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Found 341 results

  1. Gaz Taylor

    AoS 2 - Blades of Khorne Discussion

    Here is the new thread for discussing Blades of Khorne. With the imminent release of AoS 2 (and a lot of the info already being out there), now is the time for us to start afresh on TGA. Moving forward, this will be the main thread to chat about and discuss Blades of Khorne in the new edition. I still wholly encourage people to keep their own threads/army blogs within this sub forum and I also think those are a great place to share some photos as I know not everyone frequents the Painting & Modelling section. But this thread is purely for discussion around the faction, things such as (but not limited to) tactics and list building etc. You all know the drill, we've been doing it on this forum since inception! For newer players, I would say the older thread could still be worth perusal and whilst it is now locked for further replies, you can find it here - http://www.tga.community/forums/topic/6134-lets-chat-blades-of-khorne/ Really excited to see what we can come up with as a community and I look forward to reading all your ideas and thoughts.
  2. terrainguy

    terrainguy paints

    I’ve enjoyed being inspired by so many of your works, I figured it was time to start my own painting log. In general I just paint what strikes my fancy. I’m rarely concerned with performance on the table, because I play very infrequently. Generally I just try to get a good solid paint job, nothing too fancy. I’ll kick off with my Khorne. I paint them more than most my other stuff. Anyway, hope you enjoy!
  3. Lupercal91

    Chaos undivided summoning

    So I play daemons because I like the models and iv3 conveniently collected enough to play aos. I like the idea of playing undivided daemons. I dont want to have to pick 1 type of daemon and in 40k which is what I'm used too it's never been an issue but in aos 2nd ed. It seems like you are punished for trying to do this. Please explain if I'm missing something but does playing grand alliance chaos with all 4 daemons remove my ability to generate summoning points for any faction?
  4. Hi people ) I bring some khorne army painted by me It only remains to finish a few unit's Mortal Skullcrushers, Daemon Prince ,wrathmonger's and few hero I can soon post a phased guide as I painted the khornites
  5. Agent of Chaos

