Allegiance: Khorne

Mortal Realm: Ghyran

Leaders Wrath of Khorne Bloodthirster (320)

- General - Trait: Immense Power - Artefact: The Crimson Crown

Bloodthirster of Insensate Rage (260)

- Artefact: Ghyrstrike

Bloodstoker (80)

Bloodsecrator (140)

Slaughterpriest (100)

Slaughterpriest with Hackblade and Wrathhammer (100)

Units 5 x Blood Warriors (100)

- Goreaxes

10 x Bloodreavers (70)

- Reaver Blades

10 x Bloodreavers (70)

- Reaver Blades

10 x Flesh Hounds (200)

10 x Skullreapers (340)

- Daemonblades - 2x Soultearers

Battalions Gore Pilgrims (200)

Points Total: 1980 / 2000

Extra Command Points: 1

Allies: 0 / 400


Greetings fellow disciples of the blood god and those enemies yet to be turned into blood tithe and new lumbar support for the skull throne. We all know that Khorne cares not from where the blood flows, only that it does but if you’d prefer for the blood primarily to flow from your opponents army and not yours, this run down aims to help you do so.

I’ve ran Khorne for the best part of 2 years now and my latest achievement with it was to win the largest AOS event the world has seen (at time of writing) CANCON 2019. Whether that achievement gives weight or credibility to my opinion or just makes my usual ramblings now the ramblings of a man with a shiny new trophy is for you to decide.

Allegience Ability

Blood for the Blood God!

Or as it more commonly referred to, the blood tithe table. Essentially each time a unit is wiped out, Blades of Khorne armies generate a blood tithe point. 

This blood tithe can be used in either hero phase to trigger command abilities (1 point), unbind spells (2 points), move friendly units (3 points), heal friendly units (4 points), attack with friendly units (5 points), deal direct damage (6 points), pile in and attack before dying (7 points) or summon Khorne demon units (8 points).

  • Prior to the latest generals handbook summoning Khorne demon units was only done through using 8 bloodtithe, now however we have a second table that can be used to summon units at the end of our movement phase within 12 of a friendly hero but 9 away from enemies. Obviously a Khorne player should make use of all the options available to them but I find most use of Auto-Unbinding, movement and piling in and attacking, while my summoning pool will generally contain blood letters, heralds, flesh hounds and blood thirsters. (note when summoning a blood thirster make sure to use the rules detailed in the original blood tithe table so that they do not have to set up within 12 of a friendly hero.)

Artefacts, Command Traits & Abilities

Command trait:

  • Immense power; +1 damage for the wrath of Khorne axe, no subtlety here but helps make a very killy character assassin


  • Crimson Crown; unmodified hit rolls of 6 for demon models within 8″ of the WoK thirster generate an additional attack, helps to make both of the thirsters and the demon doggos even more killy
  • Ghyrstrike: This baby goes on my insensate rage thirster, gives +1 to hit and wound making one of the most devastating elements of the list even more painful

Command Abilities:

  • Lord of the blood hunt; Run and charge with a demon unit while adding +1 to each roll, great for getting the demons in your army moving, especially early game (the first component of my demon fast ball special)
  • Bloodthirsty Charge: Reroll charge for demon units within 8, I prefer to wait and see if I fail any charges before choosing to reroll them, so I generally don’t use command points on this one but could be great in a council of blood or other demon heavy lists.



Wrath of Khorne Bloodthirster; supports other demon units brilliantly, kills characters/monsters like is going out of style, great anti-magic and generally is the more conservative of my thirsters meaning he’s often used to mop up my opponents army late game.

Bloodthirster of Insensate Rage (Fat Man); Often the first wave of damage, this guy yells loudly and carries a big stick. He will often (but not always) move straight up the board, 20″ move/run, then 2d6 charge plus 4″. Then make 5 attacks hitting on 2s (with a little help from the priests), wounding on 2s, rerolling 1s for both and dealing 3 mortal in a 8″ bubble wounds on a wound roll of a 5 or 6 thanks to ghyrstrike. Don’t leave this guy at home, he can devastate entire armies before they get a turn (not hypothetical, happens on the regular). If your opponent chaffs correctly don’t be afraid not to through him away first turn either. The threat will remain and you’ll be surprised how cautious your opponent will play with this threat looming over him.

