tag:blogger.com,1999:blog-22265661334593999162024-03-13T20:28:30.759-07:00Devourer of StarsA World Eaters BlogBodacioushttp://www.blogger.com/profile/06651694576134257330noreply@blogger.comBlogger16125tag:blogger.com,1999:blog-2226566133459399916.post-962236523937401372015-08-06T10:12:00.002-07:002015-08-06T10:12:52.087-07:00Dead Lord Korotur vs Pedro Kantor and his Crimson Fists.Finally got another game in with my Khorne Daemonkin. <a href="http://ivorydome.us/40k/Khorne%20Daemonkin%20-%20Campaign%20Roster%201%20-%20Copy.html" target="_blank">This is my list</a>. This game and others coming after are part of a campaign. Wins capture territory and can give bonuses. There are a few factions, Imperium, Orks, and Chaos. Other xenos players haven't come forward to participate.<div class="separator" style="clear: both; text-align: center;">
<a href="http://i.imgur.com/8QoKP1c.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" src="http://i.imgur.com/8QoKP1c.jpg" height="320" width="277" /></a></div>
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This game was against an imperium player commanding a crimson fist army. His list consisted of a CAD containing Pedro Kantor, devastator squads, sternguard, and scout squads. Attached was a skyhammer annihilation force with meltas in one pod and grav in another. One or two of the assault squads had an evisirator. </div>
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Taking turn two I castled in my corner behind the rhinos and spreading out so no pod could land behind me. The skyhammer and sternguard came down and did very little but killed a rhino a few bodies. Enough to give me the blood tithe I needed.</div>
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My forces responded with overwhelming force but my dice rolled poorly. This was to my benefit, however, as most of my key units stayed locked in combat. Everything went on to assault units across the board. Moving so fast is very powerful.</div>
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The game ending in a tabling for the Crimson fists. This was the only way I could win, though, as with the mission a lucky pull got him a ton of points, in one case 6 points off of two cards.</div>
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Some of the best moments were my Khorne Lord's powering up thanks to Goredrinker. Drop podding armies give him the perfect opportunity. After killing one guy and just using the axe of Khorne afterwords I can still power up. In the second round of combat he was up to 5+ wounds given and strength 10 as a result. Thanks to the scenario he had two warlord traits which game him preferred enemy and +1 attack. Rampage from goredrinker also is awesome at ramping up his abilities. He can dish out a lot of death very quickly. In this game he killed 5 squads of between 4 and 5 marines each with the finale of cleaving Pedro and his squad into a heap of limbs and shredded meat.</div>
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For the blood tithe all I need are 3 points to get feel no pain on everything and give rage/furious charge to the slaughtercult. I run my lord with 5 chaos spawn. Getting feel no paid up as well as running them through cover makes them almost as survivable as the demons.</div>
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Feel no pain also super buffs the flesh hounds. The look on people faces when 3 bolter wounds only causes one unsaved wound and doesn't even kill a model is priceless.</div>
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Speaking of flesh hounds, they are the backbone of the army. Scouting up and forcing decisions on a gunline, hanging back and taking up space for area denial just to counter charge, or moving fast a bogging down up other units just so the power houses can catch up are the primary things these guys are used for and lets everything else do all the heavy lifting.</div>
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Eight bloodcrushers and a herald on a juggernaut were also a big factor. In this game their enormous number of attacks were able to kill some drop pods to secure the win for me. The amount of wounds, combined with feel no pain, and the ability to move incredibly fast make them a huge threat. If they are targeted then so what? That means other stuff isn't being shot.</div>
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Khorne Daemonkin is powerful when used right. When summoning blood thirsters, using overpriced wargear, or using glass hammer type units this army can run into a hitch. The amount of wounds that can be had, the resiliency they can earn, and the ability to move really fast can give a lot of armies a run for their money.</div>
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Coming soon will be a short battle report of this army versus a mechanized guard army.</div>
Bodacioushttp://www.blogger.com/profile/06651694576134257330noreply@blogger.com0tag:blogger.com,1999:blog-2226566133459399916.post-44665930649996263302015-07-17T06:19:00.003-07:002015-07-17T06:19:59.388-07:00Forgeworld Kytan - Shaker of the heavansGot this in just last night and put some effort into it.<br />
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And a comparison to some other large Khorne things:<br />
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<a href="http://i.imgur.com/CaLYLiBl.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://i.imgur.com/CaLYLiBl.jpg" height="157" width="320" /></a></div>
<br />Bodacioushttp://www.blogger.com/profile/06651694576134257330noreply@blogger.com0tag:blogger.com,1999:blog-2226566133459399916.post-17651522893834951812015-07-16T11:58:00.002-07:002015-07-16T12:47:35.934-07:00Goings on of July 2015<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-zJ_d2XqmlqQ/Vaf5g-JQZJI/AAAAAAAABR8/V_tzHVvvSMw/s1600/kytan.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="272" src="http://3.bp.blogspot.com/-zJ_d2XqmlqQ/Vaf5g-JQZJI/AAAAAAAABR8/V_tzHVvvSMw/s320/kytan.jpg" width="320" /></a></div>
<span style="font-family: Times, Times New Roman, serif; font-size: x-large;">G</span>rand Theft Auto V came out in April so between that and work I got behind on 40k. In that amount of time a lot has come out for the game and I am pretty excited about it.<br />
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What I am most excited about is the Kytan Daemon engine (pictured right). <a href="http://www.forgeworld.co.uk/New_Stuff/KYTAN.html" target="_blank">Check it out on Forgeworld's website.</a> This thing is one of the chaos answers to an Imperial knight. It is more expensive points-wise, has a lot of special rules, and trades off some defensive capability for offensive power. The most important of this trade off is WS5 and I5. Given decent rolls or some psyker shenanigans and this will eat other knights, imperial or otherwise, for lunch.<br />
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I ordered this model as soon as it was available and am constructing a scenic base out of a cut apart dakka predator. So far it is pretty fantastic and I am going to post up some pics as soon as I can.<br />
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<span style="font-family: Times, Times New Roman, serif; font-size: x-large;"><b>I</b></span>n conjunction with the Kytan is a Chaos knight kit. It is a bit more expensive money wise, on par with the regular knights, but is the same points-wise and can be upgraded to daemonic alignments. These alignments give the same benefits as other chaos titans in older forgeworld books. The close combat weapon also give +1 to the STRD result chart making it never fail obliterating models on a 5+.<br />
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The rules and points cost make these things pretty snazzy but I hate the way all of these knight titans look. The Kytan looks the best out of the two and suits my play style better, anyways.<br />
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All of these knew titans along with the recent release of the warlord titan got me pretty interested. So interested in fact that I am selling a couple of guns that I never use in order to get some cash for these models. I recently saw an unboxing video of the warlord titan and it seems like an incredibly fun model to put together and paint. The rules for the titan are pretty insane as well.<br />
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I don't know what all I will end up with. I haven't sold the guns, yet. But whatever it is I plan on having a lot of fun.<br />
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Recently I completed to an acceptable level a bloodcrusher squad with blood-hunter and banner. In progress are my super special chaos lord and a bloodthirster. After that are a whole smattering of bloodletters. Once all of this, along with the Kytan, are painted I intend to work on spawn, flesh hounds, bikers, and probably a helldrake or two.Bodacioushttp://www.blogger.com/profile/06651694576134257330noreply@blogger.com0tag:blogger.com,1999:blog-2226566133459399916.post-76187909026958510082015-04-20T16:21:00.000-07:002015-04-20T16:21:03.255-07:00Maulerfiends, Forgefiends, Soul Grinders, and Defilers in Khorne Daemonkin<a href="http://1.bp.blogspot.com/-r2wOfV59a-o/VTWJMrbwXSI/AAAAAAAAATg/OWVhEj_kApE/s1600/no-sign-md.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-r2wOfV59a-o/VTWJMrbwXSI/AAAAAAAAATg/OWVhEj_kApE/s320/no-sign-md.png" height="200" width="200" /></a>I have no love for these daemon machines. It used to be that the only walkers Chaos Space Marines had access to was dreadnaughts and Defilers. Dreadnaughts are another topic; this one is about the big walkers.<br />
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With the 6th edition Chaos Space Marines codex Maulerfiends and Forgefiends were added. Soul Grinders were made available as a regular unit, as opposed to an ally, in the Khorne Daemonkin book.
The fiends were added to the game around the same time Nemesis dreadknights, Tau Riptides, Eldar Wraithknights, and Space Marine centurions were added tot he game. I believe all of these models were added in response to the warmahordes game adding their collossal type models. Comparing the fiends to their opposition it is quite easy to see that they got the short end of the stick when it comes to creative rule making. All of the other large monstrous creature/walker types outclass the fiend in almost every way. The ones that can't move fast have serious defensive capabilities.