    Battle Report_Khorne vs Tzeentch 2000 Points

    Battle Report Khorne vs Tzeentch 2000 points Knife to the Heart – Realm of Shysh This was my first game in AOS2 and second game ever against Tzeentch (although I didn’t know my opponent would be Tzeentch so I took a “take all comers list”). There is so much pre-game set up at the moment its nuts! We more or less randomly decided on the Realm of Shysh and so got up to speed with the additional command abilities and spells (neither of which ended up being used). The realm effect was +1 bravery to all which was hilarious since most of our units were bravery 10 daemons and 2/3 of our scenery was Sinister (-1 bravery) and so was instantly negated. The only other scenery of significance was an arcane (+1 to cast/unbind) building in his territory and a mystical (6+ ward save) wood in mine. The Tzeentch player had to choose 6 or so spells from his Lore, plus command traits/artefacts, get up to speed with his allegiance ability including new summoning rules and his battalion ability while I brought him up to speed with my artefacts/traits plus blood tithe and its new summoning rules and the effects of my battalion. There were no endless spells and we didn’t bother with the realm spells as Tzeentch had enough going on already! We chose the Knife to the Heart battleplan for its simplicity and I won the roll off for choosing a side. I’m sure the more games you play the faster this gets but it took about an hour before we felt ready to play. My list was a variation on a similar list used in my last Tzeentch game which you can check out here; (http://www.tga.community/forums/topic/15769-help-khorne-vs-tzeentch-2000-points/). I ran the Gore Pilgrims Battalion as I believe its our only competitive option and pretty much a must have in the magic heavy meta of AOS2. From the previous list I dropped chaos knights for bloodletters and adjusted for AOS2 points increases, arriving at something very similar to the Swedish Khorne list from the recent 6 Nations event but with 5 x flesh hounds instead of the 2nd Khorgorath; Allegiance: Khorne Wrath Of Khorne Bloodthirster (320) - General - Trait: Immense Power - Artefact: Deathdealer Bloodstoker (80) Bloodsecrator (140) - Artefact: The Brazen Rune Slaughterpriest (100) - Blood Blessing: Killing Frenzy Slaughterpriest (100) - Blood Blessing: Bronzed Flesh Slaughterpriest (100) - Blood Blessing: Blood Sacrifice 30 x Bloodletters (320) 5 x Flesh Hounds (100) 10 x Blood Warriors (200) - Goreaxes - 1x Goreglaives 10 x Bloodreavers (70) - Reaver Blades 5 x Wrathmongers (180) 1 x Khorgoraths (90) Gore Pilgrims (200) Total: 2000 / 2000 Extra Command Points: 1 My opponent ran the Changehost Battalion which allows him to swap two units on the battlefield with each other as long as they are both within 27” of the Lord of Change. I’m not sure of the trait/artefacts, although I know the Lord of Change was -1 to hit in melee, and his list was as follows; Allegiance: Tzeentch Lord Of Change (380) The Changeling (200) 10 x Pink Horrors Of Tzeentch (200) 10 x Pink Horrors Of Tzeentch (200) 3 x Flamers Of Tzeentch (160) 3 x Flamers Of Tzeentch (160) 3 x Flamers Of Tzeentch (160) 10 x Blue Horrors Of Tzeentch (100) 10 x Blue Horrors Of Tzeentch (100) 3 x Screamers Of Tzeentch (100) Changehost (180) Total: 1940 / 2000 Extra Command Points: 2 The above gave him 4 casters but he was unfamiliar with endless spells and so elected to stay 60 points short for the extra command trait. Photos of the setup are below; Khorne stretched out in a line ready to swarm forward with bloodsecrator and slaughterpriests sitting on mystical terrain near my objective, while Tzeentch’s Lord of Change sat in the centre of his zone surrounded by Pink & Blue Horrors, Screamers and Flamers. With all the info to process at the start my opponent forgot that he could deploy his battalion in one go (at least I think he forgot) and deployed unit by unit. This meant I finished set up first and so elected to go first in round one. I considered letting him go first for a moment to maybe generate some blood tithe for me to use in my first turn but then decided I needed the banner down for rerolling successful casts and to get my Bloodletters into