Warcry/Tactics/Blades of Khorne Daemons

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Blades of Khorne Daemons Tactics

Faction Overview[edit]


  • Offence: High attack and damage for price, especially when fishing for crits.
  • Speed: Several options for fast fighters.


  • Offence focused: Limited utility outside of killing better, or bonuses for killing

Abilities Overview[edit]

  • [Double] Blood for the Blood God: used when fighter slays an enemy with an attack action. can make a bonus move or attack action.
    • Ability Commentary- Universal. Decent when you need to clog movement lanes, or when you're getting ganged upon.
  • [Double] Decapitating Strike: add half (round up) this ability's value to fighters damage when scoring a crit with 3" or less attack. (Bloodletter and Bloodreaper)
    • Ability Commentary- You're going to be fishing for crits with your bloodletters anyway, why not make your enemies feel your pain? Crits hitting for 5 in the worse case, and 7 on the top end, will make even the stoutest fighters second guess staying tied up for long.
  • [Double] Hungry for Flesh: if visibly 6" from an enemy fighter, make a bonus move that ends as close as possible to the nearest enemy fighter. (Flesh Hound and Gore Hound)
    • Ability Commentary- Get your hounds in faster with this movement ability. Good for hunting down and wrapping up ranged/fast units, your Flesh Hounds WILL get there when you stretch their threat range to 22 inches.
  • [Triple] Locus of Fury: use when this fighter kills an enemy with an attack action. until the end of battle round, +1 attack to all 3" or less attacks for friendly visible fighters within 6" of this fighter (Leader)
    • Ability Commentary- Onslaught as a bubble. If you have any amount of your units grouped up, this can add some much-needed punch if you're trying to drop an opposing big guy. Use this on your big based leaders to extend it a bit.
  • [Triple] Moderous Charge: until the end of this fighters activation, the next time he ends a move action within 1" of an enemy(s). Pick one and deal damage equal to Ability's value(Bloodcrusher and Bloodhunter)
    • Ability Commentary- Impact hits from your Juggernauts. Extra damage should never be overlooked, and sometimes, you will hit like a truck before you hit like a truck. This will break up enemy chaff lines to let your other guys get around the table.
  • [Quad] Buring Roar: roll dice against one visible enemy fighter within 8" equal to this ability's value. inflict 2 damage for each 2+. (Gore Hound)
    • Ability Commentary- The only ranged attack in the army. It has the potential to dump some damage into some unlucky shlub and can be a nifty trick for clearing enemies who think they have moved out of threat range.

Fighter's Overview[edit]



  • Stats: Movement 4"; Toughness 3; Wounds 20; 150 Pts.
    • Rule: Leader, Frenzied
    • Weapons:
      • Sword-Range 1"; Attacks 5; Strength 4; Damage 2/4
  • Fighter Commentary - Your Bloodletter leader and cheapest option. Pretty slicey, but at T3 you won't want to get him stuck in for long. He excels as a clean-up batter, and to proc your leader abilities.


  • Stats: Movement 6"; Toughness 4; Wounds 35; 240 Pts.
    • Rule: Leader, Destroyer, Mounted
    • Weapons:
      • Fangs-Range 1"; Attacks 5; Strength 4; Damage 2/5
  • Fighter Commentary - Your leader on a juggernaut. His big base will make any bubbles reach that little bit farther, and have him jamming up movement lanes. While sturdy, and fairly choppy, he is more of a bully then he is an outstanding fighter. Use him with friends as line-breaker units and zone control.

Gore Hound[edit]

  • Stats: Movement 8"; Toughness 4; Wounds 30; 240 Pts.
    • Rule: Leader, Scout, Beast
    • Weapons:
      • Fangs-Range 1"; Attacks 5; Strength 4; Damage 2/5
  • Fighter Commentary - While having the same combat profile and points cost as the Bloodhunter, the devil is in the details. Not being a mounted unit, extra movement range, and abilities, and being the source of your quad ranged attack, he is a solo hunter. He is 5 wounds less the juggernaut, and smaller base size, so be careful not to get him surrounded. Because the Gore Hound has literally double the movement of your standard rank and file troops, he will almost always be out of range for many leader abilities to fire off of him.



  • Stats: Movement 4"; Toughness 3; Wounds 10; 70 Pts.
    • Rule: Frenzied
    • Weapons:
      • Sword-Range 1"; Attacks 4; Strength 4; Damage 1/4
  • Fighter Commentary - Your rank and file. Chaff units that are the purest definition of 'glass cannon.' You will be fishing for crits with every roll, so stock up on doubles for Onslaught to add dice. Speed bumps for enemy big guys, keep them fighting in their own weight class.


  • Stats: Movement 6"; Toughness 4; Wounds 30; 185 Pts.
    • Rule: Destroyer, Mounted
    • Weapons:
      • Fangs-Range 1"; Attacks 4; Strength 4; Damage 2/4
  • Fighter Commentary - Your warband's brick. A decent all-around fighter, Bloodcrushers have the wounds and toughness to hold down objectives and get stuck in, and the movement to get there. Rolling a decent triple to hit their ability, they can turn into ping pong balls of death, cleaning up one enemy on your first move and barreling into a second on the follow-up.

Flesh Hound[edit]

  • Stats: Movement 8"; Toughness 4; Wounds 20; 170 Pts.
    • Rule: Scout
    • Weapons:
      • Fangs-Range 1"; Attacks 4; Strength 4; Damage 2/4
  • Fighter Commentary - Flesh Hounds are your warband's shock troops. These meat-seeking missiles pack a solid punch and fantastic speed. Use them to clear out enemy back lines, and tie-down ranged fighters. They WILL draw the attention of enemy sluggers, so keep them on the move whenever possible. Take two for decent board coverage.

Minions, Thralls, and Allies[edit]

General Tactics[edit]

Khorne Daemons, while occasionally frail, can hit shockingly hard and keep enemy warbands on their toes. Guilty of having probably the most crit reliant basic unit, Bloodletters, every turn can be a huge swing. Remember, Khorne cares not from where the blood flows, your units WILL die, so don't fear packing a lot of them in. Invest in Flesh Hounds, they will surprise you every game with their damage output, and the fact that you are in your opponent's face on turn one. Bloodcrushers are big, uncomfortably big, use that to your advantage whenever you can to control the table, turn the juggernauts sideways. You will live off of doubles for Onslaught across all your models, so use your wild dice to keep them stocked.

Other Helpful Tips[edit]

Example Builds[edit]

Warcry Tactics
Grand Alliance: Chaos
Grand Alliance: Death
Grand Alliance: Destruction
Grand Alliance: Order
Monsters & Mercenaries