Librarium Online Forums banner

1 - 12 of 12 Posts

·
Registered
Joined
·
4 Posts
Discussion Starter #1
Have been trying to make a list with a feel similar to the dirty ol' Daemon Chains/Infiltrate Raptors/Thirster Bomb of old.

Daemonkin Codex (1083)

Lord- Juggernaut, Sigil of Corruption
(230) Kor'Lath, Axe of Ruin, Power Fist

Lord- Juggernaut, Sigil of Corruption
(235) Bloodforged Armor, Lightning Claw, Power Fist




8x Cultists - Flamer
8x Cultists - Flamer

Gorepack
20x Hounds
3x Bikes - Meltagun
3x Bikes - Meltagun



Daemons Codex (680pts)

Belakor

Herald of Khorne- Juggernaut, Exalted Gift (Grimoire)
Herald of Khorne- Juggernaut, Lesser Gift (Axe of Khorne)

3x Nurglings
3x Nurglings


......................
If I can math, it totals 1763 so far.

......................

*Due to Battle Brothers, all the Juggernauts join the Flesh Hounds;
*Entire unit has Hammer of Wrath;
*Grimoire of True Names to (hopefully) give the unit, minus the two 4++ Mortal Lords, a 3++ (Daemons only);
*Belakor has Flying and Shrouded, and knows all Telepathy powers. Give the Hound unit Invisibility, can only be hit on 6+;
*Mortal Lords confer Counter-Attack;
*Scout move + 12" + Fleet + Charge; potential turn 1/2 charge.

With the Axe, use 7 Bloodtithe points for a Daemon Prince, killing the Mortal Axe wielder; triggers a 'free' Bloodthirster. Prince now wields the Axe.
If the Daemon Prince dies, triggers the Axe again for another 'free' Bloodthirster :cheddar:


It looks tasty on paper but I'm only brainstorming for now. Maybe with the extra points, grab some Spawn or more Cultist fodder bodies? Am I missing anything, or any mistakes so far?

Any ideas? :freaked-out:
 

·
Registered
Joined
·
2,709 Posts
How are you dealing with Fliers? Why Nurglings? I only say that because I dislike Nurglings. If you use the Scout rule to move, you cannot Assault in the first game turn so a possible turn two assault is more of what will happen.

It's too bad the Slaughtercult only allows 1 HQ or I would say use it. Picture this; you spend your 7 BT points on your Daemon Prince and you get Feel No Pain for free. It's also too bad about the Daemons in a way. By going outside of the Daemonkin codex, some of your army won't generate Blood Tithe points.
 

·
Registered
Joined
·
101 Posts
Unless I'm mistaken (and I don't have my codex with me so there is a very good chance of that) the reason that before now CSM units and CD units couldn't join each other was because of demonic instability. In the Deamonkin book they removed this rule for the demonic units but in the normal codex it is still there so wouldn't the heralds not be able to join that unit? Also for cultists it says you can take a Flamer/heavy stubber for every ten models so your cultist squads would need two more cultists each.
 

·
Registered
Joined
·
2,709 Posts
Unless I'm mistaken (and I don't have my codex with me so there is a very good chance of that) the reason that before now CSM units and CD units couldn't join each other was because of demonic instability. In the Deamonkin book they removed this rule for the demonic units but in the normal codex it is still there so wouldn't the heralds not be able to join that unit? Also for cultists it says you can take a Flamer/heavy stubber for every ten models so your cultist squads would need two more cultists each.
It's that "Holy Crap" moment when you realize what you just said is right and I should have seen it earlier! Daemonic Instability rule states " A unit with this special rule cannot be joined by a model without this special rule". Just another good reason to stay within the Daemonkin codex.
 

·
Registered
Joined
·
2,965 Posts
Unfortunately you can't use the Gorepack with this army set-up; the Gorepack is a special detachment that you can take if you take a Slaughtercult detachment, and a Slaughtercult only allows 1 Lord and requires at least 1 unit of Possessed and at least 2 units of Bloodletters, Berzerkers, or Khorne Marines. Cultists cannot be used as the minimum, though you can take 0-2 of them.

You can still use them in a regular CAD, but the Flesh Hounds and Bikes won't get any special rules that they get if they were in a Gorepack detachment.
 

