[Archive] RH cd's vs Khorne deamons

Da Crusha:

Hey guys I am going to be fighting a 2250pts battle against a really tough deamons of khorne army. My friends army almost never changes and usually looks like this:

3 units of 16 bloodletters w/fc
4 units of 6 fleshhounds
3units of heralds of khorne on juggernauts with obsidian armor
2units of 5 furries

The heralds are always in the bloodletter units so the BL can claim full rank bonus and receive hatred. The heralds all where obsidian armour which gives them a 0+ armor save and nullifies any magic weapon in base to base contact with them.
I think he may put in more furries to take on my warmachines. He also puts in the bloodthirster occasionally, but I believe he is afraid of the 4 bolthrowers I always bring so this isn�?Tt likely to happen.

my army, which is completely upto suggestions, will consist of:
Bull centaur Lord -Great Weapon, armour of the furnace, gauntlets of bazhrakk the cruel, shield
Bull centaur Hero -great weapon armour of gazrakh, talisman of protection
Bull centaur hero �?" sword of might, enchanted shield, heavy armour
Hobgoblin hero �?" rides a wolf, heavy armour, shield, black gem of gnar
2 units of 25 CD warriors w/FC
1 unit of 15 Blunderbuss CDs
1 unit of 15 Black orcs with musician and standard and shields
10 hobgobbo wolf riders with bows and musician
3 units of 10 hobgobbos
1 unit of 11 hobgobbos
1 unit of 10 Bull centaurs with great weapons, heavy armour, standard and warbanner
Earthshaker
4 bolt throwers

The BC lord is here for pure brute strength to cut through the obsidian armour without using a magical weapon. The BC hero is going to try and do the same thing. I ussually like the BC lord to wear the armour of ghazrak but I think he needs to have a ward save for this match since nearly the whole army has killing blow. the armour of the furnace is also good for its immune to fire ablity in case my opponent decides to use the common fire sword weapon. The hobgoblin hero was put in originally to nullify a herald for a turn so that the unit will have to fight without him, and then when he does get to fight in that combat he would have lost his hatred. But after I�?Tve been looking over the army I think it might be a good idea to just put him in the hgwr unit to boost their leadership, im still not sure about this.
The hobgobbo units are for redirecting and causing the bloodletter units to expose flanks.
I have to be really careful on my deployment because this army is extremely fast and my army is notorious at squabbling, misfiring or just missing whenever I play against this guy.
The flesh hounds are always a pain also and and Im not too sure what I can do about them�?� I think I should use the hg wolf rider unit to bait and flee while setting up a counter charge with the BC unit. And hopefully expose bolt thrower flank shots in the process.
When I was writing up this army I started thinking about changing most of my characters to sorcerers and bringing the lore of metal. The heralds hatred giving ability is what makes his army so powerful and the sorcerers can be a good way to take advantage of his tough armor save. Then I only have to get through his ward save.

Uzkul Werit:

I would consider more Blunderbussmen. Bloodletters ain’t too tough, so S5 shots will rip through them.

Da Crusha:

I would do that but he always just charges them with something else like furies and then we stand and shoot and get one partial because the stand and shoot fires as soon as the unit comes into the firing range. or he’ll use the flesh hounds and start from out of range and then come in at an angle so I get only one partial again. Im not even sure why I am bringing even one unit now that I think of it x.x.

Leon Brachwurster:

I would suggest dropping 2 of the bolt throwers for a Doom rocket. The bolt throwers are nice, but a lucky ward save stops it at the first guy. Also, a level 2 sorcerer with lore of Fire or Shadow is not a bad addition as well. If you can get Wall of Flame or Unseen Lurker are pretty good. Khorne only gets Magic resistance, so any spells that do not target can only be dispelled via the army dice pool.

qwe50:

No he need the Bolts if his opponent have a Thister.

I think the main problem are the 4 unit flesh hounds - they are fast and hit really hard. So lets see what we can do.

ahh - i love making army lists LOL

This list is quite extreme - fireworks and firepower.

