List

Allegiance: Khorne

Slaughter Host: Blood Lords

Leaders

Wrath of Khorne Bloodthirster (300)

- General

- Trait: Slaughterer's Thirst 

- Artefact: Halo of Blood 

Skarr Bloodwrath (100)


Bloodsecrator (120)


- Banner of Khorne: Banner of Wrath (Artefact)

Slaughterpriest (100)


- Blood Blessing: Bronzed Flesh

Slaughterpriest (100)


- Blood Blessing: Killing Frenzy

Slaughterpriest (100)


- Blood Blessing: Blood Sacrifice

Battleline

10 x Bloodreavers (70)


- Reaver Blades

10 x Bloodreavers (70)


- Reaver Blades

5 x Blood Warriors (100)


- Goreaxe & Gorefist

Units

5 x Wrathmongers (140)


3 x Skull Cannons (390)


3 x Magore's Fiends (80)


1 x Riptooth (40)

Battalions

Gore Pilgrims (140)

Endless Spells / Terrain

Bleeding Icon (40)


Hexgorger Skulls (40)


Wrath-Axe (60)

Total: 1990 / 2000

Extra Command Points: 1

Allies: 0 / 400

Wounds: 116

Introduction

So, you want to use the new stuff, but you also want to win? Pfftttt… Sick of painting 120 Bloodletters or running head long into combat game after game. Want to mix it up with some variety? Yeah, ok… Well, I’ve got just the thing. 

Be prepared to take out key targets or draw your enemy close with a few Skull Cannons. Rain down mortal wounds with your slaughter priests when they get close. Taste your opponents tears while they taste the new flavor of Khorne’s Judgements. Punish spell casters with an all new mobile Boodsecrator,Hexgorger Skulls and, just when your opponent’s spell caster thinks they’ve ran the gauntlet, +2 Unbind with the Wrath of Khorne, Bloodthirster. 

This list is great, but not for noobs. To win with this list you’ll need to:

  • Practice ALOT
  • Know your enemy
  • Fully understand the capability of your units
  • Fully understand the neuance of the core rules / battletome 

Good Luck!

Allegience Ability

Slaughter Host 

The Bloodlords

Demons re-roll wound rolls of 1 against heros and monsters. More often than not, your high priority targets are heros and monsters. This works on ranged attacks. Your skull cannons and bloodflails will be re-rolling those 1’s.

Blood Tithe – Rewards

Bloodtithe Rewards have never been better. This is a very reactive list, and Bloodtithe points allow us engage in surpisingly risky plays that would otherwise punish another army. Rewards 2-5 are going to be your bread and butter. In most cases you want to think of them like a contingency plan. Practice with them and learn to recognize scenarios where they are useful. 

2BT – Spelleater Curse 

Ocasionally, you’ll find yourself needing to counter that high roll that your opponent miraculously pumped out on a game changing spell. Learn to recognize these moments and dreamcrush your opponent if nessesary. 

3BT – Murderlust

At it’s worst, it’s extra movement, but I find this ability is most useful as a contingency plan against a double turn. I will often give my bloodwarriors +1 to save when I know my opponent has a shot at a double turn. I’ll position my bloodwarriors where I want them if I were to win the die roll, but be ready to move them elsewhere if my opponent wins the die roll. There are a myriad of scenarios where this ability is great. Always look for scenarios where this is useful and learn to evaluate their impact on the game as whole.

 4BT – Apoplectic Frenzy 

This ability is just great. Sometimes it allows you to free your units up without having to make a retreat. More often than not this costs 3 blood tithe because you end up killing what you attacked and gaining one in the proccess. This can also be a great contingency plan if you didn’t do quite enough damage in the combat phase and need just a bit of damage to finish a key tarin your opponents hero phase when they lose all their buffs. (keep in mind, skull cannons can only shoot an additional time in the combat phase)

5BT – Brass Skull Meteor 

On average this will deal 3 mortal wounds to 1 model and a single mortal wound to 66% of the models around it. This ability is great when you want finish off a key enemy unit that’s gone out of line of sight. 

Blood Tithe – Summoning 

Summoning works best proactively and at the bottom of a round when you have the shot at a double, need to take an obj or just need some more screens. Summoning is also super useful with Skarr Bloodwrath who can effectively allow you to drop your models anywhere on the battlefield if he happens to come back after movement.

