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AoS 2 - Blades of Khorne Discussion


Gaz Taylor

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@Salyx

Thanks. I re-read the allegiance rules again. For some reason when I first read that section I understood that allegiance is stuff from same battletome. So in my head everything from other battletomes counted as allies.

I get now how this works and how I can include other units with Khore keyword. I am not sure I will at least for a start. I am not in a position to go by 3000 points of models to expand my force.

Edited by frenk_castle
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9 hours ago, rosa said:

And is it really legit that a Slaves to darkness warshrine speaks the blades of Khorne prayers and also their "judgments of khorne"?  Feels wrong to me.

I think what @KoganStyle was trying to say is the only things required for judgements and prayers is a mark of khorne and the priest keyword. The warshrine using them is totally legit, and for that matter using the skull altar for a reroll is also fantastic. Giving the undivided prayer a reroll makes it extremely consistent.

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On 1/18/2021 at 11:35 PM, KoganStyle said:

Regarding Skullreapers. I have 10 of them; is it better to run them as 1 unit of 10 or 2 units of 5. Similarly I have 10 Wrathmongers, but I think they are best as 5s to spread the buffs around, would you agree?

@KoganStyle I would say its better to run them as 2 units of 5. Reason being 40mm bases with 1" reach make it hard to get more then 5 into melee at once. It also means 2 bloodtithe points when they die. Also they are vulnerable to shooting so splitting them up means your opponent cant focus fire down the whole unit. Pretty much the same points apply to Wrathmongers although granted they have 2" reach you still want to spread that buff around as you said.

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@Lord Krungharr Its an interesting list and I can see why you are going for double bloodsecrator. If you want to get priests in there then maybe swap the Karkadrak and flesh hounds (330 points) for 2 x priests, 10 x bloodreavers and one of the judgements or a chaso spawn. The wraith axe comes in at 2000 points while the spawn option is 1990 and the skulls leave you at 1980 for a possible triumph.

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On 1/18/2021 at 5:24 PM, Salyx said:

About the number of Skullreapers per unit, you will find different approaches. Units of ten are a real threat to anything on the  board. However, the enemy knows that as well and will focus them as much as he can. If you split them up into units of five, you have the advantage of more Blood Tithe and one extra Mutation attack. On top of that, only 5 Skullreapers can die at once, no matter how much damage is inflicted. Nevertheless, 5 Skullreapers quickly lose offensive power when some of them die and 5 or less Skullreapers are not that dangerous anymore. Perhaps you should just play a mix or use both variations. 

I find the unit of ten hard to manage because they have 40mm base and some time there is a waste of them because i can't pile-in enough. And unit of 5 grants more blood tithe !

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Sometimes if I get 2 tithe in the first turn (via blood sacrificing Riptooth) I will summon in a Bloodmaster, just to have an extra hero as a summoning point or to put out a locus for any further daemons I summon (and have won a game thanks to summoning one onto an unclaimed objective turn 5). 

Otherwise its usually 5-10 flesh hounds early-mid game for the free charge reroll/extra unbind.

Bloodthirsters only get summoned late game as it usually takes that long to rack up 8 tithe. Often the game is already won or lost by that stage although a turn 4/5 summoned thirster has won me a couple of games for sure. 

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My Beasts of Khorne (w/ Bullgor heavy Brass Despoilers) beat a Mawtribe monster mash by summoning 10 Bloodletters a while back.  That was very gratifying!  Never used summoning before actually, hard to argue with free units.  I like the Flesh Hound idea though too.  Guess it makes sense to have at least 1 unit of the various types for different scenarios.  Good job GW! Gotta buy more stuff now 😛

 

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5 flesh hounds(with luck they can charge and they have to reroll charge ability !) or 20 bloodletters to cap objectives in the end. If your bloodsecrator is still alive, the 20 bloodletters will be a force the enemy can't ignore.

 

 

I made a list in order to use most of my STD units and reduce the drop number to 3

 

LEADERS

Chaos Lord on Karkadrak (230) - General - Command Trait: Hew the Foe - Artefact: Thronebreaker's Torc

Chaos Lord (110) - Reaperblade & Daemonbound Steel

Bloodsecrator (120) 4" 3+ 5 9 - Artefact: The Brazen Rune

Slaughterpriest (100) 6" 5+ 6 8 - Blood Blessing: Brazen Fury

 

UNITS 

15 x Chaos Warriors (270) 5" 4+ 2 6 - Hand Weapon & Shield

20 x Chaos Marauders (160) 6" 6+ 1 5 - Axes & Shields

20 x Chaos Marauders (160) 6" 6+ 1 5 - Axes & Shields

5 x Chaos Knights (160) 10" 4+ 3 7 - Cursed Lance

1 x Chaos Chariots (120) 8" 4+ 7 6 - Greatblades

 

BEHEMOTHS 

Chaos Warshrine (170) 8"* 4+ 12 7 - Blood Blessing: Blood Sacrifice

Chaos Warshrine (170) 8"* 4+ 12 7 - Blood Blessing: Resanguination

 

BATTALIONS Bloodmarked Warband (180)

ENDLESS SPELLS / TERRAIN / COMMAND POINTS Hexgorger Skulls (40)

 

I hesitate to switch the slaughterpriest for the bloodstocker and take a gorebeast instead of regular chariot

 

 

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If I were you, I'd switch the Chaos Warriors to a 5 and a 10 and then combine the Marauders into 1 unit of 40. In my opinion the bonuses of having 40 are too good to pass up. I would also keep the Slaughterpriest and Chariot as they are.  

Edited by LordRhulak
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Or i'll take 2 x 5 Chaos Warriors, switch the chariot for Knights and take the Wrath-Axe instead.

