Hey there – why don’t you pull up a bean bag chair and sit down for a spell. I got a little Khorne Daemonkin review I’d like to tell you about. Today’s topic is the little Gorepack Tax known as the Chaos Bikers. As usual you can read more tactics at the Frontline Tactics Corner.
The Chaos Bikers are another “scout” force utilized by the Khorne Daemonkin army. Their speed, weapon load out abilities, and overall cheapness means that a Chaos army will finally field some actual Chaos Space Marines. Lucky for use they come as a “tax” for the Gorepack formation so while we have to take them they are actually not a bad choice. That said, you’re not likely to see them in a KDK list in anything but the Gorepack! I plan on utilizing them in any KDK army I will be fielding in the future and their ability to generate Blood Tithe via decent shooting (Meltas) or just taking some shooting in the face. Plus they can also have their leader easily sacrificed to make another Blood Thirster if needed.
Did these for a client – Blood for the Blood God all the way!
Overview:
Most of the time you will see this unit as part of the minimal 2 choices in a Gorepack formation. This isn’t to say it is a bad choice but their are other Fast Attack options in a normal CAD that does not need to be taken up by a blood crazed scaredy cat devoted to Khorne. In KDK armies you will see them used as the needed “meltagun” slangers to pop Rhinos, Tanks, and any other box that might hide some weenies in there. Thank goodness they are pretty cheap and still hit decently enough when charging in. I utilize them as another wave of destruction in the Gorepack heavy army list.
Wargear:
- Power Armor – Remember when I said they were actually a Chaos Space Marine – yay 3+ Armor.
- Bolt Pistol – Hostlers are awesome
- Close Combat Weapon – Hey – we have 2 base attacks and come in with more. Hrm… spicy.
- Frag/Krak Grenades – Again we are marines so we always have a cool utility belt.
- Chaos Bike – +1 to your Toughness, TWL Bolter, and you get to be a Bike – pretty sweet and Hammer of Wrath.
- Weapon upgrades for the unit – They can pick 2 special weapons from Melta, Plasma, and Flamer.
- Icon of Wrath – Unit gets Furious Charge and can reroll charge distance.
***Aspiring Champion Only***
- Chainaxe – S U Ap 4 Melee
- Lightning Claw – S U Ap 3 Specialist Weapon/Reroll Wounds.
- Power Weapon – Axe, Sword, Staff/Mace options available per the rule book.
- Power Fist – S UX 2 Ap 2 Unwieldy, Specialist Weapon – The Power Glove of Doom!
- Axe of Khorne – S U AP 2 Melee/Specialist Weapon/Killing Blow (On a 6 to hit causes instant Death) – I wish it gave you a +1 to your Strength as this would be a great option on the Biker unit. You could make some crazy assault units with Lightning Claw + Axe of Khorne. It still costs too much but a boy can dream.
- Combi-Bolter/Flamer/Melta/Plasma – Combi weapon of your choice. The Combi-Bolter isn’t needed as the TWL Bolter of the bike works just as well. A combi-Melta might be best if you have the extra points and needed all the Melta.
- Plasma Pistol – We all know what this is – the option never taken.
- Meltabombs – Champs get them cuz they can be trusted to blow the heck out of stuff.
Overall this is just like a Biker Marine from the other armies except it has a base 2 Attacks and usually comes with a nice shade of red on it.
Special Rules:
- Blood for the Blood God! – We generate Blood Tithe in life and Death, yay! The praise of Khorne is the Blood Tithe and this unit helps generate it. Everyone’s Skull belongs to Khorne
Mark of Khorne – They get Rage and Counter Attack. Not to bad when a single unit comes crashing in.
- Skulls for the Skull Throne! – Champions always have to give and accept challenges – but if they kill or are killed in the challenge, they get you an extra Blood Tithe so, yay!
Their rules all fit within what a Khorne Devotee would have. I kinda wish the Mark of Khorne made the unit fearless but beggars can’t be choosers.
Tactics:
Tactics wise, this unit is utilized in the Gorepack formation more then anything else. In fact that one formation is what brings this choice from being an OK Fast Attack option for Chaos Space Marines to a real winner of a unit with the extra rules they gain. The unit will hit hard and hit fast snagging a Blood Tithe point or two before most likely giving up another quick Blood Tithe point when they inevitably die. But, it’s all a part of Khorne’s plan!
The special weapon load outs are very helpful as some well placed Melta Guns are needed to deal with some of the bigger vehicle threats you might see. They can pop Rhinos, take off those hull points on enemy Imperial Knights, and drop an extra wound or two on a unit to help give you that extra Maelstrom point. Their speed and MSU set up are what makes the KDK army work better then the core book their rules came from (Chaos Space Marines).
