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==Battalions== * '''Bloodforged:''' A Skullgrinder, 2-4 units of Wrathmongers, and 1-3 units of blood warriors, this gets you a unit that ignores -1 rend, which is a tasty boost to help get them through shooting into combat, once in combat all units within three inches of any of these dudes needs to roll a die, on a six you get to use that model in combat ala wrathmonger death effect, best part is your wrathmongers can just sit in the back and give your blood warriors the buff from their aura while your warriors and Skullgrinder make the enemy battle line start killing each other. Bonus points if you make Nagash eat his own staff * '''Bloodstorm:''' Take three units of Wrathmongers and get the ability to make extra attacks for each 6 To Hit, which is incredible as they get a bonus To Hit on the charge, turning a buttload of attacks into a crapton of attacks. And then, all missile weapons leveled at the Bloodstorm take a -1 To Hit penalty. This eliminates basically their biggest weakness by making sure they'll actually make it into combat. Hoo boy. If you have that many Wrathmongers, there is absolutely no reason not to use this. * '''The Gorechosen:''' An Exalted Deathbringer and exactly 7 of the footslogging Heroes. Considering these are almost all Clampack models, have fun with that price tag, though the benefits do speak for themselves. All of these Heroes get an additional attack on all their weapons and if they stick close to each other, they get +1 To Hit. This makes a Skullgrinder absolutely devastating with an average damage output of 6.25 Wounds per round of combat, makes an Aspiring Deathbringer somewhat useful and a Slaughterpriest even more useful. Since this does almost nothing but make your Heroes killier, it's most useful for thematic forces, where a band of misfit Chaos Champions are fighting side-by-side. * '''Brass Stampede:''' Really cool. 1 Juggerlord and three units of MIGHTY Skullcrushers. As soon as any unit bites it, they gain +3 to their charge rolls. Additionally, you know that nice ability they have, where they might cause mortal wounds on stuff they charge? In this formation, there's no roll required, you immediately inflict D3 on whatever they charge. * '''Dark Feast:''' A small formation with sweet bonuses. You take a Slaughterpriest and a Bloodstoker and add 3 units of Bloodreavers. So long as the Slaughterpriest is alive, (everyone, including) the Reavers get ''yet another'' bonus attack and as long as they're within 12" of the Bloodstoker, they don't need to take Battleshock. It's main use is for fluff, as the heroes here pretty much goad the crazy cannibals into a feeding frenzy, but it does help the Reavers very much. Thanks to the ignoring of Battleshock, you can also afford to do this with minimum size Reaver units, which would normally be unthinkable with their lack of Bravery and saves. It's also much more mobile than the Bloodsecrator who has to plant his stupid standard for all this to happen. Though remember that this doesn't invalidate the Bloodsecrator's boost and he's actually still a huge help. * '''Skulltake:''' Because obviously Bloodstoker and Skullreapers didn't work well enough together already. Take two units of Skullreapers, a Bloodstoker and a unit of Khorgoraths. As long as the Khorgoraths stick close to the Skullreapers, they make 8 attacks instead of 5, making them sort of useful and as long as the Skullreapers stick close to the Bloodstoker, each Wound roll of 6 they make deals one more damage. Sweet. * '''Red Headsmen:''' This one is risky, but potentially absolutely amazing. You take an Aspiring Deathbringer, a Skullgrinder and 3 units of Blood Warriors. Then you nominate 3 Heroes or Monsters in your opponent's army. They are your targets. These targets reroll To Hit. Yes, you give YOUR OPPONENT REROLLS. If this formation slays any of them, they gain a bonus attack on all their weapons for the rest of the game. This is cumulative. Also, the entire formation always counts as being in range of the Skullgrinder's ability (thanks to the wording, this affects the Skullgrinder himself too) even if they're not. If the Skullgrinder kills one of the targets, he doubles the actual range so that more of your other stuff gets the boost. Yes, this is potentially amazing, but if your opponent only has powerful Heroes, you might get your own army murdered thanks to the boost you gave them. Still, it's fun and it's fluffy. * '''Bloodbound Warband:''' This one's big. An Aspiring Deathbringer, a Bloodsecrator, a unit of Skullreapers, a unit of Bloodreavers and 3 units of Blood Warriors join together. The first ability is kind of "too little, too late" as it makes the whole formation immune to Battleshock if at least 3 units of it are in melee range. You know, one of the things the Bloodsecrator could already do? The other's much more potent as it gives you an extra attack with all your weapons on any turn you charge. All in all, it's nice, but some of these Battalions are much nicer. * '''Goreblade Warband:''' The one from the starter set. You know it, you love it. If at least one unit from the formation charges successfully, all others get to reroll failed charges for that turn. If a unit dies in melee, the whole formation gets extra attacks. Always awesome. ''Found in the starter set booklet and also in the Mighty Battles in an Age of Unending War campaign book.'' * '''Bloodbound Warhorde:''' You combine The Gorechosen, a Bloodbound Warband and 3-7 of the other Battalions. For that, "Khorne Cares Not..." confers to all of them and if one of the Heroes that can unbind spells does so, you can add 2 to the unbinding. It's cool, but it's so huge you'll almost never have the opportunity to field it.
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