combat before they were mortal wounded into oblivion. A bit like winning the coin toss in test cricket; 9 times out of 10 you bat first, on the 10th time you consider bowling first, then bat first anyway. But I digress… The Changeling was setup in my deployment zone, as he does, and halved the movement of my bloodletters. My hero phase: bloodsecrator banner down, bloodstoker whips the letters, Bloodthirster used command ability to allow letters to run and charge, then used my second command point to use the ability on himself. Slaughterpriest blessings all went off (thanks to gore pilgrims rerolls), +1 save on the Bloodthirster, +1 to hit on the letters and the reavers were blood sacrificed for a blood tithe point. No one was in range for Blood boil/bind except for the Changeling but I couldn’t see him yet. Movement Phase: Flesh hounds and blood warriors ran up the left flank, Khorgorath ran up the right. Bloodstoker ran to be within 3” of the Changeling to reveal him at the end of the phase, reavers moved towards him in order to charge. Priests moved up slightly, ensuring they stayed within 8” of the banner, letters and Bloodthirster ran forward and prepared to charge while the wrathmongers ran up behind the letters. Shooting Phase: Nil, the only two units with shooting attacks ran/were out of range anyway. Charge Phase: Reavers charge the Changeling, letters charge into the centre of the Tzeentch lines engaging both units of horrors and two units of flamers. The Bloodthirster failed to make the distance and sat there looking like a numpty. Combat Phase: Letters only had a couple of models in contact with the flamers so I put all my attacks into the horrors. They destroyed one unit of horrors but only 5 were in range of the second unit and killed 8 out of 10. Casualties were removed such that the last 2 were out of combat. The Reavers rolled well but the Changeling saved 4 out of 5 wounds on 5+ and hung around, doing no damage in return. Battleshock Phase: only the Horrors needed to take a test and my opponent used a 1 from his destiny dice to bring back D6 models (4 if I recall correctly). Blood Tithe Accrued: 2 Fate Points Accrued: 36! Tzeentch turn 1; My opponent used the changehost ability and swapped both units of flamers out of combat for a unit of pink and blue horrors respectively. He then used all 3 of his command points to pop the Lord of Change’s command ability 3 times, giving +3 to cast. Most of his spells and all of his shooting were then put into the Bloodthirster and letters, killing 8 letters and taking 6 wounds off the Bloodthirster. It was at this point I thought to myself that I should have given the Brazen Rune to the Bloodthirster. The reroll successful casting from the banner prevented one spell while the Bloodthirster’s +2 to unbind stopped another which certainly helped limit the damage. The lack of rend on the flamer’s shooting seems odd and the letters made a few 5+ saves to keep the damage suffered from them reasonable. There was very little movement to do, other than moving the flamers into position and retreating the horrors from combat with the letters. At the end of the phase he used 30 fate points to summon 30 Blue Horrors into the back corner, thanks to the position of the Changeling. He then used a 5 & 4 from the destiny dice pool to make the charge with them, engaging the reavers, bloodsecrator, Bloodstoker and slaughterpriest. The reavers put all of their attacks into the changeling and killed him this time while the heroes fought off the blue horrors, killing 8, while they took 2 wounds off the bloodsecrator. A few of the Bloodletters were just able to pile in against a unit of blue horrors and killed 6. The summoned unit of blue horrors needed to take a battleshock test and a 2 from the destiny dice pool was used to ensure none fled. Blood Tithe Accrued: 3 Fate Points Accrued: 10 Tzeentch won the priority roll for round 2 and elected to go first. At this point I was really wishing I had given the brazen rune to the Boodthirster! A very similar turn for the Tzeentch player although no units were swapped around or summoned and he only had one command point for +1 to cast. All of the spells and shooting again went into the Bloodthirster