I managed my second game with Khorne Daemkin against Space Marines, White Scars, with Astra Militarum allies. I changed up my list from the last time because it’s still early and there’s lots to experiment with. Here’s what I ran.
Khorne Daemonkin – 1,650
- Darktide (Daemon Prince) – Daemonic Flight, The Blood-forged Armor, Goredrinker, The Skull-helm of Khorne
- Ghostwrath (Daemon Prince) – Warp-forged Armor, Daemonic Flight, The Brazen Rune
- Terminators (5) – Combi-melta, Heavy Flamer
- Chaos Space Marines (10) -Meltagun x 2
- Aspiring Champion – Melta Bombs
- Chaos Space Marines (10) – Plasma Gun x 2
- Aspiring Champion – Melta Bombs
- The Unbound (Chaos Spawn) (5)
- Flesh Hounds of Khorne (10)
- Maulerfiend – Lasher Tendrils
It’s a very top-heavy list with 530pts soaked up in the Princes. I’ve tried to stay away from doing something so top-heavy but for the sake of experimenting one must try everything out.
We played a Maelstrom of War mission, the one where you get a card for each objective you hold. I got first turn and setup as you’ll see below. My idea was with the Princes on each flank, and the Hounds near the center, that I could either envelop him or tie up each flank and send in the Hounds for the softer center.
I advanced forward with everything. That about covers a Khorne turn ;) He responded by advancing all his Bikes. His shooting saw Ghostwrath (Prince), take two wounds. My Hounds in the center got pounded by fire power and reduced by half. Darktide (Warlord Prince), took a wound. Ghostwrath got charged on the left flank, killed a few bikes but they stuck. My Spawn on the right flank got charged and mauled. His Librarian had force up and removed two on his own and his Chapter Master another.
This was a crucial mistake of mine, moving too far forward against another fast list. I was so absorbed in the thought of blood that I screwed that one up.
I sent my Maulerfiend to his back line for some Guard. He got in there, killed a few and they stuck. Darktide on the right jumped into the combat to help the Spawn out. I had to challenge and his Chapter Master soaked up 3 of the 4 wounds with his storm shield. In return Darktide took a wound. Ghostwrath on the left killed a biker and then died to an overwhelming amount of attacks. My Hounds charged into a Bike Squad, killed a few and they stuck.
Things went from bad to worse. Darktide vanished back to the warp on the right flank. My left flank had crumbled with the loss of Ghostwrath and the board center was open. His Bikes came up the left flank to deal with my Chaos Marines there. The Rhino wrecked and the Marines jumped out in the face of three Bike Squads. Everything was falling apart.
Then things turned around, which is why I love Maelstrom missions. My Terminators arrived and dropped on the left flank to help re-secure it. Between them and the Marines I killed off a handful of Bikers and one squad ran. My Hounds cleaned out the Bike Squad they were fighting and moved back to the center. I summoned 5 more Hounds from the Blood Tithe and they landed near their Hound buddies in the center.
To summarize the rest here. I eventually cleared out the three Bike Squads on my left flank. He was pushing it hard because he needed an objective my CSM were on but he couldn’t get it. Combats with my Marines and Terminators eventually saw them all killed off. My Maulerfiend had been in combat with his Chapter Master, Librarian and Bikers for a while. The Maulerfiend killed off everything but the Chapter Master who finally wrecked him.
Had the game ended on turn #5 or turn #6 then I would have won by 2pts or 3pts respectively. The game went to turn #7 though which let him clear 4pts to give him a 9-6 victory.
Khorne Daemonkin Lessons
First up, it was a hell of a game. It came down to the final turn and a few key dice rolls for both of us; as any game should in my opinion.
With Darktide I was mostly testing out Goredrinker. It’s a weapon that gives you buffs the more you kill. At 1-2 kills you get +1 strength and from there ranges all the way up to Instant Death. It’s unwieldy but monstrous creatures don’t care about that, making a Prince the ideal spot for the weapon. I also gave him the The Blood-forged Armor which gives a 3+, Feel No Pain and Eternal Warrior. Another perfect artifact for a Prince.
I think the setup is solid. Facing a Chapter Master with a 3++ and Eternal Warrior is tough for most things. Between a good combatant, and my terrible luck making FNP on the Prince, it was just a rough fight.
The Blood Tithe continues to be great. I used a variety of abilities this game and summoned two units…sort of. I technically summoned two units but one had a mishap and went back into reserves. It was turn #7 so effectively dead. I continue to enjoy the benefits of the Blood Tithe and the mechanic in general. It really makes this army unique and fun to play.
Going forward I’ll likely not go with dual Princes again. A single Prince, sure. As much as I love them it just never works out that both are effective and at their cost they need to be. At T5 and 4 wounds it’s just a matter of forcing saves to get rid of them. Running a Lord of Herald is cheaper and lets me hide them in squads.
I also started considering power weapons on my Aspiring Champions in CSM squads. With the Mark of Khorne they have Rage and Counter Attack. That gives my Champ 5 attacks on the charge, 4 when being charged, so a power weapon could be very useful. I also need to remember the unit has Rage. They are still basic Marines but a unit of 10 on the charge will throw down 27 attacks plus 5 from the Champ for 32 attacks, which doesn’t suck. How I use the unit needs to change from just hide in the Rhino firing out of the hatch to something more flexible.