I love the defiler model, a huge crab demon that is going to blow you apart and chop up the bits. The fiends and soul grinders look good as well but I don't own any of them yet. Once again, though, these chaos models can't hold a candle to the sleek lines and sheer awesomeness that the looks opposition models have.<br />
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The defiler is too expensive, too slow, gets killed too easy, and is trying to do too much stuff at once. For a few more points other factions get better, faster, and stronger models. In eldar's case, for 95 more points they get a toughness 8 gargantuan creature that shoots 2 strength D shots a turn.<br />
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The shooty fiend is trash. Too expensive and, depending on options, can overheat and kill itself while also suffering some other negatives I will discuss further down.<br />
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The soul gridner is probably the star of the show. For the points it has better front and side armor and, depending on options, can actually shoot decent things, one of them being skyfire. The model looks great also. Once again, however, it is just too slow. Also suffering from a ballistic skill of 3 makes this thing pretty underwhelming. The only thing going for it is the armor 13 and cost compared to these other walkers. When it finally gets to combat it can probably do something, but until then the performance is substandard.<br />
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The close combat maulerfiend is the star of the pack. It moves fast, can reduce attacks or blow vehicles up easier, is fairly cheap, and looks good doing it.<br />
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The downsides of all of these models make them mediocre. All have ballistic skill/weapon skill 3. Hitting on 4s everywhere with few attacks makes these things pretty anemic. Armor 12 on most of them, with only 3 hull points, makes them one trick ponies. That lucky lascannon shot or the squad with grenades getting an immobilized result or just outright blowing it up really sucks. One lucky shot and the models is toast; 130 plus points to the dead pile or easily avoided. What really makes this hurt is that the equivalent enemy beasties simply take a wound from one of these lucky shots. Take a squad of flesh hounds instead. They will run over the marines, only lose one model to the lascannon shot, and still get an invulnerable save.<br />
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Maulerfiends are the only one of these I would consider taking, albeit reluctantly. One thing Khorne Daemonkin have trouble with is vehicles with high rear armor. The maulerfiend is the best response to it. Being that these things are fragile and cracking these tanks in close combat is almost mandatory I would rather take a few melta bombs spread out on sergeants or on a lord.<br />
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If you feel a maulerfiend is necessary, take two of them. Two is one, one is none. To the bin with everything else.Bodacioushttp://www.blogger.com/profile/06651694576134257330noreply@blogger.com0tag:blogger.com,1999:blog-2226566133459399916.post-81418387176917030682015-04-19T20:21:00.000-07:002015-04-19T20:27:24.472-07:00Army progress as of April 19, 2015<a href="http://i.imgur.com/FQErtz6m.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://i.imgur.com/FQErtz6m.jpg" /></a><span style="font-family: Georgia, Times New Roman, serif; font-size: x-large;"><b>G</b></span>reetings and thanks for viewing this blog.<br />
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After being on vacation for the last week I am looking forward to updating this blog. I have been concentrating on painting some models and I want to get them all knocked out before I buy some more. I developed a road map on what all I want to buy and it is going to get costly very fast. Accounting for that I have made it a goal to get all that I have for this army painted before purchasing more models. This will allow some saving to accrue and the good amount of model already owned to be nice and painted up.<br />
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All last week, this week, and probably a couple more weeks I am focusing on and 8 man blood crusher squad, an extra banner bearer, and my Juggerlord.<br />
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The picture for this blog post is my progress so far, <a href="http://i.imgur.com/FQErtz6.jpg">Click here for a larger picture</a>. <br />
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After painting that squad up there is the possessed to finish along with a standard blood thirster. Once those are done I am going to alternate between Flesh hounds and Spawn.<br />
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Of the models I need to purchase are as follows:<br />
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<ul>
<li>20 Flesh hounds</li>
<li>5 to 10 spawn</li>
<li>18 Chaos bikers</li>
<li>2 maulerfiends</li>
<li>2 helldrakes</li>
<li>2 skull cannons/blood thrones</li>
<li>24 berzekers/Chaos space marines</li>
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For the bikers and berzekers/CSMs I plan on using all of the fogeworld torsos, heads, and shoulder pads while buying the legs/arms/backpack bits off of ebay. Thankfully I only need two sets of bits because I already have 10 put together but not painted.</div>
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I am not too crazy about the maulerfiends and helldrakes but they might be fun in the Khorne Daemonkin codex. I will post more on them later.</div>
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A fun list want to run is what I call "2 is one, one is none":<br />
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<h3>HQ</h3>
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<h4>Chaos Lord</h4>
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Axe of Khorne, Goredrinker, Juggernaut of Khorne, Power Armour, Sigil of Corruption, Warlord
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<h4>Chaos Lord</h4>
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Juggernaut of Khorne, Lightning Claw, Power Armour, Power fist, Sigil of Corruption
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<h3>Troops</h3>
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<h4>Bloodletters</h4>
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Bloodreaper, 7x Unit size
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<h4>Bloodletters</h4>
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Bloodreaper, 7x Unit size
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<h3>Fast Attack</h3>
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<h4>Heldrake</h4>
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Baleflamer
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<h4>Heldrake</h4>
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Baleflamer
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<h3>Heavy Support</h3>
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<h4>Maulerfiend</h4>
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2x Lasher Tendrils
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<h4>Maulerfiend</h4>
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2x Lasher Tendrils
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<h3>Auxiliary</h3>
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<h4>Gorepack</h4>
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<h4>Chaos Bikers</h4>
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7x Bikers, 2x Meltagun
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<h4>Biker Champion</h4>
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Bolt Pistol, Close Combat Weapon
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<h4>Chaos Bikers</h4>
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7x Bikers, 2x Meltagun
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<h4>Biker Champion</h4>
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Bolt Pistol, Close Combat Weapon
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<h4>Flesh Hounds</h4>
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8x Flesh Hounds
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<h4>Flesh Hounds</h4>
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8x Flesh Hounds
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There are plenty of points to expand to 2000 or trim to 1850. I would much rather run a slaughtercult but I just can't fit two possessed in there. I think this list gives a ton of fast moving options that packs a punch and messes with target priority,Bodacioushttp://www.blogger.com/profile/06651694576134257330noreply@blogger.com0tag:blogger.com,1999:blog-2226566133459399916.post-39963977462587123782015-04-11T21:16:00.000-07:002015-04-19T20:28:14.662-07:00Are possessed really a tax for a slaughtercult?<a href="http://4.bp.blogspot.com/-eOCt6b_W9MU/VSntBWoIUHI/AAAAAAAAATA/RKTnFIMP8FM/s1600/possessed.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" src="http://4.bp.blogspot.com/-eOCt6b_W9MU/VSntBWoIUHI/AAAAAAAAATA/RKTnFIMP8FM/s1600/possessed.jpg" /></a><span style="font-family: Georgia, Times New Roman, serif; font-size: x-large;">T</span><span style="font-family: inherit;">he general consensus of the intertubes seems to be pretty negative concerning the mandatory inclusion of a unit of Possessed Chaos Space Marines in a Slaughtercult formation of Blood Host detachment. I do not share these sentiments and here is why.</span><br />
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<span style="font-family: inherit;">Yes, they are expensive, yes, they cannot shoot, but I have a hard time seeing these factors as making them so unattractive. With both Daemon of Khorne and mark of Khorne I think the buff these guys provide is worth it. Yes, they pay for these marks but never before had Demon of Khorne been available. Previously if the unit wanted furious charge they would have to purchase a 15 point icon of wrath. Factoring it all together these guys get furious charge for 10 points cheaper that the Chaos Space Marines codex albeit with the lack of the icon assault result benefits. They are fearless so don't need it anyways. </span><br />
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<span style="font-family: inherit;">What's more, the icon in the Korne Daemonkin codex is 5 points more expensive and Possessed don't even need the icon; they have all the benefits already built in.</span><br />
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<span style="font-family: Georgia, Times New Roman, serif; font-size: x-large;">N</span>ecessary to the success of this unit is transportation. Options are rhinos and land raiders. I hate land raiders, especially chaos ones, why oh why can't I get the flamestorm cannon variant? Lets not go there just yet.<br />
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A bare bones unit clocks in at 185 points with a basic rhino. I am not sure of I want to add anymore models but 5 are sturdy enough. Run them up the board, flat out, and ram them down some poor soul's throat. Not much more than that,just point and click.<br />
