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Khorne Daemonkin Review: Lord of War: Lord of Skulls

lordofskulls

Hey guys, its’ Adam from TheDiceAbide again, here to talk about my favorite army in 40k, the Khorne Daemonkin! It’s big, it’s bad, today we’re going to go over the Lord of Skulls!

The missing 6th member of GWAR?

Overview:

The biggest, baddest war engine of Khorne, the Lord of Battles is an avatar of carnage and destruction on the battlefield. It is massively expensive, one of the, if not the most expensive Lord of War allowed by ITC rules. As it suffers damage, it becomes more deadly, gaining more attacks in combat. If swinging a ton of melee Destroyer attacks wasn’t enough, this beast sports some amazing firepower.

Wargear:

Special Rules:

Tactics:

Well, what’s there to say about a massive combat monster that has devastating fire power. I prefer to take mine with the Skullhurler upgrade, almost guaranteeing that it will score a point or two of Blood Tithe a turn. Don’t get stuck into the trap of just thinking of the Lord of Skulls as a melee machine, it’s ranged weaponry is incredibly devastating, more akin to a Warhound Titan. Melee should be used when there is a good reason to do so, otherwise you’re often times better off blasting the enemy to pieces with massive weapons that ignore, or re-roll cover saves.

Since it has the ability to Tank Shock like a normal super-heavy vehicle, you have a way to disengage from enemies in combat. Using it’s charge as means of additional movement, even charging into something unimportant can be handy to help speed you up the board to find your desired quarry. Be mindful of what enemy sergeants are carrying, a couple melta bomb hits can really be problematic, but if you think they wont get to use it twice, it might be worth taking the occasional hit to the face to increase your damage output. When facing enemies that have Destroyer melee weapons, force them to charge you through terrain whenever possible (assuming it doesn’t have grenades). This will offset it’s I3 and give you the chance to wreck it before the enemy has a chance to cut you in two.

If you want to totally maximize the effectiveness of the Lord of Skulls, allying in Be’lakor to give him Invisibility would be hilarious. Now we’re talking even more points sinking into this behemoth, but then there’s not a whole ton people can do to stop this guy from just wrecking house.

Cons:

As far as Lords of War go, it’s armour is also fairly weak with only a front facing of 13, so you need to be careful going up against a bunch of S8 and S9 attacks that other, higher armoured vehicles could shrug off more easily. Losing him in ITC means you’re also going to behind on Maelstrom a full turn and a half, if you’ve suffered 6 HP of damage, try and keep him from taking anymore and hope IWND will recover a point before the end of the game, costing your opponent a potential victory point. Finally, it’s point cost, coming stock at 888 points and capping out at 1013 with the Daemongore cannon and Skullhurler. When you take this guy, he’s going to soak up about half the points in your army, if not more, which means he will pretty much dictate how your army is going to function.

Conclusion:

While I think the Lord of Skulls looks totally amazing on the table, its point cost is just too high to justify taking in most normal games. If you do want to take one, just be sure that you have the right kind of support on the board, things to keep the enemy out of melta range, ways to tie up long ranged enemy fire power as quickly as possible, and something to run interference against Imperial Knights so you don’t end up facing off at Initiative. All in all, it just requires a bit too much support to manage in a normal 1850 game.

As always, leave your thoughts and tips in the comment section! And remember, Frontline Gaming sells Games Workshop product at up to 25% off retail, every day!

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