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 1750 Khorne Demons

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Preter
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PostSubject: 1750 Khorne Demons   Sat Sep 13, 2008 4:58 pm

I drop the big monsters and the bloodcrushers first if they win the dice roll otherwise its the bloodletters. I drop them as close to the enemy as I think is safe then just bum rush for the most part, with the flyers taking out the fast/out of the way targets. The only things that really die are bloodletters, the demonzillas are just too fast, too tough, and too many to take more than one completely down before they are devouring your favorite unit. In my proxy games it is beyond a mean list but have yet to face a truly competitive list. Let me know what you think. C.J. I would love to play some grey knights!

1 Bloodthirster - Blessing of Khorne - 255

3 Demon Princes - Demonic Flight, Iron Hide - 170 each (510 total)

8 Bloodcrushers - Chaos Icon - 345

4x 10 Bloodletters - 160 each (640 total)

1750

BTW Quick afterthought here that has been tugging away at me. Do you consider this list gamey/beardy/cheese? I was told all those pegasus fliers in a bretonnian list was lame and don't want to repeat the same mistake. To me the list seems a pretty fluffy representation of a host of Khorne. I see the three demon princes as being subservient to the Bloodthirster, and unholy court of sorts. LMK!
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CJ
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PostSubject: Re: 1750 Khorne Demons   Sat Sep 13, 2008 5:39 pm

well...I hate you....if that counts....LOL
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Mendin
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PostSubject: Re: 1750 Khorne Demons   Sat Sep 13, 2008 5:45 pm

I'd fight this list

...With my (highly proxied) Orkish Deffwing.

See who's da choppiest.
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PostSubject: Re: 1750 Khorne Demons   Sat Sep 13, 2008 8:22 pm

That sounds fun, the bad versus the ugly. Seriously people no more input? Whose palm do I have to grease?!
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Keith
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PostSubject: Re: 1750 Khorne Demons   Sat Sep 13, 2008 10:51 pm

this list sux zach Twisted Evil
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Makari
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PostSubject: Re: 1750 Khorne Demons   Sun Sep 14, 2008 10:51 am

Don't fight Tau, Marines, or Orks.
The shooting will tear you apart ( Yes I said Orks)....

I have tried playing teh Chaos demons for 40K all khorne and I have had no luck. not saying that I am doing it right but against anything with any fire power your done before you can do anything. First IF everything deepstrikes where you want you have to survive the rapid fire shots of being close enough and sitting in a HUGE circle waitning to get hit by Template weapons. The armor save/Inv are a joke for something that has to survive that first turn of shooting, and because you can't charge the turn you deepstrike your a sitting duck. Also because you can't hide and teh targets are minimal the enemy can concentrate fire power even against a bloodthirster.

I would love to play against the demons to see others play them so I can get a feel for other tactics. I'll take ya on with any of my armies!

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Nathan
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PostSubject: Re: 1750 Khorne Demons   Sun Sep 14, 2008 12:26 pm

Why don't you just run when you DS in? Even 1" will get you out of the nastiest pie plate explosives to save some guys. And if you're near cover, you can head into that for the (likely) better save.
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PostSubject: Re: 1750 Khorne Demons   Tue Sep 16, 2008 12:39 am

You get to split the army in halves and deep strike a random half on turn 1, right? Put as many of the bloodletters in one half as possible and as many MCs as you can in the other half.

Then you can always DS the MCs in more aggressive positions to draw fire from the bloodletters wherever they go. If they kill the MCs the bloodletters get them. If they kill the bloodletters the MCs get them. If they kill neither they're totally screwed.

It works no matter which half comes in on turn 1 too. I bet this list would do pretty well that way.
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Makari
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PostSubject: Re: 1750 Khorne Demons   Tue Sep 16, 2008 7:49 am

you can't move when you deepstrike you become a sitting duck. As far as the deepstrike MC or Bloodletters... You may not get to DS the half you want and even still there is still not enough protection to keep any descent amount of fire power from wiping out the units.

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altahara
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PostSubject: Re: 1750 Khorne Demons   Tue Sep 16, 2008 8:05 am

you are able to run when you deep strike..
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PostSubject: Re: 1750 Khorne Demons   Tue Sep 16, 2008 8:08 am

Knowing that i must back it up....

pg 95, small rulebook.. under deep strike

Quote :
In that turn's shooting phase, these units can fire (or run) as normal, and obviousy count as having moved in the previous movementphase
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PostSubject: Re: 1750 Khorne Demons   Tue Sep 16, 2008 8:42 am

Yes, deepstrikers can run after deepstriking. However they may not assault, even if they have fleet.

