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===Heroes=== * '''Mighty Lord of Khorne:''' The Mightiest of Khorne Lords (we assume), your standard Lord of Khorne has a dog friend to accompany him on the battlefield. The Juggernaut 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 one spell like a Wizard. 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? Well, not so for your Mighty Lord. Charge him right into the fray and unbind everything those magic pansies throw at you. Between him and the Bloodsecrator, no spell should ever work against you. ** Pair this up with Fateweaver and Sayl the Faithless if you don't mind unlikely alliances. Sayl makes him fly far. And Fateweaver ensures your Dice is that specific 5 or higher to instagib anyone. Assuming they failed at least one save. * '''Bloodsecrator:''' 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 are 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? * '''Bloodstoker:''' 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 1s To Wound, 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, like the Bloodsecrator, he targets '''KHORNE''', not '''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 Gorebeast Chariots? Great, because the Bloodstoker does, too. He's almost fast enough to keep up with one and the chariot can really use his boost. If it rolls an 8 or higher on its charge roll, it doubles its attacks. With the Stoker adding 3 to that, you'd only need to roll a 5 or higher for the boost and successfully charging becomes much easier too. And the rerolls to Wound will be making the Chariot into the rape machine it's supposed to be. * '''Exalted Deathbringer:''' 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 Skullgouger version, as it's basically the best thing about him, letting him deal a rather disturbing amount of damage by simply passing his safe. Keeping him near a Khorne general gets him another two attacks (totaling 5) which takes him over the Mighty Lord of Khorne's average damage output and gives you yet another reason not to make him your General. Alternatively, if you make him the general, he can give his Bravery of 8 to all units within 12", and can cause D3 mortal wounds to a friendly unit within 1" to extend the range of this ability to 24". Don't kid yourself though, even with that Bravery bonus, your Bloodreavers will be running away screaming as soon as things stop going as planned. ** The version of this guy with the big-ass spear is basically the single greatest model GeeDubs has ever created, because he is essentially a roided out Johann Hegg brandishing a Heavy Metal reimagining of Gungnir. The weapon itself is potentially devastating against Heroes, but its a less thankful target for buffs than the big-ass axe is. Basically, if you like that version, play him but make sure there are Heroes for him to mulch. *'''Aspiring Deathbringer:''' An Exalted Hero with slightly weaker weapons initially, he drops his shield and weapon ability and instead gains a re-roll on Hit and saves for the rest of the game if another '''KHORNE HERO''' dies within 6" of him, making him a good idea for a backup hero. His Command Ability (as General) also makes other '''MORTAL KHORNE''' units within 6" of him gain a free attack, which makes him even deadlier, especially considering he affects himself with this as well, taking him to an actually pretty good damage output. Make him your general but keep him in the backfield until someone bites it. He'll do just fine, but remember he's not your biggest powerhouse, even with Command and full rerolls to Hit. **Giving him a Hammer and Axe gives you 6 attacks instead of 3+D3 and exchanges his self-buff for a chance to pile in and attack them outside of the Combat Phase if enemies around him flee. If you got your buffs up, he will easily make stuff run on his own and can then reward himself by tearing into the opponent again. ** Khorne Exalted Hero (do not confuse him with the Exalted Hero with Mark of Khorne) has the same exact Command Ability as both Aspiring Deathbringers, but he is a Slave of Darkness instead of a Bloodbound, and he's (at least initially) stronger and tougher(with the shield) than the Deathbringers. Do consider him if you don't mind your army not being pure Bloodbound. *'''Slaughterpriest:''' This guy's not meant for killy. Really, his skill in that department is only decent, though drastically better than that of other Priests. Instead, you use him to unbind magic (because Khorne hate magic) and the ability to be a not-wizard on a 4+ or take d3 mortal wounds on a 1 (Add 1 if he killed someone in the last turn, meaning he'll never take damage if he already pleased Khorne). His prayers either makes an enemy within 16" take d6 Mortal Wounds making him your best ranged unit or forces an enemy to run towards your nearest unit within 3-16". 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. **If you feel better compelled to go killing, he can dual-wield, which actually ends up making him less killy, exchanging his three attacks at damage 2 for 3+D3 attacks at damage 1. What he can do is stand behind your actually killy units and chip in with his D3 meh attacks, but why would you? *'''Skullgrinder:''' 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 6", 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! * '''Lord of Khorne on Juggernaut:''' Oh heck yes. 8 goddamn Wounds with a 3+ save make for a tough motherfucker, even more so since he's got a 4+ 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.
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