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I had my first ogre game vs a daemon army of khorne and i know ogres aren't too strong too begin with but WOW, having double the chance of dispelling my buffs with his power die(which he can't use) and them not being able too break i figured i would be in for a tough fight,
i actually dominated the first 3 rounds, so much that i thoguht the game was in the bag, and i was horribly wrong.
my guts and bulls were both beaten in CC and broke, the each had my bruiser and butcher respectively. and were both caught and killed, my Lead Belchers on the left were wiped out, and my other 2 were by themselves vs 2 packs of fleshhounds.
This guy s my friend and my regular opponent, and hes new too fantasy so he has no other army too oppose me with, does ANYONE have any advice on how too beat Doc(khorne) that might serve me better next game
Khorne is your only favorable match up against daemons. If you are at low enough points that a bloodthirster isnt in the mix, you should be fine. a squad of ironguts should be enough to atleast make him take a horribly insane instability test, and possibly keep you alive. keep the belchers on the flanks by the hounds, as a lucky stand and shoot will end in you wrecking the unit.
Another really important note is to abuse the fact that you have 400 more squads than him, and multi charge his guys. 6-8 str4 impacts will hurt, and the 18-32 attacks afterwards will certainly ruin that squads day.
Also consider yhetees, particularly if you can get the jump on Flesh Hounds somehow. The -1 to hit makes Hounds fairly average, and with no static combat res to speak of will be in trouble.
Having an army and not owning a rulebook is like owning a car with no steering wheel.Originally Posted by amishcellphone
The wounding bloodletters on 2s is pretty hot as well.
The hounds are your biggest problem. they are faster than you, and they will eat you alive on the charge.
something else to consider would be a craplauncher. The killing blow is nice, and khorne daemons have low toughness. if you arent already running the unit of gnoblars, take them. they will always be of some use, if not just for a table quarter.
The craplauncher is one of our best units, especially against armies that either shoot a bunch, like elves and dwarfs, and armies that throw fast guys at us, like daemons and bretts. It lends us something we do not have, which is long range killing power, combined with the simple raw power of a giant chariot.