Khorne City Fighting Tactics

Discussion of cityfighting Khorne forces; tactics, stratagem modelling ideas etc.

Re: Khorne City Fighting Tactics

Postby MadBanker on Sat Jan 23, 2010 3:36 am

Anxt wrote:
Joah_from_Alberta wrote:Yeah, I was thinking of that formation but I couldn't pick the name off hand. They can also crush buildings which makes them formidable. Mang, now I want to play cities of death ... way to go Sky! :lol:

Thats a different one ... forgot the name of that one .... the Slaughter Fiend one is the one with Ws5 Defilers with a 2D6 fleet move that can also carry Berzerker squads on their backs. Crushing buildings is fun though :)


Yep. Slaughterfiend are beasts... they are already very powerful in a standard game but in a CoD game they are terrors: 7(8 on the charge) ST10 power attacks at WS5 with a 2d6 fleet move and an assault troop carrying capability is just plain mean :twisted:
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Re: Khorne City Fighting Tactics

Postby MacRedsun on Sat Jan 23, 2010 4:02 am

alrighty, well its nice to see a someone else interested in this thread. first off i'd like to say that the CoD rule set is my favotire, as it makes you rethink 40k, and play it very differently. i usually make armies very very infantry heavy, and don't make use of a whole lot of transports (which has caused more than a little greif in 5th, but i still make it work some how). anyhow, here are a few of my thoughts on city fight. please pardon the rambling nature of the post, i've had a drink or two (or 5, i lost track a while ago)

now for my 'zerkers i run possessed and berserkers on foot, with a jugger lord, and maybe some havocs. with those i push forward as quickly as possible. the havocs eithor have meltas or flamers (or both. or sometimes i run chosen with the flamers for the fun of infiltrating). now in city fight, i find that infiltrate really REALLY comes into its own, and the ability to box your opponenet in quickly is beautiful. because of this i ALWAYS take sewer rats. in my opinon this is by far the best strategem. all my champions get power fists, so they are more than equiped to take on the walkers that you find.

now personally, i'm not a big fan of defilers (don't know why, but they just rub me funny. i love soul grinders though, so go figure), but i've found that dreads are wonderful in city fight, though my normal missile (or rock-it) launcher dccw combo isn't as effective, so i will oft run them 2 dccw.

i've also found that the dakka pred is suprisingly effective. it doesn't gib guardsmen and such as easily, but the range and number of shots is what makes it wonderful. its also able at least hurt the ever annoying skimmers that populate city fight.

i guess thats all i've got now, mostly because i need to lay down for a while :P. any skull, i'll post something more coherent later, maybe things too look out for, and units that aren't nearly as good (like ork boys).
on the thread, need help stripping Lawz420 wrote:
I would start with some marvin gaye playing softly in the background , then set the lights down , and then work your way top down .

ps never wear socks it just looks akward :thumbsup:
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Re: Khorne City Fighting Tactics

Postby MadBanker on Sat Jan 23, 2010 4:39 am

Yes, sewer rats is excellent.
I haven't tried a dakka pred yet and sure will give it a go.
What I played till now is lots of berzerkers on foot (often with Kharn), havocs with flamers or meltaguns (I'll try the chosen, it's just that I have difficulties picturing Khorne worshippers infiltrating), raptors with flamers or meltas and 1 or 2 Dreadnoughts with 2 DCCW and heavy flamer or TL heavy bolters and heavy flamer.
I left my termis aside till now but will try them in my next few games (with icons it should work nicely).

I love CoD, nothing beats playing on a nicely modelled omega level table!
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Re: Khorne City Fighting Tactics

Postby MacRedsun on Sat Jan 23, 2010 5:42 am

ok so laying down didn't work very well, but any skull...

another unit i've had work really well are my teeth of khorne (4x heavy bolter havocs). on another note, the way i think about the infiltrating is simply a unit or 3 that are so blood crazed they raced ahead of the other units.

beyond that, i find that more so than regular 40k the more shots and wounds you put into units the better. i mean everything is pretty much getting a 4+ cover, so its best to just flood them. i refuse to use anything thats one shot (save melta weapons for obvious tank hunting) in my armies. i also find that templates, esp. in the new edition, just aren't worth it. anyways, i'm glad to see someone else loving CoD MadBanker! good luck mate!
on the thread, need help stripping Lawz420 wrote:
I would start with some marvin gaye playing softly in the background , then set the lights down , and then work your way top down .

ps never wear socks it just looks akward :thumbsup:
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Re: Khorne City Fighting Tactics

Postby World Bleeder on Tue Jan 26, 2010 3:33 pm

I am a huge CoD fan, I always prefer to play it rather than a regular game and I've even based my whole army with rubble and such specifically to show them as city fighters.

