Saturday, December 5, 2009

Chaos Space Marines Units and Tactics: Khorne Daemon Prince


Old School here,
Time for another article from the Chaos Space Marines Units and Tactics and this time I am covering Khorne Daemon Princes as I get close to putting a bow on the DP section!
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A Daemon Prince for a Themed Army: For the true servants of the Blood God there is little choice when choosing a Daemon Prince. The Khorne Daemon Prince is still, as a Daemon Prince, a force on the battle field, but does not have access to the psychic powers, which is where I think the DP shines as an HQ choice in a Chaos Army. For this reason, I think the Khorne Prince is more of a choice for those who want an army that bears the mark of Khorne across the board.
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The Khorne Daemon Prince gains an extra attack, which, combined with his statline and the Eternal Warrior rule carried by all DPs, still makes him an effective combat machine and a viable option for those Khorne followers who don't like when their lord gets popped by a powerfist.
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To maxize his performance, the Khorne Dp will need wings in order to keep up with the main assault, he should be behind your rhino rush or you Land Raiders, depending on the type of Khorne army you are running. He then works very well in support of Berzerks armed with Powerfists as he will create the deadly powered attack sandwich, which when combined with the attacks laid down by the main body of your berzerkers can wipe most enemy units or at least guarantee a win in CC.
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In situations where the enemy is putting waves of assault units up against you, he can be used for countercharging (sometime Zerks won't wipe a unit or make it run, which will lead the enemy to charge that unit with another of his units, at which time, the DP can jump in with 6 attacks; very situational but is tactically viable). His superior movement can also be used to force those same countercharging units to have to charge him before getting to the Zerks, allowing them to then lead a counter charge into his CC (this works much better against units the prince can count on holding up without taking the risk of losing him (this is dicey and works better with two DPs against assault-dedicated armies).
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I think that a Khorne lord with the right Wargear can still put out more damage at I5 (on the Charge) or even I6 (kharne on the charge), but the superior stregnth and the ability to attack different targets effectively, especially vehicles, makes the Khorne Prince a decent choice for Khorne-themed forces.
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In non-themed armies: Outside of pure Khorne forces, I think the Khorne Prince is humbled in the company of other choices. An unmarked Prince with Warptime will be more effective in combat for just a few points more (roll it off and see who wins every time) and the princes dedicated to other gods all have things they bring to the table that the Khorne Prince simply cannot.
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Overall, I think if you want to build an army that can handle multiple threats and is based on the Blood God, then the Khorne Prince is a choice to consider, but outside of that, my points go for other choices everytime.

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