Warhammer 40,000 Battle Report #64 – Khorne Demons vs Thousand Sons

The Maelstrom is astir with more carnage, as the freshly painted Thousand Sons take to the table! Last time they were defeated by the forces of Khorne; will Ahriman get his revenge today?


The Armies
The Tithe
Chaos Demons – 2,000
Demonic Incursion

Demon Lord

325      Moloch, He Who Feasts: WARLORD; Bloodthirster of Insensate Rage; 2x Greater                                   Reward, Lesser Reward (Corpulescence, Touch of Unreality, Axe of Khorne)

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

Combined Arms Detachment
HQ
Ahriman: WARLORD; Disc of Tzeentch, knows Tzeentch’s Firestorm, Siphon Magic,      Flayerstorm, Warp Speed, Enfeeble

Demon Prince: Demon of Tzeentch, Staff of Compulsion, Wings, Power Armor

TROOPS
Rubric Marines: four additional Rubricae, Rhino with Dirge Caster; Sorcerer has Melta Bombs,    knows Tzeentch’s Firestorm, Breath of Chaos

Rubric Marines: four additional Rubricae, Rhino with Dirge Caster; Sorcerer has Melta Bombs,    knows Tzeentch’s Firestorm, Treason of Tzeentch

FAST ATTACK
Spawn: three additional Spawn, Mark of Tzeentch

HEAVY SUPPORT
Forgefiend

Forgefiend

Combined Arms Detachment
HQ
Sorcerer: Mark of Tzeentch, Psyker (Mastery Level 3), Spell Familiar, Aura of Dark Glory,           knows Tzeentch’s Firestorm, Siphon Magic, Mental Fortitude, Shrouding

Sorcerer: Mark of Tzeentch, Psyker (Mastery Level 3), Spell Familiar, Aura of Dark Glory,           knows Tzeentch’s Firestorm, Siphon Magic, Soulswitch, Empyric Shielding

TROOPS
Tzaangors

Tzaangors

After Action Review

Objectives turned this one into a murder-make early on. To his credit, Griff kept trucking in an attempt to bring things back. With his army’s limited mobility and the in-your-face nature of Khorne Demons, however, they could never manage to muscle their way out of the corner. Most of the demons were sent howling back into the depths of the Warp, but in the end it just wasn’t enough.

At first I was wondering if those Rubrics were ever going to start falling; they shrugged hit after hit, caving in the Flesh Hounds and moving on as if nothing at all had happened. However, the Phlegm Bombardment finally found the way through their shield, and their numbers caved in far too quickly. Their small force size has always been their weakness, and it held true in this game as well. When the numbers did start showing thin, it wasn’t long before they were annihilated entirely.

The Thousand Sons present a very interesting challenge to the early Khornate Demons. The Bloodthirster and the Hounds, normally so resilient due to their toughness and wounds totals, simply cannot stand up to the amount of Force the Thousand Sons bring to the table. I knew my only hope for a successful charge was to catch a Champion without backup, or when a squad had their Force down. To Griff’s credit, he kept this from happening, and it really limited what the Hounds were able to do.


Keep coming back, there’s plenty more where this came from!

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