Warhammer 40k Forum and Wargaming Forums banner

201 - 220 of 226 Posts

·
JUGGERNUT
Joined
·
2,558 Posts
Discussion Starter #202
I see how it could lead to some rules-lawyery arguments, but charging on the turn they disembark seems pretty explicit to me. They can disembark the turn they arrive, thus they can charge the turn the arrive. It doesn't really need anything beyond that. They should have been more explicit to prevent arguments like this, but really, this is a game and not legal code. Pretty sure most reasonable players can agree on what the rule means.
 

·
Registered
Joined
·
166 Posts
despite the points and dollars cost, it does seem like a pretty fun formation to try out...20 zerkers charging you on turn 1 is pretty gnarly. Gorepack/juggerlord catches up on turn 2, lots of choppy goodness.
 

·
Registered
Joined
·
773 Posts
It is however a shame that Khornes Fist unit cant be lowered to 19 Berserkers if you added a character in there like a Lord of Khorne or something. Though I think in friendly circles this would probably be allowed as a house rule because it makes sense.
 

·
Registered
Joined
·
773 Posts
I did specifically dig up my copy of IA XIII and look for that in the unit entry, but didn't see it. Still, I'm inclined to believe you...
Not sure how you can miss it... it is the first special rule. Right above drop pod assault on the list. About 2cm below the armour values.

One thing i did wonder as it is an infernal relic, would it take up your allowance, or would it as an individual self contained formation you could still have a fire raptor or whatever.
 

·
Registered
Joined
·
3,694 Posts
One thing i did wonder as it is an infernal relic, would it take up your allowance, or would it as an individual self contained formation you could still have a fire raptor or whatever.
Nope, if i recall, infernal relic applyes to the whole army. SO to take more you still need a sorceror or warpsmith. If i'm not wrong of course
 

·
Registered
Joined
·
773 Posts
Nope, if i recall, infernal relic applyes to the whole army. SO to take more you still need a sorceror or warpsmith. If i'm not wrong of course
The trouble being is that Daemonkin don't get Sorcerers or Warpsmiths in the codex and these are a Khorne Daemonkin unit... Also in most cases Formations are treated as their own Detachment for the purpose of Force Organisation (unless it is Blood Host, Decurion or that Eldar version).
 

·
Registered
Joined
·
773 Posts




One of my new rapiers. Needs finishing but you get the idea.
The other thing this has meant is that I have the spare upper bodies of those servitors. This might change my brass scorpion plans I put elsewhere on the forums. I am thinking that I might make it like a slave galley. With a servitors but don't stick any arms or guns on them, instead either make or just buy some cable to "plug" them in to the machine in various places. At the back have 1 to control the tail and maybe 2 legs. Another 2 (controlling the remaining 4 legs) or 3 (if I have 8 legs) maybe 4 (if I give them 2 legs or leg and claw each) in the middle. And maybe 1 at front for the claws and gun.

Idea being something like



but a lot better.

Probably go for 4 of them on there, 1 controls tail and 2 back legs, 2 in the middle controlling 3 legs on there side each. The last guy at the front would have claws and cannon...
Unless I buy another pack of those servitors then I could have the holy number of 8 of them... but I think that might be a bit of a squeeze.
 

·
JUGGERNUT
Joined
·
2,558 Posts
Discussion Starter #211
Cool stuff, @mayegelt.

I've been kicking around the idea of a Spartan Assault Tank and how best to use it with my army.

Obviously, it would "have" to belong to an allied detachment of CSM. But inside of it, I think I'd put 24 KD Cultists with a Herald of Khorne + Locus of Wrath. Upgrade the tank with a dirge caster, frag assault launchers, and one of the legacies of ruin. Either +1 khorne daemon save within 6", or 12" dirge caster range. On such a big tank, either one will work pretty well. 12" from that hull is a big chunk of the tabletop!

There are obviously deadlier units to put inside of the tank, such as Berzerkers, Terminators, or even a ton of Bloodletters with an Icon to precision DS other daemons of khorne (the only other viable option, IMO). With the +1 save upgrade, this unit would make more sense if anything is deep striking.

But the issue is cost. This is already a 300+ point investment not counting the unit inside. Fearless cultists with Rage rerolling misses in the first round of combat is pretty solid. (24*4)+1 for champ = 97 attacks on the charge ignoring the initiative penalty for charging into cover.

With the cultists, herald, and decked out tank, that's ~560 points. Still a huge chunk of the army, but leaves plenty of points for some friends to play with.

In general I favor MSU style play with KD, but this is just an alternative to that. A relatively cheap tarpit that will survive to cross the table (let's hope). The herald can actually put in some work on the charge, and can sit out the challenge if it makes sense.
 

