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==Normal Battalions== <s>Battalions were smacked with a point increase in 2017 and smacked again for good measure in 2018. If you plan to take one, go all in to make the most of it.</s> Due to how Battalions are now universal, expect see the whole lot of this on the trash bin outside of narrative games. Bonus rules, traits and doodads are going to be likely added to the faction rules as default. But, hey, battalions are now FREE. ===<span style="color:#8b0000;">Daemons of Khorne Battalions</span>=== ;Murderhost (160pts min. 600pt.): ''1 Bloodletter hero, 3-7 Bloodletters, Crushers, Hounds, or Cannons'' Change in new version - only adds 2 to run and change rolls while within 16" of the Bloodletter Hero. For sure less impactful. ;Bloodthunder Stampede (140pts. min. 730pt.): ''1 Skullmaster, 3-7 Bloodcrushers'' Hard nerf in the new version, but still pretty good - Makes the Murderous charge and Slaughterous charge abilities automatically go off, instead of on a 2+. And I bought all those expensive bloodcrushers.. ;Council of Blood (min. 930pt.): ''3-8 Bloodthirsters (including Skarbrand and the Exalted Greater Daemon)'' HARD NERF - Now Called Tyrants of blood - Just allows your Bloodthirsters to attack in succession. Like still pretty powerful, but not even close to the wrecktastic voyage that was the previous version. Whoever wrote the above is legitimately clueless about the fundamentals of AoS matched play, Tyrants of Blood is immeasurably better than Council ever was. Always fights first and/or fight twice with 1,000+ points of Bloodthirsters, is far better run & charge (which you can still effectively get anyway with the Unfettered Fury command ability, along with retreat & "charge") ;Blood Hunt (120pts. min. 880pt.): ''Karanak and WoK Bloodthirster, 3-8 Bloodcrushers or Flesh Hounds'' Adds 1 to wound rolls to attacks targeting Hero units. Nerfs for the Nerf god ;Gorethunder Cohort (120pts. min. 680pt.): ''Herald of Khorne on Blood Throne, 3-8 Skull Cannons'' Re-roll hit rolls for all cannons wholly within 12" of the throne. ;Blood Host of Khorne (120pts. min. 1080pt.): ''Bloodthirster (any), 7+ any other Khorne Daemon Hero (except Karanak for some reason) or unit'' Re-roll charge rolls while within 16" of your Bloodthirster. Get the F in there. ;Charnel Host (140pts. min. 900pt.): ''Bloodmaster, Bloodthirster of Unfettered Fury, 3-8 Bloodletters(any)'' Re-roll wound rolls of 1 while within 16" of the Bloodthirster. ;Skullseeker Host (120pts. min. 930pt.): ''Bloodmaster, Bloodthirster of Insensate Rage, 1-3 Skull Cannons, 2-5 Bloodcrushers'' Re-roll ALL wound fails that target a Monster. Big ass skulls for the big ass skull throne. ===<span style="color:#8b0000;">Khorne Bloodbound Battalions</span>=== The battalions in Khorne Bloodbound have been replaced with the below. This means the old battalions are no longer legal. Sorry, Bloodstorm! Most of our battalions are around 700 points minimum, so once again be sure to make the most of them if you're going to take any! While the battalions themselves have gone down in points, some of the mandatory units have had their points values raised, so keep that in mind. NOW ALL UPDATED ;Gore Pilgrims (140pts. min. 630pt.): ''Bloodsecrator, 2-3 Slaughterpriests, 1-2 Blood Warriors, 1-2 Bloodreavers'' The battalion to end all battalions got jumped by GW in an alley and had its knees broken. Now it only adds 8" to the range of the Bloodsecrator's abilities while they're within 8" of one or more Slaughterpriests. No more cumulative range bonuses, no more re-rolls to prayers from the battalion. While its effects are easy to re-create, you no longer need the Gore Pilgrims for it. Still a good battalion, even if it's no longer the auto-take it used to be. ;Bloodforged (120pts. min. 580pt.): ''Skullgrinder, 1-3 Blood Warriors, 2-4 Wrathmongers'' Finally, something I like. After a Wrathmonger has attacked, if its wholely within 8" of the Skullgrinder, it can make a 2nd pile in and attack, before the other player. WHAAAAAAAAAA. ;The Gorechosen (110pts. min. 750pt.): ''Exalted Deathbringer, 7 from the following: Aspiring Deathbringer, Bloodstoker, Bloodsecrator, Skullgrinder, Slaughterpriest'' Not actually legal in 2k games, this battalion lets you pay a