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One tactic I favor is, on the turn before assaulting, disembarking the models without moving the rhino, and in the shooting phase moving the rhino flat out to block line of sight. This lets our possessed weather the enemy shooting phase, gives opponents a road block to walk and assault around, and if the rhino dies another blood tithe point is earned. In other cases where the models can actually shoot something be sure and shoot them first before moving the rhinos flat out. Don't forget their mutation table, strength 6 on the charge, and counter attack.<br />
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Thankfully I had some possessed from a long time ago, never assembled and waiting for this moment. The aesthetics of the models are actually quite pleasing. Before adding these models to your collection consider a kit bash or the <a href="http://www.forgeworld.co.uk/Warhammer-40000/Chaos/CHAOS_INFANTRY_AND_ACCESSORIES/WORD_BEARERS_LEGION_GAL_VORBAK.html">Gal Vorbak </a>from Forgeworld. Those models are super nice and can double as a very powerful unit in a Word Bearers heresy list.<br />
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These guys aren't that bad. Try them out, run them up, give them feel no pain, and earn those blood tithe points!<br />
<br />Bodacioushttp://www.blogger.com/profile/06651694576134257330noreply@blogger.com0tag:blogger.com,1999:blog-2226566133459399916.post-87152160576496065122015-04-11T11:54:00.001-07:002015-04-11T18:48:17.988-07:00The Red Angel<a href="http://i.imgur.com/Pr6SiGi.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://i.imgur.com/Pr6SiGi.jpg" height="320" width="290" /></a><b><span style="font-family: Georgia, Times New Roman, serif; font-size: x-large;">W</span></b>hen Forgeworld's Horus Heresy books were announced I was quite elated. To my great pleasure the first primarch model released was Angron and I had him painted by my good friend, Brad Newman as soon as I could. The model is shown in this blog post.<br />
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Compared to other primarchs Angron seems fairly mediocre. He is quite the combat monster, but with so many other primarchs having a 3 plus invulnerable save an Angron himself only having a 4 plus invulnerable save I don't think he is going to get very far versus other primarchs. <br />
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My preferred delivery method for our beloved primarch is through some sort of drop pod. I have had a great deal of fun with the Orbital Assault rite of war. I can put Angron right where I want and if he survives the shooting phase whatever he touches next dies. <br />
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During the narrative campaign of Texas Wargamescon of 2013 in Austin I delivered the Red Angel in a regular drop pod with his accompanying Praetor, command squad, and an apothecary. They won the day defeating a squad of Space Wolves and reducing Bjorn the Fell Handed to smoldering junk (It really was quite spectacular, after poor rolling on my part and invul saves I was able to roll two 6's in a row thanks to the venerable roll and exploded Bjorn). I think he then died to an invisible scimitar jet bike squad which anyone else would have as well.<br />
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Another tactic I am working on is delivering Angron with 8 Red Butchers and a Primus Medicae in a Kharybdis assault claw. I have 5 of the butches and need to get the assault claw and the medicae, they are quite expensive. But when I have them together a unit will be assembled that will handily survive almost any shooting phase.<br />
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One issue that developed was when Angron landed with his command squad the subsequent round of mass melta fire I landed into wiped the squad, including Angron. Mass 4+ invulnerable saves, feel no pain, and two wounds per model will really help withstand a lot of terrible stuff.<br />
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Other folks recommend delivering a primarch in a spartan assault tank and I just don't like that option. It seems there are too many things that can go wrong: immobilize on terrain, that extra lucky laser destroyer shot, your ally in an apoc game moving into your lane before you move the tank and more things I am sure I am forgetting. With a pod of some type a great deal higher probability exists that I will get that turn two charge. The pod being destroyed is of little use; a lot less points are wasted.<br />
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In the end Angron is a great model with decent rules and is effective if he is delivered where he can best be utilized. He is an extremely expensive beat stick and that is about it. Other primarchs boost their army in some way and all he does is give a 12" fearless bubble. That is pretty nice, but not as good as other primarchs.Bodacioushttp://www.blogger.com/profile/06651694576134257330noreply@blogger.com0tag:blogger.com,1999:blog-2226566133459399916.post-14654655943034441232015-04-11T09:23:00.000-07:002015-04-11T09:26:23.838-07:00First impressions of Codes: Khorne Daemonkin<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="http://3.bp.blogspot.com/-9LrxcwwESRQ/VSlKyhzd3lI/AAAAAAAAASs/wHm7nuVzP7Q/s1600/codex.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="http://3.bp.blogspot.com/-9LrxcwwESRQ/VSlKyhzd3lI/AAAAAAAAASs/wHm7nuVzP7Q/s1600/codex.jpg" height="320" width="309" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Image courtesy of Games Workshop</td></tr>
</tbody></table>
I got my skulltaker edition the other day and played my first game against eldar with a slaughtercult and a charnel cohort. Here is what I learned.<br />
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The hounds are worth their weight. Scouting them up really messes with the enemy's target priority. I say take two squad of 8. I think there is going to be a decent debate about where to take the hounds, either in the Gorepack or in a Charnal Cohort.<br />
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I deep struck two squad of blood letters and thanks to BftBG it was very liberating not having to worry about mishaps. I could be a little more daring with their positioning. If they died, who cares? two tithe points! If they got blasted next turn, who cares? two tithe points and they are keeping shots off my other guys. If they live furious charge and a tithe bonus will assure I wipe out whatever I assault.<br />
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I think Berzerkers are dang near useless. Why should I take them when I can run cheaper marines that have bolters and a CCW for two points per and combine them with the tithe bonus that gives them rage and furious charge? If they are getting charged then I failed in my positioning so I don't need counter attack. I have the ability to go to ground. I can use my bolters to double tap after I disembark from my rhinos. The tithe bonus, especially with the slaughtercult, makes them better than berzerkes, especially for the points. Thier only saving grace is WS 5 and if you have the points take them, but I think more can be done with CSMs<br />
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I ran my lord as cheap as I could on a juggernaught with a sigil and goredrinker. I put him with a full squad of spawn so he wouldn't lose anything out on majority toughness. I think as long as you hug terrain it shouldn't be much of an issue. Goredrinker is nuts. I want to pair goredrinker with an axe of khorne so later in the game he a cheaper, faster abaddon. All it takes is 8 kills.<br />
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A squad of 8 bloodcrushers with a herald that gave hatred was a major beatstick. With all the target priority shenanigans these guys were able to move up the field and wreak havoc. I think they are a glass cannon, though. Enough shooting and they will fall pretty easy. That is why comboing them with other fast moving units like hounds works well.<br />
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If a rhino is being used don't mess with blowing smoke. You want them dead for that tithe point. Move them flat out for that extra 6 inches instead. A quick aside, if the enemy kills my rhino can my marines assault in my next turn? I remember there being a rules debate about this but I don't remember.<br />
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I used my cultists as objective campers but it brought up a really good issue of objective placement. I say place them in a potential mid field or entice a bias to one side and make sure the enemy gets it. Khorne Demonkin can move so fast that having units sitting in the back on objectives is a waste. Put those cultists up front early to get the blood tithe points for that army wide FNP or to summon some demons.<br />
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The tithe overall is great but not much past option 4. 5 and 6 are situational. I think if you can take advantage of some shooting with the skull cannon on some bunched up enemies then go for it. But summoning stuff that can't act for one or two turns is almost useless, not to mention sacrificing a character somewhere. 7 and 8 I think are really almost useless. Unless you can put a prince or thirster out on turn two, or one somehow, then they aren't going to have enough effect on the game to make it worth while. Besides, if you can get one out that early then the enemy is dying so fast you aren't going to need him or your models are dying so fast that putting even a thirster out there isn't going to make a difference. Coming in turn 3 and flying they might only effect two units.<br />
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+1 attack characteristic will help your guys survive or finish subsequent rounds of assaults really nice. Army wide FNP is super awesome. If you know you are going to mass assault something the rage/furious charge tithe will smash the enemy and save you from having to buy berzerkers.<br />
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I think the artifact armor on a flying demon prince would be cool but that is 250 points and would be too expensive by then.<br />
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Overall this codex is great and will take a lot of people off guard. As someone said elsewhere losing units really buffs your armyBodacioushttp://www.blogger.com/profile/06651694576134257330noreply@blogger.com0tag:blogger.com,1999:blog-2226566133459399916.post-703687332448584282015-04-11T08:00:00.000-07:002015-04-11T09:16:33.874-07:00A resurgence of the Devourer of Stars!Hello everyone, long time no blog, lol.<br />
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With the new Khorne Daemonkin codex coming out my interest in 40k has been renewed. Not just because a new Khorne themed codex is out, but because I believe this codex to be very powerful. Whats even more special is the folks believe this codex to be mediocre. It may very well be, the jury is still out, but I think the codex is a wolf in sheep's clothing. One thing is for sure, though, this codex is a godsend compared to the most previous chaos space marines codex (I can't speak for the supplements, I haven't read them).<br />
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The current edition Chaos Space Marine codex is trash. Maybe by itself, in a vacuum, it is ok, but compared tp all the other codecies that have come out since that dex it is one of the most bland and boring out there. What is more sad is that since Khorne Daemonkin coming out and most units being copy pasted (and in the case of the Skulltaker, very poorly copy pasted) there is no indication that Chaos Space Marines are going to improve in any significant way.
