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About Me

Found 385 results

  1. So i'm looking into building a khorne force for sigmar and I REALLY like the skullreaper and the mighty lord of khorne models. I know there is a battalion with skullreapers in it, but i'm not sure what's the most efficient way run them in a 2000 point list around them. Any suggestions?
  2. Hey everyone, New player to AoS here (coming from 40k). I'm getting into Khorne with their new tome update. I'm needing some help with what is looking to be a good competitive list considering the changes in the new book. I currently own a unit of Bloodletters and a Daemon Prince with Wings and Sword. I know about the essential Bloodsecrator/Slaughterpriest package that almost every army needs. But could someone help me figure out what would a be a good competitive starting point or both a 1K and 2K list? I don't have any preferences really on what I run other than I dont want to just spam the ****** out of Bloodletters and Bloodreavers and have 100 battle line models. Units I do like though are any thing Daemon, Khorgoraths, Bloodcrushers/Skullcrushers, Warmongers, Blood Warriors. Thanks for any help!
  3. Reworked the Blades of Khorne set for the updated 2019 Battletome.
  4. Version 4.12.00


    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) 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
  5. I can't figure out in the rules, when is the artefact chosen ? During the set up or before the set up ? For example, I'm building a Khorne army and want a Lord of Chaos on Manticore. He is a Slaves to Darkness but he gets the KHORNE keyword when set up. So I think he is not considered an ally. If the artifact is given "before the set up", so we can't give a KHORNE artefact to the Chaos Lord on Manticore, because he hasn't the KHORNE keyword already. If it's "during the set up", so we can give hime KHORNE artefacts, and we can choose a different artefact when we see the opponent's army list. Someone knows more about it ? I just found that we choose the Command Trait after the set up, so he can get it after receiving the keyword AND I can choose it after I see my opponent army. But I can't find this information about the artefact choice.
  6. Magore’s Fiends have the Blood Warrior keyword in their warscroll, and I was wondering if that meant they could count as a unit of Blood Warriors to meet the unit requirements of warscroll battalions.
  7. I would like to show you some picturec of my Bloodthirsters. On the blog you can find more photos and additionaly some basic hints about Exalted Greater Daemon of Khorne and Bloodthirster of Unfettered Fury. I hope you enjoy them https://tabletoparmies.blogspot.com/
  8. More photos on https://tabletoparmies.blogspot.com/

    © Jaras Firinson Tabletop Armies

  9. More photos on https://tabletoparmies.blogspot.com/

    © Jaras Firinson Tabletop Armies

  10. I am having a hard time making a Khorne Army, I love the way it looks on paper, but predicting what it does on the board is a whole different ball game. I have lots of synergy, but it all seems weird. Is it any good? Here we go, 2500pts of Khorne... I call it " Frenzied Skullhunters" Leaders: Aspiring Deathbringer with Goreaxe and Skullhammer Blood Secrator Skarr Bloodwrath Skullgrinder Skullgrinder (yes there are 2) Lord of Khorne on Juggernaught Units: 2 units of 3 Mighty Skull Crushers 2 units of 5 Wrathmongers 6 units of 20 blood reavers 2 units of 10 blood warriors Please tell me what you think! I need the feedback!
  11. I'm working on a new Khorne list and had a question about how the Slaves to Darkness models fit into the list structure. If I give them the mark of Khorne then they gain the KHORNE keyword. Does this mean that I could take a Lord of Chaos as my General? Going futher down this murder hole, could I give that Lord an item from the Murderous Arrifacts list? The Blades of Khorne battletome says that to pick from that list you need the KHORNE MORTAL HERO keywords, all of which the Lord has.
