Warcry/Tactics/Blades of Khorne Bloodbound

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Blades of Khorne Bloodbound Tactics

Faction Overview

Pros

  • Killy Mix: Fast Bloodreavers and heavily armored Blood Warriors.
  • One of the coolest leaders
  • Killy abilities
  • Kill Maim Burn:

Cons

  • Close to no ranged game: Khotgorath's double ability is the only thing out of 2" that you can deal.
  • Lack of high strength: again, Khorgorath is your onlu source of big strength hits.
  • Few high crits: very few fighters can deal crits higher than 4, and those who do, lack the volume of attacks.

Those combined, may get you problems when facing high - toughness lists like stormcast eternals. Though, you can compensate by taking more high crit + high attack volume fighters.

Abilities Overview

  • [Double] Blood for the Blood God : (all) A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by this them this activation. this fighter makes a bonus move action or a bonus attack action.
    • Fighter Commentary -
  • [Double] Gorefist : (unit with Gorefist and Blood Warrior Champion)Pick a visible enemy fighter within 1" of this fighter and roll a dice. On a 3-4, allocate 1 damage point to that fighter. On a 5-6, allocate a number of damage points to that fighter equal to this ability.
    • Fighter Commentary -
  • [Double] Lashing Bone Tentacles : (Khorgorath ) Pick a visible enemy fighter within 6" of this fighter and roll 2 dice. for each 4-5, allocate 1 damage point to that fighter. For each 6, allocate a number of damage points to that fighter equal to this ability.
    • Fighter Commentary -
  • [Triple] Lord of Skulls : (Leader) A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them this activation. Until the end of the battle round, add 1 to the Attacks characteristic of Attack actions that have a Range characteristic of 3 or less made by visible friendly fighters while they are within 6" of this fighter.
    • Fighter Commentary -
  • [Triple] Daemon-forged Weapon : (Skullreaper and Skullseeker) Until the end of this fighter's activation, add half the value of this ability (rounding up) to the damage points allocated by critical hits from attacks made by this fighter that have a Range of 3 or less.
    • Fighter Commentary -
  • [Quad] Blood-fuelled Assault : (Wrathmaster and Wrathmonger) This fighter makes a bonus move action. then, they can make a bonus attack action. in addition, until the end of this fighter's activation, add half the value o this ability (rounding up) to the Strength characteristic of attack actions made by this fighter that have a Range of 3 or less.
    • Fighter Commentary -

Fighter's Overview

Leader

Blood Warrior Champion

  • Stats: Movement 4"; Toughness 4; Wounds 25; 185 Pts.
    • Runemarks: Leader, Bulwark
    • Weapons:
      • Axe-Range 1"; Attacks 4; Strength 4; Damage 2/4
  • Fighter Commentary -

Bloodreaver Chieftain

  • Stats: Movement 5"; Toughness 3; Wounds 20; 140 Pts.
    • Runemarks: Leader
    • Weapons:
      • Axe-Range 1"; Attacks 5; Strength 3; Damage 2/4
  • Fighter Commentary -

Skullseeker

  • Stats: Movement 4"; Toughness 4; Wounds 30; 195 Pts.
    • Runemarks: Destroyer, Leader
    • Weapons:
      • Axe-Range 1"; Attacks 4; Strength 4; Damage 2/4
  • Fighter Commentary -

Wrathmaster

  • Stats: Movement 4"; Toughness 4; Wounds 30; 210 Pts.
    • Runemarks: Frenzied, Leaser
    • Weapons:
      • Reach-Range 2"; Attacks 6; Strength 4; Damage 2/4
  • Fighter Commentary -

Well, this one's usually your best leader choice unless you desperately need the points for something else, or feel extremely lucky with rolling 6s (in this case, take skullseeker instead as he may be just a bit better platform for triple ability), but on average, Wrathmaster without any abilities is still better offensively than Skullseeker using a triple 6 ability.

Wrathmaster is the guy dealing 6 dmg on average even vs t5+ foes, so he's just the rip-and-tear machine you ususally look for. In campaign, will benefit more than other leaders from crit-increasing artifacts, so go hunt for the doomblade for even more rip-tear action.

