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Warhammer 40,000/7th Edition Tactics/Khorne Daemonkin
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===Dedicated Transport=== Special note that the language that prevented Khorne daemons from using CSM transports is gone in this codex, so you can put bloodletters in your rhinos and land raiders, if you want. This represents the fastest option to employ a banner of blood so your deep striking daemons won't scatter, 12" move and 6" flat out. Bloodcrushers are the second fastest, with a 1d6" run instead of the flat out. *'''Chaos [[Rhino]]''': Ol' reliable is still here to cart your minions here, and as a Fast Attack Choice, you can even buy an empty one and stuff it full of allied heretics if you feel like throwing out that FA slot. Issue here is that you've lost Dirge Casters (BOO! [Using Slaanesh tech in a Khorne army is the real boo]), Warpflame Gargoyles (Meh [It was too tzeentchy anyway]), and Destroyer Blades (Well enough. We need them cheap anyways). *'''Chaos [[Land Raider]]''': It's a Land Raider, you get everything that normally comes with it (without PotMS since you aren't loyalists). You get a solid way of delivering your squishy troops from one side of the table to an assault. Dedicated Transport for Terminators, but Heavy Support otherwise. Aside from that, all you can really do with it is be a fire magnet, and why would you waste that many points on a Blood Tithe? The loss of Dirge Casters means that your guys are doubly screwed if they don't make the assault because they're now sitting ducks. Alternative view, 3 Soul Grinders in HS slots and 2 lots of Termies with a Land Raider each will cause any opponent to rethink their tactics. Thats 20 AV 13/14 hull points and they can't kill all of that in 5 turns.
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