I managed to play two weeks in a row, which is no small miracle these days. I brought along the same list as last week to continue giving it a run to iron out the details.
Khorne Daemonkin – 1,500pts
Blood Host Detachment
- Soulgore: Chaos Lord – Sigil of Corruption, Juggernaut of Khorne, Melta Bombs, Power Fist, Lightning Claw
- Possessed (9)
- Possessed Champion
- Rampage: Berzerkers (10) – Icon of Wrath, Plasma Pistol x 2
- Skull Champion – Meltabombs, Power Sword
- Vengeance: Chaos Space Marines (10) – Plasma Gun x 2
- Aspiring Champion – Meltabombs, Power Sword
- Redemption: Chaos Space Marines (10) – Meltagun x 2
- Aspiring Champion – Meltabombs, Power Sword
War Engine Formation
- Soulgrinder – Harvester Cannon, Iron Claw, Warp Gaze
- Maulerfiend – Power Fists x 2, Lasher Tendrils
So, lots of power armor backed up by a few daemonic engines.
We rolled up the Maelstrom mission Deadlock, start with 6 cards and count down. I chose sides and my opponent setup first. The Zoanthropes went on my left with the Flyrant to the right and everything in between centrally. I setup mostly on the left flank to avoid the Flyrant and take cover on my advance down the left flank. Tyranids went first.
The Tyranids advanced but most things were out of range. The Carnifexes did take out a Rhino (first blood), but that was about it. They also scored two objectives: 3-0.
My army advanced slowly. I pulled some objectives near me so I couldn’t extend too far. Plus I knew charges were a long shot at this point, so no sense putting myself more in range of all the shooting. My Soulgrinder did manage a 10″ charge into the Gaunts and completely whiffed. It was fine. He was tying up the shooting so I could hit it with wave #2. I scored two objectives plus Ascendancy: 3-4 my lead.
The Tyranids reserves refused to arrive and with half his army (roughly), in reserves that was tough. Still, he had no shortage of bodies. The Flyrant continued its flight to annoy me and gunned down a handful of Possessed. The Carnifexes unloaded into the Berzerkers and got a handful there. The Soulgrinder combat continued. I think he picked up another point this turn: 4-4.
I took Feel No Pain this turn and Rage + Furious Charge. The Possessed with Soulgore (Chaos Lord), moved up to aid the Soulgrinder. My Maulerfiend advanced on the Zoanthropes. My disembarked CSM squad unloaded into Carnifexes but the Venomthrope’s shrouding shrugged off 3 of the 4 plasma wounds. Berzerkers fired as well and more saved plasma. Maulerfiend got into the Zoanthropes but they tanked the wounds. Soulgore and Possessed cleared out the Gaunts in their combat. The Berzerkers charged the Carnifexes – I needed to hold them back and tie up more shooting, and put a few wounds in while losing some of their own. I had two cards to kill stuff in close combat and pulled an objective: 4-7 my lead.
The Tyranids reserves again refused to arrive and that pretty well determined the game. Soulgore and Possessed rolled into the Zoanthropes to destroy them and later Soulgore broke off and hit another unit of Zoanthopes – when they finally arrived, and killed them off. Soulgore did go down to the drop pod thing Tyranids have though. I continued to rack up the points by killing units (Khorne cards), and snagged more objectives. The turn #4 arrival of reserves let me cherry pick my combats and outmaneuver the bugs. I summoned a Blood Thirster on turn #4 who soaked up lots of shooting and went on to take out a Trygon. The final score was 15-10, a victory for Khorne.
I felt bad about the terrible reserve rolls by my opponent but it is the gamble you take and putting so much of your army in it can either go perfect or just ruin your day. Had they come in sooner then I’d have been hard pressed to hold up to the volume of fire the Tyranids had and deal with them in close combat.
As with last week, my list proved very resilient. Most of the turns I had Feel No Pain and making 3+ saves backed by a 5+ FNP makes it hard to remove the Marines in volume, even when wounding on a 2+. I didn’t find the general lack of mobility much of an issue either. The thing with a close combat army is you’re springing forward with charges and then consolidating out so you gain a fair bit of extra movement.
The Possessed finally did something. In both combats they got the AP3 close combat attacks and when each model is throwing 4 attacks at S6 on the charge it’s pretty nasty. Soulgore was also on a tear this game and the unit as a whole did most of the heavy lifting.
I think this is definitely list I’ll keep around.