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A lot of folks are upset that Kharn the Betrayer and Karanak aren't in the codex. I can understand that disappointment. But the lack of those awesome characters doesn't dissuade me from the codex. I think there are better, more fun HQ choices (in regards to Kharn anyways) available in the codex. I will detail this later on.<br />
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Subsequent posts on this blog are going to detail lists, strategies, battle reports, modeling and much more, including my entire company of Heresy era World Eaters Orbital Assault force, including Angron, Kharn, and 100 other bloodthirsty marines ready to slaughter in the name of Khorne.<br />
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Lastly, I want to give a shout out to some other blogs out there that are good resources for World Eaters and Khrone Daemonkin information.<br />
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<a href="http://www.berserkersofskallathrax.com/https://www.facebook.com/BlogForTheBloodGod">http://www.berserkersofskallathrax.com/</a><br />
<br />
<a href="https://www.facebook.com/BlogForTheBloodGod">https://www.facebook.com/BlogForTheBloodGod</a><br />
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<a href="http://www.warseer.com/forums/showthread.php?407262-Codex-Khorne-Daemonkin">http://www.warseer.com/forums/showthread.php?407262-Codex-Khorne-Daemonkin</a><br />
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<a href="http://www.bolterandchainsword.com/topic/305221-khorne-daemonkin-discussion-tactics-background/">http://www.bolterandchainsword.com/topic/305221-khorne-daemonkin-discussion-tactics-background/</a><br />
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If there is anything I need to add let me know.
Bodacioushttp://www.blogger.com/profile/06651694576134257330noreply@blogger.com0tag:blogger.com,1999:blog-2226566133459399916.post-21797930130349140062010-07-11T20:39:00.000-07:002010-07-11T21:29:56.011-07:00Rouge Trader Tournament: July 2010This past weekend I traveled 3 hours with a friend to compete in a Rogue Trader tournament. I stuck true to a fluffy World Eaters list and they delivered just fine.<br /><br />The list I took was:<br /><br />Kharn<br />Demon Prince w/ Wings and Mark of Khorne<br />4x8 Khorne Berzerkers, Power Fist, Rhino, and 3 of them hand combi-meltas.<br />3x Obliterators<br />2x Cannons of Khorne (Demoniacally Possessed Vindicators)<br /><br /><br />The first game I played against was Imperial Guard. The setup was spearhead and the mission was to capture the table quarters with a unit that was greater than 50% strength.<br /><br />His list was:<br /><br />Command Squad, Master Of Ordinance<br />50 man platoon<br />2x platoons w/ Las Cannons<br />3 or 4 Chimeras that had platoons with a las cannon<br />Tank with demolisher cannon <br />Vendetta<br />Medusa<br />A big Gun w/ str 10 shot<br /><br />I really botched this game and got trounced. Instead of running up the middle and bashing into everything I went for the objectives at the outset. This left me too separated to do anything and he just took me apart piece by piece. I scored a 4 points this game and my opponent scored 18.<br /><br />At one point a plasma cannon shot hit the wing of his vendetta and he tried to argue that because the wing was not part of the hull the shot missed. I called shennanigans, but it didn't matter because he foolishly didn't move it on his turn and when I assaulted it all of my attacks (Str 9 powerfist!) immobilized and at the end if his turn I smashed it to pieces. It would have been quite funny to see his plasma cannon blow up his own model, though.<br /><br /><br />Game 2 was vs a gentleman named Jack who was new to the game and didn't have much experience. The mission was capture and control and deployment was pitched battle. The little scenario was that an elites choice was given up as a traitor. Since I didn't have an elites choice I game up a Khorne Berzerker.<br /><br />Jack's kist was:<br />2x Hqs that had drones, a plasma gun, and a missile launcher<br />2x broadsides<br />1x flamer suites (I got the other one)<br />2x Missile Suits<br />2x Hammerheads<br />2x devlifish with troops<br />1 large Kroot Squad<br />2 Marker light squads<br /><br />This game turned out great for me but just by a hair and by the blessing of my demon prince and Kharn.<br /><br />He placed the first objective and I placed mine directly across from his as close as I could.<br /><br />The table had a raised edge where he place one of his HQs and 4 of the broadsided for a high ground advantage. On his opposite side he placed the devilfish and a hammerhead, another set of suits, and in the middle was his HQ and the other hammerhead behind it. He infiltrated the kroot in terrain close to his objective and the markerlights in terrain to hit my rhinos.<br /><br />I place the vindicators and oblits up top to also have an advantage and to take out his heavy hitters. My rhinos with Kharn and the demon price were right around my objective.<br /><br />After the first turn his marker lights delivered and only one of my rhinos survived. I pretty much had to foot slog it across. The rhino that lived only made it 24 inches. He was able to penetrate a vindicator but demonic possession saved me and one oblit bit the dust.<br /><br />On my turn the vindicator wiped out one clump of suits and the oblits plasmaed the rail guns off the map. Later the vindiator fired into cover to hit his HQ and he failed all of his cover saves.<br /><br />Down below Kharn and the demon prince made it across the table to smash into a devilfish and a hammerhead, dismantling both. <br /><br />On his last turn he shot a devilfish up toward my objective. Kharn later left his unit, got as close as he could, and blew it up with his plasma pistol.<br /><br />I jumped my demon prince into terrain and assaulted his kroot that were just barely contesting his objective. Because of the pile in this pulled him away. The game was called and I won! With bonuses I ended up with 18 points and Jack had 6.<br /><br /><br />The last game was with a friend, Stetson. He plays space marines and had the following list:<br /><br />Lysander + Sternguard in a drop pod<br />Pedro + Tac Squad in a drop pod<br />Ironclad in a drop pod<br />Assault termies, all with Thunder Hammers in a Crusader<br />2x Land Speeder storms that had scouts w/ a combi melta and melta bombs.<br /><br />The setup was dawn of war and the mission was to for an attacker to rescue a hostage from a defender. I won the roll off the play the defender and hold the hostage. Whoever had control of the hostage gain victory points.<br /><br />I castled up but spread out too far and I didn't fully understand the scenario, but I came very close to winning and actually had a higher total of points. I needed 13 more points to pull off a win.<br /><br />As for highlights: Lysander and his squad dropped in next to my demon prince and split up. The ironclad dreadnaught dropped in not far away as well. He tried to fire against my vindicator but whiffed. On my trun the demon prince flew over and dismantled the dreadnaught while Kharn disembarked and took on Lysander. Kharn delivered 4 wounds but he saved 3 and then turned Kharn into mush. However, the remaining berzerkers brought him down.<br /><br />Later on the demon prince killed pedro but the tac marines took him down. The terminators got vindicated and a full squad of berzerkers cut them down to scrap.<br /><br />In the end my forces were spread too far out and he was too far away from the objective. I made a box of rhinos around it and he couldn't get close.<br /><br /><br />When the games were all said and done Stetson won best sportsman thanks to mine and the friend I brought's votes after deciding a 6 way tie. He took home a Lemartes blister.<br /><br />My friend took 2nd place, of which I was trailing by 1 point! He at first took home a land raider, but traded it for an apocalypse book instead, as he didn't need a land raider.<br /><br />First place was the IG player I lost to and he took home a manticore.<br /><br />I took 3rd place and took home a Trygon, but since my friend traded off the land raider and I have no use for a trygon I got to take the land raider instead.<br /><br />Last but not least, I won best painted for having based models. I got an awesome 4x scale space marine statue.Bodacioushttp://www.blogger.com/profile/06651694576134257330noreply@blogger.com0tag:blogger.com,1999:blog-2226566133459399916.post-10228983781038621672010-03-22T08:49:00.001-07:002015-04-11T08:09:13.591-07:00‘Ard Boyz Style Tournament 03-20-2010<span xmlns=""></span><br />
<span xmlns="">I played in an 'Ard Boyz style tournament this weekend and took 3<sup>rd</sup> place. The lists were 2500 points and I took a full on World Eaters list.</span><br />
<span xmlns="">My list:</span><br />
<span xmlns=""><strong>HQ:</strong></span><br />
<span xmlns="">Kharn</span><br />
<span xmlns="">Demon Prince w/MoK</span><br />
<span xmlns=""><br /> </span><br />
<span xmlns=""><strong>Elite:</strong></span><br />
<span xmlns="">5 Chosen w/ Autocannon, Melta Gun, Flamer, IoCG<strong><br /> </strong></span><br />
<span xmlns="">5 Chosen w/ Autocannon, Melta Gun x2, IoCG</span><br />
<span xmlns=""><br /> </span><br />
<span xmlns=""><strong>Troop:</strong></span><br />
<span xmlns="">4x8 Khorne Berzerkers w/Skull Champ & Pfist, Rhino</span><br />
<span xmlns="">2x10 Chaos Space Marines w/ Aspiring Champ &Pfist, 2x Melta, IoCG, Rhino</span><br />
<span xmlns=""><br /> </span><br />
<span xmlns=""><strong>Heavy Support</strong></span><br />
<span xmlns="">3x Vindicator w/ Demonic Possession</span><br />
<span xmlns=""><br /> </span><br />
<span xmlns=""><strong>Strategy:</strong></span><br />
<span xmlns="">Beat everything into submission. The Demon Prince was my anti-walker/anti-tank/Bullet Sponge.</span><br />