I have taken magic because you opponent don’t have many free DD’s (only MR) and deamons go down to low strengh hits (u just need loads of them) so u cast small fireballs against his furyes and fireblast, conf of doom even firewalls against his flesh hounds (use the power scrolls.)

Use the hobgoblin archers to shoot, flee and redirect.

Special: 8 bolts are mean but so are 4 unit flesh hounds.

Rare: a shaker to slow him down and more shooting (much more actually)



BC lord (general) @ 241

with armour of gazarakh, gauntlets of bazarakh, talisman of protection and a great weapon

Sorcerer @ 150

Level 2 with 2x Power scrolls.

Sorcerer @ 150

Level 2 with 2x Power scrolls.

Sorcerer @ 150

Level 2 with 2x Power scrolls.

Lords/Heroes 691p

23 x Chaos dwarf warriors @262

full command and war banner

22 x Chaos dwarf warriors @228

full command

22 x Chaos dwarf warriors @228

full command

10 x Hobgoblin archers @50

10 x Hobgoblin archers @50

10 x Hobgoblin archers @50

10 x Hobgoblin archers @50

hmm 4 of the same special (just like you opponent)

2 x Hobgoblin Bolt trowers @ 60

2 x Hobgoblin Bolt trowers @ 60

2 x Hobgoblin Bolt trowers @ 60

2 x Hobgoblin Bolt trowers @ 60

Shaker @ 110

Marksmen of Miragliano @ 290

+ 10 extra men

Total 2p

Baggronor:

I agree on the Hobgoblin archers, they are very good value against Khorne Daemons (low toughness, no armour).

Regarding magic, I would stick to one sorcerer with 2 power stones. I don’t think taking multiple casters is worth it in this case, certainly not on the off-chance that you might roll Wall of Fire/Unseen Lurker. Between magic resistance and ward saves, they just won’t do enough damage.

Do you have a Taurus? The ability to fly behind the Daemons, march block and threaten flank/rear charges to negate his ranks could be a winner, especially seeing as he doesn’t use Flamers or magic.

I would try something like:
A Taurus and 2 units of BCs (with Heroes) to even up the odds on the flanks.
Big Blocks of BBs in the centre to shoot the Bloodletters and grind them down.
Multiple units of 10 Hobgobs (preferably archers) to get killed in convenient ways.
I don’t think the artillery is even worth the effort, you won’t kill enough of his guys and they don’t panic; the points are better spent on more troops. Just keep maybe 3 BTs in the list in case of a Bloodthirster showing up.

The BC lord is here for pure brute strength to cut through the obsidian armour without using a magical weapon. The BC hero is going to try and do the same thing.
I find the best way to deal with the Khorne Heralds is to kill their unit and grind them down, trying to take them on with your own Heroes is not the best answer. Your Heroes are better used to kill off his Flesh Hounds and rank and file.

Da Crusha:

thanks for all the replies guys!

I was rethinking my characters and I might bring a level 2 wizard and a lvl1 W/black gem, both w/lore of metal (225 pts) instead of the BC hero with enchant weapon and the hobgobbo hero(227 pts) that way I can snipe the heralds while they come at me at half speed because of the earthshaker :idea.

I still really want to bring the bull centaur Lord because I just converted it and really want to see it in action.

i still might change the army, the game wont be for at least another week or two. Im still gonna take all of your suggestions into consideration.

Bolg:

If you got problems whit moving your Bunderbusses, remember the can turn 1/4 movement and then ad/reduce rank (1/4 movement again) you can than still wheel/move 1.5" and shoot. The might end up being only 4 wide (if you take a unit of 10) but thats still no problem as you only need 4 wide to get the S bonus.

if you take 2 units of 10 and keep them together the are great at keeping flanks.

And if you really like your Black orcs you can ad an extra unit of Biguns they are almost as good. (recently i’ve been playing with a unit of 18 BB’s full command and a unit of 16-18 Biguns beside them with a centaur BSB. thats a lot of S4 attacks (and S5 on the first round of combat).

Da Crusha:

Bolg: actually It costs 1/4 move to turn then 1/2 move to expand front leaving with only 1/4 move left for adjustments.

I have used orc biguns a few times actually but I hated their low leadership. I do like their attacks though;)