and Letters. I used the brazen rune to auto unbind the Bolt of Tzeentch to prevent D6 mortal wounds on the Bloodthirster which proved to be a crucial decision. The remaining spells and shooting took him down to 2 wounds. He could have shot more at the thirster and probably finished him off but instead decided to try and reduce the bloodletters down to less than 20 models to remove their +1 to hit bonus, managing to kill the 3 models required. The summoned blue horrors killed a reaver and the bloodsecrator before losing several models to attacks from the Slaughterpriest and Bloodstoker. The bloodletters piled into the pink and blue horrors in front of them but only a few models were in combat and failed to wipe out either unit, taking a couple of casualties in return. In Battleshock some summoned horrors fled, as did the reavers while the bloodletters rolled a 1 and recovered D6 models to take them back above 20 :-) Blood Tithe Accrued: 5 Fate Points Accrued: 20 “ish” Khorne turn 2 proved to be a swinger. The Bloodthirster gave his command ability to the flesh hounds while the 3 slaughterpriests blood boiled most of the summoned blue horrors. I also blood sacrificed the Bloodstoker who took the full 3 wounds. The Bloodstoker whipped the Wrathmongers who then ran up behind the bloodletters. The Bloodthirster moved up behind the letters to ensure he would be able to charge and hit something before he died while the flesh hounds ran forward ready to charge the unit of blue horrors in the arcane building, followed behind by the blood warriors. The khorgorath ran up the right flank and was in range to make the tzeentch objective in my next turn. At the end of my movement phase I was finally ready to utilise the Khorne allegiance abilities and did my first ever summon, using 5 blood tithe (which wasted the 1 point I had gained at the start of my turn by blood sacrificing the stoker) to bring in a skull cannon behind the letters… and promptly rolled a 1 for its shooting attack… I would have used 6 BT to summon 10 x flesh hounds but there was nowhere to place them were they could even attempt a charge. Some allegiance ability we have… Anyway here is where I got lucky. The Bloodthirster rolled a 9” charge which meant he could fly over the letter/horror scrum and plonk right in the face of the Lord of Change. The two slaughterpriests who had moved away from the banner now charged back in against the remaining summoned blue horrors at the back and the flesh hounds made their charge on the blue horrors. Knowing he was sure to die I went first with the Bloodthirster against the Lord of Change. With his command trait I was -1 to hit, so 4+ (but with rerolls against heroes) and because he was down to 2 wounds he was 4+ to wound. He rolled like a champ and his 6 attacks caused 3 wounds. The Big Chicken had a 6+ save thanks to my -2 rend, which he failed, although he had mystic shield and rolled two 1’s, but failed both rerolls as well. I then rolled two 5’s and a 4 for damage. Now if you refer to my list you will note the thirster had immense power and the daemon artefact death dealer for +2 damage. That means my incredible rolling with my 2 wound remaining Bloodthirster had caused 14 wounds and outright killed the lord of change! At this point my opponent could see that the remaining summoned blue horrors would die a quick death to the 4 khorne heroes attacking them ensuring I would hold my own objective, his 3 units of flamers had some 20 bloodletters, 5 wrathmongers, 10 flesh hounds and 10 blood warriors bearing down on them and he was basically powerless to stop the khorgorath taking his objective in my next turn which would signal the end of the game. We could have played it out but he had somewhere to be and we called it there with another glorious and bloody victory for the blood god!!! Some takeaways from the game; As stated earlier there is a ton of stuff to remember at start up. Some quick reference cards are definitely a good idea as flipping through the books or PDF’s on a laptop is tedious and can really interrupt the rhythm of the game; The realm rules didn’t have a huge impact and that is probably the way it should be, but then why bother with them at all? Its surely enough