Warcry/Tactics/Blades of Khorne Daemons

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Revision as of 06:54, 21 March 2020 by 1d4chan>DannyHate (→‎Fighter's Overview)
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Blades of Khorne Daemons Tactics

Faction Overview

Pros

  • Offence: High attack and damge for price, especially when fishing for crits.
  • Speed: several options for fast fighters.

Cons

  • Offence focused: Limited utility outside of killing better, or bonuses for killing

Abilities Overview

  • [Double] Blood for the Blood God: used when fighter slays an enemy with an attack action. can make a bonus move or attack action.
    • Ability Commentary- Universal. Decent when you need to clog movement lanes, or when you're getting ganged up on.
  • [Double] Decapitating Strike: add half (round up) this ability's value to fighters damage when scoring a crit with 3" or less attack. (Bloodletter and Bloodreaper)
    • Ability Commentary- You're going to be fishing for crits with your bloodletters anyway, why not make your enemies feel your pain? Crits hitting for 5 in the worse case, and 7 on the top end, will make even the most stout fighters second guess staying tied up for long.
  • [Double] Hungry for Flesh: if visibly 6" from an enemy fighter, make a bonus move that ends as close as possible to the nearest enemy fighter. (Flesh Hound and Gore Hound)
    • Ability Commentary- Get your hounds in faster with this movement ability. Good for hunting down and wrapping up ranged/fast units, your Flesh Hounds WILL get there when you stretch their threat range to 22 inches.
  • [Triple] Locus of Fury: use when this fighter kills an enemy with an attack action. until the end of battle round, +1 attack to all 3" or less attacks for friendly visible fighters within 6" of this fighter (Leader)
    • Ability Commentary- Onslaught as a bubble. If you have any amount of your units grouped up, this can add some much needed punch if you're trying to drop an opposing big guy. Use this on your big based leaders to extend it a bit.
  • [Triple] Moderous Charge: until the end of this fighters activation, the next time he ends a move action within 1" of an enemy(s). Pick one and deal damage equal to Ability's value(Bloodcrusher and Bloodhunter)
    • Ability Commentary- Impact hits from your Juggernauts. Extra damage should never be overlooked, and sometimes, you will hit like a truck before you hit like a truck. This will break up enemy chaff lines to let your other guys get around the table.
  • [Quad] Buring Roar: roll dice against one visible enemy fighter within 8" equal to this ability's value. inflict 2 damage for each 2+. (Gore Hound)
    • Ability Commentary- The only ranged attack in the army. It has potential to dump some damage into some unlucky shlub, and can be nifty trick for clearing enemies who think they have moved out of threat range.

Fighter's Overview

Leader

Bloodreaper

  • Stats: Movement 4"; Toughness 3; Wounds 20; 150 Pts.
    • Rule: Leader, Frenzied
    • Weapons:
      • Sword-Range 1"; Attacks 5; Strength 4; Damage 2/4
  • Fighter Commentary - Your Bloodletter leader and cheapest option. Pretty slicey, but at T3 you won't want to get him stuck in for long. He excels as a clean-up batter, and to proc your leader abilities.

Bloodhunter

  • Stats: Movement 6"; Toughness 4; Wounds 35; 240 Pts.
    • Rule: Leader, Destroyer, Mounted
    • Weapons:
      • Fangs-Range 1"; Attacks 5; Strength 4; Damage 2/5
  • Fighter Commentary - Your leader on a juggernaut. His big base will make any bubbles reach that little bit farther, and have him jamming up movement lanes. While sturdy, and fairly choppy, he is more of a bully then he is an outstanding fighter. Use him with friends as line-breaker units and zone control.

Gore Hound

  • Stats: Movement 8"; Toughness 4; Wounds 30; 240 Pts.
    • Rule: Leader, Scout, Beast
    • Weapons:
      • Fangs-Range 1"; Attacks 5; Strength 4; Damage 2/5
  • Fighter Commentary - While having the same combat profile and points cost as the Bloodhunter, the devil is in the details. Not being a mounted unit, extra movement range and abilities, and being the source of your quad ranged attack, he is solo hunter. He is 5 wounds less the the juggernaut, and a smaller base size, so be careful not to get him surrounded. Because the Gore Hound has literally double the movement of your standard rank and file troops, he will almost always be out of range for many leader abilities to fire off of him.

Fighters

Bloodletter

  • Stats: Movement 4"; Toughness 3; Wounds 10; 70 Pts.
    • Rule: Frenzied
    • Weapons:
      • Sword-Range 1"; Attacks 4; Strength 4; Damage 1/4
  • Fighter Commentary -

Bloodcrusher

  • Stats: Movement 6"; Toughness 4; Wounds 30; 185 Pts.
    • Rule: Destroyer, Mounted
    • Weapons:
      • Fangs-Range 1"; Attacks 4; Strength 4; Damage 2/4
  • Fighter Commentary -

Flesh Hound

  • Stats: Movement 8"; Toughness 4; Wounds 20; 170 Pts.
    • Rule: Scout
    • Weapons:
      • Fangs-Range 1"; Attacks 4; Strength 4; Damage 2/4
  • Fighter Commentary -

General Tactics