Warhammer 40k Forum and Wargaming Forums banner

181 - 200 of 226 Posts

·
Registered
Joined
·
3,694 Posts
thing is, i can't fit 20 cultists in a transport so i don't think that's a fair comparison.
That's true! Is There no way with the Deamonkin book alone to outflank the blob or infiltrate it?
 

·
Entropy Fetishist
Joined
·
4,249 Posts
That's true! Is There no way with the Deamonkin book alone to outflank the blob or infiltrate it?
No Karanak, so no way to give Scout. Um... hope for a proper Warlord trait, but I think that's the only possible way to get one of those.
 

·
Registered
Joined
·
580 Posts
Few tactic questions...
1) can you make a viable list without hounds.
2) I'm planning on using pure khorne daemons for my troops, should my jugger herald be auto include?
3) sticking to 1000 pts should I forego the soul grinder for something else?

Its been awhile since i've dusted off my khorne guys, and I am waiting to get the new daemonkin dex.

Cheers
 

·
Entropy Fetishist
Joined
·
4,249 Posts
1) can you make a viable list without hounds.
2) I'm planning on using pure khorne daemons for my troops, should my jugger herald be auto include?
3) sticking to 1000 pts should I forego the soul grinder for something else?
1) Erm, if you stick with Soul Grinders and Maulerfiends, I guess.

A bit dismissive, but: Flesh Hounds make a good first wave that close into enemy faces real quick, and without that, you may struggle to close to the enemy fast enough to really threaten them: you're facing two uninterrupted enemy shooting phases at least, not one. Hounds also slot nicely into the "MSUspam" mechanic reinforced by Blood Tithe points. With their Scout moves, they also make a nice solid wall of dogflesh enemy assaulter units can't sneak through, I find. That said, they're not essential-just an excellent Fearless tarpit to tie up enemy shooters until the rest of your combatants arrive and pile in for their own assaulty bonuses (which won't be long with your bikers from the other half of the Gorepack).

As for alternatives to the Gorepack, I've been considering fleshing out the units I field to a larger, meatier degree, and running less of an MSU list and more of a melee crusher list. Might max out more of the Slaughter Cult choices too, for the added bonus Blood Tithe benefits: Juggerlord in Spawn, Rhino Rush wall blocking enemy assaulters/MCs/Knights before they get to your disembarked possessed/CSM, etc.

2)Juggerherald yes. Can stick it in Spawn or something, if you want a retinue that can keep up. If you're going pure daemon and no Flesh Hound, though... you may have some mobility issues. Or, well, Bloodcrushers-getting-IDed-for-only-being-T4 issues. Hey, at least grav sucks against Bloodcrushers!

3) If you're not going Flesh Hounds, I would embrace the Daemon Engine side of things. Soul Grinders, Maulerfiends, you name it.
 

·
Registered
Joined
·
166 Posts
i have been recently noodling adding a destroyer cult (necron formation) as an ally to my army. The destroyers are pretty bad ass and as jet pack infantry they would get that little scoot move in the assault phase so they could sort of keep up with the gore pack rush...and by keep up i mean not get totally left in the dust. At 470pts it would pump out some pretty nice dakka (18 BS4 24" S5 AP3 with re-rolls on failed wounds/penns) to cover my advancing assault units. For another 30pts i could upgrade 3 to heavies which would replace 6 of those shots with 3 36" S9 AP2 shots. Thoughts?
 

·
JUGGERNUT
Joined
·
2,558 Posts
Discussion Starter #187
No bases. I ordered 30 and it took about a month from the order date for them to arrive.

I like them, but there is a lot of resin to clean up. Mold lines and some that have the legs close together have solid resin connecting the legs. It isn't a huge deal but adds quite a bit of extra work to the assembly process.
 

·
Registered
Joined
·
773 Posts
Sooooooooo NEW STUFFS from a Warhammer World Exclusive book!



Gunna have my copy of the book soon (got now) but many pics from the interwebs showing off the shineys.











