Hi All,
I've been toying with another list idea, this one is designed to show that Khorne is the true melee king! Any feedback for improvements would be greatly appreciated. I'd like this to be competitive!
KD Bloodhost
Slaughtercult
Herald - 55 pts
Bloodletters w/Bloodreaper - 85 pts
Bloodletters w/ Bloodreaper - 85 pts
Possessed (Ugh) - 150 pts (Ffs)
Gorepack (Now we're talking)
Bikers - 2x Melta, Melta Bombs - 101 pts
Bikers 2x Melta, Melta Bombs - 101 pts
Flesh Hounds x 5 - 80 pts
Flesh Hounds x 5 - 80 pts
Flesh Hounds x 5 - 80 pts
Flesh Hounds x 5 - 80 pts
World Eaters Butcherhorde (Turn 1 charges fuck yeah)
Chaos Warband (MoK and VoTLW on everything obviously)
Lord - Bike, Gorefather, Melta Bombs, Sigil of Corruption, Talisman of Burning Blood - 180 pts
Terminators x3 - Power Lance x3, Combi Flamer x3 - 121 pts
Bikers - Melta x2, Melta Bombs - 101 pts
Bikers - Melta x2, Melta Bombs - 101 pts
Bikers - Melta x2, Melta Bombs - 101 pts
Stupid Chaos Marines - 85 pts
Stupid Chaos Marines - 85 pts
Havocs - 85 pts (Chaos Marines)
Rhino - Perdus Rift Anomaly (Oh, you seized the initiative? Think again, dickhead!) Dirge Caster - 60 pts
Spawn - 32 pts (Gotta stay battle forged!)
Total - 1848
How It Works
So, if I have first turn (which is more likely than not because of the legacy), all of the World Eater units move forwards with their 2d6 movement, whilst the hounds scout. The chaos marines and havocs can grab objectives, so can the spawn if necessary. All of the bikers and the spawn then move their standard 12 inches, then if the bikes are within range for melta they'll take some shots at vehicles. The hounds will run, and so will the bikes if not shooting or within charge range. The lord and his bikers will get an extra 3 inch range plus the 3 inch more from movement phase, so they should charge in comfortably (especially with charge rerolls).
Then it goes as expected, charge and kill. Bloodletters and terms deep strike in, blood tithe is used to buff units with fnp or +1 attack, or summon in more hounds or letters.
If I don't secure first turn, then Ill cling to cover and LoS blocking terrain as much as possible with scout and 2d6 movement.
Pros
- Mobility
- Board control
- Melee
- More units than able to destroy in time (and can regenerate with tithe)
- Ten melta's and 6 melta bombs on v fast units will scare the shit out of tanks
- Decent anti psyker with adamantium will on all world eaters and collar of khorne on hounds
- Alpha strike armies will be dropping into a murder pit of khornate bloodshed and untold terror (even terminators aren't safe from so many fucking s5/s6 attacks)
Cons
- Not much shooting
- Opponent might cry
- No anti tank outside of bike units (savvy opponents might target them if they can)
- Flyers and fmc's will laugh as bloodletters desperately throw hellblades at them (aka theres fuck all anti flyer)
- Literally everything is fearless and has furious charge
Have I missed anything? Any areas of improvement?
Cheers
I've been toying with another list idea, this one is designed to show that Khorne is the true melee king! Any feedback for improvements would be greatly appreciated. I'd like this to be competitive!
KD Bloodhost
Slaughtercult
Herald - 55 pts
Bloodletters w/Bloodreaper - 85 pts
Bloodletters w/ Bloodreaper - 85 pts
Possessed (Ugh) - 150 pts (Ffs)
Gorepack (Now we're talking)
Bikers - 2x Melta, Melta Bombs - 101 pts
Bikers 2x Melta, Melta Bombs - 101 pts
Flesh Hounds x 5 - 80 pts
Flesh Hounds x 5 - 80 pts
Flesh Hounds x 5 - 80 pts
Flesh Hounds x 5 - 80 pts
World Eaters Butcherhorde (Turn 1 charges fuck yeah)
Chaos Warband (MoK and VoTLW on everything obviously)
Lord - Bike, Gorefather, Melta Bombs, Sigil of Corruption, Talisman of Burning Blood - 180 pts
Terminators x3 - Power Lance x3, Combi Flamer x3 - 121 pts
Bikers - Melta x2, Melta Bombs - 101 pts
Bikers - Melta x2, Melta Bombs - 101 pts
Bikers - Melta x2, Melta Bombs - 101 pts
Stupid Chaos Marines - 85 pts
Stupid Chaos Marines - 85 pts
Havocs - 85 pts (Chaos Marines)
Rhino - Perdus Rift Anomaly (Oh, you seized the initiative? Think again, dickhead!) Dirge Caster - 60 pts
Spawn - 32 pts (Gotta stay battle forged!)
Total - 1848
How It Works
So, if I have first turn (which is more likely than not because of the legacy), all of the World Eater units move forwards with their 2d6 movement, whilst the hounds scout. The chaos marines and havocs can grab objectives, so can the spawn if necessary. All of the bikers and the spawn then move their standard 12 inches, then if the bikes are within range for melta they'll take some shots at vehicles. The hounds will run, and so will the bikes if not shooting or within charge range. The lord and his bikers will get an extra 3 inch range plus the 3 inch more from movement phase, so they should charge in comfortably (especially with charge rerolls).
Then it goes as expected, charge and kill. Bloodletters and terms deep strike in, blood tithe is used to buff units with fnp or +1 attack, or summon in more hounds or letters.
If I don't secure first turn, then Ill cling to cover and LoS blocking terrain as much as possible with scout and 2d6 movement.
Pros
- Mobility
- Board control
- Melee
- More units than able to destroy in time (and can regenerate with tithe)
- Ten melta's and 6 melta bombs on v fast units will scare the shit out of tanks
- Decent anti psyker with adamantium will on all world eaters and collar of khorne on hounds
- Alpha strike armies will be dropping into a murder pit of khornate bloodshed and untold terror (even terminators aren't safe from so many fucking s5/s6 attacks)
Cons
- Not much shooting
- Opponent might cry
- No anti tank outside of bike units (savvy opponents might target them if they can)
- Flyers and fmc's will laugh as bloodletters desperately throw hellblades at them (aka theres fuck all anti flyer)
- Literally everything is fearless and has furious charge
Have I missed anything? Any areas of improvement?
Cheers