  12. Hello, I think I am pretty much set now on the army I want to play and my figures are awaiting painting (mostly Std and Khorne clan). I was wondering what people recommend for a Behemoth? If it is not too expensive, I might get one for the fun of it. thank you for the advice Brax
  13. On Sunday I attended a small 1000 point tournament at my local game store and thought I would share some summarised battle reports and general thoughts which other Khorne players will hopefully find useful. Although traditionally a 2000 point player I am starting to enjoy the nuance of 1000 point games and the challenge of writing take all comers lists. After more than a few variations I settled on the following list; Allegiance: Khorne Mortal Realm: Ghyran Daemon Prince of Khorne (160) - General - Trait: Immense Power - Artefact: Ghyrstrike Aspiring Deathbringer (80) - Bloodaxe and Wrath Hammer Bloodstoker (80) Slaughterpriest (100) - Blood Blessing: Killing Frenzy 5 x Blood Warriors (100) - Goreaxe & Gorefist 5 x Flesh Hounds (100) 5 x Chaos Knights (160) - Chaos Glaives 5 x Skullreapers (170) - Daemonblades - 1x Soultearers Total: 950 / 1000 Extra Command Points: 1 The Daemon Prince with Immense Power and Gyrstrike is a beast for his 160 points (I wrote about it here;) The aim for the Knights is to get a charge in ASAP to keep my opponent busy while the Skull Reapers advanced behind supported by the Aspiring Deathbringer. The Bloodwarriors were just there to objective camp while the flesh hounds would sue their speed to plug holes or chase distant objectives. Game 1 vs Slaanesh (Take & Hold) My opponent brought a Herald on Exalted Seeker Chariot, Herald on foot, Alluress, Soul Grinder, 1 x 3 Fiends and 2 x 10 Daemonettes. I charged the fiends with the knights, knowing the fiends do more damage to multi wound models but thinking that if I could just get 2 of my glaive attacks through I would kill one and be well on my way to holding that flank long enough for the daemon prince and skullreapers to work through the rest of the army. Sadly my glorious charge resulted in only 2 wounds caused with the -1 to hit from the fiends proving disastrous for me (the slaughter priest failing Killing Frenzy on them certainly didn’t help). Over the next two rounds of combat the fiends wiped the knights without taking another wound. The Soul Grinder and Alluress were taking pot shots at the Skull reapers as they plodded up field, eventually getting into melee with a unit of daemonettes and struggled badly to finish them off, while the flesh hounds took on the other damonette unit, drawing the exalted chariot into melee in the process (spoiler: it didn’t go well for the hounds). The Daemon Prince sensed his chance to make a difference and flew over the lines to successfully wipe out the Exalted chariot however died to the fiends the following turn. We ran out of time just as I was starting my turn at the bottom of the 3rd round, with the fiends, soulgrinder and a summoned unit of seekers bearing down on the blood warriors guarding my home objective. By then I was sitting on 8 Bloodtithe, having not used a point all game, with only the stoker and a single skull reaper remaining. The stoker had moved to the centre of the board by then so I was planning to summon a herald to then summon 10 flesh hounds for a desperate charge on his home objective being guarded by a summoned unit of 5 x daemonettes however I was completed zoned out from being able to even fit the herald in. I would have liked to have summoned a Bloodthirster instead for the 8 tithe and attempt to earn some kill points, assuming he made his charge, but we were out of time and I wouldn’t have been able to make up the difference anyway so we called it there. Result: Minor Loss on kill points (600 to 360) Thoughts: Since Wraith & Rapture dropped Slaanesh is a really bad match up for khorne and I was left pretty unimpressed by the melee prowess of my army versus his. Having to reroll hits of 6 is brutal on Skullreapers (and Bloodletters, not that that I had any) not to mention the negative hit debuffs and I found my units generally outclassed in melee which is all kinds of wrong for the god of war vs the god of enjoying stuff. I haven’t used Skullreapers that much and found them fairly uninspiring; elite khorne murderers that hit on 4+, no rend and 1 damage? The mortal wounds from daemonblades are nice when they happen but the fact they can rebound if you roll a 1 is not cool. Even the leader with his Soultearer and mutation failed to do much this game. My poor rolling did not help my impression of these guys so will run them again but geez, they would want to start performing. The slaughter priest also failed to turn up, only passing bloodboil once for a couple of wounds before the Soulgrinder lined him up and put him out of his misery. Meanwhile all I achieved by killing his exalted chariot with the Daemon Prince was gifting him enough depravity points to immediately summon another one if he so chose. Overall a tough game and a matchup I expect will continue to be a nightmare for the foreseeable future. Game 2 vs Nurgle (Total Commitment) Funny situation this one. My opponent brought the wrong case of models by mistake and so instead of the Tzeencth army he had planned and practiced with he played a Nurgle list featuring the Glotkin, a Herald, and 3 x 10 Plaguebearers (with no gnarlmaws). Such is life. In further hilarity we were supposed to be playing Scorched Earth but I left him to set up the table and he accidentally swiped his ipad left and set up the wrong scenario. We didn’t realise until turn 2 or 3 and so played it out anyway- I was glad as Scorched Earth seems to come up a lot as a tournament battle plan and Total Commitment doesn’t affect either of our armies (in terms of