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==Multiplayer Strategies== Khorne is geared up to be ''the'' hyper offense faction. You have aggressive heavy infantry and a plentiful number of monsters, so you are going to absolutely dominate any melee grind that you find yourself in. Your biggest problem is going to be getting there in the first place. You have one ranged option (which aren't exactly Sisters of Avelorn or Waywatchers), and no disposable infantry chaff to soak up enemy fire. This means that if the enemy has sufficient fire they will be able to blast you to pieces before you even get to melee, and if half your army is already dead the battle may already be lost. You do have hounds and furies to deal with that, but most factions have ways to deal with them. The lack of magic means you also don't have any big burst abilities or big buff and debuffs outside of heralds and heroes. The lack of magic and missiles means this is one of the few factions were elite infantry might be a decent option to take against you (though that means they are trying to out melee you, which is usually never a smart idea). getting to the lines will be a bit of a chore but once you do, no one will be able to stop you. BLOOD FOR THE BLOOD GOD! *'''[[Total War Warhammer/Tactics/Beastmen| Beastmen]]''': You're both rush armies with limited range options. The big differences are that the Beastmen are faster than you are but have worse leadership and armor. If you can drag this out into a war of attrition you'll probably win, as the Beastmen rely so heavily on their charge bonuses. Negate that and they will quickly break before you. A clever Beastmen player will probably try to kite you with Throwing Axe Centigors and Ungor Raiders, while using his greater speed to cycle charge you and avoid prolonged engagements. To counter this bring some Flesh Hounds, who hit hard but are still fast. Also consider bringing Skarbrand, who can cause the low-leadership Beastmen troops to Rampage into bad matchups. *'''[[Total War Warhammer/Tactics/Bretonnia| Bretonnia]]''': Your faction abilities make your army stronger the more skulls you collect, and Bretonnia's peasants have an awful lot of skulls. You'll roll over their front line like it's not even there and get more powerful as you do it. Their knights might be a bit more problematic, as may their powerful heroes, but your knights are nothing to scoff at either. The biggest risk to you might be trebuchets and archers, as they can soften you up before you can get into melee and do your butchering. Be sure to bring some hounds or Furies to give them something else to worry about. Bretonnia also sometimes struggles against big single entity monsters so maybe bring a Bloodthirster or two. *'''[[Total_War_Warhammer/Tactics/Chaos_Dwarves| Chaos Dwarfs]]''': *'''[[Total War Warhammer/Tactics/Daemons of Chaos| Daemons of Chaos]]''': *'''[[Total War Warhammer/Tactics/Warriors of Chaos| Warriors of Chaos]]''': Between giant monsters and hardy infantry you and the WoC are well matched, but Hellcannons are probably going to beat your Skull Cannons. Send fliers or hounds after it if you can. Otherwise hope you can make it into melee where you might be able to rack up some kills for your army abilities, especially Relentless Rage. *'''[[Total War Warhammer/Tactics/Dark Elves| Dark Elves]]''': What's that? You don't like the idea of fighting a super AP heavy faction with a ton of mobility you can't keep up with? Well do I have bad news for you! Dark Elves tend to do well against slower armored races and sadly that includes you. If you want some edge elf skulls for Khorne, you should probably grab war hounds to chase down Dark Riders and Scourgerunners to keep them away from all your armor. You could choose to go for Bloodletters if you want a cheap (well, by Khorne standards) frontline, or Chaos Warriors with shields to try and soak up as much missile fire as possible. Once you do get into melee, the Druchii are fucked but they will still have a ton of AP fire to worry about, so that should be your priority. Avoid big monsters, they will get shot to hell. *'''[[Total War Warhammer/Tactics/Dwarfs| Dwarfs]]''': Good news: the Dwarfs have no mobility and very limited crowd control! Bad news: they have high morale, high melee defense, great artillery and great range. Getting in melee will be a slog, and once you do get in melee it will be a slow affair. You have the armor-piercing and strength + attack to get through their lines, but they have the leadership and melee defence