to worry about your own command abilities/spells/allegiance abilities/battalion abilities without taking into account a realm specific command ability or spell on top. Remember my opponent forgot about deploying his battalion in one go and I’m fairly certain he would have taken first turn if given the chance. Hard to say if this would have changed the outcome however it was certainly a factor in how the game played out; Khorne has strong unbinding but against an army with so much bonuses to cast its still hard to stop most spells from getting through. I’m very glad that I used up the brazen rune when I did as it kept the Bloodthirster alive for his devastating, game winning charge. This artefact is probably a must have in games like this; Gore Pilgrims is still the business. The Letters really do need the extra attack to do proper damage as the wrathmongers just can’t keep up. The reroll to cast probably saved me from 2 or 3 spells which was handy. Incidentally losing the bloodsecrator when I did meant the blood letters had to take battleshock which ended up bringing them back above 20 models; I really like this list. It has as much unbind as you can probably bring while retaining the punch of the letter bomb, not to mention the Bloodthirster who hits like a truck when using that command trait/artefact combo for +2 damage. The Khorgorath and Bloodwarriors didn’t see any action but they will play their part on another day. That being said, getting the slower melee troops into combat takes time and I’m unsure how to resolve that; Summoning is tricky to get right. Most of the heroes in this list hang back with the Bloodthirster the only one rushing forward and he was almost killed before my second turn. Had he died anything I summoned would have been near the back of the table and near useless for the next 2 turns. Would that have been worth it at the expense of an action or two from the original blood tithe table? Probably not. As you saw the summoned skull cannon did nothing the turn it arrived and I could have used two blood tithe earlier to unbind another mortal wound causing spell. I normally would do that but I was determined to summon something meaningful in my first game of AOS2; For my opponent’s benefit, I don’t think his list was a good match up for me. Slightly better placement of the changeling would help him not get found in turn 1, although admittedly I did make it hard to place him where he could be effective. Had the changeling survived into Tzeentch’s turn 2 he could have summoned more blue horrors in my backfield which may have turned the tide on my objective, especially once the bloodsecrator went down. More heroes would also have been good given they are needed for summoning and he did regret not summoning a herald or two when he had the chance. However there is not much you can do when a Bloodthirster with 2 wounds makes a 9” charge and causes 14 wounds in one swing! Be sure to finish him off next time would be the way to go. Against an opponent with more experience I may have been in trouble but for now, in AOS2, Khorne seems OK. Great game, great opponent, blood for the blood god and skulls for the throne of Khorne!!!
  6. "Sailing the seas of Ghur for the glory of Khorne!!" Hi everyone, this is my first post here! I've been playing 40k for a few years now and with the new edition of AoS I figured now's a good time to get involved with the other side of warhammer. My idea is one I've had for ages. PIRATES! specifically Khorne pirates! It's basically gonna be a bunch of blood reavers and fish-ified bloodletters As with all my armies, this will be conversion heavy, with no 2 identical models. Still need to come up with a name for the crew and the captain, unfortunately the only thing I can think of is 'Captain Bloodbeard' which is a bit cheesy. A few months ago my friend was selling a bunch of models for the early 2000's cheap so I snapped them up, ended up with a whole bunch of chaos maraurders and empire, So i made a start on some of the lower ranked crew members These guys will just be Khorne alligned chaos marauders. These were test models, the rest have been stripped (as best I can) and should be making more tomorrow! Thoughts?
  7. Hanskrampf