having to set up your whole army on the table with no reserves). Its also kind of cool how the battle is fought down both flanks given there are no central objectives which makes for a much different tactical challenge. I matched up the daemon prince, knights and slaughter priest against the glotkin and 10 x plaguebearers on my left objective while the flesh hounds, blood warriors, skullreapers, stoker and deathbringer went after the Herald and 2 x 10 Plaguebearers on the right hand objective. The combined charge of daemon prince and knights on the Glottkin managed 14 wounds (out of 18) but he slowly healed up from there and eventually wiped both units. However the knights lasted long enough for me to overwhelm the right hand side and hold 3 out of 4 objectives for a turn (which gave me a crucial 1 VP lead) before he killed my priest and took my home objective to square it up again. As we were playing on a 6x4 table we were too far away from each other to meet in the middle and so it stayed that way up until turn 5. In hindsight I probably should have sent the daemon prince after the unit of 10 plaguebearers camping his left hand objective but it didn’t matter in the end. Result: Major Win (by 1 VP) Thoughts: a fun and close game. Going so close to killing the Glottkin was pretty cool and it was touch and go as to who would secure the opponent’s objective first. I didn’t spend a single Bloodtithe point all game as I always had it in my mind that I would need to summon in order to threaten the left hand objective once I’d secured the right side however the way the last 2 turns played out there was really no point. As such I continue to be very underwhelmed by our allegiance ability as for the second game in a row I basically operated without any allegiance benefits from it whatsoever. Game 3 vs Karadron Overlords (Relocation Orb) My Opponent brought an Admiral, Khemist, allied battlemage, Gunhauler, 3 x Endrinriggers, 2 x 10 Arkanauts and 1 x 10 allied Dwarven Ironbreakers. I gave him the first turn so he moved the gun hauler to the middle to claim the objective while the rest of the dwarves moved up slowly behind. The knights charged the gun hauler in my turn and caused exactly enough wounds to take it out and claim the objective. The orb then moved my way in range of my hounds, I won the double turn so the hounds took the orb while the knights charged the endrin riggers, killing 2 and wounding the 3rd who singlehandedly killed a knight in return before running away to battleshock. A combination of shooting and melee from the Admiral accounted for the knights however their job was well and truly done by then. From there it was a slowish slugfest as my Daemon Prince, skull reapers and warriors churned their way through the Dwarven infantry. A highlight was the Daemon Prince flying over the lines and splitting his attacks to kill both the Khemist and Battlemage in one round of melee (before being pin cushioned by Skyhooks in the next round). Another highlight was using 2 bloodtithe to dispel chain lightning from the battlemage, my only use of bloodtithe in 3 games! A funny situation arose as the Dwarven Ironbreakers held the line in a forest and were the last unit to die in the 5th round despite me throwing everything I had left at them. At one point the wounded Skullreaper leader was charged and surrounded by 10 Arkanauts who failed to finish him off (it was a real “stands alone!” moment for any Rerolling One’s fans out there), he then killed them all with a little help from the Aspiring Deathbringer, and then in my turn the skullreaper leader charged the remaining 2 ironbreakers in an effort to finally finish them off, whiffed all his attacks and was killed by them in return. Result: Major Win (6 VP to 1 VP + tabled my opponent) Thoughts: Poor Karadron, they seem so limited at the moment but are such a cool looking army and concept; I really hope GW give them some love soon. Admittedly I was pretty lucky with the way the orb bounced around as I could always get to it when I wanted. Also winning the double turn in round 2 meant I could take out the Endrinriggers which meant it was my game to lose from there. I finally got to use bloodtithe! As it was only a beginners tournament the full results were not released however with 2 major wins and a minor loss I believe I would have finished 2nd or 3rd out of 7. Although I love how brutal the Daemon Prince can be in combat with the combination of trait and artifact I gave him, he dies so easily in return that Im not yet convinced if he is the best option or how best to use him. As stated earlier I feel Skullreapers are slightly underwhelming and really need to be buffed hard with extra attacks and killing frenzy (being stoked is essential), at least until they activate all their rerolls. Getting them into combat before they are shot to bits is a challenge in itself while an “elite unit” that hits on 4’s with no rend and 1 damage, particularly one in a khorne army, just doesn’t feel right. I still love my chaos knights, even though they failed miserably against the fiends and underperformed against the Glottkin, they pretty much won me the 3rd game and stayed alive just long enough for me to win the 2nd. Given the rule tweaks I was tempted to try out Bloodcrushers this time around however after the knights once again did a job for me I think the Juggerlads will stay in the summoning box (that is if I ever get the chance to actually use some blood tithe!). The slaughterpriest was dicey as I knew he would be outside gorepilgrims but I was pleased with the Aspiring Deathrbinger and the Bloodstoker always pulls his weight. If anyone has any questions/comments about the list/tactics/opposing armies etc send them my way. Thanks for reading and, as always, BLOOD FOR THE BLOOD GOD!!!