I just fear the 40 blob of marauders is hard to use and makes for an abvious hammer to target for the enemy but i take notes and i will try it

Chaos lord on Karka

Chaos lord

Bloodsecrator

Slaughter priest

 

40 x Marauders

5 x Chaos Knights

5 x Chaos Knights

5 Chaos Warriors

5 Chaos Warriors

 

Chaos Warshrine

Chaos Warshrine

 

Bloodmarked Warband battalion

Hexgorger Skull and Wrath Axe

 

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7 hours ago, Fuchur said:

Hi all,

just a short question cause I see a lot of Karkadrak-Lords in lists here but no Manticore-Lords. Why is the Karkadrak so much better?  Only in terms of synergy/command ability or also in terms of dmg output?

That's an interesting question, as they are both Slaves to Darkness units and can both be Khorne, so they should be both equally able to be buffed by everything.  My guess is the Karkadrak Lord is 50 points cheaper, +1 better armor, and doesn't need to sacrifice a weapon to get a 5++ save.   And with the Goretide CT, a bloodsecrator and bloodstoker, some choppy artefact, the Karkadrak can come pretty darn close to the ultimate damage output of the Manticore Lord. 

HOWEVER, it would be super duper awesome to have BOTH.....  2 Bloodstokers to make them faster and reroll wounds, that's a whole bunch of skulls for the Throne!

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There was a podcast about Khorne Bloodbound background on the warhammer community. Seeing as most of the warhammer community content is for advertising, I was thinking that this might indicate that we are getting something in the near(ish) future. They could have done the podcast about Lumineth, Slaanesh or Daughters of Khaine, given that they are getting updates soon, but they chose khorne. It's probably a bit far fetched, but I'm still hoping. What do you think?

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Well, they need also different content from time to time. Also, the upcoming releases are wuite well known: Hedonites, Lumineth, Gravelords, Daughters Tome. Yet, I would love Khorne getting some spotlight. Can you maybe give a brief summary of what was told about khorne?

Currently Khorne Lore is written into a dead end: All is reasoned with Khorne beeing Angry. There are no plans or schemes behind the whole faction. It´s a veryplain lore. And a quite boring one. But not even because of the motifs, but rather due to how they are told. There could be several better approaches:

  • Khorne is known for getting grudges against foes. Why not let Khorne fail in a manner in which it becomes personal, making him obsessed about destroying a particular foe?
  • As Khornes essence is based on anger, bloodshed and so on, why not taking the approach of a cold-blooded-reptile. Hysh f.e. is known of self controll since teclis teachings, which could lead to khorne loosing his grasp and maybe a part of his power. This could incite fear in the god of slaughter, maybe even despair, leading to new facetes and maybe a new depth of design?
  • The aspect of weaponsmiths and warforges was always quite present in khorne. I could imagine that this gives a lot of room for more deamonic machines.

While writing I noticed that all Chaos Gods beside Slaanesh have to fight this issue of beeing written into a cliché. Tzeentch is always about shemes which end up in the plottwist that all was planned to fail anyway. They should shake up the chaos gods in my opinion. 

For new units: Inspired by Valkia I could imagine Khorne to take up some Valkyries. Winged Daemons with Spears, specialised on High-Rend or maybe in hunting flying models. The same could be a multikit with a bow, allowing some ranged units. As mentioned above, I could imagine them to get some more daemonic machines similar to the Skullcannon.

 

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1 hour ago, Charleston said:

 

For new units: Inspired by Valkia I could imagine Khorne to take up some Valkyries. Winged Daemons with Spears, specialised on High-Rend or maybe in hunting flying models. The same could be a multikit with a bow, allowing some ranged units. As mentioned above, I could imagine them to get some more daemonic machines similar to the Skullcannon

Great ideas!

I could also imagine new plastic versions for Valkia, Scyla or on of the Juggerlords. Maybe Khorngors (heavy armour bullgors?) or any kind of mortal centerpiece model?

 

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The most recent Khorne tome seems to focus (to my eyes anyways) on being anti-magic.  The Slaughterpriests and big Prayer pieces and Altar, lots of units unbinding spells and Bloodsecrators even making wizards rerolls successful casts.  The blood and skulls is almost second in importance.  I think that is a good focus actually, but would certainly like to see more effects causing enemies to lose control and attack closest units (even their own), or charging forth to the Khorne closest unit with blind rage, stuff like that. 

I remember that red ball on the old Star Trek caused the Enterprise crew to start fighting, and then in the Q-Continnuum trilogy it was told that it caused wars throughout the galaxy.  So kinda like Da Bad Moon, Khorne could employ Da Red Moon.  or a  Blood Ball in the Sky?   Only thing like that I can see right now is the Bloodbind basic prayer.

Also, a Khorgorath kit.

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13 hours ago, Charleston said:

Can you maybe give a brief summary of what was told about khorne?

It was about realm themed khorne forces. There was a lot of talk about how there is more than just slaughter. There were cults, temples and rituals metioned. Hopefully this might mean that the lore gets slightly more diverse?

13 hours ago, Charleston said:

For new units: Inspired by Valkia I could imagine Khorne to take up some Valkyries. Winged Daemons with Spears, specialised on High-Rend or maybe in hunting flying models. The same could be a multikit with a bow, allowing some ranged units. As mentioned above, I could imagine them to get some more daemonic machines similar to the Skullcannon.

I would love this!!! I really like the Valkia lore and model, especially the sort of irony with Sigmar being similar to Odin. It would also allow for some deepstriking similar to the Daughters of Khaine, which would be brilliant. 

8 hours ago, Lord Krungharr said:

Also, a Khorgorath kit

I need this so much! Thy ey could make a BR box with 3 khorgoraths maybe? 

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