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==Tactics== Maim, Kill, Burn! Maim, Kill Burn!! That's all! Actually it isn't, as the Bloodbound are actually a pretty engaging army (Khorne is the biggest nerd of the pantheon, what did you expect?). The Khorne Bloodbound are an army that specialize in very powerful hero's that either buff your already strong melee units or murder the enemy. Specifically, what makes this army unique is the amount of synergy that your army works within. Sure, your basic strategy is very simple: Charge in as fast as possible, as soon as possible and inflict as much damage as possible. If you simply toss Bloodreavers at your opponent they will die as even Skeletons fight better than unsupported Bloodreavers. They rely heavily on keyword synergy and need to work extremely well together in order to fight at peak efficiency. And in order to do that you need your Heroes. A good rule of thumb is to use at least 1 but no more than 2 Heroes per 25 Wounds. Start off with the Bloodsecrator. He's just about the best force multiplier you have (some might argue that he's the best non-special character force multiplier in the game) and add 20 Bloodreavers. Then, add two Heroes of your choice, one of them with a unique Command Ability, like the Mighty Lord or better yet, the Khorne Exalted Hero, who's bound to get a new name soonish like the "Lord of Plagues" did. Then, add Skullreapers. If you want to keep sticking with Blood Warriors, get a box, assemble five of them as Blood Warriors and add them to the ones from the starter box, then use spare parts to convert the other five into MOAR Skullreapers. As far as Heroes go, the Exalted Deathbringer is great regardless of whether he's your general or not but in different ways, the new Slaughterpriest is about the closest to ranged capability you have and pretty killy for a Priest and the Skullgrinder gets disturbingly powerful with all those attack buffs you've got going. Even more important is that you use the right heroes with the right units: The Bloodstoker was pretty much made to boost Skullreapers with Daemon Weapons. The Juggerlord works better for Skullreapers with non-Daemon Weapons and for Blood Warriors. The Warshrine is best for Wrathmongers and Bloodreavers with Meatripper Axes. Everything with a bonus to attack numbers works best on Skullcrushers. The Bloodsecrator works well with everything, but best with Bloodreavers of all flavors. The Skullgrinder works best with units that Hit on 4+ and no better, specifically with Wrathmongers and Daemon Weapon Skullreapers. Mighty Lord, Exalted Deathbringer and Slaughterpriest are somewhat out of the loop, supporting everything equally and fitting absolutely everywhere, though the Deathbringer's only real use is as a beatstick, as his Bravery-conferring is infinitely worse than the Bloodsecrator's flat-out ignoring of Battleshock. As soon as you add Battalion rules, things get real crazy, as you suddenly have to add questions like "do I let my Bloodstoker get killed off in order to get some bonus attacks from "Khorne Cares Not From Whence The Blood Flows"?" to your list of considerations, in addition to the standard gaggle of "which unit needs to attack when it order to deal the most damage to what?". Age of Sigmar's real meat lies in combat, so an army specializing in combat is no less complex than one that can also pepper the enemy with arrows. * '''The Khornemower: ''' <This is out of date info but interesting to see how it used to work anyway> Units of 30 letters are offensively one of the best units in the game right now. All you need is a Slaughterpriest who knows killing frenzy, a Bloodsecrator and a Daemon hero of your choice (like you weren't taking them anyway). 61 Attacks hitting on 2's re-rolling 1's <s> causing mortal wounds on a FOUR to hit.</s> (mortal wounds caused by decapitating blow only happen on a unmodified 6 plus). For 270 points. On average you will kill Nagash or Archaon in one round of attacks and they HAVE saves vs mortal wounds. The only thing that will stand a chance at all against that density of mortals is mass Chaos Warriors, though on average you will kill TWENTY ONE of them in one round of attacks i.e. they will make 140% of their points back. You're welcome. ** Just a note Bloodletters aren't great defensively, if you anticipate a lot of ranged think about investing in another Slaughterpriest or two to give them bronzed flesh. if you think your opponent fights fair then a blood warrior or Bloodreaver screen to take any enemy charges is a good idea. If you expect magic, take another unit of 30, in fact take 2 units of them anyway, there's really not much they aren't good against. ** If you're playing over 1000 points take the gore pilgrims for Khorne's sake and at 1500+ consider the Murderhost with some flesh hounds to give your Bloodletters a bit of movement at the games start, the hounds make a great screening unit too as well as being a source of unbinding and [[DISTRACTION CARNIFEX | generally being a pretty scary thing an opponent may choose to shoot instead of your actually scary guys]]. ** While this was a viable strategy for years, 2.0 has made it very expensive to pull off. Most savvy foes will also deploy in such a way as to give you no good choices to charge, and the charge itself CAN fail even with all the additional "to charge" bonuses. This list is a good way to force your local meta to play smarter, making games closer and more enjoyable for both sides, but there is a point of diminishing returns. HOWEVER, going ABOVE 30 Bloodletters to multiple units has been shown to work in some cases. If the idea of hordes of Bloodletters is your thing and you want to keep up with other armies, you'll have to go big or go home. * '''Summoning: ''' With 2.0 Khorne Summoning has very clearly overshadowed many of the other Blood Point options. The ability to summon in waves of Flesh Hounds and Bloodletters to grind down your opponent's army cannot be underestimated. It's also possible to summon a pretty obscene amount of Daemons per turn should you focus on the power. You'll have to sacrifice what makes Khorne armies so powerful to begin with, however: buffing prayers. Give your Gore Pilgrims Slaughterpriests Blood Sacrifice, grab a Warshrine and give it Blood Sacrifice as well, and give them some Bloodreavers or Chaos Spawn to toss into the pot. Why Spawn? Low point cost and low wounds plus mass Blood Sacrifice equals more Blood Points. BBBBALSDARGGH. ** Your goal with this list is simple but difficult: turn your mortal army into a hybrid army and then into a daemons army over the course of the battle. Every turn you'll be spamming Blood Sacrifice to pump up your Blood Points and spending them in the following Movement Phase. Even if you only get two Blood Points, spend them on either MSU Bloodletters or a Bloodmaster. Use your summons to either zone your opponent (Bloodletters, Bloodmasters, Flesh Hounds), reach out and touch them where they thought they were safe (Flesh Hounds have rerollable charges), or setup future summoning (Bloodmasters, Skullmasters). ** CAUTION: there are several traps involved in this strategy. *** Blood Thrones and Bloodcrushers (and to a lesser extent Skull Cannons) are still not worthwhile even with summoning. Skull Cannons have situational utility with their large bases blocking backfield deep striking while they deal long range damage, but they are very, VERY hit or miss. Flesh Hounds can zone more space and move just as fast as Skull Cannons when they need to. *** You will be tempted to save your Blood Points until a game comes when your opponent gets a double turn and your points hit 8 and start being wasted. Always spend your points asap! *** Your MSU Bloodletters won't be moving other units off objectives or dealing many wounds on, well, anything. Save your small groups for objective holding or speed bumps. If you want to deal actual damage, you'll need the 20 man summon with a nearby Daemon Hero unit. Biting the bullet at 7 Blood Points for a big unit can make or break your games, so choose wisely! *** Flesh Hounds, while able to spit out a high number of attacks, have no rend and only a Daemon save of 5+. They're not terrible at clearing weaker units if they get the jump on them, but even with 2 wounds each don't expect five of them to last very long. When it comes to your doggos, it's quantity over quality. Summoning MSU Flesh Hounds to overwhelm your opponent can be very effective as a pincer maneuver.
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