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==Units== ===Infantry=== *'''Marauders of Khorne (DLC)''': Your only cheapish infantry with performance and cost similar to ork boyz. *'''Marauders of Khorne (Dual Weapons) (DLC)''': An upgrade to vanilla marauders with more models, more weapon damage, and more armor piercing than freaking chaos warriors! Problem is, they have no shields, armor, or melee defense. Try to get them to fight something more valuable than they are before they get charged or shot to death by missiles. Their cost puts them in the ballpark of units like wardancers and daemonettes, so mulching chaff units will likely result in them dying before you get your money's worth out of them. *'''Brutes of the Hound (Marauder Berserkers) (RoR) (DLC)''': *'''Bloodletters''': Your mid tier Daemon unit, meaning that unlike Furies these guy might actually kill what they're fighting. They wield great swords with fire, magical, AP damage and anti-infantry, so they're really good at busting through armored infantry. As Daemons they're also unbreakable and contain nice defensive buffs, which is good because 30 armour isn't great. They're your cheapest source of AP in the infantry fight, which makes them highly desirable when fighting heavy armor. Against factions with high AP (Slaanesh), probably skip the chaos warriors for bloodletters as the bloodletters are slightly more killy and are unbreakable. *'''Chaos Warriors of Khorne''': Compared to undivided Warriors of Chaos they have Frenzy and higher attack and charge in exchange for less melee defense. They are way more designed for going on the offensive, which is what you should expect from Khorne. They aren't exactly glass cannons either, as they also have very good armor to block missiles. **They come in three variants; axe and shield for a holding force, halberd for anti large and dual axes for anti infantry. Their biggest drawback compared to daemonic infantry is that they will run away, so they may not be your best choice against factions with fear and terror aplenty like the undead. Exalted bloodletters will probably outcompete the dual axe or shield version unless you're in desperate need of shields. Halberd variant is your only anti-large infantry with charge defense so should remain a useful niche all game. *'''Exalted Bloodletters''': Bloodletters plus. They're a very similar unit only just much better at the job but also much more expensive. These guys will let you carve through more elite options than your standard Bloodletters can. Best go-to late game troops. **Because of auto-resolves preference for skirmishers, Exalted Bloodletters don't do very well in autoresolve; the fact that they don't rout also makes it really likely for you to lose even Rank 7 units in difficult sieges. **'''Hellforged Host''': Hey look, Daemons who actually know what armor is! These guys come in with 60 armor so unlike the normal Exalted Bloodletters they don't have to worry about getting torn apart if missiles look at them funny. They also get their Hellblade buff on 40 kills instead of 80, so unless you REALLY misuse them, you should get that buff no problem. *'''Chosen of Khorne (DLC)''': your tankiest elite infantry but they lack AP, so more a defensive or anti-chaff unit compared to exalted bloodletters. ===Cavalry=== *'''Skullcrusher''': Not to be confused with Bloodcrushers which is a Bloodletter riding a Juggernaut, because Khorne is not very creative at naming things. They will be your Monstrous Cav similar to Demigryphs, and oh can they lay the whooping. With AP, Frenzy and ''77 CHARGE'' these things will turn whatever they charge at into paste. They're decently slow by cavalry standards, but with 130 armor they won't care that much if most standard cav get their hands on them. Their biggest weakness is that unlike their Daemon counterparts they actually will run away, but if that's their biggest problem I don't think they have much to worry about. *'''Bloodcrusher''': Very similar to the Skullcrusher, though instead of an angry man riding the Robo-Rhino, it's an angry Daemon riding the Robo-Rhino. The big difference between these guys and Skullcrushers is that they're Daemonic so they have physical resistance and will crumble instead of running away. They also have an Anti Infantry bonus, making them a bit more specialized than their mortal counterparts. The big trade off for these is a noticeable decrease in stats, making them less effective against other cavalry. Still a good unit, especially against heavy infantry factions. **'''Heralds of Khorne's Fury''': RoR Bloodcrushers with a fancy new brass color scheme. Their Hellblade ability is upgraded ti trigger at only 40 kills so they'll get their buffs from that much faster. They also have an aura that reduces the fire resistance of nearby enemy units which is useful against enemies who have fire resistance but doesn't seem to be of much use otherwise. The tooltip makes it sound like it applies the "Flammable!" effect but in-game testings has so far shown no evidence of this. *'''Chaos Knights of Khorne (DLC)''': While chaos knights are by no means bad units, Khorne benefited from their addition less than the other chaos gods did since bloodcrushers and skullcrushers are superior in most matchups. That said, Khorne chaos knights have fire attacks, so they can be useful against flammable factions like tomb kings and wood elves. ===Missile Cavalry=== *'''Marauder Horsemen of Khorne (DLC):''' Your ranged skirmisher with flaming, armor piercing throwing axes. Use them to pick away at high value armored targets like heavy cavalry. Can also do double duty as light cavalry thanks to melee bonus vs. infantry and frenzy. ===Chariots=== *'''Chaos Chariots of Khorne (DLC)''': More or less the same as the WoC version except with frenzy and spell resistance. *'''Gorebeast Chariot of Khorne''': More or less the same as the WoC version, only