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!
Thank You
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