So there is a tournament this weekend at 1850 assuming I and enough other folks go. I already have my ticket for LVO and I got me to brainstorming about Chaos lists and how we might go about handling the big dogs out there, those being Eldar and Imperial Knights. Of the two, Knights are the harder of the two to kill, but Eldar you have to be able to chase down. In the LVO format, you have to be able to win a KP and a Relic game in addition to being speedy enough to score secondaries and suchlike.
So I was mulling over my Feast Qualifier list, which basically revolves around Be’lakor turning Hounds invisible until they get there with Screamers in support and I was thinking about how best to expand it to 1850 to be able to handle Adamantine Lances and other nuisances. So I got to thinkin’ about what we have that kills Knights reliably besides Be’lakor. The answer, as you know, is nothing much.
Then I got to thinking about Khorne Heralds with greater etherblades. At base S5, a Juggernaut brings you to S6, and the greater etherblade S7 with master crafting. Now I can glance them. Add in furious charge and hatred, and in sufficient numbers, I can take them out on the charge. If I also take an Axe of Khorne, I get ID attacks for things like Wraithknights, Heirodules, Chaos Spawn, Thunderwolf Cav, etc... and I also get the benefit of two weapons for the extra attack.
Then I thought about rolling on the greater rewards table and that the odds are pretty decent that one or several will get that fleshbane/armourbane reward, making them excellent against Knights and other walkers.
Then I thought, there aren’t many things in the game that can hold up against 6 S8 master crafted AP2 attacks at I6, so if I start them all together in an invisible Hound unit and then split them off as guided missiles at various targets (like a Wave Serpent), I could probably take out a fair number of targets on the second turn while leaving a fairly nasty Houndstar intact.
Then I remembered that GW lifted the verbiage that says Heralds are only 4 to an HQ choice in a primary detachment. I also remembered that the GT’s including LVO, allow you to ally with the same faction as your CAD.
So with all that thinking, here’s my dumb idea:
Be’lakor
Herald of Khorne, juggernaut, lesser reward, greater reward
Herald of Khorne, juggernaut, lesser reward, greater reward
Herald of Khorne, juggernaut, lesser reward, greater reward
Herald of Khorne, juggernaut, lesser reward, greater reward
11 Horrors
11 Horrors
17 Flesh Hounds
Herald of Khorne, juggernaut, lesser reward, greater reward
Herald of Khorne, juggernaut, lesser reward, greater reward
Herald of Khorne, juggernaut, lesser reward, greater reward, Exalted Locus of Wrath
10 Daemonettes, Alluress
1850
Invis only needs to work on the first turn as a delivery system for the Khorne Heralds. Perhaps a second turn might be needed in hammer and anvil deployments. My concept for the army is not to keep it together as a massive single unit for the whole game. Indeed, charging that whole thing at a single Imperial Knight is incredibly stupid because it might take your whole army out in the explosion.
The concept of operations is to scout it behind cover, first turn, spread out and go invis to weather the storm, second turn, break apart and take out multiple targets with charging Khorne Heralds. Then I start summoning, and start going after targets with Be’lakor.
Against Tau or Thunderwolves, I might keep it together long enough to whittle the other guy down because overwatch shooting from Tau can take out a Khorne Herald charging by himself, and lesser deathstars would need a sound wallop before branching out.
Be’lakor is not the warlord. One of the Khorne Heralds gets that job, which is nice because it gets me a better warlord trait, and I don’t need to worry too much about losing Be’lakor after he has delivered the Hounds both because I don’t need him anymore, and also because the other guy has enough problems to worry about as it is.
Besides exploding super heavies (if a Knight gets the charge on me early, I have screwed up), the death star can be beaten by an invisible seer council with Fortune, but I think the Seer Council loses that fight if it only has one or the other, especially now that the Baron is gone. Tarpitting something this potent isn't easily done. The death star can also be beaten if you fail to herd the other guy in properly and allow them to escape. Against Windrider Jetbikes, for example, Be'lakor would be on psychic shriek patrol, and summoning Daemonettes to the objectives would be important.
