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===Troops=== *'''Cultists''' - 7 goons, 1 champion (Yeah, this is a pattern. All basic infantry are organized in squads of 8). They still can only take Flamers or Heavy Stubbers per 5 (or just get Autoguns) while the champ can only get a shotty. Simple tip: Sacrifice them. Sure your characters are shit, so let them die Note: Theres a champion and a unit, so 1 units of cultists generates 2 Blood tithe! Use their death to fill the Blood Tithe (Doubly so if they get overrun). If you spam MSU, you can go pretty far. Note that since the Daemon prince and Bloodthirster Blood Tithe options require you to sacrifice a character, these can bring both bodies to fill the Tithe and a free body to get "possessed". Just make sure you have someone boosting their leadership to not-sucking levels. On a plus side Cultists can be "sacrificed" if they failed their morale check, aka: means that if your surviving unit of 3 cultists are running away and are far too low to do anything you can sacrifice them by removing them from play and getting your Blood Tithe point! Just be sure not to scrap them ''too'' early and give your opponent First Blood, so at least kill something first before you start using them to horde Blood Tithes. **When using cultists remember to if possible play aggressively with them, unless you are just using them for objective camping you want to have them out in the line of fire as quickly as possible. Of course if you can get some shots or charges off take it, but remember these guys are meat-shields put them in front of more important units as you move up the board and let them absorb the enemy shooting so your real fighters are unhurt for combat next turn. And with their deaths you can use the blood tithe to buff the rest of your army for next turns combat. **Best Blood Tithes: Doesn't really matter as they are really for generating points, not using them. If you must best go with the second and fourth ones with them. FNP isn't great on them as you want them to be doing damage before death, not staying alive. *'''Chaos Space Marines''': Your middling troops choice. You're no longer risking champions turning into gribblies with each fight, but you've also lost out on the gift of mutation as well as Veterans of the Long War. Other than that, you've still got the same issues of price, now worsened by MoK being stock as well as the large base size. Very overshadowed in this book, plus the removal of Icon of Vengeance kinda made them kinda redundant, plus you spent Β£30 to use the unit below this, right? **If you insist on using them it is best to focus more heavily on their ranged abilities (berzerkers are better fighting marines anyway and bloodletters are cheaper). So best to leave them equipped with their bolters and maybe throw in a melta and special weapon for kicks, then throw them in a rhino and start shooting around the board. Its probably the best option you got for chaos space marines. Also do not forget you are '''NOT''' fearless and can run off the board or be overrun, so tread carefully. ***Best Blood Tithes: Feel no pain all the way. They really aren't the ones you want in combat anyway, just some extra boost against enemy return shooting. Close second would be granting furious charge, the extra strength can help. *'''[[Khorne Berzerker]]s''': Your iconic elite murder machines...still struggle under an exorbitant price tag. They still need to pay 3 points for their chainaxes, and still suffer from only getting attacks when charging/getting charged. And you also lack VotLW. For such an iconic unit, you'd think they'd give these bastards at least something of a break. Remember, a CSM statline and power armour means Berzerkers are far more suited to handle horde armies and prolonged combats than Bloodletters are, who can easily be overwhelmed by Tyranids and Orcs they fail to wipe out on the charge due to Bloodletters' low number of attacks, toughness, and saves. In addition they are also far less vulnerable to overwatch fire and Instant Death, so have more opportunities to abuse feel no pain and make their charge distance. Also having ranged abilities gives them more versatility (especially in regards to the plasma pistol upgrades) than Bloodletters, thus meaning not being in combat is not a complete loss for them. **Berzerkers overall are probably the most reliable of the the the four troop choices. Hordes will get mowed down, MEQS and TEQS can be taken down through sheer weight of attacks and shooting (you do also have the two plasma pistol per squad and power fist options if you want more guarantees) and there high weapon skill means they can handle themselves against high strength combatants. They are better fighters than chaos space marines and cultists, including being more reliable than bloodletters. Though for all this you are paying a higher price, if you are focusing on other areas of your army and low on points you would probably be wise to consider cultist or bloodletters for troop based fighters. Or perhaps chaos space marines if you want to focus on shooting (why you would in this army, I leave to you). ***Best Blood Tithes: The second tithe is useless to them so best focus on the third and fourth. This will grant them feel no pain and +1 attack (combined effects assumed with slaughter cult) which combined with their other abilities will mean they will have literally one of the scariest charges in the game with a large squad. *'''[[Bloodletter]]s''': Your other budget troops choice, Bloodletters only benefit over Cultists in two ways: Fearless and AP3 weapons. Aside from that, they're still weak against firepower, and aren't too hot in prolonged combat, and with the loss of the random tables (and thus the weapons), getting the Bloodreaper isn't even such a hot choice except for the sole reason of having him die for your Blood Tithe, but at least now they won't have to roll to see if they automatically die and that means that they can act more like bodyshields. Buying an Instrument of Chaos allows them and another Daemons of Khorne unit to auto-arrive from reserves. Buying a Banner allows Daemons of Khorne units Deep-Striking within 6" to not scatter (And other Daemons just scatter d6, which is cool too). Just remember that both upgrades ONLY work on units comprised entirely of models with the Daemon of Khorne rule (aka: Warp Talons!) **Bloodletters due to the inclusion of fearless also creates the option of cheap distraction units for your army. Now that you can actually summon with mono-khorne you can bring down units of bloodletters and rush them into high-priority units such as terminator squads and tie them up without worrying about them running. Generally TEQ's probably won't have the attacks to kill them all in one round so that means you can distract them from interfering in other areas for a turn or two. If your bloodletters manage to kill one or two on the charge in well thats just the bonus as your free units take down high point models and when they die they add to the blood tithe and recycle themselves back into summoning more free units who can throw themselves into the line of fire and chip away at your opponent while your other squads deal with other areas (objectives, killing the warlord, etc...). A note that's worth sharing, for newer players, overwatch (specifically rapid fire bolters) can really really hurt. ** They come in units of 8 now while retaining their original Chaos Daemons price, making MSUs slightly cheaper while being overall more effective (you got fearless instead of instability). If you need to fill the mandatory troop tax (anywhere) these guys will bring more bang for your buck than cultists. ***Best Blood Tithe: The best for blood letters when getting into combat would probably be the second and fourth options (assuming in the slaughter cult) so they can literally put out more attacks on the charge than daemonettes (seriously). FNP is really not as much a big deal as they probably won't survive that long after combat anyway, best focusing on improving their combat to wrack up the points. Another good tithe for them would be the fifth as summoning more bloodletters in will remove the sting of losing a squad of them, making them more expendable than non-summonable units (chaos space marines, soul-grinders, etc...).
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