Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Draco765

Pages: [1]
So, for a Christmas present, I found a Kharybdis Assault Claw ( Imperial Armor 13 added Daemonic Possession) under the tree. Now to use it at the next event at the local store.

1850pts Khorne Daemonkin

*Blood Host Detachment*

+ Core +

Bloodthirster of Unfettered Fury

8x Bloodletters
8x Bloodletters, Banner of Blood

9x Cultists, 1x Flamer
- Cultist Champion [Autogun]

Chaos Spawn
Chaos Spawn

4x Possessed
- Possessed Champion
- Chaos Rhino

+ Auxiliary +

Soul Grinder [Baleful Torrent]

Maulerfiend [2x Magma Cutters]

Helbrute [Multi-Melta, Powerfist with built in Combi-bolter]

*Formation Detachment*

Fist of Khorne  ( )
Kharybdis Assault Claw
19x Berzerkers, Replace 1x Bolt Pistol w/ Plasma Pistol
- Berzerker Champion [Axe of Khorne, Combi- Melta]

Using a couple of tricks here:
1. The Rhino I listed under the Possessed is actually going to be used by the Cultists. Rhino starts empty, then the Cultists hop in and they drive around till they both die.
2. Boodletters with Banner acts as a landing point for any summons. Ideally, start them in Deepstrike along with the Soul Grinder, hoping for both coming in on same turn, land near the enemy so the Baleful Torrent can burn some things.
3. Helbrute and Maulerfiend are my can openers.
4. Two independent Spawn for more chaos and blood tithes.
5. And of course the key element, first turn charging 20 Berzerkers... ( )

Discussion: Khorne Daemonkin / 1650 KDK Cad + Gorepack
« on: November 10, 2016, 07:31:25 AM »
This weekend is our stores first ITC style event. Have two slightly different lists that I am thinking about. I know the are not optimal, but I am going for a list I will enjoy playing rather than just going all out cheese.

List 1:
Combined Arms Detachment (Chaos Khorne Daemonkin)

+ HQ +
Chaos Lord [Axe of Khorne, Juggernaut of Khorne, Power Fist, Sigil of Corruption, The Blood-forged Armour, Warlord]

+ Troops +
7x Bezerkers, Chaos Rhino
Bezerker Champion [Bolt Pistol, Close Combat Weapon]

8x Bloodletters
8x Bloodletters

+ Heavy Support +
Skull Cannon

+ Lord of War +
[FW] Chaos Knight Paladin

Formation Detachment (Chaos Khorne Daemonkin)
Chaos Bikers [2x Bikers, 2x Flamer]
Biker Champion [Bolt Pistol, Close Combat Weapon]
Chaos Bikers [2x Bikers, 2x Flamer]
Biker Champion [Bolt Pistol, Close Combat Weapon]
4 units of 5x Flesh Hounds

List 2:
Combined Arms Detachment (Chaos Khorne Daemonkin)

+ HQ +
Herald [Exalted Locus of Wrath, Hellblade, Juggernaut of Khorne]
Skulltaker [Warlord]

+ Troops +
7x Bezerkers, Chaos Rhino, Replace 1 CCW w/ Chainaxe]
Bezerker Champion [Bolt Pistol, Chainaxe]

8x Bloodletters
8x Bloodletters]

+ Heavy Support +
Skull Cannon

+ Lord of War +
[FW] Chaos Knight Paladin

Formation Detachment (Chaos Khorne Daemonkin)

Chaos Bikers [2x Bikers, 2x Meltagun]
Biker Champion [Bolt Pistol, Close Combat Weapon]
Chaos Bikers [2x Bikers, 2x Meltagun]
Biker Champion [Bolt Pistol, Close Combat Weapon]
4 Units 5x Flesh Hounds

Major difference are:
HQs: one Tanky/killy Chaos lord, or two "special ability" HQs.
Berzerkers Champ has AP4, one normal one has AP4
Bikers have two melta instead of Flamers.

Alos note that with the change to Beasts are swinging at I1 when charging through terrain, Skull Cannon helps key units.

Discussion: Necrons / My turn for a list review, 1650 Necrons
« on: October 19, 2016, 06:59:30 PM »
So this weekend we are having our monthly local tournament.

It seems to have drawn the attention of larger group of more competitive minded people than normal.

