde-slayer. Start with 6 melee attacks that hit on 2+, with S14, AP-4. D1d6 damage, but you can roll 2 dice and pick the best one for damage. Ouch! He can instead put out twice as many attacks at S7 -2 AP D1. Unlike his two 'brothers', has no ranged attack whatsoever (but that's not why you take this guy). The downside? Degrading chance to hit AND number of attacks, as well as movement speed. Let's face it, as soon as you put this on the field EVERY lascannon, rocket launcher, autocannon, etc. will be trained on this magnificent beast. By the time he reaches the enemy, he may have only four, or even two attacks - which have a horrible miss chance, considering they're all he brings to the table. Alas, as badass as he looks, this guy will be pressed to make his points back. *'''Bloodmaster:''' Regular Herald. His only buff is +1 strength to all Khorne Daemon units within 6". Needless to say, it will be extremely painful...for your enemies. This applies to the Herald too, so they grant themselves +1 Strength at all times. Heralds are super useful to summon during combat, if you have space since you aren't moving in combat anyway and they have low power levels (which makes them easier to summon). Now do D3 damage and 6’s to wound do 3 damage **'''Skullmaster:''' Juggernaut Herald. Fastest Herald of Khorne option. Adds T+1, wounds+1, move +2" and modifies the save into a 4+ (which is the best save available to any Herald of Khorne since they can't use the Armor of Scorn). **'''Blood Throne:''' T+3 Herald with +3 wounds for about double the price of a normal Herald. Has the Skull Cannon's ability to inflict mortal wounds on charged units, then heal for slain models. Painfully slow with no ranged attacks. A good unit to summon or deep strike, but a bad one to start on the table unless the enemy is coming to you. =====<span style="color:#8b0000;">Named</span>===== *'''Skulltaker:''' They took his Khorne damned Juggernaut option away, but Skulltaker is still pretty beastly. He moves 1 inch faster than other infantry, has a 3+/5++, and rerolls everything when fighting a character. His aura lets nearby Keyword Bloodletters within 8" add 1 to hit (that includes him and other Heralds), and his weapon is Strength User, AP -3, D3, on 6+ to wound boosted to D3+3 damage. Get him into combat and he'll lop heads off with ease. A pretty nice support character with a very specific focus that is overshadowed by more generalist Princes with Skullreaver and Skullmasters. *'''Karanak:''' Used to be just a mediocre character which can deny 2 psychic powers per turn. Now in addition to being a good target for Daemonic Ritual because (PL4), he got a fun little buff to his special rule. You call out an enemy character at the start of the game and for the rest of the game, when Karanak is fighting against that character, add +1 to both your hit and wound rolls. BUT WAIT - THERE'S MORE! If you're within 8" of the quarry, you can summon a unit of 5 fleshhounds (standard placement rules apply). Oh hey, he also gets to re-roll charge rolls like other fleshhounds, but his attacks have been buffed to AP-2 and D2. Chase down a motherfucker with angry dogs! *'''Skarbrand:''' He is actually worth taking now since he can gain an extra hit on each of his attacks on a 6 to hit and forces enemy units to remain in combat with him by denying fall back. RIP Tau. He also has the Daemonic Ritual Special rule, but is nearly impossible to summon with his power level at 18 if you don't use Stratagems - but that's not what's really remarkable about him. Note that as his wounds reach certain thresholds, his attacks actually INCREASE - so what he loses inaccuracy, he compensates for with sheer undiluted RAGE. This partially solves the main problem that you'd have with an IR thirster. Still - you're going to have to play him very cleverly, otherwise, you can expect him to get wrecked by anti-tank weapons before he reaches the enemy's front lines. He does have a ranged attack that acts like the Wrath of Khorne BT's Hellfire, however, so he can surprise a foe cocky enough to charge him with an Overwatch shot. **'''Daemon Codex Update:''' Enemy units attempting to fall back roll 3D6. If higher than their leadership, they do not fall back. Skarbrand also has an additional new attack profile: make 2 hit rolls for every 1 attack at User Strength, -2 AP, 1D. Perfect for clearing away the chaff. Additionally, he makes all units, ''friend or foe'', within 8" immune to morale and grants them a bonus attack. This can be either very good or very bad, depending on who you allow into melee range. *'''Uraka the Warfiend:''' Uraka the Warfiend doesn't buff your other units, he buffs HIMSELF when he kills things. He needs to be buffed by other HQs which is kind of odd for an HQ himself...but whatever works. He's certainly not a pushover with a 3+/5++ and 6 