  14. 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.
  15. As promised, here is a report of the 1000 point doubles tournament I attended last weekend, put on by the AOS Coach, Anthony Magro (beginners especially would do well to check out his youtube channel). I brought a Khorne army and my team mate a Skaven Skyre list. After some brainstorming we settled on the below army lists with a general game plan of castling up, shooting/mortal wounding as many units as we could in order to generate heaps of bloodtithe in the first 2-3 turns, then summon a bunch of daemons and clean up what was remaining. The game plan was solid however it relied on us playing the long game which meant we ran into a little trouble with time as you will see in the below reports. Couple of notes; we had 14 drops between us which meant we were always deploying last and our opponents all had the choice of taking 1st turn or not. Also, whenever I refer to left or right objectives, its always from our perspective of the table. My List: Allegiance: Khorne Leaders Chaos Lord On Daemonic Mount (140) - General - Trait: Immense Power Wrath Of Khorne Bloodthirster (320) - Artefact: Deathdealer Bloodstoker (80) Battleline 10 x Bloodreavers (70) - Reaver Blades 10 x Bloodreavers (70) - Reaver Blades Units 5 x Chaos Knights (160) - Chaos Glaives 5 x Chaos Knights (160) - Chaos Glaives Total: 1000 / 1000 My teammate's list: Allegiance: Skryre Leaders Arch Warlock (140) - General - Trait: Masterful Scavenger Warlock Engineer (100) - Artefact: Vigordust Injector Battleline 5 x Skryre Acolytes (60) 5 x Skryre Acolytes (60) Units 9 x Warplock Jezzails (420) 1 x Warpfire Thrower Weapon Team (70) 1 x Warpfire Thrower Weapon Team (70) Endless Spells Balewind Vortex (40) Aethervoid Pendulum (40) Total: 1000 / 1000 Game 1 vs Idoneth Deepkin + Mixed Order (3 Places of Power – Realm of Hysh) My first time playing against Idoneth and far out they are a little broken aren’t they? Allegiance ability means everyone counts as being in cover 1st turn and you are forced to shoot at the closest visible unit. Defensives Eels, which have no trouble making a 1st turn charge, have a 4+save with a further +1 to save if they charge and ignore rend, meaning you have a 2+ save, ignores rend, 12 wound screen in your face first turn! Then offensive eels, which also have no trouble charging first turn, only need one model in the unit of 6 to be in range for all 6 to unload their once per game mortal wound ability! Oh, and he has a free Gloomtide Shipwreck which he can place anywhere on the table so he sat that on the right hand objective which meant any of our heroes who moved onto it would take mortal wounds (he actually could have brought two shipwrecks for free and placed the second one on another objective however credit to him, he felt that would have been unfair in what was essentially a casual tournament). Meanwhile his team mate brought an Anointed on Frostheart Phoenix with a 2+ save, rerolling 1’s and a 4+ ward save. Anyway I digress… As per the game plan we castled up, using several rings of screens with reavers, acolytes and chaos knights to protect the jezzails and heroes in the centre as we knew those eels would rip us to shreds if they got through our lines. They only had 3 heroes between them so our plan was to sit back and take them out ASAP knowing that if successful we basically couldn’t lose, especially since I could easily summon more Bloodmaster heroes if needed. Our opponents correctly gave us the first turn as only the jezzails were in range of some namarti reavers and elven archers and we failed to delete either unit. Our screens spread out and forward a little while being careful not to allow gaps for the eels to charge through. We kept all of our heroes behind the screen as we didn’t see the sense in sacrificing them now for 1 or 2 points and so scored no VP. In their first turn the inevitable happened and both units of eels made the charge onto our right flank. The Akhelian King moved up behind them but failed his charge (for some reason he didn’t move onto the right hand objective where he placed the shipwreck- maybe he didn’t have enough movement?). The Tide Caster moved onto the centre objective while the Phoenix headed to the left objective but didn’t have enough movement to take it (in my view it was poor positioning on their part as there really was no reason for them not to take all 3 objectives first turn and we couldn’t believe our luck as they only took 1 VP for the turn). He used the Tide Caster to reverse the tides (allegiance ability) which meant every Idoneth unit would strike first in melee throughout the whole of the 2nd round. The eels deleted one unit of reavers and one was just in pile in range of the Arch Warlock which was enough for the whole unit to use their once per game mortal wound spears on him but he rolled terribly and the warlock survived somehow. We won priority in Round 2 and I pulled a sneaky trick J I used a command point on the realm of hysh command ability for one unit (my bloodthirster) to strike first in melee (before doing this I checked with the Idoneth player if they agreed that it would override the idoneth allegiance ability), charged the Akhelian King and wiped him out in one combat! J The skaven shooting combined with my chaos lord was able to remove the defensive eels while a unit of chaos knights counter charged the offensive eels but they proved much harder to remove. Our general thinking was that if we dealt with the eels then the mixed order army posed little threat, apart from the phoenix which we felt we could deal with. On the left the