The Chaos Bikers are not meant to survive the game as while they can pack a punch they are a fragile unit with single wounds and a lack of Fearless. Thank goodness their Daemon counter parts lost their Daemonic stability as I expect a few games to have a single biker running away and maybe coming back with a clutch leadership roll to go and grab a much needed objective. However, you typically will expect these guys to play as a relatively expendable MUS unit, running around contributing firepower where they can, grabbing objectives, and hunting down enemy MSU scoring units.
Here is the KDK list I originally posted in the Khorne Flesh Hounds post:
KDK CAD/Gorepack X 2
HQ: Bloodthirster of Insensate Rage
HQ: Bloodthirster of Insensate Rage
Troops: Bloodletters X 8, Character Upgrade
Troops: Bloodletters X 8, Character Upgrade
Troops: Bloodletters X 8, Character Upgrade
Gorepack #1
Chaos Bikers X 3, Meltagun X 2, Meltabomb
Chaos Bikers X 3, Meltagun X 2, Meltabomb
Flesh Hounds of Khorne X 5
Flesh Hounds of Khorne X 5
Flesh Hounds of Khorne X 5
Flesh Hounds of Khorne X 5
Gorepack #2
Chaos Bikers X 3, Meltagun X 2, Meltabomb
Chaos Bikers X 3, Meltagun X 2, Meltabomb
Flesh Hounds of Khorne X 5
Flesh Hounds of Khorne X 5
Flesh Hounds of Khorne X 5
Flesh Hounds of Khorne X 5
The Meltagun load out on the bikes are there as the cheapest “good” specialist weapon you can have. The Plasma gun, while offering more shooting, just doesn’t do enough when compared to the Melta goodness. The extra Melta Bombs are there as an extra “win” option when dealing with some GC or Monstrous Creatures or buildings you need to get rid of. The Chaos Bikers are a great 2nd wave of doom when the Flesh Hounds start to run out of steam. If you don’t mind investing the points, slapping a Power Axe on the champ can really take them up a notch in kill power, making them a big threat to other MUS units and even a decent threat vs. Monstrous Creatures that don’t have a lot of attacks in melee.
Overall I wanted more from the KDK book for the Chaos Space Marine options but I am just glad I can actually play a decent army that has Chaos Space Marines in it other then HQ Characters.
Be sure to let us know what you think in the comments section and remember, Frontline Gaming sells Games Workshop product at up to 25% off, every day.
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Yeah, in my experience, Chaos Bikers aren’t really good enough to take on their own most of the time, but they are good enough that I don’t mind at all taking them to unlock the extra Flesh Hounds.
Also, if (like me) you don’t have a D-Thirster or two running around, they’re one of the few options that doesn’t suck that can take on Knights and such. It’s probably gonna take both Units to reliably get it done, but it’s better than just letting the thing Stomp Flesh Hounds all game.
These guys are cheap enough that they are actually really good. They are still a good threat to vehicles, have decent anit-horde assault power, and help add to the msu style of the lost you posted. A while ago I dropped the melta guns for a single melta bomb, as I always found myself jinking, but the melta guns are certainly good. The best use I have found for these guys is as an escort for the D- thirsters. They are great at issuing challenges so Big-D can fight a dreadknight or Daemon prince with no risk of retaliation.
My buddy runs a few units of three bikes with 2 meltaguns and a melta bomb, they almost always make back their points in kills and/or distractions
I think maybe dropping a Blood thirster for a warlord that can hide in a larger pack of bloodhounds might be better than a double thirster. Plus, with all the blood tithe points you will probably be able to summon a late game thirster. Maybe drop blood letters down to 2 squads and add that many more hounds too. Overall, it’s hard to go wrong with KDK, def would like to see a few BR with your list.
How does the D-thirster (assuming you only run 1) usually play?
Just accept that it will charge earliest Turn 3 (if it survives) and start it in Flying mode Turn 1, go to Hover Mode Turn 2 hoping it acts as fire magnet so your other units can wreck havoc?
One of them will just die. Pretty much need two. Keep ’em Gliding, and you’ve got decent odds on Turn 2 Charges in a lot of situations.
Yeah, I suppose playing with 2 (one of them will actually get to Assault) as opposed to 1 (it will just be fire magnet for the rest of army) really changes things up.
If you use 2, one should make it to combat, and one is enough to change the game. Using 2 also ensures that you have a tremendous advantage vs another assault army.
Man, do you guys not have an editor? What’s a MUS unit?
It’s when the Flesh Hounds have their fur all mussed up. It’s only a thing if you’re using the 4th Ed Models.