Hey all! Just a quick update here as I prepare for our upcoming team tourney on the 23rd!
I've been workin' hard to get back into the hobby full force, life gets busy sometimes but I feel like I'm comin' back!
Here is what I finally ended up for on the color scheme for my Khorne Daemons. Obviously the classic red is all that will do, but I worked long and hard to find a recipe for the skin that gave it some depth.
My conundrum now is what to do with the weapons. What you see above is my most recent attempt. It is a shaded gold look. I like it but I kinda feel like it still needs something... maybe a wash? Black or brown? I don't know.
But let me know what you think!
Moros
Bringing Warhammer, 40k, and all other wargaming to Lancaster County, PA, USA
Showing posts with label Chaos Daemons. Show all posts
Showing posts with label Chaos Daemons. Show all posts
Monday, April 11, 2011
Thursday, April 7, 2011
Daemons vs Grey Knights! Thoughts + Battle Report

Hey all Moros here!
I apologize for the lack of posting, hopefully I can get it back on track here! Even though I haven't been posting much, I have however been playing tons of 40k. I have to admit, as a Daemons player I was a bit put off at the prospect of my beloved codex being "phased out" in a way by a very powerful Grey Knight codex. However, after a few games and lots of brushing up on the details of GWs new fanboy dex I have to say its not nearly as bad as I first thought. Infact, the new book might just give daemons the upper hand in most cases.
HERESY you say? You're right, I must be crazy saying that the "Daemonhunters" are virtually hard-countered by Daemons. But, as you will see, I think I have a point.
Firstly, Lets get on with the battle report and then build from there. I've played about 20 games now vs GKs and this is the most recent. Now it must be said, that for my opponent this was his first game with the new GKs. Experience is definitely in my corner here.
Now for the lists, Even before the new GK codex dropped I've been partial to a Khorne themed list. To my great surprise, it is more valid than ever. I usually run variants of the same core list utilizing all Khorne units. A greater daemon, 2x heralds on chariots, a average of 4, 8 strong Bloodletter units, 3x Daemon Princes with the works, and as many MSU Bloodcrushers as I can fit in a list. (I really like running 3 strong Crusher units with 1 champion and 1 musician for wound allocation shenanigans)
For this particular battle I ran with my new varient list that can both deal with all comers and gives me the leg up vs Grey Knights
HQ -
BloodThirster - 275
+Blessing of the Blood GOd
+Unholy Might
Herald of Khorne - 130
+Chariot
+Blessing of the Blood God
+Unholy Might
+Icon
SkullTaker - 175
+Bloodcrusher
Elites -
7x Bloodcrushers - 280
Troops -
8x Bloodletters - 128
8x Bloodletters - 128
8x Bloodletters - 128
7x Bloodletters - 112
Heavy -
Deamon Prince - 210
+Flight
+Armor
+Unholy Might
+Mark of Khorne
+Blessing of the Blood God
Deamon Prince - 210
+Flight
+Armor
+Unholy Might
+Mark of Khorne
+Blessing of the Blood God
Deamon Prince - 210
+Flight
+Armor
+Unholy Might
+Mark of Khorne
+Blessing of the Blood God
My opponent was running a first pass test list of
Brother-Captain
5x Terminators
2x 10 man GKSSs with incinerators
2x DreadKnights
2x Stormravens
and a Landraider
Now, when playing the GK my goal was to get as many Blessing of the Blood God (BLOBG) units as possible into combat as quickly as possible. This isn't my dream list to face off against GKs, my dream list would include less bloodletters and lots and lots of fleshhounds for even more speed. However, I don't have the models as of now so this is what I'm rolling with.
The thinking behind this is pretty much bringing a glaring flaw with the Emprah's finest to the forefront, and shoving it down their throats. All GKs have force weapons... therefore, any unit with BLOBG gets a 2++ save vs them in combat. With their new nemesis weapons not even ignoring invulns OR eternal warrior, I am in a very very good position seeing as combat is where Khorne shines. If I can just weather the first turn of shooting, I can tie up his elite units for an entire game and even best them in combat easily. Or he could camp out in his vehicles and severely hamper his main shooting which comes from his infantry at 24".
He descended to the planet and prepared for the onslaught of daemons in our Seize Ground (5 Objectives) Dawn of War battle. I drew first turn, which I selected even though I hardly ever want to go first, but again. In this battle, I wanted to get the first moves off to dictate how the flow of the battle went. The GKs deployed in a gun wall attempting to bring as much ranged firepower to bear as possible. We both knew this match would come down to if he could shoot enough daemons before the skull-taking began. I deployed about 14" away with as much as I could, drawing my primary wave. I chose all the big daemons and crushers for the first wave attempting to get as much meat on the table to absorb shots as possible.

Moving onto my next I had all but 1 of my remaining squads come in from reserve this turn, which was nice, but not really needed at this point. Bloodthirster and winged Prince put their speed to work and get into a turn 2 combat with his left GKSS unit killing all of them but the justicar at init 5. Their brave champion was then felled by fearless wounds after he tried to flee! As expected, the 2++ save held strong and my units received no damage. I did realize that doing this would put my 2 badass daemons in range of his DreadKnights assault in the next turn and they would receive heavy shooting, however, with the rest of the legion backing them up, if they did fall, I had enough to break that flank.