·
Registered
Joined
·
773 Posts
One thing I can't remember is if you can put multiple units in 1 transport. I know you can with Fortifications. If you can you could always lower the amount of cultists by 3-4 or maybe even up to 12 and throw in a Warpsmith or Lord as the CAD CSM leader and have a unit of KD Termy with combi flamers and fists/chains/claws. + if you go for the lower amount of cultists you could have some bloodletters. Of course this would boost the cost of the combined unit by a bit, but would give the option of at max charging in 3-4 different units.
 

·
JUGGERNUT
Joined
·
2,558 Posts
Discussion Starter #213
One thing I can't remember is if you can put multiple units in 1 transport. I know you can with Fortifications. If you can you could always lower the amount of cultists by 3-4 or maybe even up to 12 and throw in a Warpsmith or Lord as the CAD CSM leader and have a unit of KD Termy with combi flamers and fists/chains/claws. + if you go for the lower amount of cultists you could have some bloodletters. Of course this would boost the cost of the combined unit by a bit, but would give the option of at max charging in 3-4 different units.
Can't bring separate units in a transport, except for independent character + joined unit. Unless specified, because I hear the Tau Manta can carry ass loads of units.

It's either barely enough (10) in a regular Land Raider, or TOO many, like the Spartan. That's why the Cultists work out so well. At least they can fill the thing up.
 

·
Registered
Joined
·
773 Posts
6 Rapiers. 3 using hades and 3 using ectoplasma from the Maulerfiends in the back. Also in the back you have 3 Griffons using Basilisk kits.



Should be able to get a picky of the Griffons as Basilisks as well soon. They can be swapped if needed by lowering the body and reattaching the gun and shield.
 

·
Registered
Joined
·
199 Posts
Flesh hounds seem to be popular as they are out of stock. Damn. Just about to start a Khorne Deamonkin army as a summer project. Going to buy the Khorne Deamonkin Warband as I think it is good value for money, Asparing Champion model (to use as a Chaos Lord) and a Flesh hounds box. And since I am thinking of using Axe of Ruin on my Lord a Bloodthirster. That would give me:
1 Chaos Lord with 5 Flesh hounds
1 Citadel Finecast Herald of Khorne
12 Khorne Berzerkers
10 Chaos Space Marines
5 Possessed
3 Bloodcrushers of Khorne
5 Chaos Space Marines Terminators
1 Helbrute
and of course the Bloodthirster

Any recommendations?
Notice this is a fun list based on solely on my idea yesterday after seeing @Nordicus flesh hounds.
I think it would look cool having a Chaos Lord "walking" some hounds. But I cant start right away because they are out of stock :cray:
 

·
Registered
Joined
·
773 Posts
They were out of stock when I ordered Flesh Hounds through my LGS and they were back in for order in about 2 days. Seems like if you give them a ring asking for them they will take your money and print some off soon.
The other option you have though is going for some Flesh Hounds http://www.games-workshop.com/en-GB/Chaos-Daemons-Flesh-Hounds-of-Khorne what are £30 for 5.
but also go for some Chaos Warhounds http://www.games-workshop.com/en-GB/Chaos-Warhounds what are only £15.50 and you get 10!
So you practically get 4X as many for your money.
Most people don't tend to care if you have a mixed pack of both.
Personally I have 10 old Flesh Hounds before they became finecast nonsense.
Arbaal the Undefeated's Flesh Hound normally acts as a Herald

Also have 10 finecast ones to make up
and also have 10 Warhounds as well.
 

·
Registered
Joined
·
773 Posts
+1 khorne daemon save within 6"
I played a nice game at 1850pts...

Helforged Hunting Pack (1850)
Brass Scorpion with 1st War of Armageddon (735)
4 Maulers with 2 Lasher Tendrils (500)
4 Maulers with 2 Magma Cutters (540)
1 Void Shield Generator with 2 shields (75)

Just had the Scorp in the middle and flanked him with all the Maulers (4 per side). Had the Void shield just to make up the points and take a couple of shots out of the game.

I charged a pair of knights with 2 Maulers with Lashers and 1 with Magma and the Scorp. So -2 attacks on each knight took that down to just the 1 chance against me before I could smash his teeth in. Not to mention having 4+ Daemon saves then laughing at anything that did get through.


Only sad news is that I was told "Not to bring that army anymore if I want to play again." :p
TBH though I think I could bring the army again, I would just have to inform the opponent in advance so he could plan a little better, as Space Marines with a ton of Heavy Bolters and having bought enough skyfire to down any Princes or Thirsters that popped in to existence was not the best thing.

Had to use a few substitute models as the Scorpion isn't built and I only have 4 Maulers ATM.
 
201 - 220 of 226 Posts
Top