<span xmlns=""><br /> </span><br />
<span xmlns=""><strong>Game 1: World Eaters vs Space Wolves</strong><br /> </span><br />
<span xmlns="">The mission was 5 objectives, one in the center and one in the center of each table quarter.</span><br />
<span xmlns="">I played a goof fellow named Brad and in his list he had Logan Grimnar, two Rune Priests, 2 sets of terminators w/ assault cannons, 2 sets of long fangs, 3 set of grey hunters, and a group of scouts that outflanked. Everything but the scouts, who outflanked, were in drop pods. I barely glanced at his army list or even at his army after I deployed and moved on my first turn, then I noticed he had drop pods. All of my rear armor was exposed.</span><br />
<span xmlns="">Strangely enough, he didn't get behind my vindicators and his shooting on his first turn was uneventful. His squad of grey hunters put a good hurt on my Chosen on one edge of the board.</span><br />
<span xmlns="">On my turn (top of 2) the demon prince and a squad of Berzerkers got into position to assault some grey hunters. One of the terminator drop pods had scattered right in front of the vindicator wall and all but one lived after he made 3 invulnerable saves. The demon prince and berzerkers made quick work on the grey hunters squad, but a powerfist took out some berzerkers before the last one died on his turn.</span><br />
<span xmlns="">On Brads turn he brought in some other stuff another long fangs and Logan Grimnar moved in to get close to the demon prince. His shooting killed the demon prince off leaving Grimnar open for the 6 berzerkers who took shelter. </span><br />
<span xmlns="">Turn 3, the berzerkers moved in on Logan, shot bolt pistols at him, and the assault took him down, only removing one berserker. I positioned some vindicators, melted the lone terminator, shot at the other grey hunters.</span><br />
<span xmlns="">Brad brought in another drop pod of terminators and a grey hunter squad, and again his shooting was ineffectual. Some berzerkers and a vindicator took out the grey hunters and the terminators that came from their drop pod were also vindicated. The CSMs I had shot and assaulted the last grey hunters squad and the two sets of berzerkers assaulted the other long fangs squad and rune priest wiping them out.</span><br />
<span xmlns="">Time was short so brad got to finish his turn where pretty much all he had left was a long fangs squad. I think I finished the combats on his turn for all of his other troops and what not. </span><br />
<span xmlns="">In the end I controlled 3 objectives and contested the rest, a massacre. Kharn and a squad of berzerkers never left their rhino. With bonuses I was at 22 points.</span><br />
<span xmlns=""><br /> </span><br />
<span xmlns=""><strong>Game 2: World Eaters VS Slaanesh/Nurgle</strong><br /> </span><br />
<span xmlns="">Luck could not have been more in my favor. Of all the other games everyone else won a massacre and most of the bonus points putting them at 23. Because I had 22 I was at the back of the pack of the "winners". All of the losers had 0 points, except for one person who had 1 bonus point. Because of this I was to face the player with 1 bonus point. So that meant all of the others were playing seasoned veterans high on their glorious victories and I was playing an already demoralized opponent.</span><br />
<span xmlns="">This mission had two moving objectives that scattered 4d6" every turn if a scoring unit was not within 3" at the start of every player turn. As luck would have it on turn 5 the objectives scattered within 6" of each other on turn 5 and I was able to spread and hold both objectives with a single troops choice.</span><br />
<span xmlns="">The gentleman I played is named Ashton and he had a Terminator lord, 2 sets of terminators that were deep striking, 2 vindicators a Las/bolter predator, a nurgle demon prince with warptime, 3 squads of chaos space marines, and 1 squad of noise marines with a blastmaster, and 1 squad of plague marines. The only armor he had were the vindicators.</span><br />
<span xmlns="">The first couple of turns was just moving. One of my vindicators put a hurt on some plague marine killing a couple. His vindicators did nothing as he shot at my vindicators as mine were possessed.</span><br />
<span xmlns="">I don't recall all of the turn sequence and what happened in what order but here are the highlights. His plagues were wiped out by squad of berzerkers after being thinned out by a vindicator. I sacrifieced a CSM squad to be able to get my berzerkers into position and they brutally slaughtered the CSM when it was time.</span><br />
<span xmlns="">One group of his terminators deep struck in and shot at a couple of things but did nothing. I moved a rhino in to be able to assault. On his turn he blew up the rhino and assaulted into the crater, going at initiative 1. The berzerkers still did a good job and tied them up until they were wiped out.</span><br />
<span xmlns="">His other squad of terminators and chaos lord were a complete waste of points. They deep struck in and stunned a rhino. One vindicator swung around, fired with a direct hit, and wiped out all but one puny terminator, which was promptly melted. Oh what a world, what a world!</span><br />
<span xmlns="">My vindicators blew up one of his and immobilized the other. I forgot to move the demon prince in to assault but on my next turn the demon prince was able to smash his last vindicator to bits then swooped over and did the same to his predator, and finally assisted in wiping out the blastmaster noise marine squad.</span><br />
<span xmlns="">His demon prince was whittled down to one wound with the help of autocannons and Kharn's plasma pistol and was killed quite easily by a squad of berzerkers.</span><br />
<span xmlns="">Of the 3 CSM squads he had two were killed by berzerkers and Kharn put all 7 of his attacks onto them wiping them out.</span><br />
<span xmlns="">His last man survived while Kharn overheated and saved his plasma shot and a squad of 5 berzekers failed to cause any wounds, but then promptly pounded him into the dirt.</span><br />
<span xmlns="">I completed wiped the board of Ashton's models and lost only 750 or so in victory points. I also obtained all of the bonus points to score 24 points and placing me in first place!</span><br />
<span xmlns=""><br /> </span><br />
<span xmlns=""><strong>Game 3: World Eaters VS Orks</strong></span><br />
<span xmlns="">The game was Dawn of War, Annihilation.</span><br />
<span xmlns="">I really wasn't looking forward to this game as I had never played orcs before. I played Topher who had two 30 man boyz squad with a nob leading them who had a power claw, two battle wagons and 3 or 4 trukks, 2x2 deffcoptas, and a squad of commandos. One of his HQs was a generic one and the other I don't remember. One of the boyz squads, lead by his other HQ, had feel no pain. Oh, there also two nobz squads, the ones with 2 wounds and they were all different, his other HQ was leading this squad.</span><br />
<span xmlns="">I made too many errors this game. The vindicators lived only long enough to fire one shot. The berzerkers killed tons but couldn't survive the overwhelming number of powerclaws hitting back. The demon prince was smacked down with all of the ungodly amount of powerclaws, too. All I did this game was hang back and try and place my rhinos to be able to get the assault off and that didn't work out to well as I forgot/didn't pay enough attention to the battle wagons and trucks and they were able to move up, disembark, and cause some real damage. The Waagah didn't help either.</span><br />
<span xmlns=""><br /> </span><br />
<span xmlns=""><strong>Results</strong><br /> </span><br />
<span xmlns="">I lost only to a major (or minor, I forget) victory. If either one of us had won this game with a massacre we would have gone on to win the tournament. That was not the case as I took 3<sup>rd</sup>, Topher took 2<sup>nd</sup>, and another fellow took first. I won $20 for my efforts, which is nothing to complain about!</span><br />
<span xmlns=""><br /> </span><br />
<span xmlns=""><strong>Other Thoughts</strong></span><br />
<span xmlns="">I was very fortunate to be able to play the opponents in the beginning that I did. I feel that if I had more experience playing orcs I could have done better and would have used a different strategy. However, even with a great deal of more experience, a massacre and a win for the tournament would have been hard to pull off.</span><br />
<span xmlns="">This was the first time I had used a Khorne Demon prince and he did pretty well for what I intended him for: acting as a bullet sponge and letting my other units get into place.</span><br />
<span xmlns="">I spent a lot of time painting my Kharn model and several people gave me praise for my efforts.</span><br />
<span xmlns="">I bought a drop pod with the money I won. I am going to use it for apocalypse games.</span><br />