    Allegiance Cards: Blades of Khorne

    Version 3.10.00

    133 downloads

    Age of Sigmar started out simple enough. But the first General's Handbook changed a lot of things. Suddenly you could personalise a few things for your army with command traits for your general and artefacts for your heroes. Then dropped the first battletomes which included allegiance abilities. And the amount grew rapidly. Because I don't like flipping back and forth in my books for every other ability, I created some cards to help keep the important rules right at the table, beside your models. All cards are available as print files with 3mm bleed and cutting marks, as a 'web' version (for viewing on smartphones/tablets), US letter and DIN A4 printing sheet. each set contains: cover / card backside, Battle Traits, Command Traits, Artefacts, cards for spell lores and faction specific skills card size is 63 x 88 mm (same as Pokemon, Magic, 40k Datacards, etc.) language: English I tried to keep the original wording, but sometimes I had to abbreviate it to fit on the card without scaling down the font size. The rule intentions should still be clear. 'Dice' was continuously replaced with D3 or D6, 'wound roll' with 'To-Wound roll' (same for hit), 'Mortal Wounds' sometimes with 'MW' each set can be stored in a faction specific card box, with contents listed on the back (instructions) I will expand these cards further, but don't count on any release schedule or certain timeframe after release of new stuff. If you find any errors or have suggestions, please let me know. I had fun creating these cards and hope people will find them useful and have fun using them in their games. All rules, artwork and the Age of Sigmar logo © Games Workshop PLC These cards are for personal use only and you should always keep your General's Handbook and/or Battletome nearby to solve any conflicts from bad wording on the cards. These cards are only a playing aid and never could nor should replace an official publication. Please let me know if I have used anything you would like to be removed. Overview and changes
  8. Hannibal

    Blood Reavers Horde Style Army?

    Hi all, got the Khorne part of the old starter set for real chaep and after visiting my LGS, I got some additional Blood Reavers, because I really like those sculpts. In addition, I already had some Khorne models lying around. To be more precise, I right now own the following: Aspiring Deathbringer Bloodsecrator Slaughterpriest Bloodstoker Khorgos Khul (the Lord from the old starter box) 60 Blood Reavers (20 with Blades, 20 with Axes, 20 still in box) 10 Fleshhounds 2 Korgoraths 5 Bloodwarriors (I think I might convert them to some heroes) What I like to do with these models is to run a hords style list centered around Blood Reavers. We use to play 1000 points games here, therefore that´s the points limit I´m heading towards. Any advice on this? Any heroes I should have a look at due to command abilities and special abilities affecting Blood Reavers? Do I need more Bloodreavers? Any other units which are beefier? is there a battallion you can recommend? Thanks in advance Hannibal
  9. Hi all, I've started writing my own custom rules for some of the AoS miniatures I own that don't have anything for WHQ yet. Starting off with some of the basics for Skaven. I'd love to hear your feedback! EDITED https://drive.google.com/drive/folders/0Bx8gylc9SlsBc1pNS0M5bDZTZEU?usp=sharing
  10. Hi everyone, this is my paint log for my new Blades of Khorne army. I haven't really been interested in the Khorne models until I painted the Bloodreaver warband for Shadespire the other week. I enjoyed it so much that I decided to hunt down the Bloodbound side of the old starter set. Found a guy on facebook and happily traded them for some AdMech I had laying around. The models were already assembled and didn't need that much cleaning up and greenstuff work. I then got started on working on the basing. My plan is to have them based and primed before the weekend, so I can bring them on my vacation to our summer house and have them as my summer project. Of course Khorne needs a lot of skulls for the bases so I used the excellent Skull basing kit from GW and added skulls to the bases. Some I chopped up to make them looks like they where sunken into the ground. I also added some slate to try to match details that are already there on some models and to add some variation to the bases. As the last step I'm covering the base with texture paint, which is more a convenience thing than anything else.
  11. So i've edited this from a purely Wolves of Ghur PLOG (although i strayed from that quite early on) into a PLOG for all of my various AOS armies and related projects past and present and I want to keep this first post as contents section with links to the various armies: Wolves of Ghur (Khorne Bloodbound) - Pages 1 -3 (ongoing) Duardin - Page 1 (complete) Sylvaneth Page 2 (complete) Beastmen (Brayherd, Warherd, Daemons, Monsters of Chaos) Page 3 (complete...for now) Ogors and Gargants Page 3 (complete)
  12. christophe

