Are Bloodcrushers the best unit in the new Age of Sigmar Khorne Battletome? Let’s talk about accelerated play on the tabletop.
In late January (back when the motherland was miserably cold and grey) I wrote an article that built on the wrath and rapture starter set. I want to revisit that article with the new Khorne Battletome as I think Bloodcrushers might be one of the best units in the book now. I also wrote another recent Khorne article that focuses on a lot of Bloodthirsters too, but this one is going to be all about moving fast across the table and hopefully getting that turn one charge.
Let’s start by looking at what new special rules Khrone brings to the table:
Special Rules:
Blood Tithe Points: You gain a blood tithe point every time any unit is removed from the battlefield. There are two tables in the new book for you to spend Blood Tithe points on. One which does a variety of effects from an auto dispel to adding attacks to all Khorne units. The other table is a summoning table, where you spend something like 2 points for 5 bloodletters to 8 points for a bloodthirster. Once you choose one though you use all your blood tithe points even if what you choose costs less than the number you have.
Unique Artifacts, Command Traits, Prayers, and you can choose a “slaughterhost”.
Locus of Fury: You can re-roll hit rolls of 1 for attacks made by Khorne Daemons while they are wholly within 12” of any friendly Khorne Daemon Heroes, or wholly within 16” of any friendly Khorne Greater Daemons.
Skull Alter: A zero costing scenery piece that lets you re-roll prayers and judgments for Khorne Priests within 8” of it. It also subtracts 1 from casting rolls for wizards while they are within 16” of it.
If you can find it Wrath and Rupture Khorne half is a great way to start a Khorne army as it gives you almost the exact same amount as the start collecting box but with the bonus of Karanak and some Flesh Hounds. You will also want to pick up the new Khorne Battletome, Skull Alter, and Judgements.
- 3 Bloodcrushers: 140 Points, Battleline 1 of 3 (with Skullmaster general)
- 10 Bloodletters: 110Points, Battleline 2 of 3
- Karanak: 140 Points, No Unit Type
- 5 Flesh Hounds (will be summoned in)
- Skull Alter: Scenery, 0 Points
Total 390 Points
Bloodcrushers: Move 8″, 4+ Save, 10 Bravery, 4 Wounds
They have two melee weapons the first is Blade of Blood: Range 1″, 1 Attack, Hitting on a 4+ (6’s do a mortal wound), Wounding on a 3+, with -1 Rend, for 1 Damage. Then Hooves: Range 1″, 3 Attacks, Hitting and Wounding on a 3+, for 1 Damage. The leader adds 1 to his hellblade attacks, the hornblower forces enemy units to reroll battle shock rolls of 1, and the icon bearer lets you bring back a model if you roll a 1 for a battleshock test. Finally, when this unit completes a charge pick 1 enemy unit within 1″ of each model in this unit and roll a dice on a 2+ it suffers a mortal wound. If this unit has 6 or more models they suffer D3 mortal wounds instead.
Bloodletters: Move 5″, 5+ Save, 10 Bravery, 1 Wound
Has a melee attack Hellblade: Range 1″, 1 Attacks, Hitting on a 4+ (6’s deal mortal wound), Wounding on a 3+, with -1 Rend, for 1 Damage. (Add 1 to hit rolls if this unit has 20 or more models) The leader adds 1 to his attacks characteristic, the hornblower forces enemy units within 8″ to re-roll battleshock rolls of 1, and then you can have two banners. (1 in 10 can be a banner carrier) Bloodsoaked lets you re-roll charges, and the gore-drenched returns D6 models to this unit if a 1 is rolled for battleshock.
Karanak: Move 8″, 4+ Save, 10 Bravery, 5 Wounds
He has 2 melee weapons the first is claws: Range 1″, 4 Attacks, Hitting on a 3+, wounding on a 4+, for 1 Damage. Then a Maw attack: range 1″, 6 Attacks, Hitting on a 4+, Wounding on a 3+, with -1 Rend, for D3 Damage. He re-rolls failed charge rolls, and unbind and dispels one spell per turn and if the unbind is successful he deals D3 damage to the caster. At the start of the game you pick an enemy hero for him to be his quarry giving you re-rolls of failed hits and wounds against the hero and when Karanak is within 8″ he can summon 5 flesh hounds.