attacks on the charge plus a decent short-range attack. Note: Uraka's datasheet says that his controlling player may attempt to deny 1 enemy psychic power, not Uraka himself. Hence one could argue that as long as your body is within deny range of an enemy psyker and you have Uraka in your army ''you'' can attempt to deny the power yourself. *'''Samus:''' Samus, Daemon Prince of the Ruinstorm is as Khorne as it gets. A decent number of attacks that wound more often on infantry. Psykers nearby get minus 1 from their power rolls. Friendly units summoning near him get to reroll the summon. Anything not Khorne near him subtracts 1 from their LD. He's a big red rat and he's ANGRY. ====<span style="color:#8b0000;">Troops</span>==== *'''Bloodletters:''' Still the same glass cannons they've always been at S4 (S5 whenever they charge/get charged, S6 if near a herald) T3, but if you field a big block of 20 they get +1 to their hit rolls. Their Hellblades are now better, being Power Swords that do 2 damage when you roll a 6 to wound. This means that their role has shifted from squishy MEQ killers to a glass cannon-type assault infantry unit that is very good at butchering multi-wound thickies like the Primaris Marines and Terminators. 2 attacks each on the charge, at AP -3, hitting on 3+, wounding on 3+ (against MEQ) and potentially dealing 2 damage with one swing? These guys are brutal. ====<span style="color:#8b0000;">Elites</span>==== *'''Bloodcrushers:''' By Khorne, these are brutal. Charging produces MW from Brass Stampede, 13 str 6, -3 AP sword attacks, and 9 str 8, at -1 AP is enough to pummel most non-superheavy units, or severely maim them. And that's what a MINIMUM squad of these does. The fact that they have 4 wounds, 4+ regular save and a 5++ daemon save. Position them well for an early charge before they are spotted and promptly shot to bits, or summon them with an appropriate hero and let them loose on the enemy and they would be hard-pressed to NOT win their points back. Seriously, this anon bought a bunch to use in Sigmar, but they are way more brutal in newhammer 40k. **'''Bloodcrusher Bomb?:''' While not as board control as the Bloodletter Bomb, Deep Striking Bloodcrushers gets them into position out the gate as full strength. And hey, it's not like you can't also give them a Banner of Blood alongside your other Bomb. 1CP for 3 Crushers, 1CP for the banner, and Deep Strike in Skulltaker nearby (8" aura) for the +1 hit rolls. Food for thought... ***'''Alternate Opinion:''' Bloodcrushers are largely (if ''not totally'') outclassed by Bloodletters. It's less than Bloodcrushers are bad, but it's simply a case that Bloodletters are some of the best infantry in the game at the moment. As well as being far cheaper (at 7pts), they'll produce an even greater number of attacks than the Bloodcrushers. The Bloodcrushers larger base size might also make deep striking them an issue. Since Bloodletters can charge 3d6+1 (re-rolling charges in pure Khorne detachment), just 20 of them deliver '''41 hits at 2+ str 5 and ap-3'''. At a cost of only 197 points (with 2 icons and 2 instruments), on the other hand, a minimum squad of Juggernauts (at 141 points) produces 19 attacks (with 10 at 2+ str 5 and a-3/ and 9 at str 5 -ap3). Just go with Bloodletters. ====<span style="color:#8b0000;">Fast Attack</span>==== *'''Flesh Hounds''': Remained mostly the same stat-wise and rule-wise, however, the rules around them have changed. Compared to the previous codex they only move 10" max and are now susceptible to being slowed by terrain. To compound these new issues Daemonic Instability is gone, and with LD7 morale tests are going to hurt. Positives: They're 15 points each for relatively speedy, two wound, two attack models, they now always hit on a 3+ in combat, and they get +1 S and A on the charge from Unstoppable Ferocity (20 of these is 300 points. Let that sink in a minute...). Combine this with always striking first on the charge, and their fangs being AP-1 CCWs, and you will tear light infantry to pieces. This leaves them in a similar niche as before, a light infantry killer and your front line bubblewrap unit to tank light weapons fire for harder-hitting characters (JuggerHerald, Karanak, etc.) However, the loss of Herald locus upgrades and the attachment of characters leaves the Hounds as mostly an expensive tarpit unit, unable to effectively deal with anything higher than a 4+ save, and unable to hold units in assaults for longer than one turn. Screamers do a better job of being zippy harassment units, and Bloodcrushers are more durable and hit so much harder. **'''A quick note on Flesh Hounds''': If you are taking a fluffy Khorne-dedicated list (and if you're not, Khorne will send these fuckers after you anyway) these puppies are (as of time of writing this) Khorne's only source of denying the witch outside