I've never fielded havocs but my chosen with flamers have done lots of damage. I also always field Raptors with melta's, I haven't used flamers with them but there have been times when I wished I had.

I wish they would come out with a little update to CoD, just to give us more to play with as I think it's a fantastic way to play 40k.
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Re: Khorne City Fighting Tactics

Postby MacRedsun on Wed Jan 27, 2010 8:05 pm

indeed, an update would be nice, as some of the rules are a bit redundant. still, its a ton of fun
on the thread, need help stripping Lawz420 wrote:
I would start with some marvin gaye playing softly in the background , then set the lights down , and then work your way top down .

ps never wear socks it just looks akward :thumbsup:
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Re: Khorne City Fighting Tactics

Postby Bodacious on Wed Feb 03, 2010 9:57 pm

I read this thread and finally got a hold of the rules. I haven't played a game with this yet as there isn't enough city terrain at my FLGS that is adequate for this. I am going to put together some terrain that looks like my city's downtown and see how they like that, heh.

Anyways, it seems to me heavy bolter and maybe an auto cannon havocs would have a great deal of utility. Optimally I would place this unit in a high position of cover with LOS down a firing lane where an armored transport or infantry could attempt to pass or travel. The higher the better so if an opposing sniper unit shows up in LOS then saturation of fire will remove them handily.

Give the squad 3 heavy bolters and an autocannon, give the champ a powerfist and combi-flamer to deal with MCs or troops that might be advancing but almost out of reach, and in some cases, since they are so cheap, go ahead and give them a rhino so it can run separate and provide cover for other troops to advance. Oh, and icon of chaos glory to pass any morale checks.


Dakka preds would be great to control fire lanes as well. They might be lacking in the high ground advantage but with proper advancement to get cover saves on side armor the front armor would be quite formidable.

Going first would be a good tactic. With the havocs anything left out in the open would have the enemy running for more cover.

I am a bit leery about taking raptors. The temptation might be to land them in cover somewhere and depending on if they are taking off from cover then too many are going to die to make them worth their points. If discipline can be kept and they are equipped with flamers hopping over a building, torching the occupants, and charging forward seems like an excellent tactic.


A daemon prince might lose a lot of its effectiveness here, too given the lack of offensive grenades. Since MoK is kind of weak and a CoD army would be troop heavy and an abundance of cover I would take MoN to cut down on the small arms fire. The DP would be relegated to taking out enemy walkers, since this seems to be what DPs excel at greatly. Psychic powers might not even be needed.

Terminators might suffer from the same deficiency as a prince with the lack of grenades but a unit with heavy or combiflamers, plenty of twin liked bolters and maybe a reaper auto cannon deep striking off an icon or using the sewer rats stratagem could be extremely devastating.

Chosen could be extremely effective with a few flamers infiltrating or outflanking.

Units I wouldn't consider:
Possessed for the usual reasons and I would rather take terminators.
Oblits - Their weaponry is effective, no doubt, but their twin linked flamers might be useless given slow and purposeful; unless deep struck the enemy may find it easy to avoid them. Slow and purposeful also hinders how well their other weapons can see after the enemy moves out of LOS. Woops, rolled a double 1, well since the opponent moved everything out of LOS, and 1" won't allow the oblits to move and see anything, it looks like they are useless for a turn. I don't want to risk those expensive units doing nothing for a turn. I can spread 4 havocs out and dang sure one of them is going to see something.

Oblits expense is another reason not to take them. Havocs or a Pred can be more effective for cheaper and I will be able to take a lot more troops that way.

Any troop choice ought to be good to go.

Land Raiders are going to take up too much points.

Bikers are going to be hindered when it comes to assaults just by their size, but then again twin linked bolters might help a lot.

Defilers, Vindicators, and any other templates are going to be next to worthless. Cover saves just make these not worth it for the cost of the unit.

Dreads - All the usual reasons plus I would rather put my points elsewhere. Let my opponent run them, but when my havocs rip it apart or a warptime DP swoops in kiss it goodbye.


Thats all I can think of for now.

Whenever I think of a city fight I think the scene of Full Metal Jacket when the platoon is patrolling through Hue City.
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Re: Khorne City Fighting Tactics

Postby MacRedsun on Thu Feb 04, 2010 8:27 am

actually, i must say that possessed are freakishly good in city fight. you simply deploy them via sewer rats, and watch you opponents panic. this has been a tried and true tactic of mine for years, and given their strength, and the fact they don't get shot to hell, they really get to maximize their charge.the fact that they don't have grenades does kinda suck, but is really of' set by the fact that the survivors hit so hard. they are really great at taking out lone units.
on the thread, need help stripping Lawz420 wrote:
I would start with some marvin gaye playing softly in the background , then set the lights down , and then work your way top down .

ps never wear socks it just looks akward :thumbsup:
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