Flesh Hounds: Move 8″, 5+ Save, 10 Bravery, 2 Wounds
The leader has a missile weapon roar: Range 8″, 1 Attack, Hitting on a 2+, Wounding on a 4+, for 1 Damage. Then a melee attack Claws: Range 1″, 4 Attacks, Hitting on a 3+, Wounding on a 4+, for 1 Damage. This unit can attempt to unbind a spell or dispel 1 spell per turn and can re-roll failed charges.
After that let’s add 2 of the Start Collecting Boxes to round out your force as well as the Skullmaster as your general to make your Bloodcrushers battleline. Using the start collecting boxes is still pretty good value for money even with the slight price hike. While the Skullmaster is going to set you back 40 bucks. Finally, to round out your troops you’re going to want to grab another 3 Bloodcrushers off eBay. (can usually get them between 30-40 bucks for 3)
- 6 Bloodcrushers: 280 Points, Battleline 1 of 3
- 6 Bloodcrushers: 280 Points, Battleline 2 of 3
- 30 Bloodletters: 300 Points, Battleline 3 of 3
- Karanak: 140 Points, No Unit Type
- 5 Flesh Hounds: (Will be summoned in)
- Skullmaster, Herald of Khorne: Leader 1 of 6, 120 Points
- Herald of Khorne on Blood Throne: Leader 2 of 6, 120 Points
- Bloodmaster, Herald of Khorne: Leader 3 of 6, 80 Points
- Skull Cannon: Artillery 1 of 4, 140 Points
- Skull Alter: Scenery, 0 Points
Skullmaster, Herald of Khorne: Move 8″, 4+ Save, 10 Bravery, 6 Wounds
He has two melee attacks the first is Blade of Blood: Range 1″, 4 Attacks, Hitting on a 3+ (6’s do a mortal wound), Wounding on 3+, with -1 rend, for 1 Damage. Then a hooves attack Range 1″, 3 Attacks, Hitting and Wounding on a 3+, for 1 Damage. You can re-roll hit rolls when this unit chargers and after it finishes a charge you can pick 1 enemy unit within 1″ and roll a dice, on 2+ it suffers D3 mortal wounds.
Herald of Khorne on Blood Throne: Move 8″, 4+ Save, 10 Bravery, 7 Wounds
He has three different melee attacks the first is the blade of blood: Range 1″, 4 Attacks, Hitting on a 3+ (6’s do a mortal wound), Wounding on 3+, with -1 rend, for 1 Damage. His next is Hellblades: Range 1″, 2 Attacks, Hitting on a 4+ (6’s deal mortal wound), Wounding on a 3+, with -1 Rend, for 1 Damage. Then a Gnashing Maw: Range 1″, 1 Attack, Hitting on a 4+, Wounding on a 3+, with -1 Rend, for D3 Damage. (If you do damage with the maw heal D3 wounds) This model can use Inspiring Presence, Forward to Victory, or At the Double at range 12″ even if not the general.
Bloodmaster, Herald of Khorne: Move 5″, 4+ Save, 10 Bravery, 5 Wounds
He has one melee attack the Blade of Blood: Range 1″, 4 Attacks, Hitting on a 3+ (6’s do a mortal wound), Wounding on 3+, with -1 rend, for 1 Damage. Command Ability: Use combat phase, target friendly Bloodletter unit wholly within 12″ and 3″ of an enemy unit that hasn’t fought. It can pile in and attack immediately.
Skull Cannon: Move 8″, 4+ Save, 10 Bravery, 7 Wounds
He has a missile weapon: Range 30″, 1 Attack, Hitting and Wounding on a 3+, with -2 Rend, for D6 Damage. Then 2 Melee Weapons the first is Hellblades: Range 1″, 2 Attacks, Hitting on a 4+ (6’s deal mortal wound), Wounding on a 3+, with -1 Rend, for 1 Damage. Then a Gnashing Maw: Range 1″, 1 Attack, Hitting on a 4+, Wounding on a 3+, with -1 Rend, for D3 Damage. If any models are slain with this unit attacks in the combat phase you can immediately shoot its missile weapon. Add 1 to hit rolls for the missile weapon if the unit it is shooting has 10 or more models.
