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===<span style="color:#8b0000;">Troops</span>=== ====Battleline==== You're going to need at least three units of Battleline in a 2k points list. These are often the core of your army that dictate how you'll build the rest of your list out. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Bloodletters_EN.pdf Bloodletters]:''' ({{AOSKeyword|Daemon}}, Min:10, Max:30, 110/300pts) Your standard choppy Khorne daemon, min unit size 10 and coming in with MV 5, a 5+ save and the Bravery 10 all daemons share. The Hellblades they wield are 4+/3+/-1/1 which are pretty great for infantry, but they only make a single attack each. The unique ability this unit has is that unmodified rolls of 6 to hit are automatic mortal wounds, but you continue the attack sequence on that attack. They have the standard array of musicians, standard bearers and champions with the champ gaining a second attack, the musician forcing your opponent to re-roll battleshock test of 1 within 6" and two banner options: The first allows you to add D6 bloodletters to the unit every time you roll a 1 on a battleshock test the other grants you +1 to any charge rolls you make every time the unit slays a Hero. As a unit can carry multiple banners there's no reason not to take both. Remember, the Locus of Fury lets them reroll hit results of 1 if a Daemon Hero of Khorne is within 12" (16" for a Bloodthirster) which is almost needed due to the low number of attacks Bloodletters get. If you take a blob of 20 or more, they get a plus one bonus to hit, so it may be worth taking a few large units rather than multiple small ones. ** The nerf to Bloodletter's Mortal Wound melee attacks is a large blow to the Bloodletter Bomb, effectively killing it once and for all. Bloodletter hordes are still scary and when buffed can remove other unis, but they are now an accompaniment unit and not your entire army. One unit in your army shouldn't be bearing the entire load; diversify! ** For summoning lists: units of 20 Bloodletters are still a very valuable summon because, even unbuffed, they are a force to be reckoned with. A late-game blob suddenly encroaching on an objective can turn the tides of battle very quickly. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh_Hounds_EN.pdf Flesh Hounds]:''' ({{AOSKeyword|Daemon}}, Min:5, Max:20, 100pts) Now Battleline all the time! For nearly double the price of a bloodletter, you get a 2 wounds little beast with an 8" move (which is pretty fast for Khorne) and 4 (3+/4+/-/1) attacks, an unconditional re-roll on their charge range, and their pack leader barks an 8" 2+/4+/-/1 missile attack. In addition, they can unbind spells, getting a +1 to this if they have 10+ models. These guys are pretty damn killy, recommended to bring one or two to grab objectives and deal with pesky magic. * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Blood_Warriors_EN.pdf Blood Warriors]''': ({{AOSKeyword|Bloodbound}}, Min:5, Max:30, 100/520pts) A band of Chaos Warriors with a Khorne-approved coating of blood and the ability to attack before going down. They're normally equipped with Goreaxes (Chaos Hand Weapons with a Gorecoat that grant rerolls of 1s to Hit if a model has two axes), though many of them can also take a Gorefist so that save rolls of 6 now cause mortal wounds back to the enemy (a big improvement from the last battletome). Which one you take is up to you really. Mortal wounds is always nice, than again hitting better is always good (especially since they have the potential to attack twice) since these guys don't exactly pack the biggest punch. One per ten can also grab a Goreglaive, which is a Goreaxe that Wounds on 3+, -1 to rend and causes 2 damage. <s>Also, as with the Stormcasts, thanks to the wording, you can give that Goreglaive to your champion, who gets an additional swing with any weapon he wields.