Bloodstoker (Mr Whippy); The other half of the fast ball special I talked about, he allows units to add three to both run and charge rolls while also rerolling 1s to wound, stick this on a demon with the WoK’s command ability on and he will move! Also good on skull reapers, firstly because anything that speeds them up is useful and secondly rerolling 1s to wound can help stop them mortal wounding themselves.

Slaughterpriests; The result of a failed anger management class in the Vatican, technically 2 different warscrolls but they serve the same purpose. These guys are most useful for their prayers, bloodboil stands out because d6 mortal wounds is always powerful, blood bind however can be insanely strong! how many mechanics allow you to move your opponents models away from where they want them and closer to your killy stuff?? When playing them in a BoK army though you can also attempt 1 prayer off the a list within the book, I tend to go for +1 to hit because blood for the blood god…. but if you’re smarter and more patient than me few other sources in the game give+1 to save, bronze flesh is one of them and it stacks….

P.S. don’t forget their cheeky unbind.

Bloodsecrator banner; The best ability in the game…. 3 devastating effects rolled into 1 amazing model, +1 attack, reroll successful casts and ignore battleshock. Super thematic, super strong, if he’s not in you’re Khorne list then you need to fundamentally rethink your life decisions.

Other Units

Blood reavers; can be killy in large numbers and buffed but in my list they will be neither so they operate as chaff, mobile blood tithe, space denial and objective sitters.

Blood Warriors; again with more investment can be a great unit and even without it they aren’t bad, in my list they often stay on my ‘home objective’ to help guard the pilgrim heros. 

Flesh hounds; The best doggos in the world are a great unit, can benefit from the fastball special described earlier, have a rerollable charge, can pump out a stack of attacks and provide yet another unbind. #bestinshow

Skullreapers: Some very angry lads who can kick out a tonne of damage, they are the main killing element of my  list, equipped with demon weapons they do mortal wounds of 6s or more to hit which can be improved by the priests, unless they roll a wound roll of 1 in which case the mortal in done to the skull reapers (shouldn’t happen often as we remembered to bring Mr whippy for re-rolls). They get more rerolls the more they kill and they can do mortals when the die. I always saw them as a slower, less useful bloodletter alternative but their staying power has made them an integral part of my list.


Gore pilgrims!; You know how those prayers and the banner effect were amazing, make the banners range of influence larger and the prayers more consistent and you get one of the most popular formations in the game. Just remember kids, just because something is basic bitch levels of popular doesn’t make it a bad thing, see vanilla ice cream, game of thrones and grimghast reapers for proof.


None… any allies just dilute the best army going…. especially filthy wizards

Magic, Endless & Realm Spells


In-Game Guide

I’m a super reactive player so I can’t really give you a game plan, what I can tell you is that the key to any AOS army is movement and board control, Khorne especially. Most often you will want to deploy with reavers on the front line to take objectives if you go first or act as a screen if your opponent does so, place the banner in a positon where his buffs will prove most useful and always have an idea of what you want to kill, how you’re going to do it and whether you can go up in the scenario while doing so (remember that the scenario is how we win, don’t come over all berserker and forget to grab the gold). Try to use your quick demons to eliminate threats within your opponents army early so the Skullreapers can take advantage of their soft under belly later. Lastly 9/10 times I would recommend using blood tithe to move, unbind or attack early on in the game as there will rarely be enough room to summon into useful position until the board becomes more empty. Summon late game to clean up objectives, finish off the dregs of your opponents or fight a heroic tactical retreat as the case may vary. 

Remember above all else that this is intended as a guide, change things, take elements from the list and above all take what I say with a pinch of salt.

Skulls for the skull throne, Blood for the Blood god!

Honest Goblin