blood reavers and acolytes moved forward as an advanced screen but we didn’t want to engage with that flank at this stage. Where we stuffed up was not going after the Tide Caster on the centre objective however we felt we had time in the game to catch up on points (personally I forgot that he would earn 2 VP next turn for holding it for 2 turns). Their turn 2 and again, for some reason, the Phoenix didn’t move onto the left hand objective, instead flying over the reavers into our midfield with a view to charging our jezzails and heroes next turn. The offensive eels continued to frustrate us by refusing to die while the namarti reavers and phoenix guard accounted for our left hand blood reaver screen. The Tide Caster remained on the centre objective for 2 VP. We won priority for Turn 3 which was going to be big for us. We easily killed the Tide Caster and moved the chaos lord onto the centre objective while I summoned a bloodmaster onto the right hand objective. The Jezzails took 5 wounds off the phoenix and the bloodthirster moved into position to charge it and hopefully take it off leaving only us with heroes for scoring objectives for the rest of the game. Unfortunately as all this was happening the TO advised us that we had 15min left to finish the game! As we could only score 2VP that turn, to our opponent’s 3VP, we needed a 4th turn to overtake them and there just wasn’t time L We called it there and so didn’t have the chance to see if the bloodthirster could take out the Phoenix but were still up on kill points 480 to 350. I don’t feel that there was any intentional slow play at all. Simply a matter of team mates playing together for the first time, having to game plan and sort out deployment on the fly, discussing tactics, etc. Both armies had quite high model counts which contributed and whenever there are 4 players involved instead of 2 you are going to need more time. We obviously felt a little robbed of a win by the time restriction but the reality is this is part of tournament play and something to be accounted before. Regardless of the result it was a fun game with great opponents and it still reinforced that our strategy will work as long as we can speed things up. Game 2 vs Beastclaw Raiders & Stormcast (Better Part of Valour – Realm of Chamon) Correctly assuming the Beastclaw player would want first turn and knowing the stormcast could drop from the skies, we castled up more or less in the same way as game 1, covering our centre and right hand objective and ensuring no room was left for units to set up behind us. Our game plan was to burn the left hand objective in our first turn, force our opponents to burn theirs ASAP and sit on ours for as long as possible. We were sure to put enough bodies on the left (reavers plus acolytes) to outnumber any beastclaw units or deepstriking liberators that made the 1st turn charge. As it turned out only the frostlord on stonehorn made the charge (both the mournfang and deepstriking liberators failed). He removed the Acolytes but the 10 man reaver unit remained safe behind them. The Stonehorn Beastriders made a charge on our right flank (again which we anticipated with a screen of acolytes) while the large unit of Concussors remained in the right corner guarding their objective along with the Lord Castellant. The Liberators holding their centre objective decided to burn it before the Jezzails shot them to oblivion (again just as we had planned). A goblin shaman held their left hand objective but he wasn’t threatened and so they finished with 1VP for the turn. We were pretty chuffed with our game plan and set up at this point. Between the warp fire throwers and a counter charge from some chaos knights we took the Stonehorn Beastriders down to 3 wounds. The Bloodthirster pumped himself up to run and charge and headed for the liberators in the centre with the idea of moving towards the left objective in the following turn and summoning some flesh hounds to charge the lone shaman. He made the charge but whiffed badly on his roles, only killing 2 and copping some damage back in return. The Jezzails killed a mournfang and wounded the other while I held the knights on our left flank back as a screen. We burned our left hand objective for 1VP. They won priority turn 2 and the frost lord promptly ran away from our now burned left objective and positioned himself to charge the knights on our left flank, as did the liberators who had dropped down in the last turn. Over on our right flank the chaos knights and stonehorn continued their battle. The Concussors moved towards the Bloodthirster (they either failed their charge or were out of range) and the frost lord charged and killed the knights on our left. They opted against (or maybe forgot) burning any objectives under their control (I was careful to confirm it was the end of their turn before we started ours) and so remained on 1VP. Turn 2 went as planned for us. We finished off the Stonehorn on the right with magic and warpfire while the Bloodthirster retreated from the liberators towards the goblin shaman and a unit of flesh hounds was summoned to charge him. The chaos lord, now free of combat, ran up our right flank and another unit of flesh hounds were summoned in such a way that they didn’t even need to charge in order to capture the right hand objective. The flesh hounds on the left failed the charge but made their inbuilt reroll and made short work of the shaman. We burned all 4 remaining objectives at the end of the turn for 6VP and an unassailable lead (7-1 to us). As lunch had taken a little longer than expected this game had even less time to run then