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=====Bloodbound===== * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Mighty_Lord_of_Khorne_EN.pdf Mighty Lord of Khorne]:''' (140pts) The Mightiest of Khorne Lords (we assume), your standard Lord of Khorne has a dog friend to accompany him on the battlefield. The Flesh Hound he takes along with him is all well and good with 4 3+/4+ attacks (Even more if the blood is flowing). The real feature here is the Lord's Axe, which has a possibility to rip a hole in the fabric of reality to suck in a victim after they take an unsaved wound (Watch Nagash go POOF!). That means all you need to do is Inflict one wound on your opponent's Lord-Celestant and roll a 5+ to send one of Sigmar's finest to the Realm of Khorne himself. You might not be able to pull this off in every skirmish, but the look on your opponents face when you do is well worth the price of admission. Stormcast Eternals will be giving your Mighty Lord of Khorne a wider berth after witnessing that once or twice. And do not underestimate his Command Ability: vastly improving the charge of three '''MORTAL KHORNE''' units within 24" AND himself can make or break many a game, and is less of a one-time thing than you may think. You should also consider the incredible gift of his Flesh Hound's collar, which lets him unbind spells like a Wizard once per hero phase. You know how with Wizards you have to do a careful dance of positioning to make sure they're close enough to the other Wizard to unbind but far enough not to get ripped to shreds? Charge him right into the fray, unbind spells and smashing puny casters in the face. Between him and the Bloodsecrator, they put a hamper on casters. * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Lord_of_Khorne_on_Juggernaut_EN.pdf Lord of Khorne on Juggernaut]:''' (160pts) Oh heck yes. 8 goddamn Wounds with a 3+ save to make for a tough motherfucker, even more so since he's got a 5+ save against magic bullshit. Then he's got some great melee capability, especially with all the buffs this army's got going and finally he has a Command Ability that grants up to 3 Mortal Khorne units +1 to Wound in melee so long as they charged this turn. Pick Valkia and Skarr Bloodwrath and watch the enemy lines shrink to nothing. * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Bloodsecrator_EN.pdf Bloodsecrator]:''' (120pts) This guy is the meat and potatoes of your forces: A Bloodsecrator can stand in the back of your forces and wave his giant honking banner around to boost your infantry to unimaginable amounts of damage. Just by being within 12" of the Bloodreavers they gain an extra attack, but activating Rage of Khorne brings them up to three attacks each. And if the blood is already flowing? A group of twenty of these crazed cultists is going from 21 attacks to a grand total of '''61 attacks'''!!! in just one combat phase. And on top of all that, he also fucks with enemy casting. Just send the Rage of Khorne coursing through your forces and watch your lowly knife-wielders turn into full-on berserkers that will gladly throw down their lives in the service of the Blood God. Does a Bloodsecrator even have attacks? Who cares. He can't move for a turn? Good thing you have more than enough Bloodreavers for a blood-soaked daisy-chain all the way to your back line. Does he have a Save? Yes, actually. 3+ even, making him pretty tanky. Now shut up and open another portal. ** Something else to consider: The Bloodsecrator targets '''KHORNE''' units with his ability, not '''MORTAL KHORNE'''. You know how the only negative thing about Bloodletters, the lesser Daemons of Khorne is the fact that they only attack once and Khorne Daemons dish out no buff to increase that? Good thing your Bloodsecrator very much does. Now your Bloodletters can swing their scary swords with twice the attacks...so why do I want Bloodreavers again? ** The Crimson Plate on this guy in cover gives him a 2+ Re-Rollable save. Nuff said. * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Exhalted_Deathbringer_EN.pdf Exalted Deathbringer]:''' (80pts.) Not so much a general as a trusted lieutenant, Command notwithstanding. Unless you're fighting a magic-heavy army (and I mean, very heavy) then you should always take the Ruinous Axe & Skullgouger, as it's basically the best thing about him, letting him deal a rather disturbing amount of damage by simply passing his safe, or the or Impaling Spear that on unmodified 6's to wound dealing D3 mortal wounds on top of his normal damage . Keeping him near a Khorne general gets him +2 attacks. These guys won big as second in command killers while also keeping your marauders from running away. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Aspiring_Deathbringer_EN.pdf Aspiring Deathbringer]:''' (80pts) An Exalted Hero with slightly weaker weapons but increase Battleshock casualties and His Command Ability also makes other '''MORTAL KHORNE''' units wholly within 12" of him gain a +1 attack, which makes every deadlier. Taking him to boost Khorns DPS even further. ** Alternate Take: Bloodstoker is better in combat and doesn't need command points to use his ability Or get an Exalted Deathbringer with exceedingly better weapons and the invulnerability to battleshock trait that just became way more useful. Unless you're running a list that is going purely for jacking up attack characteristics, there are better options and this model can be used to still represent one of those. ** On Second Thought: Khorne's methods are a game of capitalizing strength. This is the hero you bring to make a morale phase into a serious problem, always active but usefulness depends on the enemy. On the other hand for the price of a command point suddenly that extra attack to both his weapons and Mortal Khorne 12" around him can make a significant difference. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Slaughterpriest_EN.pdf Slaughterpriest]:''' (100pts.) This guy's not meant for killy but a profane cheerleader, adding to Khorne's Heroic buff squad. You use him to unbind magic (because Khorne hates magic) and knows 1 prayer + a prayer force an enemy to run towards your nearest unit by 3-6" (one of the better tactical pryers despite appearances). Remember the Lash of Submission from 40k? Yeah, it's just like that, but even meaner. He's how you funnel your enemies to a battle they can't win if they suck at fighting or bang up a big guy. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skullgrinder_EN.pdf Skullgrinder]:''' (80pts.) You know Age of Sigmar hasn't lost the Warhammer touch when you see that the sacred smith doesn't attack with his hammer, but HIS ANVIL. He swings it so hard he gets 2 3+/2+/-1/3 attacks. Yes, that's damage 3, not D3. He also adds +1 Bravery to other Mortal Khorne units within 12", which won't make your Bloodreavers brave or anything, but it might help your Blood Warriors and Skullreapers a bit. He's also got this neat special rule where, if he kills an enemy Hero or Monster, he gives all Mortal Khorne units within 8" the ability to roll 2 wound rolls if they get a 4+ on their Hit rolls '''for the rest of the game'''. Get him a few bonus attacks and that Hero/Monster kill is either assured or your opponent will be running the hell away from your Skullgrinder, both of which are great outcomes. Note: Skullgrinder's ability doesn't just apply to close combat attacks, team him up with some Marauder Horsemen with Javelins to give your opponent a nasty surprise! ** Got nerfbuffed from the battletome update. He's completely lost the ability to give extra hits after slaying a hero, that ability graduated somewhat to the new 8 Blood Tithe point cost Slaughter Triumphant. In return, he's gained an extra attack, and the ability to bitchslap any single Hero/Monster within 2" with D3 Mortal wounds on a 2+. * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Bloodstoker_EN.pdf Bloodstoker]:''' (80pts.) Need a little more rage in your blood? Have the Bloodstoker whip your other guys into shape. Most people seem to focus on the fact that he lets the unit he whipped reroll Wound rolls, but his other buff is actually much more potent. +3 to run and charge helps you out A LOT with getting your guys into melee, especially if you picked the otherwise painfully slow Skullreapers. And every turn you're in melee is a turn you're winning, so him getting you there faster is wonderful. That said, don't discount the rerolls and do remember that he targets '''MORTAL KHORNE'''. Also, the guy himself is actually a decent fighter by virtue of having two weapons and thus profiting doubly from all your attack buffs and can actually use his whip to fight from the second row, even behind big models like Wrathmongers. And when you think you've had enough fun whipping shirtless guys around you can always throw the Bloodstoker to the wolves in order to keep the blood flowing. ** Do you like chaos Chariots? Great, because the Bloodstoker does, too. They will outpace him but applying will add 3 more dice to its impact hit, letting it deal more mortal wounds on top of rerolling to wound.
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