Moving into the bottom of turn 2 he unloads into the crushers and the Bloodthirster/Prince... killing off 2 more crushers and putting a wound on the Thirster. Then the moment we were all waiting for, how would the DreadKnights hold up in combat vs the Daemons? Oddly enough, not as well as one would think.

DreadKnights engage the monsters and unleash their Dark Excommunication psychic powers to nullify the Daemonic gifts of both my Thirster and Prince. Bye bye 2++ and extra strength! I was sweating at this point, however, with no psyk-out nades I was still going to be hitting first. Thirster strikes and takes off 2 wounds from the Knight and the battle between the prince and his foe ends up with the dreadknight wounding the prince twice. He ended up pulling in a bloodletter unit with my Thirster as well and he elected to attack them and go for fearless saves instead of attacking the Thirster. I still think he should have cast Dark Excommunication on the Bloodletters and attacked them, they would have lost their power weapons which ended up doing another wound to the Knight.
In the end, we weren't too impressed with the DreadKnights. They pretty much did exactly what they were supposed to do and just broke even, that was WITH their power removing much of the effectivness of my units.
In the subsequent turns my herald and Skulltaker moved in and finished off the DreadKnights. Skulltaker is truly the bane of DKs, with one chop he insta-killed one of them with 4 wounds. My herald on chariot moved in to help out and destroy the final DreadKnight.


It ended on turn 4 with only his Stormravens remaining, I had 3 objectives under my control and it was only a matter of time before I took the flyers down.
The Grey Knights are sorely, and oddly, lacking on anti-daemon abilities. Warpquake isn't much of a problem if you have a decently fast unit in your force. Nemesis weapons are actually a negative when facing Khorne. Overall, It is my opinion that this new Grey Knight codex actually aren't full of "Daemonhunters" at all they were designed from the ground up to be "Marinehunters". Almost everything in their codex is a hard counter to the tricks and advantages of space marines, not Daemons.
Odd, very odd...
For those Daemon players out there that think your time is up, perhaps it is, unless... you decide to offer your worship to Khorne! He alone offers deliverance from Mat Ward! Your GK opponents better pray to their emperor you don't get into CC.
Blood for the Blood God!
Wednesday, November 10, 2010
What's On The Workbench? - Khorne Daemons!
I just wanted to drop a line and keep you informed on my progress! As of now Brother C. and I have entered into a blood pact. He is going to finish painting his DA list and I am going to finish painting Ahriman's Renegades by the end of the month. We are both pretty close to our goal! I only have 2 Rhinos, the Land Raider, and 3 Defilers left to go! So wish us luck on that.
Also, the meat and potatoes of this post, the new project I've been working on. My Khorne themed Chaos Daemons army. I am still coming up with some background fluff and whatnot and they are very early stages. I have done a bunch of testing with this list and it works really well versus most conventional gun line type lists. Its a difficult list to play and requires a lot of setting up when playing. Basically have to set the stage for an overwhelming mid-late game assault and pretty much cripple or table the opponent. Here are some WIP shots!!!
Here is what I'm runnin'
HQ - 520
Skarbrand - 300
Herald of Khorne - 110
+Chariot
+Fury of Khorne
+Unholy Might
Herald of Khorne - 110
+Chariot
+Fury of Khorne
+Unholy Might
Elites - 405
3x Bloodcrushers - 135
+Fury of Khorne
+Instrument of Chaos
3x Bloodcrushers - 135
+Fury of Khorne
+Instrument of Chaos
3x Bloodcrushers - 135
+Fury of Khorne
+Instrument of Chaos
Troops - 512
8x Bloodletters - 128
8x Bloodletters - 128
8x Bloodletters - 128
8x Bloodletters - 128
Heavy - 560
Daemon Prince - 150
+Iron Hide
+Unholy Might
+Mark of Khorne
+Instrument of Chaos
Daemon Prince - 205
+Wings
+Iron Hide
+Unholy Might
+Mark of Khorne
Daemon Prince - 205
+Wings
+Iron Hide
+Unholy Might
+Mark of Khorne
Total - 1997
There are some inherent weaknesses. Fast armies and armies with high init are going to be a big problem for me. Anybody that has some high mobility firepower is going to do a number on me. The saving grace is the winged princes are great for taking down most vehicles and jetbike type units. Also, I know that if I do get into cc its pretty much going to die!
It's a fun, fluffy list that I am having a total blast building and play-testing. I hope to have the entire army done in a month or two. I only need two more models, the heralds on chariots. I just need to pick up 1 more plastic bloodcrusher pack and the tomb kings chariots from the fantasy line and I'll be all done.
Keep an eye peeled for more on these guys and some back story coming! I haven't forgotten about Ahriman's Renegades! But I just had to do this army!
Let me know what you think, comments appreciated!
Subscribe to:
Posts (Atom)