to still resist for a while. Take a couple of hounds and furies to try to disrupt their artillery/ranged while your main army gets into melee. *'''[[Total War Warhammer/Tactics/Empire| Empire]]''': *'''[[Total War Warhammer/Tactics/Grand Cathay| Grand Cathay]]''': Similar to fighting dwarfs, except Cathay traded some ranged/melee proficiency away in exchange for magic disruption options and mobile units capable of intercepting your own fast movers. You'll want to go heavier on skirmishers than fighting vs. dwarfs and maybe bring a cultist or two to summon bloodletters behind the enemy line. *'''[[Total War Warhammer/Tactics/Greenskins| Greenskins]]''': This has a lot more going on than you'd think, while usually the greenskins rely on melee a lot going up against your anti-infantry bloodletters is suicidal for even big'uns however the greenskins do have a lot of cavalry options that can body you. anti-large boar boy big'uns can shut down your cavalry pretty fast and chariots and wolf riders can really hurt your frontline. Do your best to bring enough 'chaser' units like flesh hounds to bog down a greenskin player if he tries to skirmish you while maintaining a strong front line to mulch his infantry. *'''[[Total War Warhammer/Tactics/High Elves| High Elves]]''': *'''Khorne''': *'''[[Total War Warhammer/Tactics/Kislev|Kislev]]''': *'''[[Total War Warhammer/Tactics/Lizardmen| Lizardmen]]''': This is a faction that is actually ''decently'' similar to you, only they trade a lot of the melee bullshit in exchange for actual skirmishers and magic. First of all, if he's dumb enough to bring Skink Cohorts, you got nothing to worry about. They'll die stupid fast and make your units stronger. It's Saurus and Dinos you got to watch out for because not only are they tough but they make getting your buffs harder due to lower model counts. A front line of Bloodletters can trade pretty cost effectively into Saurus, but they are vulnerable to Chameleon Skink fire. Grabbing a few Furies or Hounds to make sure the blowpipes are busy should let you tear up the Saurus with your daemons. To handle Dinos, grab a Bloodthirster or two and watch them go to town. They should be able to outbox most dinos the Lizards can throw at you, and if they can't your monsters can fly and their can't so just cycle charge until it dies. If he has a brain he's bringing a Slaan, so have some cav or mobile units ready to hunt him down. This is going to be a bloody fight either way, but hey that just make Khorne happier. *'''[[Total War Warhammer/Tactics/Norsca| Norsca]]''': *'''[[Total War Warhammer/Tactics/Nurgle| Nurgle]]''': A Nurgle favored match up. Who knew that getting into a melee infantry grind with Nurgle might be a bad idea? Nurgle has plentiful access to aoe debuffs and mortis engine effects, which mean, your killily infantry will actually won't be killing that well. Currently, the meta for Nurgle is to bring a top-heavy build focusing on single entities, usually a Exalted Great Unclean One, a beast of Nurgle, and two Nurgle Cultists. Generally, you are advised to try to snipe the Exalted Great Unclean One before it can spam heals and debuffs and drag your army down. A similar single entity heavy build such as an Exalted Bloodthirster (Either generic or Skarbrand, either is typically fine) along with another regular Bloodthirster to beat the Exalted Great Unclean One's face in quickly might be decent to try. That, and halberds. *'''[[Total War Warhammer/Tactics/Ogre Kingdoms| Ogre Kingdoms]]''': This might end up being one of your worst matchups. The Ogres have plenty of powerful ranged units that can shell you as you try to reach them. Once you do most of their units are monsters or monstrous infantry, so unless he's stupid and brings Gnoblars your Blood for the Blood God ability might as well not exist. You can't even counter their cannons with your few cheap fast units because the ogres will step on them without even noticing. Bring lots of anti-large and hope for the best. *'''[[Total War Warhammer/Tactics/Skaven| Skaven]]''': The Skaven front line will evaporate the moment you touch it and all those rat skulls will juice your army up nice and good. That's the good news. The bad news is you're going to get blasted to hell and back as you approach them. Your best bet is probably to go as wide and cheap as you can. Hounds, Furies, the cheapest infantry you can get away with, anything that lets you keep the pressure up from all fronts. It's not like you actually need the really tough stuff to stomp clanrats. *'''[[Total