And based on some facebook chatter, it seems that the majority of the players will be some kind of Space Marine/Wolves/Blood Angel MSU spam mix, with lots of grav/power fists/Terminators that can charge out of deep strike etc. The other players are Ork Boys in Trukk spam (topped the last few events), a Tyranid player, another Necron player (she is newer to the game though) and a few others that I have no idea what they are running.

Made a few lists that were more casual before knowing who would be there (i.e. Necron mixed with KDK or Renegade knights or just pure Harlequin), so am forced to try and go full on Necron Cheeze.

Current list draft:
1649pts Decurion Detachment

Reclamation Legion
Overlord [Phase Shifter, The Veil of Darkness, Warscythe]
7x Lychguard [Hyperphase Sword & Dispersion Shield]
8x Immortal [Gauss Blaster]
4x Tomb Blade [Nebuloscope, Shield Vanes, Twin-linked Gauss Blaster]
11x Necron Warrior
11x Necron Warrior

Destroyer Cult
Destroyer Lord [Phase Shifter, Voidreaper]
3x Destroyer
3x Destroyer
3x Destroyer
3x Heavy Destroyer

8x Flayed Ones

Pretty straight forward, lack of Obj Sec might hurt grabbing "secure objective x" maelstrom cards but I need to survive against long range weapons better. The flayed ones are used as a body wall to keep things from getting to me too quickly (ork trukks, scouting Land Speeder Storms etc.)

40K Rules Questions / White Scar Hunting Force vs Pure Harlequin
« on: October 02, 2016, 07:49:01 AM »
Yesterday we were trying out some different armies/formations/point levels and had a match up between a Pure Harlequin army vs the White Scar "Scarblade Strike Force" which included the "Hunting Force" formation from the Kauyon book.

The way that the bonus rule for the Hunting Force "The Hunter's Prey" is worded it seems to be useless against such an army.

Harlequins have no HQ models. And the 2nd/3rd choices are only valid prey after the HQ has been Destroyed.

We ruled it at the time: Since no HQ has been destroyed, the 2nd/3rd choice can never be prey.

Was that correct? Or should it have been a different ruling?

Gamers' Hall of 77 Carriage House Dr Jackson, TN 38305 is hosting it's monthly Warhammer 40k tournament on February 25, 2017 store opens at 10am, sign ups start at 10:30am, first round starts at 11am.

This month is 1850 points, using the standard Maelstrom Missions from the BRB, slight modifications to the Objective points: D3=2points, D6=4, discarding/replacing impossible Objectives.

Also, scoring of rounds is now 5 points for a win, 4 for a tie and 3 for loss. Using mission score only as tie breaker.

Rounds are 2.5 hours each, 3 total rounds. Lunch break between round 1 or 2 based on vote.

$10 entry, total pot is split as store credit between top players.

Discussion: Eldar / 400 pt special event
« on: February 25, 2016, 06:50:48 AM »
There is a special event coming up at a local shop where I might have to build a 400 point list of an army I don't have yet under a bunch of special rules:

No formations, No Fortifications, No Flyers, Flying Monstrous = Jump, No Super/Gargan, No 3+ invulnerable save after any modifier, etc.

Force Org chart of:
1 HQ
0-1 Elite
1-3 Troops
0-1 Fast Attack
0-1 Heavy

So, to keep cost low and still have something playable I came up with this:

Eldar Craftworlds: Codex (2015) (Combined Arms Detachment)

Spiritseer [Shuriken Pistol, Witchstaff]

5x Dire Avenger
Wave Serpent [Twin-linked shuriken cannons, Twin-linked shuriken catapults]

10x Guardian, Platform with Scatter laser

Vyper [Scatter laser, Twin-linked shuriken catapults]

Which is basically the Eldar Battleforce + Spiritseer

I am open to other units and ideas, as I do not know if I even have to do this but when times comes I have less than a month to to get the needed models.

Discussion: THE LIST / Pure Khorne Daemonkin Blood Host - 1250pts
« on: December 06, 2015, 03:55:23 PM »
Will be participating in a tournament next Saturday. The shop has the same mission each round, but rotating between the three deployment styles.

