KDK CAD
- Lord, Juggernaut, Gorethirster, Power Sword, 4++, Meltabombs
Fairly solid. Didn't do a whole lot of damage, but only gave up Warlord once. Should probably start running him with one of the second-line Flesh Hound Packs, as he tended to get caught up in fights that weren't really suited to his strengths when he was going off the front with the big Pack.
- Lord, Bike, Axe of Ruin
Meh. In my first three Games, I didn't even manage to get him killed off to bring in the Bloodthirster. In the other three, he went down like a chump, the 'Thirster killed off the Unit that killed him, and then it got pancaked by Grav. Definitely getting replaced for serious Games.
- 2x8 Bloodletters
- 2x1 Chaos Spawn
Solid. Mostly just Objective Holders, but when they got a chance to pitch in on fights, they carried their weight. Not crucial, tho, so if I need to trim Points, the Spawn can go.
- 3 MaulerFiends
OK. As much as I love them, they're really vulnerable to Grav, and only having 2 Attacks on the profile at I3, WS3 is pretty lame. Much as I hate to do it, these guys may be getting dropped for a Chaos Knight or something else with similar speed, but better durability and hitting power.
- Void Shield Generator, 2 extra Shields
Solid gold. I ran up against 5/6 Armies that were heavy on Grav, and even against the Tau, it shielded Culties from Pulse Rifle/Carbine fire, and soaked up quite a lot of Ion and Heavy Burst Cannon fire.
CSM Allied Detachment
- Chaos Lord, Mark of Khorne, Juggernaut, Axe of Blind Fury, 4++
Total rock star. Occasionally he gets carried away and hits himself in the face, but most of the time, this guy is great. If he just had BftBG, so I didn't have to worry about keeping his companion Unit alive, and he generated extra BT in Challenges instead of turning into a Daemon Prince and getting wasted by Grav, he'd be perfect.
- 10 Culties
Great. Given how aggressive the rest of the list is, these guys pretty much always got ignored, and just sat back and camped an Objective. They only died once, and that was mostly because they were stuck as the closest thing when a SkyHammer Assault Squad scattered like 11" from where it was supposed to hit.
Gorepack
- 3 Bikers, 2xMelta, Combi-Melta, Meltabombs
- 3 Bikers, 2xMelta, Meltabombs
OK. I need to work more on how I use these guys, since they almost never actually got to shoot their Meltas. They'd end up hanging back too much and then by the time they got in range, everything was locked in Combat, and I ended up just Charging them in. Either that, or I ditch all the Meltas and just run them as light Combat Units and Meltabomb caddies.
- 2x5 Flesh Hounds
- 12 Flesh Hounds
More rockstars. These guys have been the backbone of the Army since day 1, and that didn't change here.
Depending on what all I take out, that's gonna leave me with something like 550-650 Points to fool around with. Definitely room for a Chaos Knight there, and then probably bulk up the Gorepack a bit. Maybe even another Bike Squad, to give me someone else who can carry Meltabombs, since multiple Knights are pretty much a hard counter to this list as it stands.
I would also note that there wasn't a single moment when I wished I'd brought my Helldrake. Dudes with 3+ Svs camping in hard-to-reach places with good Cover Saves aren't really nearly as much of a thing anymore.