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Building the Case: Szafraniec’s Mono-God CSM Theme Lists, Part II – Khorne 1500

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BLOOD FOR THE BLOOD GOD! LISTS FOR THE LIST THRONE! LET THE GALAXY PLAY THEMED KHORNE ARMIES!  Alrighty then, now that that’s out of my system, today we’re bringing you the second installment of Szafraniec’s series on Mono-God themed army lists from the new Chaos Codex.  Today’s theme, as the astute among you may have already guessed, is Khorne.

HQ:

Chaos Lord; Mark of Khorne, Veterans of the Long War, Axe of Blind Fury, Juggernaut of Khorne, Aura of Dark Glory – 165

Chaos Lord – 65

Troops:

30x Cultists, MoK – 190

8x Berserkers; Powerfist, Veterans; Rhino w/Dirge Caster, Destroyer Blade – 200

8x Berserkers; Powerfist, Veterans; Rhino w/Dirge Caster, Destroyer Blade – 200

Fast Attack:

3x Chaos Spawn – 90

Heldrake – 170

Heldrake – 170

Heavy Support:

Maulerfiend – 125

Maulerfiend – 125

1500

 

It is an army bred for a single purpose: to destroy the world of Men

STRATEGY: Strategy? Kill!  Maim!  Burn! This is Khorne, and there’s only one strategy: charge and eat face. Your opponent has one or two turns to slow your assault before you get in range. Hopefully, this causes them to back up and bunch up, making a juicy target for your Baleflamers (they’re the “burn” part of the Kill! Maim! Burn! plan). The low troop count is intentional. While there is an argument that Khorne’s martial nature would seek to assure military victory, let’s be honest here.  We’re not playing a Khorne theme list to guard objectives.  This list is designed to get to grips with your enemies and rip them apart.  Yes, Kill! Maim! Burn! is a strategy!

CHARGING RHINOS: Using the rhinos correctly is key to this list.  After one or two turns of movement into midfield, the zerkers disembark and footslog the rest of the way.  Remember that in 6th you can’t get out of a Rhino and charge, and the last thing you want is to be delayed a turn. The Rhinos serve several functions in this list.  They give you that all-important extra movement first turn so you can get in the enemy’s face faster.  Then they hang out with your troops, blocking fire lanes.  Then when you’re ready to charge, get them in position to use their dirgecasters to deny your enemies overwatch.  If they’re still alive, they can serve as med-evac: if your berserkers or cultists get whittled down, mount back up and head to objectives.  They’re also great distractions – if your opponent wastes early shots at your 45 point Rhinos, good for you.

BLOB v. BLOB: Large guardsman blobs are always a threat. The fact that your fearless leader must challenge makes them an even greater threat. Hopefully, you can do some burninating with Baleflamers before things start getting hairy. Either way, your cultists should be able to do some damage with 4 attacks each on the charge. Still, avoid the blob if you can until you can focus your attacks.

MOPPING UP: By turn 4 or 5, start thinking about getting your forces to objectives.  If you’re playing a scenario where you get to place the objectives, think about putting all of them on your opponent’s side of the board.  That’s where you want to be anyway.   If you do have objectives in your backfield, keep a close eye on them.  You can deny a lot of area with 30 cultists, but then they’re not contributing much to the battle.  Necrons especially are good at sneaking objectives from your backfield.  Assuming they’re still alive, you can use the more mobile elements of your army, the Maulerfiend, Heldrakes and Juggy Lord/Spawnstar to get back to crunch anything that threatens to steal your victory.


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