</s> Updated warscroll gives Champion +1 attack to Goreaxes specifically, so not anymore. **Honestly as cool as Khorne Themed Chaos Warriors are...the sad truth is they are awfully expensive for their damage output. The fact that they can only have 1 weapon per TEN models really sucks (despite the fact that they are taken in 5 min increments). And they are often outcompeted by Bloodletters and Bloodreavers in the damage department. Especially when reavers are backed by a Totem (they'll die like flies but they're cheap as chips). However, what truly redeems this unit is that these guys are the closest thing a Khorne army is going to get to a shield wall. With a 4+ save a and two wounds these guys make excellent objective holders and charge breakers for holding the line. Your other choices are just too fragile to really whether the enemy attacks (sure Khorne wants things to die but sometimes you need a unit to hold the line and the objectives without crumbling instantly). The change-up to gore-fists only made them even better in this role as attacking them will likely lead to a bunch of mortal wounds back to you along with any slain models getting some attacks back before they die. **TL;DR: In essence leave the foreguard killing to the reavers and bloodletters, take Blood Warriors to hold objectives, escort characters and deter enemy counter-charges as they are basically designed to take a frontal assault to the face and laugh it off. * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Bloodreavers_EN.pdf Bloodreavers]''': ({{AOSKeyword|Bloodbound}}, Min:10, Max:40, 70/240pts) These guys are essentially Khornate Marauders who are too manly to wear armor (but now they have a 6+ Save, Khorne be praised!). Their leader gets another attack, and you can add an Icon Bearer (Adding +1 to their Bravery) and/or a Musician (+1" To Run and Charge), both of which are very useful bonuses you should always take. As for weapons, you could either run with the Reaver Blades (which re-roll hit rolls of 1) or take the Meatripper Axe and gain -1 Rend (probably the better option, which is, of course, the reason the guys in the Starter Set come with the other one). They also gain an extra attack if they are 12" from a unit which has the '''Chaos Totem''' keywords (Bloodsecrator and Chaos Warshrine being the most practical examples, <s>though a Beastmen BSB would work too, just for shits and giggles</s> You can no longer take the Wargor battle standard bearer). ** '''Pro-tip:''' <s>If you have a Warshrine dedicated to Khorne, take Meatripper Axes, because the Warshrine's prayer grants you full reroll to Hit</s> (The Warshrine only buffs a Mortal Slaves to Darkness unit and gives it +1 to Hit if it's Khorne as well), add the bonus for having a Chaos Totem around and you still get the better Rend from the Axes. ** These Dudes stand out as your *cheapest* source of Blood Tithe at 70 points/10W, 6+. They combo well in a 40-strong blob. But definitely consider the MSU approach for screening, speedbumps, and the sweet, sweet Blood Tithe. * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Warriors_eng.pdf Chaos Warriors]''': ({{AOSKeyword|Slave to Darkness}}, Min:5, Max: 30, 100pts.)without support, they have better protection, Hitting, Run & Charge, hoarding in hordes, and protection against mortal wounds. If you have more support STD then {{AOSKeyword|BLOODBOUND}} in your list, take Chaos Warriors * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Marauders_eng.pdf Chaos Marauders]''': ({{AOSKeyword|Slave to Darkness}}, Min:20, Max: 40, 150pts.) without the {{AOSKeyword|BLOODBOUND}} Support goons, Marauders hordes beat Bloodreavers as they have better armour, hit harders when in hordes, and their charge distance is aways 8+". =====<span style="color:brown;">Beasts Of Chaos</span>===== Must be included in a Brass Despoilers battalion. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Gors.pdf Gors]:''' (min:10, Max:30, 70/200pts) Not as much DPS as other marauders but they have claim ground faster with their 7 +2d6+1" Run & Charge and their shield grant them a 4+Sv in melee, make cheap sacrificial chaff to stall as the rest of the army make their way. ====Cavalry==== Your fast attack units. Sometimes you need something that can jet across the board at high speeds with a blade swinging. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Bloodcrusher_EN.pdf Bloodcrushers]:''' ({{AOSKeyword|Daemon}}, Conditional Battleline:Skullmaster is your General, Min:3, Max:12, 120pts) Bloodletters on mounts, gain 3/3+/3+/-/1 juggernaut attacks, +3" movement, 3 wounds and a 4+ save. They have a faux "Hammer of Wrath" attack: when they charge, on a 2+ they cause a mortal wound on an enemy unit within 1", or D3 mortal wounds if this unit has more than 6 models - but this roll is done per charging Bloodcrusher and mis be resolved after each models charge movement, and each one can pick a different eligible target unit. * Remember, wounds are resolved at the end of the charge phase for you "hammer or Wrath" ability but rolled after each individual bloodcrusher is moved your opponent my try to take away models to make your other crushers have a harder time with there charge movement. Just keep track of how man MW were inflicted untill the end of the phase/charge movement. * A little math hammer 6 charging in has a potential to do 18 mortal wounds!! This is before combat also since the ability is in the charge phase. Charge and weaken down your opponent with MW then clean up with attacks. (I recommend taking squads of 6 it's hard to pass up the D3 MW even if they are expensive) * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Mighty_Skullcrushers_EN.pdf Mighty Skullcrushers]:''' ({{AOSKeyword|Bloodbound}}, Optional Battleline: Lord of Khorne on Juggernaut general, Min:3, Max:12, 160pts.) Your cavalry. Their mounts as much damage than the riders, striking pretty much with the same profile as a Skullreaper. Do however remember that despite being Cavalry, your Skullcrushers aren't all that fast, moving only 8". The riders themselves have either the same weapon profile or with more Rend but worse Hit rolls. Your choice really. Their banner grant +2 Bravery. They have a faux "Hammer of Wrath" attack: when they charge, on a 2+ they cause a mortal wound on an enemy unit within 1", or D3 mortal wounds if this unit has more than 5 models - but this roll is done per charging Skullcrusher, and each one can pick a different eligible target unit. ** Quick modeling tip: After the reboxing, Skullcrushers now come in boxes of 6, but their Warscroll still specifies that they come in units of 3+, so you can comfortably take one of those six and make him into a Juggerlord, which would normally be a resin model that costs an arm and a leg. (Though you'd have to pay for a full unit of 6 if you used them in matched...) * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Knights_eng.pdf Chaos Knights]''': ({{AOSKeyword|Slave to Darkness}} Min:5, Max:20 180pts.) Cavalry on Horses? In my Khorne army? It's more likely than you think! They're 2" faster than Skullcrushers, 3 wounds and have the same 5+ mortal wound save as Warriors. Two weapon options, Enscrolled Weapons (Now wounding on 3s and have rend -1!!) or Lances (2x 4+/3+/-/1) that upgrade to 4+/3+/-2/2 on the turn they charge. These guys suffer from some identity issues honestly and it's hard to see a place for them when Mighty Skullcrushers point for point are better offensively and defensively. With the new kit coming in from the start collecting, the Chaos Knight champion now has the optional Cursed Flail, bringing d6 attacks with the same stats as the lance. Probably not the best option, but can provide some bonus swings into some lighter units and it certainly looks sick!! **Actually on a second glance Lance/Glaive Chaos Knights do scary damage. Skullcrushers may be better in a prolonged fight, but 5-10 chaos knights on a charge with even one of the many buffs khorne has can do a lot of work. The fact that there are at least 5 models is also important if you say give them a +1 attack buff from the Aspiring Deathrbinger (don't forget it also affects mounts!). That's 10 more attacks! * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Marauder_Horsemen_eng.pdf Chaos Marauder Horsemen]''': ({{AOSKeyword|Slave to Darkness}} Min:5, Max:30 90pts.) Much lighter Cavalry and one of your few ranged attack options in the army. 12" move (4 more than Juggernaut Cav) 5+ save and 2 wounds each. They can have the same flail or axe as marauders on foot but the best option is their javelins giving them 2 4+/3+/-/1 ranged attacks each. They shoot and charge on a turn they retreated. A nice cheap skirmisher and objective grabber in an army saturated with heavy cav. * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Chariots_eng.pdf Chaos Chariots]''': ({{AOSKeyword|Slave to Darkness}} Min:1, Max:3 120pts.) 12" move and a once per game Run & Charge mean these are pretty nippy, especially compared to other Khorne stuff. It's decent enough at taking out enemy heroes with its charge MW and greatblade and, with the flail, it can potentially pack a bit more punch but only on a lucky roll so it is probably not worth it. * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Gorebeast_Chariots_eng.pdf Chaos Gorebeast Chariot]''': ({{AOSKeyword|Slave to Darkness}} Min:1, Max:1 150pts.) Slower than the Chaos Chariots but a killer mount. With 9" move it'll keep pace with your skullcrushers. If you roll a high charge range the gorebeast hit harders. Very good at things like Swordmasters. I'd still take the greatblade too since you're better off with the rend. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Varanguard_eng.pdf Varanguard]''': (Min:3, Max:12, 300pts) Super Warriors lent out by Archaon. They are giant chaos knights with 5 wounds 3+ armour and ignore magic on a 5+, able to Fight twice once per game and get +1 to hit if you have Archaon. Each model can be armed with an Ensorcelled Weapon for consistency, Fellspear for better charge damage, or Daemonforged Blade can more inflict Damage and MW with good RNG. =====<span style="color:brown;">Beasts Of Chaos</span>===== Must be included in a Brass Despoilers battalion. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-dragon-ogors-en.pdf Dragon Ogors]:''' (Min:3, Max:12 140pts.) Five Wounds with a 4+ save, okay Bravery and scary weapons. Each has what is basically a Chaos Knight's horse bolted to it and in addition fights with a big weapon. You get either Ancient Weapons which are three Double-Hammer Liberators in one, Glaives which exchange 2 attacks with 1 more inch of range and a Rend of -1, or Crushers which only have 3 attacks, but with 2 damage each. Although you can't take a shaggoth in Blades of Khorne, you still reroll 1s to hit for the battalion. ** Glaives have an interesting use in that you can hide your dragon ogors behind your 25mm/32mm based guys (just in case may want 2 ranks of 25mm bases to have maximum distance). Enemies with 1" weapons won't be able to touch your DO, while the glaives let your DO wack enemies (though you do lose your claw attacks). *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-centigors-en.pdf Centigors]:''' (Min:5 Max:20 80pts.)The fastest unit you have, 15+d6" of movement and still able to charge is ludicrous fast, nothing is unreachable. They may not nearly have the same punch as other cavalry, but they will reach anything turn one. Use them as a roadblock while your slower, tougher units get on the objective. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-tuskgor-chariot-en.pdf Tuskgor Chariots]:'''(Min:1 Max:4 60/200pts.) an incredibly cheap chariot, only coming the closest to having the same effectiveness as a seeker chariot the turn it charges a ten man+ hoard of order guys. ====Elite Infantry==== Your expensive, specialized, heavy-duty troops that make your opponent sweat when they see them approaching. They aren't the fastest units you've got (in fact they're some of the slowest) so you'll have to be a lot smarter with these on the board than your other, cheaper units. * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skullreapers_EN.pdf Skullreapers]:''' ({{AOSKeyword|Bloodbound}}, Min:5 Max:20 180pts.) Pretty cool. Stat-wise they're pretty decent, with a Wound and a point of Bravery over Blood Warriors along. Their weapons (4x 3+/3+/-/D1, unmodified 6's to hit inflict mortal wounds in addition to their normal damage) And this gets even better when combined with their now modified Trail of Skulls ability. Now much more simplified from the previous battletome (where you had to keep a tally of total models you killed) now it is just a straight reroll to hit when your opponents unit has 5 or more models, meaning more chances for mortal wounds. Additionally, the champion gets another weapon on top that's pretty powerful but only gets one swing. They also have a reasonable chance of inflicting mortal wounds if they die in combat. These are your elite infantry. They're powerful and can lead your charges. Get a Bloodsecrator nearby and watch everything around them melt. * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Wrathmongers_EN.pdf Wrathmongers]:''' ({{AOSKeyword|Bloodbound}}, Min:5 Max:20 140pts.) The angry cheerleaders can infect other people with their RAGE. In-game terms, every {{AOSKeyword|Khorne}} model wholly within 8" of them gets an extra attack with all their weapons but this doesn't affect the