The scoring breaks down to: Player with the most Kill Points gets 5pts (tie in KPs, 2 points for both players).  Kill the Warlord and Linebreaker are 2pts each. An objective right in the middle of the table is worth 3ps. Then four player placed objectives worth 2 points each. With the highest total score across all 3 rounds is the winner of the tournament.

This is first pure list for Daemonkin (been messing around allied with Necrons). It contains most of the models I currently own. I do have 3x Bloodcrushers, Demon Prince and a Herald on Juggernaut as well. So what I need is the fine tuning of the various upgrades availible to the models I own.

Blood Host Detachment - 1250

Chaos Lord [Axe of Khorne, Juggernaut of Khorne, Power Fist, The Skull-helm of Khorne]

10x Bloodletters, Upgrade one to Bloodreaper (for challenges)
10x Bloodletters, Upgrade one to Bloodreaper (for challenges)
7x Cultists + Cultist Champion [Autopistol]
7x Cultists + Cultist Champion [Autopistol, Take a shotgun]
Chaos Rhino
4x Possessed + Possessed Champion

Biker Champion [Axe of Khorne, Bolt Pistol]
2x Bikers, both with Flamer

Biker Champion [Axe of Khorne, Bolt Pistol]
2x Bikers, both with Flamer

5x Flesh Hounds
5x Flesh Hounds

War Engine
Soul Grinder [Baleful Torrent]

Some of the why:
Chaos lord: This load out is similar to what I have seen on a few lists, Axe for normal at initiative fights (st4 ap2), power fist against high toughness or vehicles (st8 ap2). Both are specialist weapons, so +1 attack either way making it 7 on the charge, 6 when charged, 5 normal. Crown might add more attacks. Will run him with either a bike squad or the Hounds.

Bikers: Multiple people use Orcs and Tyranids in swarm style lists, I think the flamer replacing the Bolt Guns might be better for this than running as melta. Plus, current points do not fit full melta. Champion gets 5 attacks on charge, 4 when charged and 3 normal ST4 AP2 at I4 with this load out. Normal bikers get 4,3,2.

Soul Grinder: he will be moving forward and getting into fights, and I figure the torrent might be better against the orcs and tyranids.

Cultists sit on the closer objectives, taking pop shots and charging one of the many Drop Pod marines that will be dropping near the objectives. Bloodletters cause chaos by either running across the board or deep striking into their back lines.

Possesed go full speed down the the table, jump out and hide for a round, then get into a fight where they can. The empty tank then runs around and gets destroyed for the blood tithe points.

Discussion: THE LIST / Odd Necron/Khorne Daemonkin combo 1850 test list
« on: August 20, 2015, 08:07:50 PM »
Not sure what I was thinking but this list suddenly came to mind when I was thinking about starting a Khorne Daemonkin army as a second army.

1850pts Unbound, two Detachments:

Necrons Formation Detachment

Annihilation Nexus
Doomsday Ark
Annihilation Barge [Gauss Cannon]
Annihilation Barge [Gauss Cannon]

Destroyer Cult
Destroyer Lord [Phase Shifter, The Gauntlet of the Conflagrator, Warscythe]
4x Destroyer
4x Destroyer
4x Destroyer
3x Heavy Destroyer

Khorne Daemonkin Formation Detachment

Charnel Cohort
3x Bloodcrushers, Instrument of Chaos
10x Bloodletters
10x Bloodletters
10x Flesh Hounds
Herald [Greater Locus of Fury, Hellblade, Juggernaut of Khorne]

Doomsday cannon set up at the back of my deployment in a good line of site of the majority of the table with Destroyer Cult protecting it. They only move as needed for more shots.

Flesh Hounds start on table running towards the enemy intercepting any fast moving forward groups.

The Herald on his mount goes in with the Bloodcrushers in Deep Strike Reserves.
All Bloodletters also in Deep Strike Reserves.

When Herald and his unit come in, I aim for just behind their deployed units, then with the Instrument of Chaos, I get to bring one of the Bloodletters units in, who are placed by the Herald for no scatter (per the formation) and I hope to also bring in the other unit without scattering as well. They then cause chaos in the back lines with either absorbing fire as they over react to this large group of deamons in their back row, or they will force melee onto who ever they can.

Please tell me this is a bad idea. I am not even sure this is a legit way of building an army
If not as bad as I think it might be, it will be the start of a full army.

Pages: [1]