the first and we were just about out of time at this point even if we had wanted to keep going. We were up on kill points 500 to 490. Again, our opponents were a couple of really great guys and it was another very enjoyable game. Game 3 vs Nighthaunt & Stormcast (Border War – Realm of Shyish) Hard to think of an opponent with more potential movement/deployment shenanigans than this unholy alliance. The stormcast were either up in the sky or preparing to ride the winds (Lord Aquillor and 6 Palladors) while the Nighthaunt could appear from the ground or teleport anywhere on the board via their general’s ability. Accordingly there was no reason for us not to castle up and deny space for them to deploy behind us as we had in the first 2 games. They elected to give us 1st turn to limit the shooting damage of the jezzails for a turn. We were able to shoot and kill 2 spirit hosts but they would soon be brought back. The Bloodreavers were sent running to each side objective while the rest of the castle remained in position, scoring us 5VP for turn 1. Their turn 1, the nighthaunt general healed up the spirit hosts and teleported themselves over to the right hand objective. 20 chainrasps appeared from the ground to sit on their home objective. The Lord Aquilor and Palladors rode the winds all the way over to our right corner meaning they completely ignored the reavers on the left objective. The stormcast also dropped 5 judicators into that corner and we promptly lost the right hand objective with them scoring 3VP for the turn. They won priority turn 2 and took the double turn. We felt like we were in trouble here as the Palladors charged the knights on the right flank and the jezzails. 20 Grimghast Reapers appeared from the ground on the right and also charged in. The knights and half the jezzails were wiped out but they still only earned the 3VP. The remaining Jezzails and Bloodthirster turned their attention to the Palladors and Lord Aquilor. The Bloodthirster breathed fire on the palladors and killed the Lord Aquillor in melee (another handy skull to go with the Akhelian King from Game 1). A combination of mortal wounds from spells and warpfire throwers accounted for half of the Grimghast as well as the Tomb Banshee supporting them from behind. The chaos knights on our left flank moved to the centre in readiness for a charge on the chainrasps guarding their home objective. The reavers on the left objective held firm and we scored another 3VP. They again won priority in Turn 3 and realised they were probably not going to take our home objective now that the Grimghast and Palladors had been decimated. A unit of Vanguard dropped down into the right flank but they had no impact. The nighthaunt general teleported with the spirithosts over to the left objective but failed the all-important charge, even with the reroll. The Bloodthirster killed all but the leader of the Palladors but was severely wounded in return (with help from the Judicators). Being unable to take our left objective meant they again scored 3 VP. As our turn 3 came around the 15min call went up and we knew we couldn’t lose. The knights charged the chainrasps and did well against them but failed to wipe them out. A guardian of Soles was nearby with a command point to ensure they couldn’t fail battleshock. I had accrued 8 blood tithe by this point and had meant to summon some flesh hounds to support the knights but in the rush to finish in time I forgot. Since the knights went first the leader of the palladors was able to kill the bloodthirster which was about a 700 point kill point swing. We scored another 3VP which meant the scores finished 11-9 to us thanks to grabbing 5VP in the first turn. We got smashed on kill points 660 – 920 (see 700 point swing above). This was probably our most enjoyable game, both for the hilarious opponents and because it really could have gone either way, especially when they got the double turn with 6 Palladors behind our lines. We all thought it would have been worthwhile to continue playing to 5 turns however we had to pack up and I’m pretty confident we would have got the bikkies regardless. Summary & Pointers Overall we finished 10th out of 23 with 2 major wins and 1 major loss (the top 7 all had 3 major wins) and were reasonably pleased at our army’s performance and game plan. The biggest lesson was obviously to play faster but that can only come with time, practice and familiarity with your team mate and game plan. If someone asked me for advice before heading to a similar doubles tournament, I would say to plan for playing 3 rounds per game at most, regardless of whether you and your team mate are familiar. I would also give some thought to having as few drops as possible in order to have say over taking the first turn as in a game that only lasts 2-3 rounds, having choice over first turn can have much greater significance than usual. This is obviously a tough call for khorne players as we probably want as many units as possible for as much bloodtithe as possible, however to be honest I didn’t use many points throughout the day. Apart from summoning 2 x units of flesh hounds at the bottom of turn 2 in game 2, the only other thing I summoned was a Bloodmaster. It would have been so nice to be able to use some of the other blood tithe abilities and still keep some points spare for summoning and I really hope GW review how the khorne allegiance works. Finally a big thank you to Anthony Magro for putting on another great tournament and for Company of Dice for hosting. Highly recommend anyone in Sydney check these guys out as they are only getting bigger and better.
