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==Why play Khorne?== *Because sometimes you just want to not think too hard and rip the other guys apart limb from limb. *You play aggressive, and don't want to play any of that "defense" bullshit *[[Doom]] is your favorite game franchise and you always wanted to play from the Demon's point of view. *You are fond of Mesoamerican cultivars that are not beans or squash. *You want the best/second best warcry in the game **''Ahem'': <span style='color:red;font-size:100%'> '''BLOOD FOR THE BLOOD GOD! SKULLS FOR THE SKULL THRONE!''' ===Pros=== *'''Unmatched Melee''': With the high amounts of charge, damage, and armor in your faction, pretty much no one can beat you in a one to one melee fight. Your units beat pretty much anything in the same tier as them. The only way you could lose a melee fight is if you're peppered by missiles, magic or drained by a Mortis Engine. *'''High Armour''': The mortal half of your roster has pretty high armour values, so non AP missiles and attacks won't really bother them. Your Daemons aren't so good in the armour department compared to the mortals but they do have plenty of resistances to make up for it. *'''Monsters''': Bloodthirsters, Bloodcrushers, Skullcrushers, Spawn, Minotaurs and many more means you will have some of the scariest monster units in the entire game. Winning the monstermash shouldn't be an issue and allow your big bois to take over the battle for you. *'''Magic Resiliency''': Magic is for wimpy nerds and daddy Khorne will make sure you won't die in the most embarrassing way possible. Enemy spells won't hurt you nearly as bad as other faction. *'''Mobility''': Khorne actually has some wheels on him. You have two different units of warhounds, furies and cavalry to run around the map and out maneuver your opponents. Your infantry, especially Chaos Warriors, are pretty slow however, so keep that in mind. *'''Strength through Kills''': The more you kill the stronger you get. As such, you are rewarded for being aggressive by getting more damage and shredding potential. Note that Khorne cares not if you're killing phoenix guard or skavenslaves, your units power up even faster if your opponent is dumb enough to throw a bunch of shitty chaff units at you *'''Noob Friendly''': Khorne right clicks on things until they die. No backline you need to protect, no worrying about magic management or where to place spells, hell you barely need to worry about making sure your enemies are fighting the right targets. Due to your high armor and insane melee buffs, Khorne is actually pretty beginner friendly if you are just starting with game 3. *'''Anti-Large''': You are the only demon faction with access to multiple (effective) anit-large units in all stages of the game, Halberd Chaos warriors, great weapon minotaur's, and finally Bloodthirsters keep you effective at anti-large at every stage of play. ===Cons=== *'''No Magic''': What, you want to blow shit up with your mind like a god damn pussy? If that's the case Khorne isn't for you. Even the Dwarfs have a substitute in the form of Runes that make up for it to an extent. You will not be able to contribute any magic to the field in the form of wizards, costing you some AOE burst. *'''Less Effective Against Elites''': with your battle mechanic keying off ''number'' of kills it means that against elite factions that bring fewer soldiers you will be less effective. Not ''ineffective'' mind you, but it does mean you'll be at a disadvantage as less units benefit from your Hellblade ability. *'''Limited Ranged''': Skullcannons and marauder horsemen are your only ranged option, meaning you don't really have any option to play defense. Granted if you wanted to play a defensive set up why the hell are you playing Khorne in the first place? *'''Lack of Versatility''': Sneakiness and subtlety are for little bitches. You may be one of the most hardcore melee rush factions in the game, but that's really all you got going for you. This can make Khorne relatively easier to game plan for compared to a lot of other factions who have an easier time employing numerous tactics. *'''Top Heavy''': More of a problem before the Champions of Chaos DLC when Khorne's cheapest infantry unit were freaking Chaos Warriors but Khorne is still missing cheap anti-large infantry and expendable chaff, both of which are necessary to spread the field. *'''Friends? What are those?''': Well... what do you expect? Not only are you playing a game called Total '''WAR''', you're playing for the Chaos God of Blood. The only mortal "allies" you can make are with the Warriors of Chaos, Beastmen, Norsca and ''potentially'' Skaven and Ogres, if they're not feeling duplicitous. Even as far as Daemons go, Slaanesh isn't keen on working with your forces and even other Khornate factions tend to rub each other the wrong way. Everyone else hates your god damn guts and for good reason. *'''DLC''': Every core race has joined this club, and you are noticeably missing core units from the mortals side of things unless you open your wallet. *'''Poor Economy''': What the hell were you expecting? It's the Blood God, not the Personal Finance God. The only money you'll be making is from post battle loot, sacking and raiding. Combine that with your expensive units and the fact that Blood Hosts cost upkeep and you'll be in the red most of the time.
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