    _97R9264 (2).jpg

  13. christophe

    _97R9261 (2)

    My son got this from a very progressive Santa. He choosed the color and insisted on the blood splatter...
  14. Killax

    Let's chat: Magore's Fiends

    Hey guys, while early I do want to discuss this Warband as I have hope for them to fit more into what I'd like to play. Better put the confirmation that they are four models pleases me and the consistent design we have seen so far with highly armoured models is that they have good defences also! While we know the art for the box, I could post it again if people want to see it. What I hope for this time however is a Chaos Warband with Shield defences and ideally easier acces to Cleave. Let me know the wishlist and as with Garrek's Reavers I'll certainly come back with some deck ideas of my own once we know more! Cheers!
  15. I attended a small laid back AOS doubles Tournament on Saturday and ended up winning it. I'm really new to Tournaments as I prefer to play casually but I wanted to support my friend and it wasn't marketed as a super competitive event either. My friend has trouble getting motivated to paint so we used this tournament as means to encourage him to have stuff done by the deadline. Archaon is an unusual choice for a 1000pts army but he loves the model and was really excited to paint it. I always want to encourage the hobby so he threw in two squads of twenty Blood Reavers as battleline and made a legal 1000pts list. We didn’t think we were going to win. I was using my hobby league army I built and painted last month which was not optimized at all. I think we played smart always focusing on the mission objectives rather than getting caught up in just killing the enemy army. However, Archaon was useful as he always took the majority of enemy fire allowing me to score objectives like a champ. The last mission Duality of Death was a perfect mission for him guaranteeing our win. Every game I cast arcane shield onto my warriors and inspiring presence. Wow good luck chewing through 60 3+ re-rolling 1’s immune to battleshock wounds. These guys were champs holding objectives and tying up the enemy units. I’m in the process of converting my Sorcerer Lord on a mount. He is very expensive so I want to get the most bang for my buck by increasing his movement. Still Arcane shield was a huge factor in my games so I will still be taking him in my army. Our Armies were Slaves to Darkness and Blades of Khorne. Chaos Lord, Sorcerer Lord, 30 Chaos Warriors, 5 Chaos Knights, Gorebeast Chariot, Archaon, 2x20 Blood Reavers A small summary of each game. I’m doing this write up from memory so some stuff might be a bit off especially the names for stuff and the composition of my opponent’s armies. Game #1Battle for the pass. Ironjawz and Moonclan Grots. Large bow squad and large spear squad, fanatics, 2 bolt throwers, Fungoid Cave Goblin shaman some nets, 3x 3 Gore gruntas, 2x5 Brutes, Megaboss and Warchanter. My chaos warriors spread out in a massive skirmish line and rolled up to the forward left objective and proceeded to hold it all game. They scrummed with 6 Gore Gruntas and 5 brutes but held them back all game slowly grinding them down reducing the amount of attacks they could put out. The Blood Reavers held the forward right objective for 2 turns before being wiped out by a Gore Grunta unit with some Goblin help. My Knights held our last objective in our territory all game uncontested. Archie got shot up bad from bolt throwers and due to the goblin blobs spreading out his movement was severely limited. Every time he charged our opponent would deploy his fanatics engaging Archie forcing us to waste our first combat on killing them first. In the end Archie was down to 1 wound and the Spear Goblins inflicted 2 wounds on him in the last turn of the game. Archie had mystic shield up so he had a 2+ save. My friend proceeded to roll two 1’s!!! Having Archie killed by lowly goblins felt bad man hahaha. We still won 13-6 as we were ahead on points by a fair amount. Game #2 Knife to the heart Khadoran Overlords and High Elves Frostheart phoenix, phoenix, 2x10 Phoenix Guard 2x Lormasters, Anointed. Ironclad, 20 Arknaughts, Chemist, Knight-Azyros, Lord-Ordinator. We rush up into the middle and jam their entire army. The Ironclad misses out on some of its shooting firs turn due to being just outside of its 12” gun range which helped us to weather the first turn. As usual Archie takes the brunt of the attacks tanking most of the enemy’s output. My chaos warriors put 5 wounds on the boat in one turn and my knights nearly wipe a Phoenix guard squad thanks to impressive rolling and battleshock. Archie Kills the Knight-Azyros but not before he unleashes his lantern power. My opponent rolled low for his MW and I tanked most of them on my Runeshields. Archie took 2 wounds though from it. The Blood Reavers with a bit of help from Archie’s tail (love that 3” reach!) killed an Arknaught squad with some help from battleshock. Time was called and we controlled one objective and had killed 2 units giving us a minor victory. Game #3 Duality of Death Legions of Nagash and Flesh Eater Courts 150+ skeletons, Wight king, Necromancer, 40 crypt ghouls, Crypt Haunter Courtier, 3x crypt Horrors and a Vargulf Courtier. We get the first turn and Archie lands on one of the objectives and holds it all game killing nearly the entire Flesh eater Courts army single handily with some small help from the Blood Reavers. My army moves up to the other objective but due to some bad run rolls both 1’s I could not get my characters onto the objective. The skeletons hit my warriors jamming them up and killing my chariot who I sacrificed as a speed bump to slow them down getting to the objective. On turn two there was a gap in the enemy lines that allowed my Knights to make a long bomb charge (10”) to catch his Wight King out in the open. The Knights reduce him to 1 wound left before the prancing ponies crushed him underfoot (I forgot my horses could attack all day) after my friend reminded me I could still fight with the horses. The game ended 3-0 to give us 1st place. Overall I had a great time and am looking forward to playing more AOS.
  16. Nick Bloodbound

