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====Battleline==== You're going to need at least three units of Battleline in a 2k points list. These are often the core of your army that dictate how you'll build the rest of your list out. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Bloodletters_EN.pdf Bloodletters]:''' ({{AOSKeyword|Daemon}}, Min:10, Max:30, 110/300pts) Your standard choppy Khorne daemon, min unit size 10 and coming in with MV 5, a 5+ save and the Bravery 10 all daemons share. The Hellblades they wield are 4+/3+/-1/1 which are pretty great for infantry, but they only make a single attack each. The unique ability this unit has is that unmodified rolls of 6 to hit are automatic mortal wounds, but you continue the attack sequence on that attack. They have the standard array of musicians, standard bearers and champions with the champ gaining a second attack, the musician forcing your opponent to re-roll battleshock test of 1 within 6" and two banner options: The first allows you to add D6 bloodletters to the unit every time you roll a 1 on a battleshock test the other grants you +1 to any charge rolls you make every time the unit slays a Hero. As a unit can carry multiple banners there's no reason not to take both. Remember, the Locus of Fury lets them reroll hit results of 1 if a Daemon Hero of Khorne is within 12" (16" for a Bloodthirster) which is almost needed due to the low number of attacks Bloodletters get. If you take a blob of 20 or more, they get a plus one bonus to hit, so it may be worth taking a few large units rather than multiple small ones. ** The nerf to Bloodletter's Mortal Wound melee attacks is a large blow to the Bloodletter Bomb, effectively killing it once and for all. Bloodletter hordes are still scary and when buffed can remove other unis, but they are now an accompaniment unit and not your entire army. One unit in your army shouldn't be bearing the entire load; diversify! ** For summoning lists: units of 20 Bloodletters are still a very valuable summon because, even unbuffed, they are a force to be reckoned with. A late-game blob suddenly encroaching on an objective can turn the tides of battle very quickly. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh_Hounds_EN.pdf Flesh Hounds]:''' ({{AOSKeyword|Daemon}}, Min:5, Max:20, 100pts) Now Battleline all the time! For nearly double the price of a bloodletter, you get a 2 wounds little beast with an 8" move (which is pretty fast for Khorne) and 4 (3+/4+/-/1) attacks, an unconditional re-roll on their charge range, and their pack leader barks an 8" 2+/4+/-/1 missile attack. In addition, they can unbind spells, getting a +1 to this if they have 10+ models. These guys are pretty damn killy, recommended to bring one or two to grab objectives and deal with pesky magic. * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Blood_Warriors_EN.pdf Blood Warriors]''': ({{AOSKeyword|Bloodbound}}, Min:5, Max:30, 100/520pts) A band of Chaos Warriors with a Khorne-approved coating of blood and the ability to attack before going down. They're normally equipped with Goreaxes (Chaos Hand Weapons with a Gorecoat that grant rerolls of 1s to Hit if a model has two axes), though many of them can also take a Gorefist so that save rolls of 6 now cause mortal wounds back to the enemy (a big improvement from the last battletome). Which one you take is up to you really. Mortal wounds is always nice, than again hitting better is always good (especially since they have the potential to attack twice) since these guys don't exactly pack the biggest punch. One per ten can also grab a Goreglaive, which is a Goreaxe that Wounds on 3+, -1 to rend and causes 2 damage. <s>Also, as with the Stormcasts, thanks to the wording, you can give that Goreglaive to your champion, who gets an additional swing with any weapon he wields.</s> Updated warscroll gives Champion +1 attack to Goreaxes specifically, so not anymore. **Honestly as cool as Khorne Themed Chaos Warriors are...the sad truth is they are awfully expensive for their damage output. The fact that they can only have 1 weapon per TEN models really sucks (despite the fact that they are taken in 5 min increments). And they are often outcompeted by Bloodletters and Bloodreavers in the damage department. Especially when reavers are backed by a Totem (they'll die like flies but they're cheap as chips). However, what truly redeems this unit is that these guys are the closest thing a Khorne army is going to get to a shield wall. With a 4+ save a and two wounds these guys make excellent objective holders and charge breakers for holding the line. Your other choices are just too fragile to really whether the enemy attacks (sure Khorne wants things to die but sometimes you need a unit to hold the line and the objectives without crumbling instantly). The change-up to gore-fists only made them even better in this role as attacking them will likely lead to a bunch of mortal wounds back to you along with any slain models getting some attacks back before they die. **TL;DR: In essence leave the foreguard killing to the reavers and bloodletters, take Blood Warriors to hold objectives, escort characters and deter enemy counter-charges as they are basically designed to take a frontal assault to the face and laugh it off. * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Bloodreavers_EN.pdf Bloodreavers]''': ({{AOSKeyword|Bloodbound}}, Min:10, Max:40, 70/240pts) These guys are essentially Khornate Marauders who are too manly to wear armor (but now they have a 6+ Save, Khorne be praised!). Their leader gets another attack, and you can add an Icon Bearer (Adding +1 to their Bravery) and/or a Musician (+1" To Run and Charge), both of which are very useful bonuses you should always take. As for weapons, you could either run with the Reaver Blades (which re-roll hit rolls of 1) or take the Meatripper Axe and gain -1 Rend (probably the better option, which is, of course, the reason the guys in the Starter Set come with the other one). They also gain an extra attack if they are 12" from a unit which has the '''Chaos Totem''' keywords (Bloodsecrator and Chaos Warshrine being the most practical examples, <s>though a Beastmen BSB would work too, just for shits and giggles</s> You can no longer take the Wargor battle standard bearer). ** '''Pro-tip:''' <s>If you have a Warshrine dedicated to Khorne, take Meatripper Axes, because the Warshrine's prayer grants you full reroll to Hit</s> (The Warshrine only buffs a Mortal Slaves to Darkness unit and gives it +1 to Hit if it's Khorne as well), add the bonus for having a Chaos Totem around and you still get the better Rend from the Axes. ** These Dudes stand out as your *cheapest* source of Blood Tithe at 70 points/10W, 6+. They combo well in a 40-strong blob. But definitely consider the MSU approach for screening, speedbumps, and the sweet, sweet Blood Tithe. * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Warriors_eng.pdf Chaos Warriors]''': ({{AOSKeyword|Slave to Darkness}}, Min:5, Max: 30, 100pts.)without support, they have better protection, Hitting, Run & Charge, hoarding in hordes, and protection against mortal wounds. If you have more support STD then {{AOSKeyword|BLOODBOUND}} in your list, take Chaos Warriors * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Marauders_eng.pdf Chaos Marauders]''': ({{AOSKeyword|Slave to Darkness}}, Min:20, Max: 40, 150pts.) without the {{AOSKeyword|BLOODBOUND}} Support goons, Marauders hordes beat Bloodreavers as they have better armour, hit harders when in hordes, and their charge distance is aways 8+". =====<span style="color:brown;">Beasts Of Chaos</span>===== Must be included in a Brass Despoilers battalion. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Gors.pdf Gors]:''' (min:10, Max:30, 70/200pts) Not as much DPS as other marauders but they have claim ground faster with their 7 +2d6+1" Run & Charge and their shield grant them a 4+Sv in melee, make cheap sacrificial chaff to stall as the rest of the army make their way.
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