Here are my favorite picks:

2BT – Bloodmaster, Herald of Khorne

Pretty good if you want to take your blood thirster away from your cannons or just cap an objective that requires a hero.

3BT – 5 Fleshhounds

Most efficient summonable unit we have. These guys are speedy, high attack volume units with 10 wounds. They’re great for taking out 5+ save, battleline units and they re-roll charges (ideal for being summoned 9″ away). Perfect for stealing that objective. Also, remember that our bloodthirster always attacks first. You’ll get to attack with your thirster and the hounds before your opponent is able to swing at all. 

6BT – 10 Fleshhounds

There’s literally nothing more efficient for killing mass infantry in our army, summon these infantry shredding beasts for maximum objective capture potential. 40 attacks (base) with +1 to unbinding rolls. :X

7BT – 20 Bloodletters

These guys offer bodies. Sometimes that’s what you need. They also function super well with our Wrath of Khorne, Bloodthirster’s command ability to re-roll all hit rolls with a daemon unit wholly within 12 inches.

8BT – Unfettered/Wrath of Khorne, Bloodthirster

I find myself spending less blood tithe on these and more on smaller screening units to support my slaughterpriests and cannons, but sometimes you just need a solid hammer.

Artefacts, Command Traits & Abilities

Command Abilities

Your whole army is MSU (aside from the cannons); you don’t care about battleshock. Make those crucial run rolls happen when you need them. Use those generic command abilities where they count.

Use your Bloodthirster to grant re-roll hit rolls to your skull cannons. Remember, if they shoot in the combat phase; they can still re-roll hit rolls for shooting. Most of the 

The Bloodlord’s command ability is decent, but unless you’re able to get a bump in profile for your bloodthirster it’s rarely worth considering.

Skarrblood Wrath’s command ability can be a great deterrant against armies that like to “always strike first” when used on your unit of wrathmongers. 26 attacks at -1 rend with mortal wound potential on death is nothing to laugh at. 

Command Traits

Slaughterer’s Thirst

Getting +4″ is really the big bonus here. Being happen to move quickly from target to target is suprehelpful. The re-rolls are also pretty nice.

Artefacts

Halo of Blood

Always attacking first with our bloodthirster is a huge boon. We’ll usually get some value out of him, or he’ll take the heat off our slaughter priests. Push in your turn to attack with multiple units before your opponent gets a chance to attack at all. Use as a deterent in your opponents turn because he’ll always attack first (unless they have something that attacks first as well).

Banner of Wrath

You want to diversify your threats, and Bloodsecrator is our least threatening hero. Since, Bloodsecrator is mobile now we’re going to make him do D3 mortal mortal wounds on a 4+ to each unit within 8″ during each combat phase.

This ability is surprisingly effective. If you get him in a resonable possition, he tends to do around 12-18 mortal wounds a game by just standing in the middle of the mosh pit.

Heroes

Generic Advice:

Generic Hero Advice: There are auras associated with every hero in your army. Premeasure all your moves and communicate with your opponent. Tell your opponent what your intent is when you’re placing a model on the edge of an aura. Make sure they understand that you intend to be wholly within X of an ability so that when your model gets bumped during play there is no confusion. Bring some extra 40MM bases for premeasuring and planning out your movement phases.

Generic Slaughter Priest Advice: Keep them close to your Alter (the re-rolls are super important). Try to position yourself so that you will be able to boil blood with every priest as often as possible. Slaughter Priests are great, but you need to plan ahead with these guys because they cannot move before they use abilities. I’ll talk about Judgements later.

Specific Advice:

Wrath of Khorne, Bloodthirster: He’s a beat stick and triggers Locus of Fury (Wholly Within 16″) for your skull cannons. You’re going to find that offten you engage both your thirster and the cannons at the same time. Smash with the thirster (who allways attacks first) and follow it up with your skull cannons. You want to keep him close to your skull cannons so that you can use his command ability on them. He is also great for stopping the occasional stray spell that escapes your Hex Gorger Skulls. 

