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Cannons to the right of them...
Skull Cannon of Khorne is one of the newest additions to the arsenal of the Blood God. A terrible looking chariot, but the Skull Cannon of Khorne is just perfect for the current meta. If nothing else having a shooting unit for any Chaos God is worthy of taking a look at.
Let us start by taking a look at the stat line for the Khorne Cannon and break down.
(Click to Enlarge)
Highs & Lows
- Skull cannon
- Ballistic Skill 5
- 125 points
--Skulls and more Skulls--
The best part of the Khorne Cannon is unsurprisingly the cannon itself. The Skull Cannon36 inch range, S8, AP5 Heavy 1 Dreadskulls, Ignores Cover, Large Blast is one of the best weapons in the game. Not only does is it high strength and large blast, but it does this all while ignoring cover Did I forget, it also provides grenades for your army to charge through cover.
--A Feast for No One--Gorefeast When Hammer of Wrath hits cause one or more unsaved Wounds, roll a D6 on a 4+, the model regains a single Hull Point lost earlier in the game. is pretty much a waste on a unit like the Khorne Cannon. Gorefeast When Hammer of Wrath hits cause one or more unsaved Wounds, roll a D6 on a 4+, the model regains a single Hull Point lost earlier in the game. only comes in handy if the Khorne Cannon somehow loses its weapon and forced to run around the tabletop ramming people, but as is just leave that to the Blood Throne.
--Open To Die--
A major drawback for the Khorne Cannon comes in the fragility of its chassis. Having AV12 is great deal helpful, but once penetrated the Khorne Cannon will have a heck of time trying to stay alive for any amount of time.
--Eye of the Tiger--
In an odd twist of fate Khorne has somehow become the best shots in the Warp. The sharp shooting of Khorne is also part of the Khorne Cannon, making it one of the most accurate template weapons. To put it in perspective, if you center the blast on a Wave Serpent you are looking at needing to roll 9 to have any chance to scattering off.
--Blood on the Cheap--
The Khorne Cannon cost feels just about right. The utility it provides and general sturdiness makes this 125 point monster a decent steal. Equivalent 125 tanks puts them in the realm of Vindicators, but provides a vastly more effective weapon at longer range.
A terrible looking chariot, but the Skull Cannon of Khorne is just perfect for the current meta.
Putting it all Together...
Skull Cannon of Khorne is a deadly weapon in the arsenal of Khorne and supports any army list designed to get in the face of the enemy.
Having only one weapon also means you are free to move about the board gaining a 42" inch threat range in the process.
What really makes the Khorne Cannon so good are the obvious developments in 6th edition. Cover and the ability to deny or reduce its potency makes a weapon like the Skull Cannon36 inch range, S8, AP5 Heavy 1 Dreadskulls, Ignores Cover, Large Blast so deadly. In a world of Wave Serpents and Tau, having a weapon that negates their strengths is very needed. The Skull Cannon36 inch range, S8, AP5 Heavy 1 Dreadskulls, Ignores Cover, Large Blast devastates units like Pathfinders and any Imperial Guard. The Khorne Cannon also doesn't miss, especially against blobs or vehicles.
Then you have the DreadskullsPlace a marker to each unit that takes one or more hits from this weapon. ANy friendly Daemon unit that charges a unit so marked does not suffer the Initiative penalty when charging through difficult terrain.. DreadskullsPlace a marker to each unit that takes one or more hits from this weapon. ANy friendly Daemon unit that charges a unit so marked does not suffer the Initiative penalty when charging through difficult terrain. is the only way to give your units assault grenades. So, if your intention wasn't even to use the Khorne Cannon for killing, at the very least it will support your other units. This is important because tactically, as you can "throw away" a shot on a unit of Terminators, if it means you can now assault them with a squad of Seekers going through Cover. It can also create interesting combos, especially with a unit like Fiends and their Soporific MuskAll models in a unit that is successfully charged by Fiends suffer a -5 penalty to their Initiative until the end of the that Assault phase. The most common DreadskullsPlace a marker to each unit that takes one or more hits from this weapon. ANy friendly Daemon unit that charges a unit so marked does not suffer the Initiative penalty when charging through difficult terrain. target will be units behind an Aegis Line; negating the major strength of the Fortification and the grenadeless deficiency of Deamons.