Bodacioushttp://www.blogger.com/profile/06651694576134257330noreply@blogger.com0tag:blogger.com,1999:blog-2226566133459399916.post-3231642530029411732010-03-12T06:47:00.000-08:002010-03-12T08:53:58.495-08:00A List of Acceptable World Eaters Units from the Chaos Space Marine Codex<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_2cO_A5h53nw/S5pxoPXp9-I/AAAAAAAAAEE/-4XsJo19w8o/s1600-h/Worldeater+(1).jpg"><img style="float:left; margin:0 10px 10px 0;cursor:pointer; cursor:hand;width: 175px; height: 200px;" src="http://2.bp.blogspot.com/_2cO_A5h53nw/S5pxoPXp9-I/AAAAAAAAAEE/-4XsJo19w8o/s200/Worldeater+(1).jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5447791635392493538" /></a><br />World Eaters have specific and strict guidelines as to what should be in the army list. Those are:<div><br /></div><div><ul><li>Units should be Khorne marked or have the ability to be Khorne marked wherever possible.</li><li>No magical spells or abilities can be used.</li><li>All World Eaters are "Berzerkers."</li></ul><div>Given the above guidelines it is easy to see that there are a lot of units that cannot be used from the Chaos Space Marine codex to strictly play a World Eaters army. What also comes a long with that is a deficiency in adaptability. For example, in an army where all models were "Berzerkers" then almost no melta guns would be available.</div><div><br /></div><div>A quick note on "All World Eaters are Berzerkers". This is some fluff from long ago and some may construe it that only Khorne Berzerkers can be used. To me this is not the case, but it means that all World Eaters have had the psycho-surgery to enhance aggressiveness that the codex mentions.</div><div><br /></div><div>The following list are units in the Chaos Space Marine codex that, in my opinion, are acceptable to use in a strict World Eaters Army.</div><div><br /></div><div><b>HQ</b></div><div>Kharn the Betrayer</div><div>Demon Prince (Khorne Marked)</div><div>Chaos Lord (Khorne Marked)</div><div>Chaos Terminator Lord (Khorne Marked)</div><div>Summoned Greater Demon</div><div><br /></div><div><b>Elite</b></div><div>Terminators</div><div>Chosen</div><div>Dreadnaught</div><div>Possessed</div><div><br /></div><div><b>Troops</b></div><div>Khorne Berzerkers</div><div>Chaos Space Marines</div><div>Summoned Lesser Demons</div><div><br /></div><div><b>Fast</b></div><div>Bikers</div><div>Raptors</div><div><br /></div><div><b>Heavy</b></div><div>Defiler</div><div>Havocs</div><div>Land Raider</div><div>Vindicator</div><div>Predator</div><div><br /></div><div><br /></div><div><br /></div><div>Using the units above can make for a pretty limited list, so in some cases some allied units could be acceptable in a non-strict world eaters army. These are:</div><div><br /></div><div><b>HQ</b></div><div>Abaddon the Despoiler</div><div>Fabius Bile</div><div>Typhus</div><div><br /></div><div><b>Troops</b></div><div>Plague Marines</div><div><br /></div><div><b>Heavy</b></div><div>Obliterators</div><div><br /></div><div><br /></div><div><br /></div><div>Lots of fun can be had with a World Eaters army when restricted to the above units, but thanks to the limited dimensions of the codex writers not much thought was put into lots of aspects of the units. For example, a Khorne marked Demon Prince pretty much sucks compared to the abilities of the other marked Demon Princes; the same can be said for the Chaos Lord. Oooh, cool, +1 attack! Pffft! I think being Khorne Marked should at least impart +1 WS, +1 Attack, and Furious Charge. Some options to buy might be blessing of the blood god or something a little better than just +1 attach while others get to use powers that are exceptional force multipliers (lash of submission). </div><div><br /></div><div>That said, I think for those of use who love World Eaters and want to be competitive at the same time that it should be acceptable to use stretched fluff to incorporate some of the better and stronger aspects of the codex into a World Eaters army. </div><div><br /></div><div><b>Demon Prince Marks & Psychic Powers</b></div><div>The Demon prince is probably the best generic HQ in the whole game thanks to the marks and Chaos's psychic powers. Plus one attack just doesn't cut it for the mark of Khorne, and unmakred prince using warptime is probably better.</div><div><br /></div><div>Mark of Nurgle imparts +1 toughness making the prince hard to kill when receiving small arms fire. However, given that he is a large target and monsterous creatures are best killed by heavy weapons fire, if adequate cover is not constantly provided the extra toughness can be a waste.</div><div><br /></div><div>Mark of Tzeetnch imparts a 4+ invulnerable save. This means that the demon prince is "in cover" no matter where he goes and is better able to thwart incoming heavy weapons fire.</div><div><br /></div><div>Mark of Slaanesh imparts +1 initiative. To me this rarely comes in handy but this mark is required for the use of the lash of submission psychic power.</div><div><br /></div><div>Lash of submission is one of the best, overused, and anticipated psychic powers int he game allowing the player to move the enemy's models anywhere within 2d6". Grouping models together and using templates on them is a devastating combo. However, thanks to its over use and other armies recently gaining outstanding psychic abilities, other armies have enhanced their psychic defenses making perils of the warp and the power being unreliable is a real possibility. Lash of submission or any other psychic power should never be relied upon to win the game.</div><div><br /></div><div>Given those facts, and combined with the Demon Prince's size, I think a Chaos Sorcerer has some potential. A sorcerer comes with a force weapon and can be given marks, wings, terminator armor, plasma pistol, and, with a familiar, the use of two psychic powers. However, the cost could get pretty high with all of those options.</div><div><br /></div><div>New units in the game have high toughness or exceptional special abilities (New Blood Angels & Tyranids) but are lacking eternal warrior. The use of force weapons and the Bliss Giver demon weapon are going to be seeing more use. A Chaos Sorcerer with warptime and the force weapon's abilities is going to be a devastating combo to a lot of these new units.</div><div><br /></div><div>One consideration is to use a Sorcerer with familiar, warptime, and lash of submission. The warptime and force weapon can be used in close combat to eliminate troublesome characters and the added +1 initiative can really help in this situation. Lash of Submission is just a bonus.</div><div><br /></div><div>Another consideration is the gift of chaos. No matter the toughness or if a character has eternal warrior they could be turned into a blob of flesh or a spawn on a good roll of the die. And with a familiar the power can be cast twice. The downside is the power must be cast at the beginning of the turn and higher toughness models can only be 'spawned' on a roll of 6. </div><div><br /></div><div><b>Incorporating Psychic powers into a World Eaters Army</b></div><div><b><br /></b></div><div>If a Sorcerer of non Khorne marked demon prince is used then the World Eaters army isn't really a strict World Eaters army. The conundrum of using psychic powers in a World Eaters army by stretching the fluff.</div><div><br /></div><div>Warptime can be considered as the demon prince harnessing the rage of Khorne to his advantage. Lash of Submission can be considered as a Blood Thirster using the whip me holds in his hand. A poster on DakkaDakka suggested using a tech marine as a sorcerer and lash of submission is a old technology gravity gun modified to suck enemies closer to ensure a devastating assault.</div><div><br /></div><div>Whatever fluff is made up there must be a differentiation between strict World Eaters, World Eaters allied with other units, and Competitive World Eaters.</div><div><br /></div><div><br /></div></div>Bodacioushttp://www.blogger.com/profile/06651694576134257330noreply@blogger.com2tag:blogger.com,1999:blog-2226566133459399916.post-27123548965667998052010-03-12T06:43:00.001-08:002010-03-12T06:46:35.662-08:00Switched Blogs!I am a World Eaters player before I am a Chaos Space Marine player, so I switched the blog over to a more World Eaters-esqe name.<div><br /></div><div>The Devourer of Stars is the space hulk that Angron attacked the Armageddon world with. Snippets of this epic battle can be seen online, but the best and most details of the tale are told in the recently published Space Wolves codex. Borrow or buy one and read about it!</div>Bodacioushttp://www.blogger.com/profile/06651694576134257330noreply@blogger.com0tag:blogger.com,1999:blog-2226566133459399916.post-23262723121763770412010-01-30T15:20:00.000-08:002010-03-12T06:36:25.154-08:00Tactical Development: World Eaters ArmiesHaving played enough of dual lash CSM lists I am going to attempt to play complete World Eaters army lists (with probably some small finagling here and there). The following posts will be unit reviews for a semi-strict World Eaters army, strategies for mission and game deployments, and tactics against opposing lists.<div><br /></div><div>These posts will take a lot of time to compose but when finished will be what I hope is a comprehensive World Eaters Tactica.</div>Bodacioushttp://www.blogger.com/profile/06651694576134257330noreply@blogger.com0tag:blogger.com,1999:blog-2226566133459399916.post-64746613797910193022010-01-10T15:06:00.000-08:002010-03-12T06:36:25.145-08:00Model Review: Khârn the Betrayer<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_2cO_A5h53nw/S0pj3Bahu9I/AAAAAAAAADk/tHUxlRdWR-w/s1600-h/kharnthebetrayerbk0.jpg"><img style="float:right; margin:0 0 10px 10px;cursor:pointer; cursor:hand;width: 177px; height: 320px;" src="http://2.bp.blogspot.com/_2cO_A5h53nw/S0pj3Bahu9I/AAAAAAAAADk/tHUxlRdWR-w/s320/kharnthebetrayerbk0.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5425258498044836818" /></a><span class="Apple-style-span" style="font-size:small;"><br /></span><span class="Apple-style-span" style=" line-height: 19px; font-family:sans-serif;"><span class="Apple-style-span" style="font-size:small;">Another one of my favorite characters in WH40k is Khârn the Betrayer. Khârn is a close combat monster when everything works, but can be blasted to pieces pretty easy.</span></span><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style=" line-height: 19px;"><span class="Apple-style-span" style="font-size:small;"><br /></span></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style=" line-height: 19px;"><b><span class="Apple-style-span" style="font-size:small;">Strengths</span></b></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style=" line-height: 19px;"><span class="Apple-style-span" style="font-size:small;">On the charge Khârn gets 7 attacks and benefits from Furious Charge, putting his initiative and strength at 6. The special ability of his close combat weapon lets him always hit on 2+ and most everything is a 2+ to wound. All of those being power weapon means nothing much stands in Khârn's way.