  16. BLOOD FOR THE BLOOD GOD! Looking at taking a 1000 point Khorne list to a doubles tournament next month. I don't know who my partner is yet (could even be from a different Grand Alliance) so I'm looking for a utility style list. I normally only play 2000 point games so hoping those with experience in lower point games can share some wisdom. The Scenarios being used are 3 Places of Power, Better Part of Valour & Border War. Being able to hold objectives will be crucial. I generally don't play Khorne without a maxed out Gore Pilgrims and there are some merits in taking a list like this as it generally shuts down the opponent's magic which could really ruin the day of another team. The pod of priests and bloodsecrator screened by the reavers make for good home objective campers (the priests blood boil the ****** out of anything that comes close) while the Blood Warriors get bronzed flesh stacked on them and try to hold a more advanced objective supported by the Khorgorath. I will be sacrificing the Reavers and have the full range of daemons available to summon. The list is definitely weak in 3 Places of Power as none of the heroes have staying power and they generally dont want to move away from each other meaning low flexibility for summoning. The list would look like this: List 1: Allegiance: KhorneBloodsecrator (140)- Artefact: The Brazen Rune Slaughterpriest (100)- Blood Blessing: Bronzed FleshSlaughterpriest (100)- Blood Blessing: Bronzed FleshSlaughterpriest (100)- Blood Blessing: Blood Sacrifice10 x Blood Warriors (200)- Goreaxe & Gorefist10 x Bloodreavers (70)- Reaver Blades1 x Khorgoraths (90)Gore Pilgrims (200)Total: 1000 / 1000Extra Command Points: 1 An alternative build focuses on speed and features Heroes with a little more staying power. In this list the Bloodwarriors and Bloodsecrator hold a home objective while the knights, flesh hounds, chaos lord and daemon prince use their speed to go objective hunting. Once Im able to summon something I will hopefully have some heroes in advanced positions giving me more flexibility. Apart from the flesh hounds there is very little anti magic in this list which could leave me vulnerable. I wouldn't be opposed to dropping one unit of flesh hounds for something else but I have no idea what. I dont rate priests outside of gore pilgrims, especially one on his own, so maybe a Bloodstoker or Khorgorath would be a better fit? The alternate build looks like this: List 2: Allegiance: KhorneChaos Lord On Daemonic Mount (140)- General- Trait: Immense Power Daemon Prince of Khorne (160)Bloodsecrator (140)- Artefact: The Brazen Rune 10 x Blood Warriors (200)- Goreaxe & Gorefist- 1x Goreglaives5 x Flesh Hounds (100)5 x Flesh Hounds (100)5 x Chaos Knights (160)- Chaos GlaivesTotal: 1000 / 1000Extra Command Points: 0 All thoughts / advice / alternative lists are welcome and appreciated!
  17. With AoS 2.0 I really enjoy how the realms are coming to life, with more description and even bonus rules. Because of this with each army I start work on I try to pick a realm and base them accordingly. I put most of the realm representation in the basing of the army. I have a bigger picture idea working up to ArchAeon and the Everchosen where I want each of the non-daemon chaos allegiance factions based on being from a distinct realm, from each other, and the daemon side to be the same realm as the mortal halves but with a realm of chaos twist. So for example Nurgle Rotbringers May have realm of life bases and the Nurgle Daemons would have the same realm of life base, but with corruption and decay added. Then Archaeons basing would be a circle of transition between the 8 basing designs,4 realms both with and without chaos taint. I already have allocated Aqushy, realm of fire, to Tzeench Arcanists which ruled out that as an option. I wanted a darkish basing so that the lighter bone elements of the armour contrasted. I eventually chose Chamon, the realm of metal, as I thought this would be a great setting for an army who through known for being crazed have a large dependence on the forging of weapons and armour. It will also, over time, be a good realm to be able to build up a faction narrative beyond drinking blood out of gathered skulls. For the basing I used cork with texture/grit paint to represent the earth which I dry brushed with metallics and finally applied a gloss black wash to darken it down. Then I mixed metallic paint, in this case Vallejo gold, with gloss varnish to created a flow of molten metal within the cracked earth. I allowed the metal to dry and then reapplied 1-2 more times to create volume.
