Since Friday I have been searching, scratching, crumbling up dozens of pieces of paper and continually cursing at my feeble attempts to hammer together a Daemonkin army that fits my interpretation of a competitive Khorne army (or as close as I can get it). I've come to the conclusion that the new Khorne codex is pretty much more of the same for Khorne but with added points taxes that makes army list creation clunkier. I have also come full circle from trying to fit a Blood Host Detachment into my list to finally admitting defeat at that notion because of the Possessed tax.
Overall, I still love the codex, it looks a heck of a lot of fun and the Blood Tithe system is just great - it's both fluffy and it gives a much needed boost to mono-Khorne armies. I just run into a problem when trying to hash together a tournament army - it seems that the more things change the more they stay the same with Chaos. All the same units that were crappy are still crappy and all the good units are still good. Only now I have to deal with some slight points increases due to Blood for the Blood God! and Mark of Khorne taxes. It doesn't seem like that would amount to very much but it does, throwing a monkey wrench in my army plans, especially when you factor in that the good Formations and the Blood Host Detachment impose unwanted unit taxes on your army.
Meet the Twice-Damned Bloodsworn Warband
OK, here is my first attempt at a tournament list. I had to do a lot of compromising on my part, for instance I wanted more Chaos Spawn to be zipping around but meh, can't have everything. My list is called the Twice-Damned because it is an exercise in duplication of units - except for those three Maulerfiends, they just had to go and be all different. I will lay out the list and explain my reasonings for what is in it afterwards.
KHORNE DAEMONKIN CAD
Chaos Lord - mark of Khorne, Sigil of Corruption, Juggernaut, Kor'lath, the Axe of Ruin, power fist
Chaos Lord - mark of Khorne, Sigil of Corruption, Juggernaut, Blood Forged Armor, power fist, lightning claw
Bloodletters x8 - blood reaper
Chaos Cultists x8
Chaos Cultists x8
Chaos Spawn x1
Chaos Spawn x1
Chaos Bikers x3 - melta-gun x1
Chaos Bikers x3
Flesh Hounds x15
Flesh Hounds x15
So just like my old Chaos Space Marines tournament army this one is designed to hit hard with threat overloads barreling right at the enemy. My old list had Be'lakor and Invisibility for the Khorne Dawgs but I decided to forgo that this time even though that is one of the best competitive equalizers Chaos has going for it. I hope I don't regret dropping Invisibility.
|The Immortal Reaver, my Chaos Lord of Khorne.|
These guys make use of some of the new changes, and advantages, of the new codex. For starters they can now team up with Daemons so they each have a pack of 15 Khorne Dawgs to run with. That is 30 ablative wounds with 5++. I think they can make it into melee alright unless they run into uber-shooting sissy Tau or sissy Eldar.
My Lords also make good use of the new Khorne Artefacts, the best ones are pricey but man they can be game changers. I am going to play test these out and see if they are worth the price tags but from what I am seeing I think they might be.
Yep, I'm using this Lord as my Warlord and I don't care if he dies because he has an extra lease on life.
Blood Forged Armor - Cost aside, this is a great piece of wargear. Eternal Warrior plus Feel No Pain! I can't tell you how many times my JuggerLords have had to dodge S 10 and Instant Death slinging enemies. No more! This armor gives my Lord the gravitas to go toe to toe with any enemy now - as it should be.
Lastly, I have the choice to put these guys together in one Khorne Dawg pack for a deathstar configuration or Scout/Outflank them with their Dawgs. It's nice to have flexible options for my JuggerLords for a change instead of just grouping them up with those boring Chaos Spawn.
Here is where my last tournament list was weakest because I had so little troops I ended up doing not so good with Maelstrom mission points (something a lot of tournaments are using). I'm rocking four troops this time (a double improvement) , 2 for my second wave and 2 for my third wave. The Bloodletters are part of the second wave and will pop in where needed to clean up for the first wave or grab some objectives. Obviously the cultists are there for backfield objectives. All of these guys all have Objective Secured, so ha.
Do take heed and remember that champions net you a Blood Tithe point if they get killed or defeat an enemy character in a challenge so try to upgrade for unit characters if you can. Thus, I purchased the Blood Reapers for my Bloodletters to try and get those extra Blood points.
I'm sad. I wanted lots of Chaos Spawn to zip around in packs to cause havoc and die for Blood Tithe points. Oh well, not enough points to do this. These guys will carry out either of two missions; to run and grab Objectives (which they do well with 12" movement) or they provide distraction and run at the enemy. I like that they are flexible in helping with objectives and if they die it is no big deal, in fact it will be a Blood Tithe gain.
My favorite bunch of guys, my three Maulerfiends, all kitted out with melta. They are part of the first wave and my first offense against vehicles and Knights. Maulerfiends are among the best distraction units in the game because opponents just poop bricks when they see three of them set up against them.
This formation hands out some great Hammer of Wrath (HoW) bonuses with re-rolling failed HoW wounds for bikes and Flesh Hounds gain HoW attacks. Yeah, that makes my Dawgs even that more dangerous to get charged by.
The Chaos Bikes are really just a tax for this formation although I can put them to good use in the first or second wave. The first wave for distraction and the second (or later) wave for zipping around and grabbing objectives. Let us not forget about their other use, the Champions can be turned into a Prince or a Bloodthrister with enough Blood Tithe points!
The Khorne Dawgs, along with the Lords they escort, are the big threat of this list. With no Daemonic Instability to worry about they will hang around longer in a fight. Something else also new to this codex is that they can Scout Chaos Lords closer to the enemy or, my favorite, Outflank. Outflank probably isn't going to be the best option for most games but if you are playing against a gunline, ork tide or an Adamantium Lance you can pop your Dawgs and Lords on the flank of the enemy (or behind) and hopefully wreak some havoc on squishy units - delicious Blood Tithe points!
|My Lord and his Dawgs outflanking for the win.|
This is my best attempt so far to make a competitive Khorne Daemonkin list and I will see how it goes. With any luck I will be able to rub enough Blood Tithe points together for some Feel No Pain or Daemon summoning hi-jinks because that is what really makes the new codex different and a boon to a mono-Khorne army. I suspect this army will probably perform about as good as my last Chaos tournament army and win maybe fifty percent of the time, it all depends on if my duplication of big threats is enough to overcome the lack of invisibility.
I just don't see this codex as a game changer for tournament play, although the Blood Tithe and other new mechanics will make your Khorne armies better than before, no doubt.
So what do you guys think? All comments are welcome.
|It's date night at the Khorne fraternity.|