</span></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style=" line-height: 19px;"><span class="Apple-style-span" style="font-size:small;"><br /></span></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style=" line-height: 19px;"><span class="Apple-style-span" style="font-size:small;">Khârn uses power armor so he can use a Rhino but is probably best used in a Land Raider. Another plus of the power armor is that he can sweeping advance. With a leadership of 10 and an enemy unit going to be down a number of attacks anything that fails its morale check is going to take some hits. With the Fearless ability he isn't going to be running away from the enemy like a coward.</span></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style=" line-height: 19px;"><span class="Apple-style-span" style="font-size:small;"><br /></span></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style=" line-height: 19px;"><span class="Apple-style-span" style="font-size:small;">Another minor plus, but also a risk, is Khârn's plasma pistol. I have used him to blow speeders and other light armored items out of the sky with relative ease.</span></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style=" line-height: 19px;"><span class="Apple-style-span" style="font-size:small;"><br /></span></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style=" line-height: 19px;"><span class="Apple-style-span" style="font-size:small;">A major plus of Khârn is that he is regarded as one of the best HQs for Chaos Space Marines given his high effectiveness and relatively equal cost to a Chaos Lord.</span></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style="line-height: 19px; "><span class="Apple-style-span" style="font-size:small;"><br /></span></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style="line-height: 19px; "><span class="Apple-style-span" style="font-size:small;">An effect of Khârn's close combat weapon is to use 2d6 for armor penetration. With the number of attack he gets stationary vehicles are toast.</span></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style="line-height: 19px;"><span class="Apple-style-span" style="font-size:small;"><br /></span></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style="line-height: 19px;"><span class="Apple-style-span" style="font-size:small;">Khârn is blessed by Khorne himself and psychic attacks are useless against him. In addition to that force weapons are downgraded to power weapons against him.</span></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style=" line-height: 19px;"><span class="Apple-style-span" style="font-size:small;"><br /></span></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style=" line-height: 19px;"><b><span class="Apple-style-span" style="font-size:small;">Weaknesses</span></b></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style=" line-height: 19px;"><span class="Apple-style-span" style="font-size:small;">By far the most glaring weakness of Khârn is his lack of Eternal Warrior and toughness 4. One unsaved swing of a powerfist in the first round of combat and it is lights out for this 10,000+ year old warrior.</span></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style=" line-height: 19px;"><span class="Apple-style-span" style="font-size:small;"><br /></span></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style="line-height: 19px;">Khârn is a team killer and the chances of him killing a friendly is 73% on the charge. </span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style="line-height: 19px;"><br /></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style="line-height: 19px; "><span class="Apple-style-span" style="font-size:small;">Khârn is primarily effective in close combat. If he doesn't get there and get the charge then the points and effort has been wasted.</span></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style="line-height: 19px; "><span class="Apple-style-span" style="font-size:small;"><br /></span></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style="line-height: 19px; "><span class="Apple-style-span" style="font-size:small;">The 2+ ability of Khârn's axe only works on models with a weapon skill so that Land Raider that moved more than 6" is still going to be hard to hit.</span></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style="line-height: 19px; "><span class="Apple-style-span" style="font-size:small;"><br /></span></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style="line-height: 19px; "><b><span class="Apple-style-span" style="font-size:small;">Tactics:</span></b></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style="line-height: 19px; "><span class="Apple-style-span" style="font-size:small;">When running Khârn the biggest threat is instant death. Put him with a squad in a vehicle and make sure that vehicle gets to where it is going as best as possible. I usually use a Land Raider for the most survivability and to assault what I can when I get there. </span></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style="line-height: 19px; "><span class="Apple-style-span" style="font-size:small;"><br /></span></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style="line-height: 19px; "><span class="Apple-style-span" style="font-size:small;">When possible and when I know I can get an assault off I disembark the squad from one hatch of the land raider and disembark Khârn from the other. Next, the squad goes after one unit while Khârn goes after another. This ensures that the target isn't wiped out and your forces aren't left to be shot at on the enemy's turn. </span></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style="line-height: 19px; "><span class="Apple-style-span" style="font-size:small;"><br /></span></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style="line-height: 19px; "><span class="Apple-style-span" style="font-size:small;">Also by breaking Khârn off from the group it may be possible to target a unit that does not have a powerfist type implement. Obviously that opportunity is invaluable.</span></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style="line-height: 19px;"><span class="Apple-style-span" style="font-size:small;"><br /></span></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style="line-height: 19px;"><span class="Apple-style-span" style="font-size:small;">A strategy I have read about being used is to employ the use of Khârn with models that have an invulnerable save. The available units are Possessed Chaos Space Marines, Thousand Sons, and Terminators. </span></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style=" line-height: 19px;"><span class="Apple-style-span" style="font-size:small;"><br /></span></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style=" line-height: 19px;"><span class="Apple-style-span" style="font-size:small;">Terminators aren't Fearless and negate a sweeping advance and limit Khârn to the use of a Land Raider. Thousand Sons are slow and purposeful so putting an assault character with them is be foolish. Possessed CSMs are the strongest option of the 3 and can use a Rhino but suffer from their random ability tablee being mostly useless.</span></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style=" line-height: 19px;"><span class="Apple-style-span" style="font-size:small;"><br /></span></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style=" line-height: 19px;"><span class="Apple-style-span" style="font-size:small;">In my personal opinion this tactic could be viable but with proper use of tactics Khârn can be highly effective without having to buy ineffectual units.</span></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style="line-height: 19px;"><span class="Apple-style-span" style="font-size:small;"><br /></span></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style=" line-height: 19px;"><span class="Apple-style-span" style="font-size:small;">Be smart with Khârn and he will deliver results.</span></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style="line-height: 19px; "><span class="Apple-style-span" style="font-size:small;"><br /></span></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style="line-height: 19px; "><b><span class="Apple-style-span" style="font-size:small;">My Experiences</span></b></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style="line-height: 19px; "><span class="Apple-style-span" style="font-size:small;">Granted I haven't played this game as much as others but I have used Khârn to great effect almost every time I have used him.</span></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style="line-height: 19px; "><span class="Apple-style-span" style="font-size:small;"><br /></span></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style="line-height: 19px; "><span class="Apple-style-span" style="font-size:small;">Once when battling some Tau I used the tactic as described above to break Khârn apart from his squad and charge 4 or 5 crisis suits with one of them being a strong HQ choice. I chose to put Khârn's attacks into the squad instead of the commander and with a crappy roll 4 dice missed. 3 wounds later the unit failed it's leadership test and ran off the board. Khârn consolidated off the board in an attempt to attack a tank but the tank was destroyed by a supporting Defiler.</span></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style="line-height: 19px; "><span class="Apple-style-span" style="font-size:small;"><br /></span></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style="line-height: 19px; "><span class="Apple-style-span" style="font-size:small;">Another time in a somewhat large combat Khârn charged a squad of Space Marines. One of Khârn's to hit rolls was a 1 and the closest unit was a Defiler. Strength 6 + 2d6 later and a 6 on the damage chart meant one drastically dead Defiler.