Fighter

Blood Warrior With Goreaxe and Gorefist

  • Stats: Movement 4"; Toughness 4; Wounds 15; 110 Pts.
    • Runemarks: Bulwark
    • Weapons:
      • Axe-Range 1"; Attacks 3; Strength 3; Damage 2/4
  • Fighter Commentary -

Simple math: if used with double 6, gorefist ability will add 2.33 to his damage on average. If used with double 5, it will be 2. The generic ability of adding 1 attack, at worst(attacking just one time vs bigger toughness) will add 2 damage on average. So there are only two narrow uses for gorefist ability: attacking one time + gorefist on double 6, or dealing some damage after double move (which, actually, can be useful to catch an almost-escaped foe). With all that in mind, twin goreaxe guy with 1 extra attack for 5 extra points will almost always be better. Take gore-fisted guy only if else you won't fit with points.

Blood Warrior With pair of Goreaxe

  • Stats: Movement 4"; Toughness 4; Wounds 15; 115 Pts.
    • Weapons:
      • Axe-Range 1"; Attacks 4; Strength 3; Damage 2/4
  • Fighter Commentary -

Blood Warrior With Goreglaive

  • Stats: Movement 4"; Toughness 4; Wounds 15; 120 Pts.
    • Weapons:
      • Axe-Range 1"; Attacks 3; Strength 4; Damage 2/5
  • Fighter Commentary -

Will generally be a little bit better than the twin goreaxe guy. Will also benefit more from onslaught ability due to having better single attacks.

Bloodreaver with Meatripper Axe

  • Stats: Movement 5"; Toughness 3; Wounds 10; 65 Pts.
    • Weapons:
      • Axe-Range 1"; Attacks 3; Strength 4; Damage 1/3
  • Fighter Commentary -

Bloodreaver with Reaver Blades

  • Stats: Movement 5"; Toughness 3; Wounds 10; 65 Pts.
    • Weapons:
      • Axe-Range 1"; Attacks 4; Strength 3; Damage 1/3
  • Fighter Commentary -

Will be almost always better than meatripper guy save for when attacks added by onslaught, but you'll be more likely spend doubles elsewhere. Take 2-3 reavers anyway, their speed will serve you good.

Skullreaper

  • Stats: Movement 4"; Toughness 4; Wounds 25; 165 Pts.
    • Runemarks: Destroyer
    • Weapons:
      • Axe-Range 1"; Attacks 4; Strength 4; Damage 2/4
  • Fighter Commentary -

Nice to have one if your leader is not skullseeker, then this guy will be the one to use the triple ablity, which is not exactly good as it depends heavily on your luck, but it may sometimes save the entire game by cracking your opponent's tough nut with 3 or even 4 dmg7 crits.. But if you HAVE to rely on this, then the game has already gone horribly wrong.

Wrathmonger

  • Stats: Movement 4"; Toughness 4; Wounds 25; 170 Pts.
    • Runemarks: Frenzied
    • Weapons:
      • Reach-Range 2"; Attacks 5; Strength 4; Damage 1/4
  • Fighter Commentary -

Compared to skullreaper, deals less damage vs t3 or t4, but more vs t5+ due to more attacks. Is also more defencive due to reach 2. Is a far worse platform for quad than Wrathmaster due to having both less attacks and damage, but if you are not taking Wrathmaster for some reason, take Wrathmonger to be able to use the quad if you manage to get a good one.

Khorgorath

  • Stats: Movement 4"; Toughness 4; Wounds 35; 235 Pts.
    • Runemarks: Beast
    • Weapons:
      • Axe-Range 1"; Attacks 3; Strength 5; Damage 4/8
  • Fighter Commentary -

A really weird role in this warband, as Khorgorath is the only source of ranged damage you have. He also is the best recipient for some abilities, as he has some better attacks than most of your guys. If you manage to play him as "distraction carnifex", then you're good.

Minions, Thralls, and Allies

General Tactics

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Example Builds

Warcry Tactics
Grand Alliance: Chaos
Grand Alliance: Death
Grand Alliance: Destruction
Grand Alliance: Order
Monsters & Mercenaries