This gives us a bit more to talk about...

Lets start with the Fist of Khorne.
This is something great for all the Khorne Chaos players out there... In fact this is MASSIVE! Yeah this is also a costly unit at 650pts for the 20 guys and 1 pod. But the Kharbdis is a large model and could easily enough hit multiple vehicles when falling for that Strength D AP1 hit. This also doesn't seem to rule out the normal 3 +D3" from the hull blast of S6 AP5 with no cover and always hits weakest armour and counts as a flamer, AND it then has all those lovely storm launcher shots that are all independent of each other with Twin Linked, Heavy 2, S6, AP5 and Pinning. THEN those lovely Berserkers can charge on the turn then deep strike in! Strangely as well if you missed all those Vehicles or Buildings you could drop off the Berserkers, go Flat Out in your shooting phase to move 18" and fly your way off the board and deepstrike again in the following turn and try again :) Though the troops loaded in this time you wanted would not be able to assault on coming out.

So on to the Hellforged Hunting Pack. This officially allows the Brass Scorpion for Khorne Daemonkin, but also stack in a load of Slaughterers, Maulerfiends and stuff what when any of its friends die gain a bonus attack!, that is sweet. Just imagine having a Scorp and 4 Mauler/Slaugherers having lost 4 guys so having 7(8) attacks each for the mauler/slaughterers and that is without charge or rampage bonuses, and 10+ attacks for the Scorp...
Only downside is I think the min cost of such a formation is 1700... though I think that might make a good tourney army :p

Bloodied Horde. This is just a nice Khorne Daemon army in a formation box. None of the stuff is fantastic, but having them all come down at the same time and having a reroll on the reserve roll is nice. But also having them respawn if they die on a 4+ is rather insane for board control. Not to mention Rage is a great bonus.

Goreguard. So you can now have An'ggrath for Daemonkin and he gives all the other Thirsters near by +1 attack and counterattack, and feel no pain, and rampage, and adamantine will. Oh and if in combat your enemy takes a fear test that for every point they fail by the take a wound with no armour saves allowed.
 

·
Herald of The Warp
Joined
·
2,752 Posts
THEN those lovely Berserkers can charge on the turn then deep strike in!
You sure about that? It only states "This unit can charge on the same turn they disembark from the Karybdis Assault Claw." To my knowledge you can keep the unit inside the droppod when it comes in - But they still arrive from reserve.

If they were to come in and assault the same turn, then I believe it should have been worded "This unit can charge on the same turn they arrive from deepstrike".

Maybe I'm reading too much into it - But it seems like one of those cases where it can easily be argued that they still cannot charge when they come in from reserve.
 

·
Registered
Joined
·
773 Posts
You sure about that? It only states "This unit can charge on the same turn they disembark from the Karybdis Assault Claw." To my knowledge you can keep the unit inside the droppod when it comes in - But they still arrive from reserve.

If they were to come in and assault the same turn, then I believe it should have been worded "This unit can charge on the same turn they arrive from deepstrike".

Maybe I'm reading too much into it - But it seems like one of those cases where it can easily be argued that they still cannot charge when they come in from reserve.
Quote from BRB for special rules Deep Strike
In the Movement phase during which they arrive, Deep Striking units may not move any further, other than to disembark from a Deep Striking Transport vehicle if they are in one.
Otherwise it would be stupid to also have the rule there anyway as once the Kharybdis has deep striked anyway it is counted as a Flyer with Hover and is an Assault Vehicle anyway, so they can always assault on the turn they disembark in any other turn.
Also just noticed something (so amended previous post) Strangely as well if you missed all those Vehicles or Buildings you could drop off the Berserkers, go Flat Out in your shooting phase to move 18" and fly your way off the board and deepstrike again in the following turn and try again :) Though the troops loaded in this time you wanted would not be able to assault on coming out.

those are expensive formations, are they for apocalypse or something?
It says "Although these Formation represent those that fought in the bloody siege of Angelus Prime, this conflict is far from the only timer that they have seen battle. As a result, you should feel free to use these Formations in any of your games of Warhammer 40,000"