premium to add +1 to hit (while within 12 inches of another unit from the battalion) and +1 attack to every unit within it. Ideally you would take front-line Heroes to get the most from the battalion. Useful in larger games, useless any other time. ;Brass Stampede (140pts. min. 780pt.): ''Lord of Khorne on Juggernaut, 3-7 Mighty Skullcrushers'' A pricey battalion that adds more killing power to your already deadly cavalry units. Now it makes it so their Murderous Charge and Slaughterous Charge rules automatically occur. ;Dark Feast (110pts. min. 500pt.): ''Bloodstoker, Slaughterpriest, 3-6 Bloodreavers'' Adds 1 to attack characteristic of all Bloodreavers within 16" of a Slaugherpriest . Hordes of little dudes flowing across the field. ;Skulltake (140pts. min. 680pt.): ''Bloodstoker, 0-2 Blood Warriors or Bloodreavers, 1-2 Khorgoraths, 2-3 Skullreapers'' Unmodified wound rolls of 6 deal an extra damage while within 12' of the Bloodstoker. Churn em out! ;Slaughterborn (170pts. min. 710pt.): ''Exalted Deathbringer, 2-4 Skullreapers, 1-3 Blood Warriors'' Worsens rend received in melee by 1. Solid battalion for boosting the defense of your army and can fit all your battleline. ;Red Headsmen (120pts. min. 580pt.): ''Aspiring Deathbringer, Skullgrinder, 3-6 Blood Warriors'' No more flavor involved, and I really enjoyed that "worthy foe" thing. Heroes and Monsters killed by this battalion grant double blood points. I like that. ;BloodMAD Warband (160pts. min. 910pt.): ''Aspiring Deathbringer, Bloodsecrator, 1 Skullreapers, 1-2 Bloodreavers, 3 Blood Warriors'' NERFBAT NEW VERSION - Add 1 to all attack characteristics if they charged in the same turn. Still, okay, but just not the same. ;Goreblade Warband (140pts. min. 600pt.) (Open Play Only): ''Bloodsecrator, Bloodstoker, Mighty Lord or Khul, Blood Warriors, Bloodreavers, Khorgorath'' You can re-roll charge rolls for the Goreblade Warband if any of its units made a successful charge in the same phase. If any units are wiped out during the combat phase, you can add 1 to the Attacks characteristic of all melee weapons used by the Goreblade Warband for the remainder of that combat phase. Its restricted to Open Play and contains the starter set units only. ===<span style="color:#8b0000;">Beastman Battalion </span>=== ;'''Brass Despoilers (190 p) (Min: 620.pt. Max: 10770.pt.)''' ''1-4 combination of Beastlord and Doombull; 3-8 combination of Bestigors, Bullgors, and Gors; 0-8 combination of Centigors, Dragon Ogors, or Tuskgor Chariots; 0-2 combination of Cygors or Ghorgons.'' Confirmed by FAQ, that it can be taken in a Blades of Khorne army. Give all units in this Battalion the Khorne keyword and grants them re-roll hit rolls of 1 if the unit is wholly within 9" another unit from this Battalion. Also once per battle, during the hero phase, you can extend the re-roll ability to also include all failed wound rolls until the next hero phase. the only way to get Khorne Beastmen. Gors grant chaff that covers more ground than traditional Barbarians. Tuskgor Chariots and Centigors provide speed. Cygors help with anti-magic while Ghorgons dish out a lot of damage. The Key to this battalion is to take advantage of min sized units of Bestigors as chaff destroyers (5-6 attacks on the charge!), or Bullgors with their BF Axes for the high rend attacks that Khorne can buff (and lacks in it's non-Heroes). The Doombull is also a great choice. Watch out though, as a lot of buffs that work on Mortals and/or Daemons will not work on the Beastmen. ===<span style="color:#8b0000;">Slaves to Darkness Battalion</span>=== ;'''Bloodmarked Warband (180pts, Min 990pt.)''' ''1 Mortal Slaves to Darkness Khorne Hero, 8 Mortal Slaves to Darkness Khorne units'' If a hero from this battalion slays any models during the combat phase, you can pick a unit from this battalion wholly within 12" of said hero. That unit gains +1 attack until your next hero phase. A unit cannot benefit from this more than once per battle round. This can range in terms of usability, so choose carefully. However, this can stack quite well with the Bloodsecrator and turn some normal units into absolute blenders. If you want to use this, go all in. Marauders, Knights, and Characters will benefit the most from this.
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