·
Registered
Joined
·
251 Posts
Unfortunately you can't use the Gorepack with this army set-up; the Gorepack is a special detachment that you can take if you take a Slaughtercult detachment, and a Slaughtercult only allows 1 Lord and requires at least 1 unit of Possessed and at least 2 units of Bloodletters, Berzerkers, or Khorne Marines. Cultists cannot be used as the minimum, though you can take 0-2 of them.

You can still use them in a regular CAD, but the Flesh Hounds and Bikes won't get any special rules that they get if they were in a Gorepack detachment.
I think your confusing the blood host detachment rules, you don't have to use bloodhost detachment, the choosing your army page states quite clearly that it is simply an option alongside the normal unbound/warforged options, the formations themselves are listed at the back and perfectly legal to use on their own.
 

·
Registered
Joined
·
2,965 Posts
I think your confusing the blood host detachment rules, you don't have to use bloodhost detachment, the choosing your army page states quite clearly that it is simply an option alongside the normal unbound/warforged options, the formations themselves are listed at the back and perfectly legal to use on their own.
Okay, I took them being in the back as being in the reference section, not as a separate list of formations, and could only be used as the Auxiliary choices in the Blood Host. Guess I'm still not used to the new system GW is implementing with detachments since Necrons.
 

·
Registered
Joined
·
2,709 Posts
Okay, I took them being in the back as being in the reference section, not as a separate list of formations, and could only be used as the Auxiliary choices in the Blood Host. Guess I'm still not used to the new system GW is implementing with detachments since Necrons.
Who is? You are in good company. I still don't really know what's what.
 

·
Registered
Joined
·
2,965 Posts
Who is? You are in good company. I still don't really know what's what.
I thought that formations like the Gorepack or Charnel Cohort could only be used in the Blood Host detachment with the Slaughtercult. It looks like Games Workshop is going to be releasing codexes with unique detachments like this, as both the Necrons (Decurion) and Daemonkin (Blood Host) have gotten them.
 

·
Registered
Joined
·
4 Posts
Discussion Starter #10 (Edited)
A few very nice catches, guys! I totally overlooked a few things.

The biggest problem for my original idea, is obviously Instability. But I would still like access to the Grimoire of True Names, even if it only affects Daemon models, and not the Jugger Lords.

The Gorepack is fine: the detachments may be taken independently to the Slaughtercult: "Note that you can include any of the Formations presented in this section as part of a Battle-forged army." Because I am not using a Bloodhost (with its 1+ Slaughtercult core), I will not generate a free Blood Point every turn.



Here is where I am at now:



Daemonkin Codex

Lord- Juggernaut, Sigil of Corruption
(230) Kor'Lath, Axe of Ruin, Power Fist

Lord- Juggernaut, Sigil of Corruption
(200) Axe of Khorne, Power Fist

8x Cultists
8x Cultists


Gorepack

19x Hounds

3x Bikes - Meltagun
3x Bikes - Meltagun



Daemons Codex

Be'lakor

Lord of Change- Mastery 3 (Divination), Lesser Gift (Staff of Change), Exalted Gift (Grimoire)

10x Plaguebearers
10x Plaguebearers

Total - 1847


Just to re-cap:

*Juggernaut Lords join Flesh Hounds;
*Entire unit has Hammer of Wrath;
*Mortal Lords confer Counter-Attack;
*Scout move + 12" + Fleet + Charge; potential turn *2 charge

*Grimoire of True Names to (hopefully) give the unit, minus the two 4++ Mortal Lords, a 3++ (Daemons only); coupled with potential Forewarning, can become a 2++, or if the Grimoire goes bad, revert the 6++ back to a 5++
*Belakor has Flying and Shrouded, and knows all Telepathy powers. Give the Hound unit Invisibility and thus only be hit on 6+ by shooting and assault, cannot be aimed with templates (read: ordnance); may also provide Shrouding to another unit, such as the Lord of Change
*Lord of Change knows Divination. Give Hound unit Re-roll all Hit rolls (including Hammer of Wrath), or potentially Misfortune an enemy for Rending; potentially Precognition itself for re-rolls of Hit/Wound/Saves


With the Axe of Ruin, use 7 Bloodtithe points for a Daemon Prince, killing the Mortal Axe wielder; triggers a 'free' Bloodthirster. Prince now wields the Axe.
If the Daemon Prince dies, triggers the Axe again for another 'free' Bloodthirster :cheddar:



I had scrapped the additional Jugga Heralds and replaced with a Flying Nurgle Prince, lvl3 with Grimoire and Balesword. That would mean flying shrouded, melee instakill, and a potential backup Invis via Telepathy.
But, that changed to a Lord of Change, and instead provides access to Divination's Prescience, and Forewarning + Grimoire combo. The LoC doesn't have Shrouded or a 3+ Armour, but has a higher Toughness and Wound stat. Be'lakor may also provide Shouding. The spare points were able to upgrade the Nurglings into Plaguebearers, but am thinking to instead add some Daemonkin Chaos Spawn to up the blood tithe count.

That being said, by changing back to Nurglings (nearly 100 points) and even shaving a few more hounds (meaning nearly 160pts remaining)..... That could mean the inclusion of a Soul Grinder, or 3 man Combi-Plasma Termi suicide squad, more bikes, or even something like an Aegis Line with Skyfire:freaked-out:


Any ideas?
 

·
Senior Member
Joined
·
4,967 Posts
To get more casting dice drop a weapon from each lord and swap out the PBs for 2x11 horrors. Horrors who go to ground are reasonably survivable and they still generate psy powers when pinned.

One more thing, I think you have been playing hammer of wrath wrong. I was under the impression that they always hit so prescience will not boost them. But then I don't often use it in my armies so I will have to check.
 

·
Registered
Joined
·
4 Posts
Discussion Starter #12 (Edited)
Thank you Madcat!! Yes, you're right about HoW, I skipped that in my excitement :p





FLESH TRAIN 1850


Khorne Daemonkin CAD 531pts

Lord- Lightning Claw, Powerfist, Sigil of Corruption, Juggernaut 185

Lord- Kor'lath, Powerfist, Sigil of Corruption, Juggernaut 230


8x Cultists- Autopistol + CCWs

8x Cultists- Autopistol + CCWs


Daemon CAD 843pts

Be'lakor

Lord of Change- Lvl 3 Mastery, Lesser Gift (Staff), Exalted Gift (Grimoire) 295

11x Horrors

11x Horrors


Gorepack Formation 476pts

19x Flesh Hounds

3x Bikes- Bolt Pistol and CCWs, Meltagun 86

3x Bikes- Bolt Pistol and CCWs, Meltagun 86



Just to re-cap:
*Juggernaut Lords join Flesh Hounds;
*Entire unit has Hammer of Wrath;
*Mortal Lords confer Counter-Attack;
*Hounds confer Preferred Enemy: Psyker and Scout

*Lords with base 5 Attacks, 7 on charge (2x Specialist Weapons, Jugga, Rage)
*Hounds Furious Charge (Str 5), cause Fear
*Scout move + 12" + Fleet + Charge; potential turn *2 charge


*Grimoire of True Names to (hopefully) give the unit, minus the two 4++ Mortal Lords, a 3++ (Daemons only); coupled with potential Forewarning, can become a 2++, or if the Grimoire goes bad, revert 6++ back to a 5++
*Belakor has Flying and Shrouded, and knows all Telepathy powers. Give the Hound unit Invisibility and thus only be hit on 6+ by shooting and assault, cannot be aimed with templates (read: ordnance, DScythes); may also cast AOE Shroud bubble for LoC, Horrors etc.
*Lord of Change, Initiative 6, Concussion, knows Divination. Give Hound unit Re-roll all Hit rolls, or potentially Misfortune an enemy for Rending; Precognition itself for re-rolls of Hit/Wound/Saves

*Horrors can Go To Ground for +2 Cover (cast spells no penalty), potential 3+ Cover total in open ground with Be'lakors AOE Shrouding (Tzeentch also rerolling 1s)
*Bikes Rapid Fire 4xTL Bolter shots + Meltagun, Charge-> HoW, then 1 profile + 2xCCWs + Rage, 4 attacks (5 for Champ).


With the Axe of Ruin, use 7 Bloodtithe points for a Daemon Prince, killing the Mortal Axe wielder; triggers a 'free' Bloodthirster. Prince now wields the Axe.
If the Daemon Prince dies, triggers the Axe again for another 'free' Bloodthirster :cheddar:
 
1 - 12 of 12 Posts
Top