But yeah the Ultramarine formations are a little expensive as they are 100 marines (60 tact, 20 assault, 20 devs, 2 dreads and a couple of chars, OR 100 veterans / termys + 3 ven dreads and a couple of chars) so about 1500-4000pts I guess. The Chaos ones are still expensive as said with the Hellforged Hunting Pack as a base of 1700 I think and upper limit is 2300 I think. An'grath and his 8 Blood Thirsters would be 2888 min and 3288 max.
Though the Khornes Fist is just the 650pts + any optionals you want to buy like chainaxes, melta bombs and stuff. But also remember they could come in on DropPod assault so 50% of your droppods rounding up can come in on turn 1. So if you take 1 of these formations you could guarantee they come in on your first turn and could also charge!
The Blooded Horde is also a not massively expensive 1160pts, especially as that is 64 bloodletters, 6 juggernauts and 2 skull cannons. Add on a Slaughtercult (Herald, 2X 8 Bloodletter, 5 Possessed) and Gorepack (2X 3 Bikers and 5 Hounds) for a Bloodhost army for about 597pts min I think, and that is 1757pts, so a bit of room for upgrades and additional bodies if you want.
 

·
Entropy Fetishist
Joined
·
4,249 Posts
...you know, I was joking when I was talking about GW giving SM drop pods a Strength D hit on whatever they land on, and also an AV 14 all around 20 HP titan... then they drop this Zerker-pod formation and the Warlord Titan and I don't know what to believe anymore.

You sure about that? It only states "This unit can charge on the same turn they disembark from the Karybdis Assault Claw." To my knowledge you can keep the unit inside the droppod when it comes in - But they still arrive from reserve.

If they were to come in and assault the same turn, then I believe it should have been worded "This unit can charge on the same turn they arrive from deepstrike".

Maybe I'm reading too much into it - But it seems like one of those cases where it can easily be argued that they still cannot charge when they come in from reserve.
RAW you're left at a logical fault:

- may not assault the turn they come in
- may disembark the turn they come in
- may assault the turn they disembark

However, that you can't assault the turn you arrive from reserve is a rulebook rule and that you can assault the turn you disembark is a formation rule, and GW has stated that external rules sources override the main rulebook. So I'm inclined to say that if you choose to disembark the turn you arrive, you are allowed to assault because rules written here trump rules written in the main book.

If that doesn't satisfy you, let's look at this another way: so we have to look into the reasoning behind "why not simply call the Karybdis an Assault Vehicle?" It would fill the exact same wording... except that people already say the occupant of a Dreadnought Drop Pod can't assault the turn it comes in, on account of that rulebook rules association. Therefore, I argue that the rules-writers here didn't simply slap on the "Assault Vehicle" rule because that rules interaction is contained entirely in the main rulebook: arriving from reserve vs assault vehicles. With this wording, since formation rules trump rulebook, if you have disembarked this turn you may assault. Period.

Finally, let's look at RAI. Look at the flavor text. The actual rule allowing the assault is sloppily written, admittedly, but why the hell would they include that rule at all if their writing intent weren't to allow the squad of Zerkers to assault?

The conclusion I draw: overwhelmingly I see this as an "assault the turn they come in" rule.

Hellforged Hunting Pack: is that extra attack permanently, Lord of Skulls style, or until end of turn? I mean, I don't see why it isn't permanent... which makes that formation... quite insane. 8 Maulerfiends? Or, say, 5 Maulerfiends and 3 Soul Grinders? Whew!
 

