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====Cavalry==== Your fast attack units. Sometimes you need something that can jet across the board at high speeds with a blade swinging. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Bloodcrusher_EN.pdf Bloodcrushers]:''' ({{AOSKeyword|Daemon}}, Conditional Battleline:Skullmaster is your General, Min:3, Max:12, 120pts) Bloodletters on mounts, gain 3/3+/3+/-/1 juggernaut attacks, +3" movement, 3 wounds and a 4+ save. They have a faux "Hammer of Wrath" attack: when they charge, on a 2+ they cause a mortal wound on an enemy unit within 1", or D3 mortal wounds if this unit has more than 6 models - but this roll is done per charging Bloodcrusher and mis be resolved after each models charge movement, and each one can pick a different eligible target unit. * Remember, wounds are resolved at the end of the charge phase for you "hammer or Wrath" ability but rolled after each individual bloodcrusher is moved your opponent my try to take away models to make your other crushers have a harder time with there charge movement. Just keep track of how man MW were inflicted untill the end of the phase/charge movement. * A little math hammer 6 charging in has a potential to do 18 mortal wounds!! This is before combat also since the ability is in the charge phase. Charge and weaken down your opponent with MW then clean up with attacks. (I recommend taking squads of 6 it's hard to pass up the D3 MW even if they are expensive) * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Mighty_Skullcrushers_EN.pdf Mighty Skullcrushers]:''' ({{AOSKeyword|Bloodbound}}, Optional Battleline: Lord of Khorne on Juggernaut general, Min:3, Max:12, 160pts.) Your cavalry. Their mounts as much damage than the riders, striking pretty much with the same profile as a Skullreaper. Do however remember that despite being Cavalry, your Skullcrushers aren't all that fast, moving only 8". The riders themselves have either the same weapon profile or with more Rend but worse Hit rolls. Your choice really. Their banner grant +2 Bravery. They have a faux "Hammer of Wrath" attack: when they charge, on a 2+ they cause a mortal wound on an enemy unit within 1", or D3 mortal wounds if this unit has more than 5 models - but this roll is done per charging Skullcrusher, and each one can pick a different eligible target unit. ** Quick modeling tip: After the reboxing, Skullcrushers now come in boxes of 6, but their Warscroll still specifies that they come in units of 3+, so you can comfortably take one of those six and make him into a Juggerlord, which would normally be a resin model that costs an arm and a leg. (Though you'd have to pay for a full unit of 6 if you used them in matched...) * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Knights_eng.pdf Chaos Knights]''': ({{AOSKeyword|Slave to Darkness}} Min:5, Max:20 180pts.) Cavalry on Horses? In my Khorne army? It's more likely than you think! They're 2" faster than Skullcrushers, 3 wounds and have the same 5+ mortal wound save as Warriors. Two weapon options, Enscrolled Weapons (Now wounding on 3s and have rend -1!!) or Lances (2x 4+/3+/-/1) that upgrade to 4+/3+/-2/2 on the turn they charge. These guys suffer from some identity issues honestly and it's hard to see a place for them when Mighty Skullcrushers point for point are better offensively and defensively. With the new kit coming in from the start collecting, the Chaos Knight champion now has the optional Cursed Flail, bringing d6 attacks with the same stats as the lance. Probably not the best option, but can provide some bonus swings into some lighter units and it certainly looks sick!! **Actually on a second glance Lance/Glaive Chaos Knights do scary damage. Skullcrushers may be better in a prolonged fight, but 5-10 chaos knights on a charge with even one of the many buffs khorne has can do a lot of work. The fact that there are at least 5 models is also important if you say give them a +1 attack buff from the Aspiring Deathrbinger (don't forget it also affects mounts!). That's 10 more attacks! * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Marauder_Horsemen_eng.pdf Chaos Marauder Horsemen]''': ({{AOSKeyword|Slave to Darkness}} Min:5, Max:30 90pts.) Much lighter Cavalry and one of your few ranged attack options in the army. 12" move (4 more than Juggernaut Cav) 5+ save and 2 wounds each. They can have the same flail or axe as marauders on foot but the best option is their javelins giving them 2 4+/3+/-/1 ranged attacks each. They shoot and charge on a turn they retreated. A nice cheap skirmisher and objective grabber in an army saturated with heavy cav. * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Chariots_eng.pdf Chaos Chariots]''': ({{AOSKeyword|Slave to Darkness}} Min:1, Max:3 120pts.) 12" move and a once per game Run & Charge mean these are pretty nippy, especially compared to other Khorne stuff. It's decent enough at taking out enemy heroes with its charge MW and greatblade and, with the flail, it can potentially pack a bit more punch but only on a lucky roll so it is probably not worth it. * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Gorebeast_Chariots_eng.pdf Chaos Gorebeast Chariot]''': ({{AOSKeyword|Slave to Darkness}} Min:1, Max:1 150pts.) Slower than the Chaos Chariots but a killer mount. With 9" move it'll keep pace with your skullcrushers. If you roll a high charge range the gorebeast hit harders. Very good at things like Swordmasters. I'd still take the greatblade too since you're better off with the rend. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Varanguard_eng.pdf Varanguard]''': (Min:3, Max:12, 300pts) Super Warriors lent out by Archaon. They are giant chaos knights with 5 wounds 3+ armour and ignore magic on a 5+, able to Fight twice once per game and get +1 to hit if you have Archaon. Each model can be armed with an Ensorcelled Weapon for consistency, Fellspear for better charge damage, or Daemonforged Blade can more inflict Damage and MW with good RNG. =====<span style="color:brown;">Beasts Of Chaos</span>===== Must be included in a Brass Despoilers battalion. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-dragon-ogors-en.pdf Dragon Ogors]:''' (Min:3, Max:12 140pts.) Five Wounds with a 4+ save, okay Bravery and scary weapons. Each has what is basically a Chaos Knight's horse bolted to it and in addition fights with a big weapon. You get either Ancient Weapons which are three Double-Hammer Liberators in one, Glaives which exchange 2 attacks with 1 more inch of range and a Rend of -1, or Crushers which only have 3 attacks, but with 2 damage each. Although you can't take a shaggoth in Blades of Khorne, you still reroll 1s to hit for the battalion. ** Glaives have an interesting use in that you can hide your dragon ogors behind your 25mm/32mm based guys (just in case may want 2 ranks of 25mm bases to have maximum distance). Enemies with 1" weapons won't be able to touch your DO, while the glaives let your DO wack enemies (though you do lose your claw attacks). *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-centigors-en.pdf Centigors]:''' (Min:5 Max:20 80pts.)The fastest unit you have, 15+d6" of movement and still able to charge is ludicrous fast, nothing is unreachable. They may not nearly have the same punch as other cavalry, but they will reach anything turn one. Use them as a roadblock while your slower, tougher units get on the objective. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-tuskgor-chariot-en.pdf Tuskgor Chariots]:'''(Min:1 Max:4 60/200pts.) an incredibly cheap chariot, only coming the closest to having the same effectiveness as a seeker chariot the turn it charges a ten man+ hoard of order guys.
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