Wrathmongers. Offensive wise they have 4 good melee attacks that get better on the charge. Also, their Blood Fury ability can Deal mortal wounds when they die to get a little more damage. A unit of five gives you a pretty massive radius. They also gained an interesting synergy with Skarr Bloodwrath, being able to attack upon death similar to a Blood Warrior. * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Chosen_eng.pdf Chaos Chosen]''': ({{AOSKeyword|Slave to Darkness}}, Min:5 Max:20 140pts.) Chaos Warriors with some really good axes. 3 attacks each 3+/3+/-1/1 that cause additional mortal wounds on a hit roll of six and if they slay a model {{AOSKeyword|SLAVES TO DARKNESS}} wholly within 12" re-roll failed wounds. Not to be sniffed at, especially with a Bloodstoker to give them re-rolls to wound and if you're running anything they can buff. These guys pack a big punch for their price essentially being your equivalents to Stormcast paladins, only 60 points cheaper a unit. ====Beasts==== A mix between fast and elite, these units are unique in nature and utility. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Khorgoraths_EN.pdf Khorgorath]''': ({{AOSKeyword|Bloodbound}}, Min:1 Max:6 100pts.) "Somewhat underwhelming," said nobody ever. Khorgoraths are actually one of the punchiest units available to Blades of Khorne at a rock bottom price. It has two unique traits: it heals a wound when it removes a model in the combat phase, and it reduces bravery in an area when it deals damage. Though they may seem tailor made for removing smaller foes with their five attacks rending with damage two, but they're also great at killing multi-wound models and shaving off wounds from larger monsters as well. Because of their great statline they really don't need buff support to function well, but this also means anything you give them fires them up even more. They're also one of the only monsters in the game where up to five can be taken in a single unit. They also become even better in a Skulltake Battalion. ** Khorgoraths are one of those units where it's best to take more over less. Individual models will hurt other units badly, but a unit of 3+ are a steamroller. In smaller games you can get away with a single model, but if you're playing 2k you should experiment with slotting these in as your hammer. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-spawn-en.pdf Chaos Spawn]:''' ({{AOSKeyword|Slave to Darkness}}, Min:1 Max:6 50pts.) [[Chaos Spawn | That Which Must Not Be Named]]. Not actually terrible anymore, though far from reliable. A Move of 2D6" makes for potentially fast movement. Similarly, 2D6 attacks per Spawn is potentially strong, but even better is the special rule these attacks come with: If you roll a Double, instead of Hitting and Wounding on 4+, you Hit and Wound on 3+. Just think about it, 12 attacks apiece with good Hit and Wound rolls... Also, five Wounds with a 5+ save to make for pretty hardy models. ** While unreliable in almost every single aspect of their horrible existence, they do make a cheap, weak Blood Sacrifice target! =====<span style="color:brown;">Beasts Of Chaos</span>===== Must be included in a Brass Despoilers battalion. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-bestigors-en.pdf Bestigors]:''' (Min:10 Max:30 120/300pts.) Elite Gors in heavy armour and more anti hoard killy. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Bullgors.pdf Bullgors]:''' (Min:3 Max:12 140pts.) Get the same Bloodgreed rule as the Doombull, Π° weapon choice of great axes (2x 4+/3+/-2/3) or axe(s)(3x 4+/3+/-1/2) with the option of an additional axe to reroll hit rolls of 1, or bull shields which add +1 to the save rolls against attacks from melee weapons. These options are in addition to horn attacks made by each bullgor (2x 4+/4+/-/1). But the really interesting trait is their Drummer and Banner Bearer abilities: namely, they give +1 respectively to charge rolls and +1 Bravery for each enemy unit within 12" from them. ** Other than that, they're fast, have more raw, balls-out power than almost anything in the game and have lots of Wounds. The high Wound-count combined with the meh Save also means that targeting them with Mortal Wounds will almost feel like a waste to your opponent, which might keep them safe longer.
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