coming with frenzy and even bigger bonuses to melee stats. Very solid unit for countering heavy infantry factions and will be very rewarding with good cycle charging. *'''Blood Shrine of Khorne''': Your support oriented platform. It's the weakest of the motorcycle Khorne units in combat but will provide big leadership buffs to anything around it. Plus, it heals while it's in melee so the poorer melee stats aren't be the worst thing in the world for it as it'll be hard to bring down. ===War Beasts=== *'''Chaos Furies (Khorne)''': They're Chaos harpies, only they lean even more into the glass cannon playstyle. They have surprisingly high melee attack and weapon strength. Combine that with having vanguard and high speed, and they will feast upon any artillery or archers you can get on them. Unlike the furies of the other gods, these guys come with Frenzy. Their melee defense is pitiful and they have low model count, so keeping them alive may be some work. They also have 50% magic resistance. Good skirmisher harassers, but Flesh Hounds are better. *'''Chaos Hounds''': Serve the same purpose they have in the WoC roster as skirmisher and artillery hunters and a cheap way to chase routing units off of the map. You'll want to swap them out for Flesh Hounds where possible, as the only advantage they bring is being more numerous and less expensive. *'''Flesh Hounds''': They share the same speed as normal Warhounds (95) but have a much smaller model count per unit but are much stronger and tougher. They also have magic resistance of 50% like Furies do. They inhabit that space of smaller war hound units from Drycha and the Norscans, and act as light cavalry. Hit like absolute trucks. Very good in multiplayer for chewing up (literally) low armored units/heros. They do terribly in auto resolve though. ===Monsters=== *'''Spawn of Khorne''': Chaos Spawn for Khorne. Yeah that's pretty much it. They have significantly higher weapon strength so they will lawn mower light troops even faster than normal spawn do already. They trade this for some slightly reduced melee defense, as you'd expect from the all out offense Khorne style, but they also have Rampage which limits their reliability. Despite these drawbacks, they're one of Khorne's more reliable multiplayer units. An exalted bloodthirster is great, but 3 units of chaos spawn is better. A must-pick in multiplayer but a never-pick in campaign *'''Minotaurs of Khorne''': Or "Khornatuars" as stated in the blog reveal (Khornbulls sound better, don't at me). Compared to normal minotaurs these guys have way heavier armor and get stronger as they gain more kills, meaning they are designed more for sustained combat than the hit and run style of the Beastmen version. They come in a dual axe version for anti infantry and a great weapon version for anti large. The dual axe variant is kinda redundant with your exalted bloodletters and blood/skull crushers for infantry killing. The great weapon variant definitely will butcher large enemies but ask yourself if a halberd chaos warrior wouldn’t be tougher and more cost effective. Use with care, they are expensive and have small unit sizes. Great speed if you want mobile anti-large, But bloodthirsters do mobile anti-large even better. Good but hard to find a place for versus other units. *'''Chaos Warshrine of Khorne''': Gives a small, increasing buff to weapon damage and melee attack as units die around it. Do not recommend, the weapon damage buff tops out at a measly 5%. That and bloodshrines of khorne provide the same +8 melee attack buff as a maxed out khorne warshrine and they fight better and cost less too. *'''Soul Grinder of Khorne''': Did anyone think we were getting this thing? It's a tanky single entity monster that comes with a precursor scattergun that does 800 damage with 120 range and can fire on the move. The Khorne soul grinder can chop up the Tzeentch + Nurgle variants in melee, but gets its ass handed to it by the Slaanesh version who traded the cannon away for anti-large choppy power. *'''Bloodthirster''': The smaller, more accessible version of its Exalted cousin. It trades a lot of the scary combat stats in return for Anti-Large, making it more of a dedicated monster fighter. Aside from that, it functions as a cheaper version of the Exalted lord version, with whom it can make a good goon squad. Can take on pretty much any flying unit and win. **'''Khorne's Bloody Fist''': An RoR Bloodthirster who has the ability "Goreshell" which gives him extra physical resistance when fighting large targets. Odd for a Khorne unit to focus on tanking damage rather than delivering it. Be careful as the enemy will likely be throwing magical attacks against you anyway, which Goreshell will do nothing to deflect. *'''The Bloodbrute Behemoth (Ghorgon) (RoR) (DLC)''': Costs more than a bloodthirster and can't fly like a bloodthirster, but killier than a bloodthirster in every way that matters. It also gets bonuses vs weaker enemies and like Skarbrand gets increased weapon strength as it kills things during battles. Pair him with Skarbrand for a terrifying, if expensive deathstar. ===Artillery=== *'''Skull Cannon''': CANNON ON WHEELS! Khorne's only reliable ranged unit (for now, anyway), and it's a mixed bag. It has good range and damage, and its mobility allows it to keep itself safe from enemy ranged and cavalry that try to take it out. However its accuracy isn't great, its ammo count is low, and as a single entity it can't put out a very good volume of fire. If something does get its hands on it, it's hard to kill with its high armor and ability to regenerate in melee, although it has only 18 melee defense, so if something does catch it it might take some hits. If it runs out of ammo, it also functions well as a chariot, where it can then gain ammo while in melee, which slightly offsets its low ammo count.
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