·
Herald of The Warp
Joined
·
2,752 Posts
However, that you can't assault the turn you arrive from reserve is a rulebook rule and that you can assault the turn you disembark is a formation rule, and GW has stated that external rules sources override the main rulebook. So I'm inclined to say that if you choose to disembark the turn you arrive, you are allowed to assault because rules written here trump rules written in the main book.
Hmm that makes sense - Hell, I want to use this formation so I'm happy about getting a formation that can assault on the turn it arrived :good:
 

·
Registered
Joined
·
773 Posts
If that doesn't satisfy you, let's look at this another way: so we have to look into the reasoning behind "why not simply call the Karybdis an Assault Vehicle?"
They are already an Assault Vehicle :)

Hellforged Hunting Pack: is that extra attack permanently, Lord of Skulls style, or until end of turn? I mean, I don't see why it isn't permanent... which makes that formation... quite insane. 8 Maulerfiends? Or, say, 5 Maulerfiends and 3 Soul Grinders? Whew!
Yes the additional attack is permanent and cumulative. So yeah my example of having a scorp and 8 maulers would be great. Each 1 that dies gives 1 bonus attack to the rest. So a Mauler starts with 3(5 on charge from rage) attacks (with the 2 powerfists). But if 4 of the maulers have died, then you are walking around with 7(9) attacks each...

I like the Hellforged Hunting Pack of 1 Scorp, 2 Drakes, 2 Grinders, 4 Maulers comes in right about 1850 and seems like a nasty force to field in a tourney :p and the Scorp could be the warlord :p
 

·
Registered
Joined
·
773 Posts
So tempted to build



Here is a list of kits and extra bits used:
2 Defiler kits
1 extra defiler arm
2 dozer blades
2 ammo crate lids
1 missile load from ammo crates
2 Space Crusade dreadnought plasma guns
2 Extra Khorne vehilce Icons from the CSM vehicle sprue (for a total of 4 used)
1 Metal Khorne icon
Skulls from the Skeleton regiment
Lots of sprue (the plastic fraes that minis come on)
Spikey bits from the old CSM vehicle spikey bits sprue
Plasticard
Pin heads (used for rivets).

That was what the guy who made that one used. But I think I would slightly change the stuff up of course not having some of the stuff spare and finding other bits easier. But either way that one looks EPIC! compared to the FW one that I don't actually like much.
 

·
JUGGERNUT
Joined
·
2,558 Posts
Discussion Starter #197 (Edited)
I'm loving these formations.

The Bloodthirster one is out the window, because I'm never going to buy or build 8 Bloodthirsters.

I just ordered a brass scorpion this week, so these rules are quite timely! I love the FW scorpion, myself.

I'll be running my formation with these units:

Scorpion
3x Maulerfiends
2x Heldrakes
2x Blood Slaughterers
1x Soul Grinder

I need to get a Kharybdis, but that will take a while to save up for.

I like the Bloodletter formation, though against any vehicles it isn't going to accomplish much on its own. That's why you bring Gorepacks and 1 unit of Bloodletters in a Land Raider (or 1 unit of Bloodcrushers) with a banner of blood so they can all DS optimally. Not a super powerful list but it would be fun as hell to play.


As for the Fist of Khorne:

I'm thinking Combi-melta, Melta bombs, and maybe a Lightning Claw on the champ? If the vehicle(s) that receive the D survive, the champ could hopefully finish them off. Not sure the lightning claw is necessary, TBH. This formation would probably be most useful against infantry, though 3+ to hit Krak Grenades could do a number on many vehicles in the game. With a unit this big a multi-charge is pretty feasible too.
 

·
Premium Member
Joined
·
12,830 Posts

·
Registered
Joined
·
166 Posts
Nordicus is correct. using logic gates, you are still barred from assaulting because the gate referring to Assaulting after coming from Reserve isn't explicitly bypassed.

In a game which works in explicits, Nordicus' reading is correct. In a beer and pretzels who gives a fuck game, the rule of "who cares what the rules say" takes over.
I think this is a wrong interpretation for 2 reasons...first, being that its a case of a specific rule trumping a general rule. 2nd, and probably more importantly, khribdys is already an assault vehicle so you can already assault out of it, meaning that "Hungry for blood" would not be a special rule at all if it didn't trump the rule book rule for assaulting from reserves.
 
181 - 200 of 226 Posts
Top