With such a great weapon at your disposable it is safe to assume your opponents will endeavor to destroy the Khorne Cannon. The Khorne Cannon is fragile but has some defenses, it is still a Daemon with an invulnerable save. Armor 12 isn't too shabby either. Saving 1/3 of the time against the mass of S7 spam currently isn't all that comforting; so ruin, Aegis Lines, and most importantly Skyshield Landing Pads shouldn't be forsaken. Remember, if penetrated the chances of bad a result are pretty high. You have to judge mobility over defense. The Khorne Cannon can easily run aground on any piece of terrain as well.
Another component of the Khorne Cannon is the ability to Deep Strike. Now unlike a Soul Grinder it should be avoided. Khorne Cannon isn't a fast vehicle so they cannot fire the Skull Cannon36 inch range, S8, AP5 Heavy 1 Dreadskulls, Ignores Cover, Large Blast on the turn they arrive. You are better off placing the Khorne Cannon and moving into position with such a long threat range.
Since Khorne Cannons provide so much, it is important to consider just how many to take. If your army is built around a Deathstar taking only one is enough. The idea being you only need to DreadskullsPlace a marker to each unit that takes one or more hits from this weapon. ANy friendly Daemon unit that charges a unit so marked does not suffer the Initiative penalty when charging through difficult terrain. one unit a turn for the Deathstar. If you plan on running horde two or three is a good idea, because you can bet your opponent will be cowering in cover as they see the vast array of Khorne Dogs, Seekers, and Daemonettes before them. The reality cheap cost of the Khorne Cannon makes taking multiples easy. As one of the few dedicated shooting units in the codex, you better have something that can soften up the opponent for assaults.
Now, the biggest problem for cannon love is the rest of the Heavy Support selections. If you run a Flying Circus army you will find it hard to find a spot for the Khorne Cannon. Then there is the Soul Grinder, another great unit more resilience and multi-dimension than a Khorne Cannon. Once if ever Games Workshop fixes the Burning Chariot you can expect things to get even more competitive. Personally, if I am not running the Flying Circus I take one Khorne Cannon along with two Soul Grinders. This combination, gives you not only an excellent fire base, but also encourages your opponent to make bad choices when face with so many templates.
A Word about Allies
A Skull Cannon of Khorne makes for a great extra weapon for any ally force. If you theme is to deny cover a Skull Cannon is a great addition along units like Noise Marines, Heldrakes, and barrage based Imperial Guard units. Khorne Cannon is a cheaper Daemon Engine than anything the Chaos Space Marine Codex can offer. The Khorne Cannon can also hide in a field of Imperial Guard tanks easily.
Remember unlike other Battle Brothers Daemons ICs cannot join with Chaos Space Marine units under any circumstance.
Overall, Skull Cannon of Khorne is amazing hidden gem. As the competitive arena moves more to Skyshield Landing Pads and ignoring cover expect Daemon players to adapt with the Khorne Cannon. It just does so much for a Daemon army, with only a few aesthetic drawbacks. It would have been nice, but not necessary if the Khorne Cannon could have been for any Chaos God, but as it is you cannot complain too much.
It's Like Tactics is rated theory hammer because these are general observations and assumptions based on only few tested games.
For tactical articles feel free to email me to continue the discussion or if you discover an inaccurate interpretations of the rules-- edits will be made accordingly.
Also check out other articles in this series...
- Chaos Space Marine Tactica Link Page
- Chaos Daemons Impressions
- Breaking Down Chaos Daemons
- Bloodletters of Khorne Review
- Pink Horrors of Tzeentch Review
- Plaguebearers of Nurgle Review
- Deamonettes of Slaanesh Review
- Bloodcrushers of Khorne Review
- Flamers of Tzeentch Review
- Beasts of Nurgle Review
- Fiends of Slaanesh Review
- Flesh Hounds of Khorne Review
- Screamers of Tzeentch Review
- Plague Drones of Nurgle Review
- Chaos Furies Review
- Seekers of Slannesh Review
- Soul Grinder Review
- Skull Cannon of Khorne Review
- Nurglings Review
- Skarbrand Review
- Kairos Fateweaver Review
- Ku'Gath the Plaguefather Review
- Bloodthirster Review
- Lord of Change Review
- Great Unclean One Review
- Keeper of Secrets Review
- Daemon Prince Review
- Skulltaker Review
- The Changling Review
- The Blue Scribes Review
- Epidemius Review
- The Masque Review
- Herald of Khorne Review
- Herald of Tzeentch Review
- Herald of Nurgle Review
- Herald of Slaanesh Review
- Exalted, Seeker, Hellflayer Chariots of Slaanesh Review
- Burning Chariot of Tzeentch Review
- A Look Back and Final Chaos Codex Daemons Breakdown