Warhammer 40,000 Battle Report #59 – Khorne Demons vs Thousand Sons

Ahriman has spent the past few weeks crushing all opposition, suffering only a single defeat at the hands of the Blood Angels. All that victory for the sorcerous Changer of Ways was sure to draw down Khorne’s ire sooner or later. Today he has sent Moloch, one of his favored champions, to do battle with Tzeentch’s mortal servants and teach them the error of their ways. Yet Ahriman has been stalked by the servants of blood before, and he does not fear the baying of their hounds. Who will emerge victorious, as blood is shed across the landscape of swirling snow?


The Armies
The Tithe
Chaos Demons – 2,000

Demonic Incursion

Demon Lord

325      Moloch, He Who Feasts: WARLORD (Rampage), Bloodthirster of Insensate Rage; Axe                          of Khorne, Blade of Blood, 4+ Feel No Pain

Murderhorde

145      Skulltaker: Juggernaut

260      Bloodcrushers of Khorne: two additional Bloodcrushers; Banner of Blood, Instrument of                                     Chaos, Bloodhunter

130      Bloodletters of Khorne: Banner of Blood, Instrument of Chaos

130      Bloodletters of Khorne: Banner of Blood, Instrument of Chaos

130      Bloodletters of Khorne: Banner of Blood, Instrument of Chaos

96        Flesh Hounds of Khorne: one additional Flesh Hound

96        Flesh Hounds of Khorne: one additional Flesh Hound

96        Flesh Hounds of Khorne: one additional Flesh Hound

96        Flesh Hounds of Khorne: one additional Flesh Hound

Forgehost

165      Soulgrinder: Demon of Khorne; Phlegm Bombardment

165      Soulgrinder: Demon of Khorne; Phlegm Bombardment

165      Soulgrinder: Demon of Khorne; Phlegm Bombardment

The Seekers
Thousand Sons – 2,000

Thousand Sons Grand Coven
War Cabal
Ahriman: WARLORD (Princeps of Deceit), Disc of Tzeentch; Tzeentch’s Firestorm, Doombolt,   Flayerstorm, Dark Invigoration, Psychic Shriek

Sorcerer: Psyker (Mastery Level 3), Mark of Tzeentch, Veteran of the Long War, Force Stave,      Spell Familiar; Tzeentch’s Firestorm, Siphon Magic, Invisibility, Terrify

Rubricae: Aspiring Sorcerer has Melta Bombs, knows Tzeentch’s Firestorm, Baleful Devolution

Rubricae: Aspiring Sorcerer has Melta Bombs, knows Tzeentch’s Firestorm, Siphon Magic

Scarab Occult Terminators: Sorcerer knows Tzeentch’s Firestorm, Doombolt, Enfeeble

Tzaangor Warherd
Sorcerer: Psyker (Mastery Level 3), Mark of Tzeentch, Veteran of the Long War, Force Stave,      Spell Familiar; Tzeentch’s Firestorm, Doombolt, Endurance, Hemorrhage

Tzaangors

Tzaangors

Tzaangors

Tzaangors

Demon Engine
Maulerfiend

Demon Engine
Maulerfiend

Demon Engine
Maulerfiend

Legion Armory
Chaos Predator: Twin Lascannons

Legion Armory
Chaos Predator: Twin Lascannons

After Action Review

I’ve watched Griff play several games with the new Thousand Sons, but this is the first time I have hit the table with him and been a part of the psychic madness he is bringing to the game. It really gives the army a strength that you cannot see until after the game has started, and it brings a lot of interesting new ways to play to the table.

When the Maulerfiends rushed my Bloodthirster, I really thought I would clear them quickly and move on to the meat of his army. This was before he cast Invisibility, though, and then I realized things were going to get interesting. The same could be said of Endurance on the Tzaangors in the early game. I expected my dogs to be getting their first appetizer before the main course, but instead he smashed me into the ground and moved on without so much as a scratch. While I don’t think the Tzaangors can plan to be able to replicate that result often, Endurance meant that they were still there and in the fight with me either way. This prevented those early, crucial charges that so often mean victory or defeat for Khorne Demons.

By the end of the game, though, the Thousand Sons started taking damage too quickly, and they couldn’t keep up the attrition. Meanwhile the servants of Khorne were still bringing it, and Tzeentch’s mortals had no answer left in the bag. Once they started bleeding psychic dice into the void (a pleasant sensation for the Blood God), there was little else they were able to do.

Once again, the Soulgrinders showed why they have become a staple in my list. They provide some heavy-duty shooting prowess to back up the overwhelming assault of Khorne’s servants, and they can get stuck in against the hardest targets as well in an attempt to break through when the lesser demons have failed. Their firepower saw Invisibility go away early in the game, roughed up two of the Maulerfiends before they could get moving, and killed a ton of Rubrics. This isn’t even counting in their good luck at the end of the game, when they brought down Ahriman and broke the spine of the Scarab Occult. They have proven time and again that they have a valid role to fill in the melee-dominated army of Khorne Demons.


Stay tuned; the battle rages on at the Maelstrom!

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