War Warhammer/Tactics/Slaanesh| Slaanesh]]''': Your main rival in the warp, Khorne will be slightly less pissed if you show the Lord of Excess who the real boss of the warp is. Dual axe Khorne Chaos Warriors are great here, as they beat Daemonettes in a head on charge due to their high eapon strength and infantry bonus. Bloodletters and Exalted Bloodletters might be the better option, as while the AP is largely useless against Slaanesh, the fact they're unbreakable and have Anti Infantry means they should be able to handle the front line. Yes, they have low armor but it's not like the other guys have missiles to take advantage of that anyway. Also, Minotaurs might end up being great here. While slower than the Beastmen version they are still speedy enough to potentially check some of the horny guys on the other side. The lack of missiles means Slaanesh will have to deal with them in melee, and not only do you have both an anti infantry and anti large variant, they act as great mass for if a KOS or cavalry engage and try to pull out. With that in mind, a Bloodthirster will beat a KOS in extended melee, so keeping it tied up with heavy mass will help them stomp on the four armed goat things. Their cavalry will run circles around you, but it's not like you have much of a backline to dive anyway. If the fight devolves into a brawl, you'll win. The hard part is going to be pinning the masochistic freaks down long enough to get to that point. *'''[[Total War Warhammer/Tactics/Tomb Kings| Tomb Kings]]''': Mostly the Tomb Kings are falling to their bony knees weeping tears of sand in joy that despite all appearances you can't use the Lore of Fire. And then they realized the Champions of Chaos DLC gave you skirmish cavalry with flaming throwing axes. Marauder horsemen of Khorne were made for this matchup. Put them somewhere safe until you've tied up their ranged, then ride in and take apart their constructs + lords. *'''[[Total War Warhammer/Tactics/Tzeentch| Tzeentch]]''': *'''[[Total War Warhammer/Tactics/Vampire Coast| Vampire Coast]]''': *'''[[Total War Warhammer/Tactics/Vampire Counts| Vampire Counts]]''': Let's see here, their armies are mostly chaff, which only helps you get buffs for your units and your army abilities. They also have a large reliance on magic in order to do a lot of their damage, which you are resistant to. Your Daemons are unbreakable, so you don't give a crap about their Fear and Terror, and their lack of missiles mean they can't really hurt you before melee is reached (though keep an eye out for flying spell casters). Oh, and your Daemons do fire damage which stiffles healing, their biggest advantage. Yeah, this match up is probably going to be very one sided for you. The biggest thing you will likely have to worry about are their air force and cavalry. Blood Knights may also be troublesome, though getting some halberds and support from Skull Crushers should deal with that. Bloodletters will have a field day here, as they will shred most Vampire infantry, get their Hellblade buff up pretty fast and don't have to worry too much about missiles. Skarbrand or an Exalted Bloodthirster + a normal Bloodthirster should deal with any monsters they bring to the table. *'''[[Total War Warhammer/Tactics/Wood Elves| Wood Elves]]''': If you're against a Wood Elf player, expect to participate in the most annoying game of "Keep Away" you've ever experienced. A wise Wood Elf player will be bringing many skirmisher units; Hawk Riders, Sisters of the Thorn or even Glade Riders will be plinking away at your sides all damn day. If they have a front line, it's really just there to slow you down; while some of their units can be pretty lethal in a fist fight, they simply lack the durability your (im)mortal hosts possess. Instead, their real killing power will be a mix of their ranged units and cavalry. To this end, you're going to need to go wide and use the landscape to the best of your ability to limit their mobility and box them in. Flesh hounds and Furies are fantastic at dealing with their ranged forces so long as you can create an opening for them. Hilariously, you have more artillery options than they do; a Skull Cannon can help crack a hole through a key section of their army or help focus down a lord/hero unit in need of killing. When it comes to their cavalry, don't let them cycle charge; if you can pin them into an extended fight, they'll quickly melt under your sustained assault. If you can do that, you're in the clear.
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