of Karanak excluding forgeworld. So for this reason alone, a few MSU squads of these should be auto-includes unless you want your face melted with mind bullets **In case you forgot that Wrath and Rapture are giving Khorne some new stuff too, Flesh Hounds are finally getting a plastic kit! One of them can now be upgraded to a Gore Hound, which lets their bark does damage - D6 autohits at 8", S4 AP0 D1 (as per the most recent faq). So, basically a flamer. Not a big boost but now they can do something before they charge. ====<span style="color:#8b0000;">Heavy Support</span>==== *'''Skull Cannon''' A mixed bag like the Soul Grinder but cheaper at 80 pts. It's gun is 48" Heavy D6 (S8 Ap-2 D3 that ignores cover bonus), more to take out light vehicles. On the plus side, it hits with 3+ or an ok 4+ on the move. and can do some good damage on the charge with some possible mortal wounds that can heal the cannon. But even melee is only a last-ditch surprise option. Overall not that great, especially when compared to 7th big cover ignoring blast template. But hey, it's one of the rare long-range options we have and ok to get a few wounds off some light/medium tanks. ====<span style="color:#8b0000;">Lord of War</span>==== *'''Anggrath the Unbound''' - Oh boy, THIS guy. When you absolutely need to have the angriest, smashiest guy on the board, accept no substitutes! He will always hit things on a 2+ and starts off dealing 10 S 15 attacks that have -4 AP and deal d6 damage. That doesn't even cover the fact that he gets his extra attack and strength for Unstoppable Ferocity and when he charges you get to roll for every unit that comes within 1 inch of his base, and for every 2+ the unit suffers D3 mortal wounds. He shrugs off attacks like nothing too, thanks to his T8, 24 wounds, 2+/4++ and 2 uses of Deny the Witch with a +3 bonus. If anyone manages to bring him down by some chance he gets a chance to wound everyone around him. Don't expect much to come from his whip, even though it got a slight boost by being able to be used while in close combat. Also, note that he can be your warlord now. Why yes, I did want 6+ FNP on him to thank you very much! **'''Chapter Approved Alternate Take:''' They've arbitrarily smacked the "numbers of the beast" for each Chaos God on 3/4 Daemon Lords (except for Big Bird who's even more expensive) and now Anggrath's 888 points. This is almost too expensive for what he brings to the table. He cost as much in 7th but that's when he was actually worth the price tag. ***'''Note:''' Though he's now very expensive, as a Khorne character he re-rolls his charge distances while having access to all the smexy stratagems his kin get. Warp Surge, Locus of Wrath, and Frenetic Bloodlust completely ruin anyone's day and more than make up for his increased cost. With those stratagems, he will literally kill anything in the game - if you put him with support characters (Bloodmaster with Crimson Crown, Masque of Slaanesh) he can kill a Warlord Titan in one charge. Or a Porphyrion twice over. Mortarion’s close combat abilities are laughable compared to this ====<span style="color:#8b0000;">Fortification</span>==== *'''Skull Altar''' - First Khorne approved building ladies and gentlemen! First, off all just like Nurgle tree, it cannot be targeted and affected by enemy attacks and cannot move. Secondly, this altar has a bunch of good abilities, especially when playing defender with Khorn. It can be summoned like normal units ( which is easy because it's power level is 5 ) and if it is summoned by a KHORNE DAEMON INFANTRY CHARACTER and his base is touching an altar , you can put him on top of it which makes altar occupied , that grants him a +1 to his Invulnerable saves ( to a max of 3++ but sadly only Bloodmasters and Skulltaker will fit there so don't even think about making 3++ Bloodthirsters ) and while it's occupied, every KHORNE DAEMON unit which is wholly within 16" of it gets a +1A characteristics to all models in unit ( Bloodletters doing 91 attacks on charge or Flesh Hounds doing 40 attacks in a unit of 10 ). It also allows us to re-roll any dice for CHAOS CHARACTERS while attempting to summon Khorne Daemons. The last 2 abilities are also nice, it increases Locus of Rage ability ( 6" Aura to re-roll charges ) from 6" to 12" while a character is within 8" of the altar and it gives -1 to psychic tests if the enemy is within 8" of the altar. All of this for 100 points ====<span style="color:#8b0000;">Biggest Problem</span>==== The best way to run mono-Khorne daemons appears to be simply picking 1 unit and spamming it as much as physically possible. So a list with a mixture of Bloodletters, Flesh Hounds, and Bloodcrushers, would not be anywhere near as effective as a list including only 1 of those units in vast numbers. </div></div>
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