Khârn can keep his Butcherhorde, the new Murderhorde is going to take over!
Hi guys! Dean from Blog for the Blood God here with a look at the newest flavour Khorne Formation… The Murderhorde!
1 Herald of Khorne
8 units in any combination taken from Bloodletters, Flesh Hounds or Bloodcrushers
Escalating Bloodlust – units from this formation gain +1 attack when they are within 6″ of another unit in this formation.
This means bloodletters charge with 3 S5 Ap3 attacks each and flesh hounds charge with 4 S5 Ap – attacks! To gain the most benefit from this rule you want maximum units of Bloodletters as more bodies optimizes the +1 attack you gain.
Harbinger of Khorne – units from this formation within 12″ of the herald benefit from his locus, and can also benefit from a second locus!
This one is pretty epic, you can use it to give a 12″ bubble of Hatred letting all of your units re-roll all misses in the first round of combat or you could use it to give your units rage for yet another attack on the charge making a 10 point bloodletter hit with 4 S5 Ap3 attacks 🙂
The juicy part however is that this special rule allows units to benefit from multiple Loci! get an allied Herald of Khorne on a Blood Throne to make your units benefit from both loci!
A’rgath,king of swords: +1S, AP3, Specialist weapon, when fighting in a challenge always hits with 2+. 15 points
This one is a bargain for its points, Upgrading your weapon to have +1S and always hit on a 2+ is great! Just ask anyone who ever uses Kharn! Also great counter for invisibility 🙂
Lifetaker : AP2, Specialist weapong, 6 to wound are Instant Death, for every model killed, unit suffers 1D3 hits S3, AP4. 15 points
Another fantastic option, ap2 that is not unwieldy is always welcome and the bonus “splash damage” is a cool bonus
Crimson Crown; All Khorne Daemons at 8″ get +1A. 40 points
This is where it is at! It is expensive yes but combined with the above formation, some Loci Shenanigans etc you could have some serious damage output from your squads! It will be interesting to see the actual ruke to see if it is “units within 8” or “models within 8”
Skullcutter: AP2, Specialist weapon, 6 to hit are Strength Destroyer 30 points
Personal favourite of mine! Put on a herald in a unit of bloodletters so he is safe or a Juggernaut herald surrounded by hounds for fast hitting Destroyer funtimes
Khartoth, the blood thirsty: +1S, AP3, If a model suffers an unsaved wound remove it from the game. At the beginning of the model controller’s turn roll a D6. With 4+ the model comes back to play via Deep strike, at 12″ or less from the point it was removed from game.
The Ap3 really limits this ones use in my opinion. Most of the characters / units you want to do this to have a 2+ save. This one is best used on DPs or Bloodthirsters I suggest.
Armour of something: 3+ Armour save, Adamantium will, -1S to when attacking its bearer. This is kinda cool and coukd be useful on a Daemon Prince or Herald, I will reserve my judgement untill I get my hands on the full rules / points costs
The Daemonic Incursion
This formation on its own is very strong, but when combined with the command benefits of the Daemonic Incursion Detachment you have something very powerful indeed! On top of the above rules you also get the following command benefits:
Re-roll Daemonic instability tests, this is huge as sometimes the roll for instability can ruin your day, but with re-rolls you are much less likely to be banished and lose your entire unit!
Ability to +1 or -1 to rolls on the warp storm table, this is also extremely powerful as now a random annoying chart can be tweaked to be actually useful! This literally triples your chances of getting the result you want, geanted your chances still are not great… but it is much better.
Finally, the big one IMHO, the ability to hold an objective from afar! Objectives captured by units from this formation cound as holding it even if they move off, this lasts until an enemy scoring unit moves within 3″. So you can jump on the objective with hounds turn 1 then move along and still hold it in future turns! No more Khorne Daemons standing around objectives doing sweet F all!
Putting it All Together
Personally I am torn with this formation, when combined with the rules for the Daemonic Incursion you get a very strong set of rules, but it will definitely require a lot of support. This is where I feel the Khorne Daemonkin CAD is superior, it can add in Heldrakes and Maulerfiends with ease and also benefits from the Blood Tithe which can give you the +1 attack this formation offers as well as the tactical flexibilty to summon additional units or gain army wide FnP.
As for loadouts, again I am torn, part of me says Balls to the walls bloodletters, the more bodies you have the more you will benefit from the formations +1 attack and Loci benefits, plus I believe bloodletters are very strong for the points they cost and make a solid backbone to any khorne force….
On the other hand Flesh Hounds are very strong investment for their points, their sheer speed and ferocity is outstanding. I feel they will benefit from the objective capturing rules from the Daemonic Incursion will as they can jump on a backfield objective and then get stuck into combat fast.
One thing I am certain of… DO NOT USE BLOODCRUSHERS! lol. Not only do they provide the fewest bodies and thus make the worst use of the special rules but they also die to anything S8 So fast you will rage like the blood god himself!
~ So what are your thoughts in the newest of the Khorne Formations? What do you think of the Daemonic Incursion Detachnent? Lets get a conversation rolling in the comments below!
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Thanks for tuning in, Stay Bloody everyone!