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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