Total 1460
This is a nice fast list that can hit hard from the get-go and then follow it up with a big block of bloodletters to mop anything up. But you are a little light on Magic Defense and Leader characters so let’s round out our leaders by adding in a couple of slaughter priests and a Bloodthirster. (If you are ok with the same Slaughterpriest model the one that came free with the white dwarf from a year or so ago can be found relatively cheap)
- 6 Bloodcrushers: 280 Points, Battleline 1 of 3
- 6 Bloodcrushers: 280 Points, Battleline 2 of 3
- 30 Bloodletters: 300 Points, Battleline 3 of 3
- Karanak: 140 Points, No Unit Type
- 5 Flesh Hounds: (Will be summoned in)
- Skullmaster, Herald of Khorne:120 Points, Leader 1 of 6
- Herald of Khorne on Blood Throne: 120 Points, Leader 2 of 6
- Bloodmaster, Herald of Khorne: 80 Points, Leader 3 of 6
- Slaughterpriest: 100 Points, Leader 4 of 6
- Slaughterpriest: 100 Points, Leader 5 of 6
- Bloodthirster of Insensate Rage: 280 Points Leader 6 of 6
- Skull Cannon: Artillery 1 of 4, 140 Points
- Wrath Ax: Judgement, 60 Points
- Skull Alter: Scenery, 0 Points
Slaughterpriest: Move 6”, 5+ Save, 8 Bravery, 6 Wounds
Armed with either a Bloodbathed Axe or a Hackblade and Wrath-Hammer, the axe is: Range 2”, 3 Attacks, Hitting on a 4+, Wounding on a 3+, for 2 Damage. The Hackblade: Range 1”, 3 Attacks, Hitting on a 3+, Wounding on a 4+, for 1 Damage. Wrath-Hammer: Range 3”, D3 Attacks, Hitting and Wounding on a 4+, for 1 Damage. They can unbind 1 spell and attempt to dispell 1 spell per turn. They come with 2 prayers that go off on a 4+, Blood Boil (range 16″ deals D6 wounds) and Blood Bind (Range 16″ 1 enemy unit moves its unit a number of inches equal to the prayer roll closer to you)
Bloodthirster of Insensate Rage: Move Damage Table 10” down to 6” (fly), 4+ Save, 10 Bravery, 14 Wounds
He carries a Mighty Axe of Khorne: Range 2”, Damage Table (5 down to 3) Attacks, Hitting on a 4+, Wounding on a 2+, with -2 Rend, for D6 Damage. If an unmodified wound roll is a 6 each enemy within 6” of this model suffers a Damage Table (4 down to 1) number of mortal wounds. When this model charges you can re-roll hit rolls of 1. His command ability is Bloodthirsty Charge: Charge Phase, range wholly within 16”, friendly Khorne Daemon units, can re-roll charge rolls.
Wrath – Axe:
A 5+ Judgement is set up wholly within 8” of the Khorne Priest, then makes an 8” move and can fly. Any units if moved across suffer D3 mortal wounds on a 2+, and then 1 enemy unit within 3” of it after its move suffers D6 mortal wounds on a 2+. Subtract 1 from hit rolls for attacks made by non-Khorne units within 3” of this model.
Total 2000 Points
Loadouts:
So for my Slaughterhost, I am going to choose the Bloodlords which adds 4″ Move to my general and lets you give your Bloodthirster the Halo of Blood artifact letting him strike first in combat. It also gives your daemons the ability to re-roll wound rolls of 1 against Hero or Monster characters and gives your leaders the ability to use a command point to heal all Daemons within 16″ 1 Wound. For my bonus prayers, I am going to give one Killing Frenzy and the other Bronzed Flesh
Tactics:
As you can see this army is very fast moving with almost all units moving at least 8″. Your goal is to get a charge in with the Bloodcrushers and do 6D3 mortal wounds with them. Avoid getting them stuck in a tar pit because if they are not charging they are not doing mortal wounds, so pick your targets well for them and us the Bloodthirsters command ability to get them into combat ASAP.
Dealing an average of 9 mortal wounds on a charge can pack some serious punch, but if they get locked into combat and lose a model their damage output decreases a lot. Then bring in the Bloodletters and have them mop up any remaining models and claim objectives. The Skull Cannon might be able to snipe an enemy hero or weaken a block of troops for your bloodcrushers to come in and tear them apart with the mortal wounds.
Karanak’s quarry should be someone he can easily get to so that you can summon in those flesh hounds ASAP. They don’t necessarily have to charge the quarry either if it makes more sense for those models to take an objective that can win you a game. Finally, the Slaughterpriests are there to add some mortal wound output with the Wrath Ax judgment and Blood Boil. The bonus prayers are not too shabby either.
That’s a pretty solid 2000 point Bloodcrusher focused list. My one worry is if someone is familiar with the Bloodcrushers they might do everything they can to kill one of the models and drop their mortal wound on charges from D3 to 1. But with a 4+ save and 4 wounds they might be able to withstand a couple of shots.