  18. For me doing any army the first step has to be to do a scheme test model, usually a character. For this army I picked the Exalted Deathbringer which seemed to be a great choice, the first think I love about the model (the spear one) is that the weapon does not block access to the chest of the model, secondly he wears armour which is a mix of what a lot of other units wear so is a good reference model when rolling out the scheme and finally there are only two exalted Deathbringers in the ‘Super-Battalion’ so will have one as the first model and one as the last model to compare development of skills throughout the project. I had an old scheme which was blue and silver which a few people liked locally, but I wanted to move away from it as though it looked good on tabletop I found it difficult to improve it from the level it was at to something better. The new scheme is bone with a dark metal trim, which I feel makes the army fit in with the Khorne theme. I think the new scheme has potential to improve and have enough possibilities for variation to stay interesting throughout the project
  19. Hiya Fellas About a month ago me and a couple of mates decided to get into Warhammer and in particularly AoS. We have had tons of fun painting, collecting and playing our models however recently we have all decided to *buff* our army and make them more competitive for locals. My mates are playing Legions of Nagash And Ironjawz. My current army consists of...: Leaders 1x Bloodsecrator 1x Bloodstoker 1x Lord of Khorne on Juggernaut (Usually my general) 1x Slaughterpreist (With killing frenzy for Bloodletters) 1x Wrath Of Khorne Bloodthirster Units 3x Mighty Skullcrushers (Ensorcelled Axes) 3x Mighty Skullcrushers (Ensorcelled Axes) 3x Mighty Skullcrushers (Bloodglaives) 20x Bloodletters 5x Wrathmongers (These guys are so fun xD) 5x BloodWarriors (Gorefist) 10x Bloodreavers (I usually use them as a mobile blood tithe point.) Battalions Brass Stampede In total my army is: 1990/2000 I also have a Bloodthrone, 3 Bloodcrushers, 10 more Bloodreavers, 10 bloodwarriors (with two axes), 1 Khorgorath, and 1 Mighty Lord of Khorne, Any advice or tips would be greatly appreciated as i am sure some other Khorne players may also find this discussion helpful. Please also share your combinations and past experiences which may also help out newer Khorne players. (Also i am doing doubles tomorrow with me and my IronJawz friend vs my Legions of Nagash friend and a Nighthaunt player. Tips on that would be ace!!) Thanks!!
  20. Howdy. Me and my mates decided to get into Age Of Sigmar about a month ago now and all decided to get an army each and have some fun with it. Personally i thought Khorne looked really fun and also kind of gave me nostalgia from the Heroes of might and magic series inferno faction. I have been having tons of fun painting, building and playing Khorne and having games 3 times a week at my locals and with my friends is a really enjoyable experience. A month later and we are still having alot of fun playing however we are all trying to get a lot more competitive (Which i see as a good thing). Some of our other friends may also be getting into AoS so hopefully i will be playing for a long time. Today i decided to make an account to receive tips and advice from other experienced players and will also try to help you guys out as well. Looking forward to hearing from ya!
  21. mcfishstick


    A Bloodsecrator cracking open the ground to unleash a wave of bloody skulls!

    © mcfishstick

  22. mcfishstick

    Bloodreavers second unit

    A unit of Bloodreavers featuring some wild Khornegors!

    © mcfishstick

  23. 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!
  24. Hi all, Sorry if this has already been discussed. Red Headsmen battalion? All the fluff a side. Is it worth running? Has anyone else played it with any decent success. I also wanted to know if the blood warriors get the 'alter if skulls' ability straight away.. or does the skullgrinder actually have to slay a hero/monster to kick it all off?? Thanks.
  25. Hi all I'm collecting Ironjawz however I've just managed to sort out some Chaos stuff, mostly Khorne based in different states of repair and assembly. I have no clue where to start building a list and whilst I will go and research in this forum if anyone could give me a starter list from what I have so that I can concentrate on getting that done and playable I would appreciate it. I'm not after tournament winning lists just something that makes sense so I can get it on the table and start playing. Sort of a jump start into the army. Also if there is anything that I'm missing but really should have then let me know. Here is what I've managed to get: 2 x Mighty Lord of Khorne 2 x Slaughterpriest 3 x Bloodcrushers 2 x Bloodsecrator 2 x Bloodstoker 20 x Blood Warriors 40 x Bloodreavers 2 x Khorgorath 1 x Skarbrand 1 x Demon Prince 1 x Sorcerer Lord 1 x Chaos Chariot 5 x Chaos Knights 12 x Chaos Warriors So it's basically a couple of the old starter sets, a start collecting Khorne and a start collecting Slaves to Darkness and the big boy Skarbrand. I'll be honest it's the Skarbrand model that drew me to it all. Any help really appreciated.
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