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Right your mission if you choose to accept it is to give me suggestions for a truly gore soaked khorne lord the only rules are thus
1) thou shalt use daemonic speed
2) thou shalt use the bezerker glaive
3) thou shalt definatly use daemonic stature
4) if a better lord can be developed thou shalt ignore the above 3 rules
5) thou shall bear in mind that the conversion i have in mind is a huge daemonic centaur (think a cross between archaons horse a 40k daemon prince and a bloof thirster.
I have spoken:wacko:
Well, first problem is that #1 and #2 can't happen together. By taking the Glaive, you give up any other form of movement modification, which includes Daemonic Speed. Only the Third Printings of the Chaos Codex mention this, but take my word on it - you can't combine them.
However, I'm inclined to go with option number 4.
Stature, Speed, 2x CCW, Daemonic Strength, Daemonic Resilience, Feel No Pain, Daemonic Aura. This leaves you 25 daemonic gifts points to play with - some suggestions are the Collar of Khorne if you play Librarian heavy Space Marines or Psyker armies. Daemon Armour is good if you see more AP3 than AP2 weaponry.
You'll notice there is no Daemon Weapon - that's intentional. A favourite tactic of mine is to slap the Glaive on a Lt. with Terminator Armour and Daemonic Strength. While the opponent is busy dealing with your army and Statured Lord, you DS the Lt. behind a unit you want him to annihilate. I've seen some people also give the Lt. a Chainfist so that if opponent tries blocking him with a vehicle, you simply Chainfist it eight times, though that option becomes very expensive quickly. If you don't want to go that way, give a Darkblade to the Lord.
AFAIK - the berserker glaive rules it says you cannot take daemonic speed or a daemonic steed. it does NOT say you cant have daemonic wings. speed and wings clearly being defined as seperate abilities.Originally Posted by Caluin
my current khorne DP-
mark of khorne
rage of khorne
6+1 str on the charge, 8+ d3 atk (2hand power weapon), 4+ invuln save, 2d6 AP, 5+1 init on the charge, 12" movement.
total cost 186. 100/26, daemon/wargear upgrades
so far this has been my most effective setup.
leave the moderating to the moderators
if pro is the opposite of con, does that mean progress is the opposite of congress?
From the Chaos FAQ 4.2 -Originally Posted by micahThis exact same passage appeared in the original FAQ for Chaos, but was removed when the Third Printing came out, along with a few other entries such as Obliterator toughness. Due to great player confusion, they are being re-entered into the FAQ.Originally Posted by FAQ
Hmm. But unless I've missed something in a faq CSM Terminator Armour does not grant you the ability to always deep strike.Originally Posted by Caluin
I mean, you can deep strike with it, but its mission specific. So this could be a risky combo in a tournament.You cheese monkey Caluin. (Thats a compliment coming from me btw.)Originally Posted by Caluin
I can't believe I never saw this before. The weapon does state that doubles your base attacks, but it doesn't say you have to use it to gain the advantage does it?
As an aside, the one thing I recommend adding to your lord is furious charge to your Lord if you haven't already. I don't belive that it is counted as part of your wargear limitation according to the V 4.01. faq.
So even if you blow the whole 150 points, you can still toss on a veteran skill(Like furious charge.)
I always like that extra point of initiative if I can get it. Its not cheap, but in the right circumstances like charging an opposing IC its gold.
Last edited by Grey; February 26th, 2006 at 16:38.
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New 40K missions here.
Nope, you're 100% correct in those regards. I usually work under the assumption that you're playing with most of the standard rules in effect, so if you don't normally have Deep Strike missions, then you'll not want to use this tactic. However, all standard missions have Deep Strike at the Gamma and Omega level, and most tournies are run at the Gamma level.Originally Posted by GreyYeah - interesting little loop hole, isn't it? Can't remember who first point that out to me - though I do know it was someone on this board quite awhile back.Originally Posted by GreyYou are correct, they do not count.Originally Posted by Grey
well heres my config for my lord
mark of khorne (obviously)
chaos lord 186 pts
Collar of khorne
can only be instakilled by strength 10 weapons a normal space marine has a 1 in 72 chance of taking a wound in cc whereas the other way this has got 7, 5 in 9 chance of killing the space marine.
it also works well vs a carnifex with 2+ save 5 wounds and toughness 7. On the charge the daemon prince has got a 1 in 3 chance of inflicting a wound, which means on average 3 wounds with the princes 9 power wepon attacks on the charge
This prince also fits in with a fair ammount of your requirements
Muwah! This from a guy who doesn't like meltaguns on khorne bikes.Originally Posted by Caluin
thought i might as well ressurect this post since i have finished designing my new khorne lord so i have had my necromancers duelly shot for heresy so lets begin
Mark of khorne
rage of khorne
Feel no pain
What are peoples opinions
I think you've spent more that you're aqllowed to on daemonic gifts- he can have 150pts of wargear but only 100 of that can be daemonic gifts. From what I can remember, stature, essence, resilience, strenght and mutation come to 110 points by themselves. The glaive, rage and feel no pain on top of that, and he's over points cost.
Silly idea having huge lords anyway. Stick to 10% of the total points on HQs IMO.
also, necroposting is a bad thing isn't it?[/edit]