(Many people were trying to use the language in the fleet rules as a backhanded way of assaulting when deep striking)

The thing about Demons is that even if you get your desired first wave, you need to get your demons less than 12 inches away from the enemy after your run.

If you target 12 inches from your opponent, about 1/3 of the time you will deviate away and need two turn to charge, which will suck, plus the opponent can always move backwards a little. I suppose with the wings you get an 18" range which does help some.

Pick a point closer and you risk losing your expensive Demon Prince to deviation into a squad or terrain.

I think the list will tear apart other elite armies, but any army that can afford to bait you with expendable squads is going to get too many turns of shooting in on you.
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PostSubject: Re: 1750 Khorne Demons   Wed Sep 17, 2008 1:47 pm

Hmm... good point jmarv and makari. I can see how shooty armies with some numbers could deal with the MCs. What would you guys suggest to balance it out. I could swap out a Demon Prince for a squad of flesh hounds led by Karnak, perhaps they could help deal with more numerous opponents?
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PostSubject: Re: 1750 Khorne Demons   Wed Sep 17, 2008 3:42 pm

Maybe swap one Daemon Prince out for the Flesh Hounds, swap the other one out for a Soul Grinder with Phlegm? 36" pieplate might also be nice for some ranged support, plus you've got what's essentially a Fleet Defiler to get choppy with.

Now that I reread the list and the Chaos Daemons codex, I'm kinda scared. One Bloodletter squad gets 30 WS5 S5 I5 Power Weapon attacks on the charge, and you have four Those things can roll over a Space Marine squad with barely a burp.


e: Oh that's cruel. Three medium sized squads of flesh hounds? Put them ahead of the Bloodletters for fire screening, counter-charge protection, and/or try to tie up a squad so they can't get away, then get om nom nom'd by the bloodletters next turn.


Maybe drop the Bloodcrushers and just add more squads of Bloodletters, and replace them with two Juggernaut or Chariot-mounted Heralds of Khorne as HQs?
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Makari
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PostSubject: Re: 1750 Khorne Demons   Thu Sep 18, 2008 12:29 pm

altahara wrote:
Knowing that i must back it up....

pg 95, small rulebook.. under deep strike

Quote :
In that turn's shooting phase, these units can fire (or run) as normal, and obviousy count as having moved in the previous movementphase

It's amazing I didn't know that I did it but I aparently skip stuff automatically if it is in parenthesis... I read teh page at least ten times and had to have someone point it out to me... Damn school systems...

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Mike Leon
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PostSubject: Re: 1750 Khorne Demons   Thu Sep 18, 2008 4:06 pm

makari wrote:
you can't move when you deepstrike you become a sitting duck. As far as the deepstrike MC or Bloodletters... You may not get to DS the half you want and even still there is still not enough protection to keep any descent amount of fire power from wiping out the units.

The whole beauty of the strategy is that it doesn't ever matter which half you get first. Neither is more ideal than the other.

If you get the MCs first, then you drop them right by the enemy lines and then as the bloodletters come in you drop them right there too.

If you get the bloodletters you drop them in covered, hidden or out of range positions and footslog them as the MCs drop in.

Either way it works out the same.
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PostSubject: Re: 1750 Khorne Demons   Sat Sep 20, 2008 12:33 pm

Thats how I felt. Really in proxy play I don't even have to hide to the bloodletters. You just drop them as close as possible around the biggest squads so that the army is blocking its own line of sight. Forty Bloodletters isnt all that hard to kill in one turn but it also isnt all that easy, a few will survive and a few is all you need not to mention that you will still be dropping MCs and BCs as you go.. Three bloodletters can beat most full squads in an assualt.
And to Makari, what was your list made up of? I just find it really hard to think an army with perhaps the exception of orcs could kill more than one daemon prince/blood thirster if you get to drop 3 of them plus a bloodthirster plus a squad of bloodcrushers. That leaves three 18 inch charge models and one uber hand to hand unit left to move next turn. You may as well count three squads engaged/wiped out from the MCs and the juggies will scare everything out of twelve inch range of them. Most armies are only 8 kill points. Now they are 4 or 5, while I am still 8.
As far as the blood crushers go they are easily my favorite unit in the army. 8 models at t5 s5 i4 ws5 w2 a3 (make that s6 and i5 on the charge, yes that wounds orcs and space marines on 2+) with a 3+ save and a 5+ invunl is seriously one hardy unit Oh and none of them can be insta deathed. Its not even the real combat ability of the squad that shines its the fact that it is nearly indesctructable. Drop in the center, let it roll, laugh as the enemy splits themselves in halves trying to avoid it. Laugh harder as one of those halves is eaten by flying MCs and
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PostSubject: Re: 1750 Khorne Demons   Today at 6:48 pm

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