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Posted: Wed Apr 21, 2010 6:26 pm
Jason Kharo Having the Mark of Khorne isn't going to make much of a difference against dedicated melee troops. It is a waste of points giving a ranged squad a melee upgrade. Nurgle works with Khorne quite often you know. well, i woulnt repaint them, but i guess i could change the banner bearers. thanks for the thought
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Posted: Wed May 05, 2010 9:38 am
yet another question, although this one is a quickie
i currently have two new chaos lords, both equiped with demon weapons and dedicated to khorne, wings aswell.
would i be able to use both of them in a game?
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Posted: Wed May 05, 2010 1:03 pm
An army is allowed to field two HQ choices, so I don't see why not?
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Posted: Fri May 07, 2010 5:17 am
Nothing against using two daemon weapons that I can see. In the 3e Chaos codex, you were limited to one daemon weapon per army, but that restriction is long gone.
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Posted: Fri May 07, 2010 10:06 am
well, thats bad news for my friend, his army of ultramarines got half their number slaughtered by one of my khorne lords so two of them is deadly
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Posted: Fri May 07, 2010 1:35 pm
For me Khornate demon weapon has too big chance of failing to work... 11/36 AFAIK, and once it does all it takes to bring down the lord is one unsaved S8 hit courtesy of lowly vet.sgt. razz And even if it works, codex marines can just use combat tactics to fall back (if any survived the onslaught, a 5 man combat squad should be wiped out), leaving poor chaos lord in the sights of meltaguns, multimeltas and lascanons...
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Posted: Fri May 07, 2010 3:14 pm
well, im honistly quite lucky with dice, and the chaos lords both have wings, so i will deepstrike them with my raptors, or charge them in, depending on my mood.
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Posted: Fri May 07, 2010 7:15 pm
Hey Van, drop your stats a little. It has a 1/6 chance per die of rolling a one.
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Posted: Sat May 08, 2010 6:49 am
and its a two plus to hit, and wound on most models, and also mostly instant kills unless their toughness is over 4.
also, the bace attacks of a chaos lord, plus the chargeing attacks is 4, and then add 12 ( if you get double 6 with the dice ) that will give you 16 attacks, enough to wipe out alot of soldiers, even against horde armys.
and my tactic with the chaos lords would be to hide one behind the assault while the other kills, and then when the assault is over, colsolidate close to another squad of the enemy, and charge in the idle lord
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Posted: Sun May 09, 2010 2:58 am
*Checks rulebook carefully this time*
Unless you're Kharn, you don't get a better than 3+ to hit in melee. There's a couple other special characters who do, but a Greater demon with WS 10 vs Tau Fire warrior WS 2 still gets hit on a 3+. And the odds are a bit better than 1 in 6 for the Khorne demon weapon to fail, since EITHER die comes up a 1 you stab yourself in the foot. But if it works.. There goes almost a full squad from him alone. Also, unless it's a greater demon, the demon weapon is only strength 4.. so Your Chaos Lord with wings is 3+ to hit, 4+ to wound on anything toughness 4... Chaos really isn't as Boss oriented as it used to be.
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Posted: Sun May 09, 2010 11:51 am
still, enough to cause alot of trouble especialy two of them, and as far as i know, daemon weapons dont allow armor saves, seeing as theyre also power weapons.
and seeing as im going to be giving them both a bodyguard of 20 raptors that take up a fast attack slot. they woulnt be killed as easily in an assault, unless im real unlucky.
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Posted: Sun May 09, 2010 11:36 pm
20 raptors? That...that is an accident waiting to happen. One lost combat is all they need to die like punks. Always remember that.
Anyway...As far as Daemon Weapons insta-killing, the only one that buffs strength is the Unmarked weapon (+1 Str, hits at Str5 which will only insta-kill on T2 enemies) and the only one that causes instant death is the Blissgiver (Slaaneshi weapon).
Also, Mark of Khorne adds an attack to the lord's baseline. That makes his base number of attacks 5. With a charge, that becomes six. Maxed out, a Khornelord with a Bloodfeeder can make 18 attacks on the charge that hit on 3s against most folks and ignore armor.
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Posted: Mon May 10, 2010 4:39 am
base lord attacks is 3, 4 for MoK, 5 for charge, 12 max for demon weapon for max of 17... and only S4 sucks when you run ito a dread or wraithlord lol on average vs MeQ it will hit 12 times wound 6 - hey it is still more than most HQ chars get total attacks razz so loyalists should combat squad, and if charge hits home, remove casualties and exact revenge with maximum firepower OR just send in the thundershield termies, with 3+ inv they should hammer the point into the Khornate lord and on 2d6 chances of sigle or more 1s is 36/36-(5/6*5/6)=11/36, almost 1/3 still it is fun to roll bucketload of dice for single char
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Posted: Mon May 10, 2010 10:15 am
Caleidah 20 raptors? That...that is an accident waiting to happen. One lost combat is all they need to die like punks. Always remember that. Anyway...As far as Daemon Weapons insta-killing, the only one that buffs strength is the Unmarked weapon (+1 Str, hits at Str5 which will only insta-kill on T2 enemies) and the only one that causes instant death is the Blissgiver (Slaaneshi weapon). Also, Mark of Khorne adds an attack to the lord's baseline. That makes his base number of attacks 5. With a charge, that becomes six. Maxed out, a Khornelord with a Bloodfeeder can make 18 attacks on the charge that hit on 3s against most folks and ignore armor. i thought power weapons ignore armor saves, and yes, i know raptors are a little suicidal, but oh well, 60 of them will keep the enemy busy
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Posted: Mon May 10, 2010 11:39 am
Power weapons DO ignore armor.
It's not a concern of being suicidal, it's a concern of being a ridiculous points sink. Yes, they have their own way to be effective units, but taking blocks that big takes away the ability to deepstrike with any kind of certainty.
The other concern is that they can't hold objectives and, with the kinds of points that you're going to put into them, you won't be able to get much in the way of troop choices.
Also, that's 60 models with only six potential special weapons (nine if you include Champions).
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