I’ve jumped back over to my Khorne Daemonkin the past few weeks. After having played Chaos Daemons at a tournament, something urged me to give KDK another shot. I had not played them for about 6 months until last week. I was anxious to see if I could do better than last I played.
Lately I’ve run very top-heavy lists, so I took that approach with my Khorne Daemonkin list. Plus, it would be very different from what I had done, which was not working.
Disciples of Twilight (Khorne Daemonkin) – 1,650
- Ghostwrath (Daemon Prince) – Daemonic Flight, The Blood-forged Armor
- Darktide (Daemon Prince) – Daemonic Flight, Warp-forged Armor, Goredrinker
- Cultists (8) – CCW, Autopistol
- Cultists (9) – Autoguns, Heavy Stubber
- Champion – CCW, Shotgun
- Bikers (5) – Meltagun x 2
- Champion – Melta Bombs, Lightning Claw
- Bikers (3) – Plasma Gun x 2
- Champion – Melta Bombs
- Maulerfiend – Lasher Tendrils
- Maulerfiend – Lasher Tendrils
Lord of War
- Knight – Heavy Stubber x 2, Rapid-fire Battle Cannon, Foe-reaper Chainsword, Daemon Knight of Khorne, Dirge Caster
I played against Bill and his Tau. I’d give you a rundown on his list, but you can see it here, and it saves me typing ;)
I got to set up first, and I deployed pretty heavily on my right to use terrain to shield myself. Bill’s deployment was pretty evenly spread out. He also kept all the suits in Reserve to Deep Strike in. The formation he had for them gave them +1BS on the turn they deep struck in.
Thor’s Turn #1
My first turn was to advance everything. I had pulled cards for two objectives I could get. My only shooting was my Knight, who scored two hits, but the Devilfish jinked both of them. Points: 2-0 my lead.
Bill’s Turn #1
Bill advanced up a bit. The Breacher Team jumped out of their Devilish and nuked my Bikes on my right, who had grabbed an objective. I think it was killing those Bikes that netted him a point. Points: 2-1 my lead.
Thor’s Turn #2
I knew Bill’s suits would be in this turn – guarantee from the formation, so I continued to advance but kept my units together. I had pulled lousy cards, so I just wanted to smash stuff. My Knight shot at a Devilfish again and shook it. Ghostwrath (Daemon Prince), tried to charge the Breacher Team and he failed. Both of the Maulerfiends charged a Devilfish and smashed it. My 3-man Bikers charged into a Drone – the other destroyed in shooting, and killed it off. No points scored. Points: 2-1 my lead.
Bill’s Turn #2
The suits arrived by Deep Strike and circled my Knight, and they were all packing Fusion Blasters and Plasma. The Riptide had a mishap and I got to place it. I put it back in his corner so it was out of melta range, but close enough for me to get at it later with the Knight. Bill’s detachment/formation let him choose a target for a Killing Blow. That gave him re-rolls for wounds/armor penetration, if I recall right. All those suits unloaded into my Knight, but Chaos was with me and it only took 4 hull points. Meanwhile, the Breacher Team unloaded into Ghostwrath and put two wounds on him.
Bill had scored two points for something this turn. Points: 2-3, Bill’s lead.
Thor’s Turn #3
Having weathered the Tau’s one chance to cripple me, I was feeling confident. I setup charges with everything I could. Ghostwrath left the Breachers behind to go for Fire Warriors. He took a wound on the charge to Overwatch, killed off 2 Fire Warriors, and then died. Yep, the Fire Warriors beat my warlord Daemon Prince in close combat.
Darktide (Daemon Prince), got himself into 2 Crisis Suits, and handily removed them. My Knight had charged Fire Warriors, and the 3 that remained failed morale and ran. One Maulerfiend failed his charge into a Devilish, while the other charged 2 Crisis Suits and whiffed. However, Bill opted for Our Weapons are Useless and got run down.
I picked up a point that turn. Points: 3-4, Bill’s lead.
Bill’s Turn #3
Bill tried to kill off the Knight again, but he only put 1 hull point on it – 1 left. The rest of his shooting was just as ineffective, however he had drawn some good cards. Points: 3-6 Bill’s lead.
Thor’s Turn #4
BLOOD FOR THE BLOOD GOD!
I summoned a Blood Thirster with all the points I had saved. The rest of the army continued to press the Tau into close combat. The Tau warlord was destroyed, the Knight took out the Riptide, and the last Crisis Suit team was running. I scored all my cards, plus his warlord. Points: 7-6, my lead.
Bill’s Turn #4
I’m drawing a blank on what Bill had done this turn. What I do recall was he scored some serious points. He had two cards valued at D3, and a single point card. He rolled well. Points: 7-11.
Time got to us and we had to call the game. Bill also got Line-breaker for a final score of 7-12, his win.
That was probably the most fun game I’ve had against Tau. Normally I get my ass shot off the board by turn #3. Likewise, normally once I reach Tau (if I ever do), it’s game over for them. However, they hung in and outscored me. I had the field, and I had numbers, but the cards just weren’t going my way.
The detachment/formations Bill ran was really good. One let the Fire Warrior re-roll hits against enemy units within 3″ of an objective. In a game that revolves around objectives, that’s damn amazing. Also, the Killing Blow thing is pretty great too. Getting re-rolls to wound/pen is awesome. I managed to do well with my saves though, mitigating a lot of it.
This was probably the only game where the Blood Tithe really didn’t come into play. The buildup of points was slow. By the time I could have gotten Feel No Pain – my go-to choice, it wasn’t really worth getting considering what I had left alive. I had walkers and Princes, and one Prince already had FNP from his artefact. So, I kept saving it, and jumped up to the full 8pts from 4pts in a turn. The Thirster didn’t get to play though since time ran out on us :(
I have to say, taking a Daemon Knight – instead of a Renegade Knight, has always proven worth it. It’s pricey, coming in at 430pts for Khorne (plus the Direge Caster), but having a 5+ invulnerable, and the Ion Shield, is so worth the investment. Khorne gives the Knight D3 attacks on the charge instead of +1, and re-rolls the D3 for Stomp. I really like it.
Anyway, it was a great game, and I’ve enjoyed playing KDK again these past few weeks. It has its problems as an army, but I’ve always had fun playing them.