Take Two – Khorne Daemonkin 1,850 List for the Standoff

I put up a list earlier in the week that I was considering taking to the Standoff, a 40K tournament in a few weeks. I got to play it on Wednesday and I got utterly destroyed. I was facing Eldar, easily the best counter to Khorne that I’ve faced, but it was the worst beat-down I’ve had at the hands of Eldar with Khorne to date. I expected to lose not only because it was Eldar but also because of the player. I might win one out of every ten games against this opponent. Still, by the end of turn #2 I had to concede the game because it was just that bad and I rarely ever concede a game.

Now, I realize it was just one game but it got me thinking. Making Khorne work in the current meta of 40K is not an easy task. Getting any assault heavy army to work in 40K isn’t easy unless you can put your whole army in front of your opponent on turn #1. The game revolves around the movement phase, psychic phase and shooting phase. Khorne has fast stuff, check. Khorne has no psykers. Khorne has very little shooting. It’s an uphill battle.

I don’t mind uphill battles. If I did then I would have stopped playing Chaos a long time ago. However, I just don’t feel the list I was working with was going to work in the grand scheme of things. I don’t mind playing a list that isn’t geared to win the day. I often write lists using stuff I enjoy; and that’s pretty well what I’ve decided to do. I plan to just go and have fun and that’s going to hinge on creating a list I really enjoy playing. To that end.

Khorne Daemonkin – 1,850


  • Ghostwrath (Daemon Prince) – Daemonic Flight, The Blood-forged Armor (3+, FNP, Eternal Warrior)
  • Darktide (Daemon Prince) – Daemonic Flight, Warp-forged Armor, Goredrinker (gets stronger with kills)


  • Bloodletters (8)
    • Bloodreaper
  • Bloodletters (8)
    • Bloodreaper
  • Rampage (Berzerkers) (10) – Icon of Wrath, Plasma Pistol x 2
    • Skull Champion – Melta Bombs, Power Sword
    • Rhino – Combi-bolter, Havoc Launcher

Fast Attack

  • Flesh Hounds (10)
  • Chaos Bikers (5) – Plasma Gun x 2
    • Champion – Melta Bombs
  • Heldrake – Baleflamer

Heavy Support

  • Ragefist (Defiler) – Battle Cannon, Reaper Autocannon, Twin-linked Heavy Flamer, Power Fists x 2, Dirge Caster
  • Forgefiend – Hades Autocannon x 2


List Thoughts

Khorne BerserkerI love Daemon Princes and they are always my fallback for writing a list I will enjoy playing. In my army’s fluff, Ghostwrath was the first of the Disciples of Twilight and Darktide the second. They are almost always seen on the field together as Darktide protects Ghostwrath. The list, I think, also feels very Khorne-like as well.

My plan is relatively simple. The heavy support is going to threaten things at range while the Hounds and Bikes screen for the Princes. I went plasma on the Bikes to give them a bigger threat range and let me use them more as a harassment unit. The Hounds will move in to tie up things I don’t want shooting or to get my Princes into assault with, like Knights. The Heldrake does what a Heldrake does, roast things. The troops will be slogging up the field – Berzerker Rhino is to score and not to ride in, for a later assault wave and/or grab objectives.

I won’t say this list is any better than the previous one in terms of what it can/will accomplish but it’s a list I’m more familiar with and know I will have fun playing. Now to get in some practice games!

As always, feedback is welcomed and encouraged.


  • Zack Chabot

    Is there a perticular reason you are using two princes Other then the mentioned fondness for them? I’ve found that the bloodthirster are better in almost every way. Maybe a 1:1 ratio?

    • I don’t own a Thirster to use. The thing I like about Princes is getting wargear though. The Blood-forged armor is great on a warlord and Goredrinker is amazing on an MC where you aren’t slowed by unwieldy. I would use a Thirster for the second slot if I owned one though.

      • Zack Chabot

        That’s a fair reason.

      • I hadn’t thought about the Blood-Forged Armour on a Prince. Eternal Warrior makes them way, way better. I’m gonna have to run that. Thanks!

        • It’s best used on a Prince in my opinion. The Prince can use all features of it and since you’re saving on buying the Warp-forged armor, it only comes out to 250pts. I don’t put it on anything else since I don’t like paying so much for something where a Lord only benefits from 2 of the 3 bonuses.

  • In the previous incarnation, you were talking about hitting in waves. I’ve found that more often gives my opponent time to take the waves down one at a time, with the level of firepower in 40K these days. If I’m playing an Assault List, I figure I generally want almost all of it threatening a Turn 2 Charge, to overload my Opponent’s target priority. The main exceptions are things like Culties, that are probably going to be hiding to camp Objectives later on or something.

    • It really depends on what you’re facing I find. Against an army like Eldar, yeah, they will just dance around the rest of your army – the later waves, and smoke them. Tau can manage it too if they are using a lot of suits. When I can though I like to get up there with a unit like Hounds, fearless and tough to remove, and just tie something up that’s dangerous and then my bigger hitters will follow up to clear it out. So many variables though.

      • That is true. My local meta tends to be very, very shooty for the most part, so I’m used to working from that as my default.

        • We have a bit of a mix where I play but those shooty armies tear my ass up.

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