Bloodsecrator: Your opponent is going to be so focused on all of the other threats you present that this guy is going to fly under the radar. Don’t forget to remind your opponent to reroll all successful casting rolls within 24″ of this mobile spell hater. Khorne likes that. Don’t forget to give yourself bonus attacks while wholly within 24″ of the banner. Don’t forget the artefact, Banner of Wrath. Roll for each enemy unit within 8″ after any “begining of the combat phase” abilities have resolved.

Slaughter Priest (Skull Head): This broseph brought Bronze Flesh (+1 Save) to the rock show. Works wholly within 16″. Pick a unit and make it more difficult to kill. Early in the game, you’ll be picking either your bloodwarriors or bloodthirster, but as the game drags out you’ll buff whatever’s stuck in. Choose carefully, and plan ahead.

Slaughter Priest (Party Hat Boy): This rocker brought Killing Frenzy (+1 Hit) to the skull feast. Works wholly within 16″. Typically you’ll chose your skull cannons to mitigate the debuff from “Look Out Sir”. If your cannons are shooting non-hero units; you’ll usually buff anything diving into the fray (note: your cannons may be diving into the fray).

Slaughter Priest (Regular Joe): This regular looking dude brought Blood Sacrifice (+1 BT/D3 Wounds) to the table. Works wholly within 8″. You’ll find him standing around killing himself or his friends in the name of the blood god. Getting extra blood tithe is a big deal. It just opens up more options more quickly.

Skarr Bloodwrath : This unit is SO much better than I thought it would be. This is mostly due to his ability to come back at the end of any movement phase on an 8+. Typically he doesn’t do a lot of damage, but there are occasional moments where he will kill swaths of units. Each time he dies, he generates blood tithe points. He also gives us some situational deep strike options. If he happens to come back at the end of a movement phase in our opponents back field, we can then summon units on top of him. I typically see him return to the battlefield 2-3 times pergame.

Other Units

Objective Cappers // Screens // Blood Tithe Points

Blood Reavers, Magore’s Fiends, Riptooth, Bloodwarriors: They literally exist to screen, die and occasionally cap objectives. I’ll admit, sometimes you can do some reasonable damage with them. However those moments are rare and you shouldn’t count on them. Instead, use your screens to keep your opponent’s army in “the red zone”. Position your screens so that when your opponent strikes, you’ll be able to boil them to death with your slaughter priests, Judgements of Khorne, Skull Cannons and Bloodthirster. Expect to do anywhere between 20-40 damage with all of your units to anyone in “the red zone”.

Hammers

Skull Cannons (AKA Skill Cannons): Statistically, this unit is very inefficient when compared to other artillery units in the game (even with all our buffs), but that’s because Skull Cannons need to do more than shoot to make up their value.

Skull Cannons are priced to do all the things. They’re fast. They shoot. They’re resilient. They do good combat damage. This is your swiss army knife. It’s priced accordingly. Expect three cannons to deal about 7-8 damage to units a 4+ save as long as they have the following buffs:

  • +1 Hit
  • RR 1’s Hit
  • RR 1’s Wound

With that in mind, In the early game your skull cannons should be picking apart key targets. You’ll need to have a solid comprehension of your opponents army. Pick your targets wisely. This is one of many reasons this list is terrible for a new player.

In the mid-late game, you’ll go full khorne and turn them into giant murderous lawn mowers. Charge them into any unit with models you can kill. You’ll likely be firing your skull cannons again in the combat phase. This is when your cannons start to make up for their innificiency as artillery pieces.

WrathmongersThese guys can hit hard. They can buff other units during the combat phase, and with Skarrbloodwrath’s command ability they can do some serious damage to anything that attacks first. 

Battalions

Gore Pilgrims

Slaughter Hosts force us to use the built-in artefact and command trait. So, we need to use a battalion to gain an artefact and some control over first turn order. Gorepilgrims is a great battalion because there are no tax units (units we wish we didn’t have to take) and it has a relevent ability (larger aura on bloodsecrator). The aura is super good with our skullcannons (adding 2 attacks per cannon), but forcing our opponent to re-roll all their casting with -2 to cast on turn 1 is pretty good too.

Allies

There was this one time when we allied with Nurgle, but then we turned on nurgle because we ran out of things to kill. Then we started killing eachother. Allies… you mean skulls for the skull throne, right?

Honest Goblin

USA

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