If this ends up working, and hopefully I'll find out this weekend, I apologize in advance for unleashing it upon the community.
So I was mulling over my Feast Qualifier list, which basically revolves around Be’lakor turning Hounds invisible until they get there with Screamers in support and I was thinking about how best to expand it to 1850 to be able to handle Adamantine Lances and other nuisances. So I got to thinkin’ about what we have that kills Knights reliably besides Be’lakor. The answer, as you know, is nothing much.
Then I got to thinking about Khorne Heralds with greater etherblades. At base S5, a Juggernaut brings you to S6, and the greater etherblade S7 with master crafting. Now I can glance them. Add in furious charge and hatred, and in sufficient numbers, I can take them out on the charge. If I also take an Axe of Khorne, I get ID attacks for things like Wraithknights, Heirodules, Chaos Spawn, Thunderwolf Cav, etc... and I also get the benefit of two weapons for the extra attack.
Then I thought about rolling on the greater rewards table and that the odds are pretty decent that one or several will get that fleshbane/armourbane reward, making them excellent against Knights and other walkers.
Then I thought, there aren’t many things in the game that can hold up against 6 S8 master crafted AP2 attacks at I6, so if I start them all together in an invisible Hound unit and then split them off as guided missiles at various targets (like a Wave Serpent), I could probably take out a fair number of targets on the second turn while leaving a fairly nasty Houndstar intact.
Then I remembered that GW lifted the verbiage that says Heralds are only 4 to an HQ choice in a primary detachment. I also remembered that the GT’s including LVO, allow you to ally with the same faction as your CAD.
So with all that thinking, here’s my dumb idea:
Be’lakor
Herald of Khorne, juggernaut, lesser reward, greater reward
Herald of Khorne, juggernaut, lesser reward, greater reward
Herald of Khorne, juggernaut, lesser reward, greater reward
Herald of Khorne, juggernaut, lesser reward, greater reward
11 Horrors
11 Horrors
17 Flesh Hounds
Herald of Khorne, juggernaut, lesser reward, greater reward
Herald of Khorne, juggernaut, lesser reward, greater reward
Herald of Khorne, juggernaut, lesser reward, greater reward, Exalted Locus of Wrath
10 Daemonettes, Alluress
1850
Invis only needs to work on the first turn as a delivery system for the Khorne Heralds. Perhaps a second turn might be needed in hammer and anvil deployments. My concept for the army is not to keep it together as a massive single unit for the whole game. Indeed, charging that whole thing at a single Imperial Knight is incredibly stupid because it might take your whole army out in the explosion.
The concept of operations is to scout it behind cover, first turn, spread out and go invis to weather the storm, second turn, break apart and take out multiple targets with charging Khorne Heralds. Then I start summoning, and start going after targets with Be’lakor.
Against Tau or Thunderwolves, I might keep it together long enough to whittle the other guy down because overwatch shooting from Tau can take out a Khorne Herald charging by himself, and lesser deathstars would need a sound wallop before branching out.
Be’lakor is not the warlord. One of the Khorne Heralds gets that job, which is nice because it gets me a better warlord trait, and I don’t need to worry too much about losing Be’lakor after he has delivered the Hounds both because I don’t need him anymore, and also because the other guy has enough problems to worry about as it is.
Besides exploding super heavies (if a Knight gets the charge on me early, I have screwed up), the death star can be beaten by an invisible seer council with Fortune, but I think the Seer Council loses that fight if it only has one or the other, especially now that the Baron is gone. Tarpitting something this potent isn't easily done. The death star can also be beaten if you fail to herd the other guy in properly and allow them to escape. Against Windrider Jetbikes, for example, Be'lakor would be on psychic shriek patrol, and summoning Daemonettes to the objectives would be important.
If this ends up working, and hopefully I'll find out this weekend, I apologize in advance for unleashing it upon the community.