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Warhammer 40,000/7th Edition Tactics/Khorne Daemonkin
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===Elite=== *'''Possessed''': These guys aren't quite as fab as the [[Crimson Slaughter]] update made them, but they've got some fun changes still. First off, they get BOTH Mark and Daemon of Khorne rules, which might explain the price bump (Used to be 29 points per unit with MoK, now they're a flat 30). This makes them VERY frightening to face in combat. Their mutations are also the same as they were in the codex, which is doubly nice when added to their bonuses. BUT pay Close attention to the wording from the Vessels of Chaos special rule on the Khorne Daemonkin Possesed: **"Vessels of Chaos: At the beginning of each Fight sub-phase, roll a D3 on the table below for each friendly Possessed unit that is locked in combat. The mutation affects every Possessed model in the unit and lasts for the rest of the game turn." **This means if you get the first player turn you can have multiple effects simultaneously! As the first effect you generate in the fight sub phase of your assault phase, this effect lasts until the end of the game turn meaning in your opponents fight sub phase you will generate a second effect and have two for that last phase !!! Also, it works if you're charged but you don't want that... **Some people have complained that the Slaughtercult's possessed tax is a pain and that the unit is generally over-priced, consider this a litmus test for people who are good at interpreting special rules. Two attacks base, Rage and Furious Charge base, Counter attack base, S5 base, and stacking mutations to possibly grant 2 additional attacks on second player turn if they were in combat beforehand? Given they can't benefit from stage 2 blood tithe, but all the more reason to give them +1A and FNP to turn these guys into the ultimate hammer unit. (Take note that Icon of Wrath is a 20 point investment in only +1 to combat res (You have fleet already) for a unit that when functioning optimally simply obliterates the opposing marine squad/vehicle with 11 armor before getting touched.) Not bad for 30 a model all-in. *'''Chaos Terminators''': They're still damnably expensive, but still benefit from their nebulous power weapon loadout. Since they're stuck with MoK, the best role for them is the anvil unit, deep-striking on the field and grabbing whatever they can to thin the herd and suck up an untimely assault. If you don't care about them surviving, you can throw in combi-weapons if you can spare the points just to make the Blood Tithe worth it. Chaos Terminators are a good unit for getting Blood Tithe points since they are solid at ranged combat due to their combi-weapons and are pretty nasty in close combat by the own and then Blood Tithe just further boosts their offensive powers. FnP Terminators? Furious Charge + Rage Terminators? 3 attack '''BASE''' Terminators? The world is your oyster. *'''Bloodcrushers''': They're still really shit here. Fearless doesn't help the fact that they only come with a 5++ daemon save and T4. So they die easily despite being Daemons. That being said; these guys are best when used within the formation since they gain +1 attack if they are outnumbered (which is most of the time) plus they can get another +1 attack from either Rage and/or the +1 Attack Blood Tithes which would give each Bloodcrusher 5 Strength 6 (daemons of khorne have furious change and these are base 5) AP3 attacks at WS5 on the charge, plus a Strength 5 HoW hit. Imagine that each Bloodcrusher is a Chapter Master with a jump pack and relic blade and you're actually not far off. Just be wary of ANYTHING Strength 8 or above since it will instant death them. If only Feel No Pain Blood Tithe worked against instant death! **The rules that prevented ICs from joining your daemon units are not found in this codex. Your CSM ICs (no mark/daemonic alignment restrictions in this codex), as well as the Chaos Lord from the Daemonkin Codex, can join this unit. So a Biker or Juggernaut IC could run at the fore in order to mitgate S8 shooting attacks. I still find this unit lacking.
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