</span></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style="line-height: 19px; "><span class="Apple-style-span" style="font-size:small;"><br /></span></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style="line-height: 19px; "><b><span class="Apple-style-span" style="font-size:small;">Statistics</span></b></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style="line-height: 19px; "><span class="Apple-style-span" style="font-size:small;">Some say that using Khârn is too much of a risk. Killing your own models is a waste of points. Who knows, that one model could have gone on to win the game.</span></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style="line-height: 19px; "><span class="Apple-style-span" style="font-size:small;"><br /></span></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style="line-height: 19px; "><span class="Apple-style-span" style="font-size:small;">In an effort to see just how detrimental Khârn can be I ran a simulation using MS Excel. The simulation assumes that Khârn is on the charge and gets his 7 attacks. Using the RANDBETWEEN function to randomly pick a number between 1 and 6 and duplicating this functionality across 7 columns and 1000 rows this effectively simulates what Khârn's rolls would be on 1000 charges. </span></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style="line-height: 19px; "><span class="Apple-style-span" style="font-size:small;"><br /></span></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style="line-height: 19px; "><span class="Apple-style-span" style="font-size:small;">Out of 1000 charges 275 of them, or approximately 28% of the time, Khârn rolled 2+ for his to hit rolls. That also means that approximately 72% of the time a friendly model is going to take a hit. </span></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style="line-height: 19px; "><span class="Apple-style-span" style="font-size:small;"><br /></span></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style="line-height: 19px; "><span class="Apple-style-span" style="font-size:small;">Now the question is, "How many friendly models are going to get hit 72% of the time?" A 40% chance exists that only one model will be hit, 24% chance that two models will be hit, 7% chance that three models will be hit, and a 1% chance that four models will be hit. 5 ones being thrown in one roll is a 1 in 7,776 chance. This case happened once out of the simulated 1000 throws.</span></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style="line-height: 19px; "><span class="Apple-style-span" style="font-size:small;"><br /></span></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style="line-height: 19px; "><span class="Apple-style-span" style="font-size:small;">Of the 1000 charge simulations no instance exists of 6 ones rolled or 7 ones rolled so this case is infinitesimal. For 6 ones the chance is 1 in 46,656 and for 7 once the chance is 1 in 279,936. If you ever roll either one of these two go buy a lottery ticket.</span></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style="line-height: 19px; "><span class="Apple-style-span" style="font-size:small;"><br /></span></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style="line-height: 19px; "><b><span class="Apple-style-span" style="font-size:small;">Conclusion</span></b></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style="line-height: 19px; "><span class="Apple-style-span" style="font-size:small;">In my opinion the chances of Khârn hitting friendly models is acceptable. Hard lessons learned like the one above with the Defiler go a long way to learning what tactics to use when positioning Khârn for the assault.</span></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style=" line-height: 19px;"><span class="Apple-style-span" style="font-size:small;"><br /></span></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style=" line-height: 19px;"><span class="Apple-style-span" style="font-size:small;">When using Khârn repeat the phrase, "KILL! MAIM! BURN! BLOOD FOR THE BLOOD GOD!"</span></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style=" line-height: 19px; "><span class="Apple-style-span" style="font-size:small;"><br /></span></span></span></div><div><span class="Apple-style-span" style="font-family:sans-serif;"><span class="Apple-style-span" style=" line-height: 19px; font-size:medium;"><br /></span></span></div>Bodacioushttp://www.blogger.com/profile/06651694576134257330noreply@blogger.com2tag:blogger.com,1999:blog-2226566133459399916.post-62081174502290699362009-12-26T16:12:00.000-08:002010-03-12T06:36:25.210-08:00Model Review: Abaddon the Despoiler<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_2cO_A5h53nw/SzauxWkKQ3I/AAAAAAAAADY/Bzzzm4_pILU/s1600-h/40k-chaos-abaddon.gif"><img style="float:left; margin:0 10px 10px 0;cursor:pointer; cursor:hand;width: 180px; height: 205px;" src="http://4.bp.blogspot.com/_2cO_A5h53nw/SzauxWkKQ3I/AAAAAAAAADY/Bzzzm4_pILU/s320/40k-chaos-abaddon.gif" border="0" alt="" id="BLOGGER_PHOTO_ID_5419711364481041266" /></a><br /><div><br /></div>One of my favorite characters in all of 40k is Abaddon the Despoiler (Abby for short). He is one of the most powerful characters in the game and also one of the most expensive. This post will discuss all aspects of Abby including his strengths, weaknesses, tactics on using Abby, and a comparison to his peers in other armies.<br /><br /><span style="font-weight:bold;">Strengths</span><br />Abby's strength is 8 (meaning he wounds almost everything on 2s), has 4 wounds, is fearless, is in terminator armor, and has all the marks of chaos, giving him higher toughness, higher initiative, an extra attack, and a 4+ invulnerable save. Due to the Talon of Horus he re-rolls wounds. His Daemon weapon gives him the strength boost and an extra D6 attacks. Abby is a force to be reckoned with, and every time he is fielded the enemy knows this causing them to have to commit a high amount of resources to deal with him.<br /><br /><span style="font-weight:bold;">Weaknesses</span><br />Thanks to the use of a Daemon weapon there is a 1 in 6 chance that Abby will do nothing in close combat and a 50% chance he will take the wound from the daemon weapon.<br />His fearless ability does not pass on to the squad he is with so if he is placed with terminators or regular Chaos Space Marines the chance exists that he could be cut down in a sweeping advance.<br />Abby is expensive by himself, but add in a land raider to get him where he is going and an accompanying unit and he can end up being 600 points or more.<br />Due to his great abilities and the attraction by the enemy to eliminate him as soon as possible, he is going to have a lot of firepower directed at him.<br />Abby primarily excels at close combat and if he isn't in the fight he is pretty much useless unless the goal is to distract the enemy.<br />Because of his cost and the cost of his accompanying units he just isn't practical in a competitive setting. Two Daemon Princes or a Lord will get more accomplished, cost far less, and more stuff can be fielded to help womp your opponent.<br /><br /><span style="font-weight:bold;">Tactics</span><br />Abby needs close combat to be the most effective. How do we get him there? He can deepstrike thanks to his terminator armor, but that would be foolish being that he cannot assault when he makes it on board, and it would also stink if he got mishapped into oblivion. A land raider with daemonic possession is the only option. Tack on another 245 points to his cost.<br />Next, a land raider with 1 guy in it is a waste of resources and Abby without support just isn't right. Remember, he also needs a fearless unit, but if you are insistent on grouping him with terminators or regular CSMs, make sure they take the icon of Chaos Glory so they can re-roll failed morale checks. <div>So who do we group Abby with? Because Abby wants to get into assault as quick as possible it seems logical to put him with 8 Khorne Berzerkers ready to jump out and mow down whatever is in their path. However, Abby with those Berzerkers are going to wipe out whoever they are up against leaving Abby and the Berzerkers to sit and be shot at on the enemy's turn.</div><div>That leaves Plague marines, which is what I choose. Thanks to Feel No Pain any shooting that might be done at Abby and his unit can be absorbed handily by 8 Plague Marines. I equip two of them with flamers just in case a horde needs thinning out. Blight grenades lower the incoming attacks on an assault so that is less that can be dealt against Abby.</div><div>Abby can handily take on a whole unit of MEQs without much help from the Plague Marines. One thing to keep in mind is watch out how close you are when shooting. When shooting casualties are removed the models closes to your unit may not have the range to assault, failing everything and wasting Abby's efforts.</div><div><br /></div><div><b>My Experiences</b></div><div>Playing with Abby is a lot of fun but thanks to his cost I have had a hard time defeating my opponents because of my lack of models. He is often bogged down by wave after wave of enemies, which he promptly chomps through, but that leaves the rest of the enemies army to go about their business. Most other HQs don't even come close to touching Abby and they are slaughtered outright. Lysander and C'Tan are his closest rivals, but with initiative and being able to re-roll wounds not much gets in his way, except that awful 1 for the number of attacks.</div><div>What I love most is wiping entire units off the board with just Abby. After a punisher cannon shot Abby and hit him a good number of times all 6 wounds dealt were saved. Abby leaves behind him piles of bodies and a slew of wreckage.</div>Bodacioushttp://www.blogger.com/profile/06651694576134257330noreply@blogger.com0