    Help with First Chaos Army

    Hi all, I'm trying my hand at an all Khorne bloodbound army, and I would love your advice, especially since I am running two expensive battalions. Also, advice on optimal artefacts would be great. Heroes x6 1 Skullgrinder 80 2 Slaughterpriests 100 ea 1 Bloodsecrator 80 1 Blood Stoker 80 1 Mighty Lord o Khorne 140 Battleline x4 3 units of 5 Blood warriors 100 ea 1 unit of 20 Blood Reavers with dual blades (Starter set :/) 140 Other 2 units of wrathmongers 180 ea 1 unit either skullreapers or wrathmongers 180 1 Unit mighty Skullcrushers 140 Battalions Gore Pilgrims 180 Bloodforged 140 1990 Any feedback would be great. This is my first army and I'm looking to mainly play casually, but I want competitive to be on the table. Thanks, Nick
  17. So I have re-connected with an old friend who is a fan of AOS like me and we are starting a Path to Glory campaign. I am going to run Khorne for this one. Can't wait. Will post updates soon.
  18. Agent of Chaos

    Khorne Marauder Horsemen

    Bit of a tactics thread for Marauder Horsemen with a Khorne flavour as I recently acquired 30 and would love to include them in a list. I don't see myself running all 30 very often however a unit of 10 with Javelins and maybe a couple of 5 man units with flails could be the go, but how to get the most out of them? My reading of some of our most common buffs being, Slaughterpriest's killing frenzy and Bloodstoker's whipped to fury, is that the effects are not limited to melee. This is particularly relevant to javelin wielding horsemen and I am looking at a tactic where they run up behind a shield wall of chaos warriors, throw javelins and then charge in. With a 2" melee range they can stay out of harm's way, and easily retreat and charge something else as required. A unit of 10 has 20 shots, 4+, 4+, -,1. They already reroll 1's to hit from their banner and with the above buffs are hitting on 3+ and rerolling 1's to wound. If kept in range of the Bloodsecrator then they have 20 melee attacks with the same buffs. A Juggerlord would be handy for buffing their wound rolls in melee but wont help their shooting. Another Slaughterpriest could take them down to 2+ to hit, rerolling 1's in both shooting and melee. Obviously they aren't world beaters but if you get enough hits in they could make the difference, especially since the chaos warrior shield wall isn't that killy. Throw in an Aspiring Deathbringer and some Wrathmongers to boost melee attacks and they could be a formidable unit. This is what I came up with so far; Allegiance: KhorneAspiring Deathbringer with Goreaxe and Skullhammer (100)- GeneralBloodsecrator (120)Bloodstoker (80)Slaughterpriest (100)- Blood Blessing: Killing FrenzySlaughterpriest (100)- Blood Blessing: Killing FrenzySlaughterpriest (100)- Blood Blessing: Bronzed Flesh20 x Bloodreavers (140)- Meatripper Axes10 x Blood Warriors (200)- Goreaxes- 1x Goreglaives20 x Chaos Warriors (360)- Hand Weapon & Shield5 x Wrathmongers (180)10 x Chaos Marauder Horsemen (180)- Javelin & Shield- Mark of Chaos: Khorne5 x Chaos Knights (160)- Chaos Glaives- Mark of Chaos: KhorneGore Pilgrims (180)Total: 2000 / 2000
  19. Sam19

    Bloodbound Allegiances

    Hi All I am fairly new to AoS (played a bit of fantasy in secondary school a long, long time ago) and decided to start collecting Khorne Bloodbound. I am enjoying playing a lot but I am getting to a stage were I'd like to take a step up and maybe invest in taking my collection to the 2000pt level. I currently have the Bloodbound half of the AoS starter set (Mighty Chaos Lord, Bloodsecrator, Bloodstoker, Khorgorath, 5 Blood Warriors and 20 Bloodreavers) and was wondering what would be best to add next? I like the look of some of the other chaos factions, Brayherds and Warherds especially but I don't know if these would be fluff friendly allies or indeed if the benefits of expanding to new factions would outweigh any negatives. Also do Daemons and Monsters of Chaos count as part of the core if given the mark of Khorne? (I like the look of Be'lakor, if not maybe a Daemon Prince) Any help or advice would be much appreciated. Sam
  20. Hi everyone, I'm selling 5 mighty skullcrushers in the sprues (and their 5 bases) - £30 Soul Grinder for £25 1 Khogorath - £15 1 chimera - £15 1 cockatrice - £15 If you want all of them I'll sell it for £90 and I assume postage costs. PM me if you interested.
  21. Thomas E

    How balanced is AoS now?

    After returning to AoS after a year's hiatus, I played my first game using the GHB2. I've heard that it has improved some of the armies that were previously struggling in the meta, however, after a very one-sided victory for Khorne against Ironjawz I started to question how balanced the factions are now? In terms of luck, I would say I rolled far worse than he did, which is the reason for us to question the balance. Is Khorne overpowered or maybe Ironjawz still overpriced? As background for the game, we only played 1000 points, which meant he couldn't use his Mawcrusher (would that make the difference in 2000pts perhaps?) His army: Orruk Megaboss, Weirdnob, 20 Ardboys, 5 Brutes, 3 GoreGruntas My army: See below What are the current strong/weak factions right now? 1000ptsKhorne.pdf
  22. Ryan Taylor

    Fun and Competetive-ish Archaon

    Good Morning folks, I am terrible about writing lists but looking to run Archaon soon at a team event. Due tot he team event nature I am looking for a list that won't auto lose but something fun. Been looking at the Tzeentch and Khorne allegiances to make a fun aggressive list. What ideas do you have running the big guy and getting the most out of this 700pt Behemoth?
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