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Warhammer 40,000/7th Edition Tactics/Khorne Daemonkin
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===Fast Attack=== *'''[[Chaos Spawn]]''': They're still here, they still get random mutations each turn. Shove them ahead of the pack and they'll be the screens your team needs for a short while. And if they die, free Tithe! Excellent meatshields for your Juggerlord. *'''Flesh Hounds''': Arguably the most useful unit in the entire book. Their speed is a huge factor which allows them to quickly get into melee. They're just good skirmishing units, capable of covering ground quickly, messing with psykers, and ruining anything below MEQ. Again, you use them as mainstay combat units, (they don't need to only fill niche roles) they are insanely killy due their WS5 and Strength 5 attacks on the charge plus having a 5++ save and 2 wounds each makes them more survivable. **They also make good body guards for your Juggerlords and can confer scout upon characters. Run them in the GOREPACK formation to make them even stronger. **Heads up - Since so many players use them now, Chaos Warhounds are something of an unofficial proxy model for Flesh Hounds of Khorne. Which is a good thing, since the actual hounds themselves are failcast, and expensive as fuck to boot. A box of Chaos Warhounds costs a little more than half what a box of FH does, and the models are plastic, more dynamic and actually look like hounds. You're going to have to get them 50mm bases, though. *'''[[Raptors]]''': These guys are reasonably priced, efficient at what they do, and versatile in fighting up close. The issue here is that, like all Chaos Marines, they lack VotLW, and thus are very vulnerable if they lose combat. Shoot to close the distance, then charge to make the most of your team. Since Khorne Daemonkin allows you to get Feel No Pain without paying an arm and a leg to get it, Raptors are much stronger than they are in Codex:CSM, furthermore yet again the +1 attack Blood Tithe will help these guys deal with the lack of VotlW. **Though not quite as good as bikes, these dudes are solid as tank-hunters as they can take two meltaguns in a 5 man squad. Not that expensive and quite mobile. *'''[[Warp Talons]]''': Now these guys got something of a new lease by merging with Daemons. See, like Possessed, they also benefit from both the Mark and Daemon of Khorne rules, and thus can now benefit from any Banners and Instruments that you put on the field. The issue with this is that they suffer from the whole "Can't assault after DS" bullshit, and thus will more likely end up just adding to your Blood Tithe. Hounds can do this for cheaper, but these guys have durability and a bonus punch. They are also quite a good drop pod defence: they are fast enough to get into melee easily, can mince anything coming out of a drop pod, and if the drop pod units target them they will take quite a bit of fire away from your big killy squishier units. **Jump Packs give them deep strike, so as daemons of Khorne, they won't scatter if they land within 6" of a Banner of Blood. **Unit lacks Frag and Krak Grenades, so is very reliant on Skull Kannons to be able to assault through cover in initaitive order. *'''Chaos Bikers''': These guys represent a fine balance between ranged firepower and melee power. On one hand, you can give two bikers both a special weapon and their TL bolter and still have their bolt pistols to bail them out of combat. On the other hand, you can keep your CCW and pistol and gain that extra attack on top of Rage and provide plenty of punch where you need it. Bring a pack just in case you decide to make your Lord a biker. Chaos Bikers are your bread and butter simply because the Gorepack is a good formation to start with due to the massive buffs it brings. Chaos Bikers give you some solid ranged firepower and large melee prowess backed up with Str4 HoW with Shred and the large amounts of attacks they bring for a low low price! *'''[[Heldrake]]''': Everyone's favorite murderous turkey, here to bring that Gorgonzola to the field. Sure, it's a shadow of its supreme cheesemeister days, but it can still bring a good fight with its S7 Vector Striking and the option between the Hades Autocannon and Baleflamer. Oh, and it's also a Daemon of Khorne, which would be completely forgettable EXCEPT that this means that it can benefit from Icons, Loci, and Instruments your daemons bring along.
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