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Warhammer 40,000/7th Edition Tactics/Khorne Daemonkin
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===Heavy Support=== '''PRO-TIP''' Any of your vehicle with the "Blood for the Blood God" rule benefits from blood tithe bonuses. Enjoy your ''Rage/Furious Charge'' or ''+1A'' or ''AW'' on your Helbrute/Maulerfiend/Forgefiend/Soulgrinder. *'''[[Defiler]]''': Honestly, you have other vehicles to cover what this does. Soul Grinders are just as versatile, if not moreso in combat and at range for a lower price, the Dinobots are specialists bar none, and the Skull Cannon can actually synergize with units without grenades. **Longest Range unit in the codex. Even has 12" on the Lord of Skull's longest range. Probably not what you are looking for in a melee army, but that's what this model brings to the table. More impressive in Apocalypse and other games with will larger than normal table size. *'''[[Helbrute]]''': The first glaring error: No Khorne dedication, which would have been phenomenal if paired with the Power Scourge. It's still very iffy as a ranged support unit, and if you're buying this for that role, you've wasted your time. Consider buying a formation instead to bring in some brutes. A cheap and overall decent purchase for 110pts is a Helbrute with two Fists with Combi-Bolters. Only firing off 2 Bolter shots per turn but if you cause the Helbrute to fire its weapons twice then it will fire four bolters. This build really comes to shine when within 12" of an enemy unit since; 1) It's getting close to melee range 2) its shots double. If you get Fire Frenzy within 12" of an enemy unit then I hope they enjoy 8 Twin Linked bolter shots! **An errata was released recently bumping Helbrutes up to 4 attacks base to match their Loyalist cousins. Go rip and tear in the name of the Blood God! *'''[[Forgefiend]]''': These are the Dinobots you want to lay down fire support. They still get their Hades Autocannons or their Ectoplasma cannons, and that's still boss. The issue is that it got a 5 point tax on it for getting Daemon of Khorne, a rule that's pretty much wasted on this. Saying all that, in an army entirely melee, these little devils will cause untold devestation upon your enemy for a pretty decent price and on a surprisingly tough body (the 5++ and IWND really does help counter it's only 12/12/10). *'''[[Maulerfiend]]''': The Daemon of Khorne rule sadly doesn't really do anything for the maulerfiend, as it already strikes at strength 10 with its power fists. So if you already were not sure about taking them before, the price hike gives you less incentive the use them here too. Lasher Tendrils are more for managing MCs and Walkers by limiting their attack output, but you have better (and cheaper) alternatives for that goal. *'''[[Soul Grinder]]''': The guns are what you want it for. If you're unable to fit in a Drake (And what the hell were you doing to get that far?), this guy's able to take plenty of guns. Sure, it's got Daemon of Khorne, but that's pretty useless when you have a Power Fist stock and have to buy a weapon just to let Furious Charge be useful for something (Aside from a bonus attack and Master-Crafted). Though the additional weapon on a 13 front armor walker that already ignores shaken/stunned on a 2+ turns it into a very reliable cyber demon analogue. Rip and tear indeed. *'''[[Skull Cannon]]''': This is your prime tool for ignoring cover, both for you and for your team. Anyone who charges a unit hit from the cannon can now charge through terrain at initiative. Oh, and on top of that, you're a chariot and can make some vicious hits on the charge with your two Bloodletters and D6 S7 HoW hits. That slick gorefeast rule also means that, when assaulting, your vicious HoW might replenish some hull points. *'''Blood Slaughterers (FW)''': Khornates really need to get more creative with their naming. Anyway, the Blood Slaughterer is a Daemon Engine equivalent of a Dreadnought, and can lay down some serious hurt. They come stock with two Dreadnought close combat weapons, giving them 4 S10 AP2 attacks at WS5 and I4, and get +d3 attacks on the turn they charge, plus Rampage. This could mean with lucky rolling 10 attacks on the charge! It can deep strike and has a fairly small base, making it relatively to place in enemy lines, and can benefit from Banners. The downside is you must move toward the nearest enemy unit in LOS, and charge it. Once you inevitably tear through whatever you charge, you must consolidate toward the nearest enemy unit.
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