Skulls for the Skull Throne! Blades of Khorne come second at Ragnarok GT

So, first AoS tournament was always going to be with Lumineth, but it wasn't long before I was going to settle back into my favourite faction across GW properties - Chaos. Of the various Chaos factions, I technically owned about half a mortal Tzeentch/Khorne list and enough demons from 40k for any of the gods but Blades of Khorne had huge vibes of my favourite codex made by GW - the Khorne Daemonkin book from 40k in 7th edition.You remember 7th edition right, back when Eldar were broken with neigh on invincible Wraithknights, near impossible to interact with Warp Spiders vomiting out damage with armies turning to mass non-los shooting to deal with them? So glad that sort of meta never came back (this joke works better if you pretend it still pre-dataslate.) But Daemonkin with mix of mortals, daemons and a really awesome blood tithe table was a great book then, and it's a shame it never really came back in 40k with allies not having the same feel.  

 
  

Stormcast and Khorne cavalry charge headline into each other as Bloodletters wait for their chance to pounce.

Blades of Khorne were also a surprisingly well-rounded faction for a Khorne army - even if I ended up taking virtually no shooting, the option to add decent shooting from Skull Cannons was a real draw. Speaking off, my early lists revolved around Skull Cannons (which I liked but couldn't get to work well enough) and Skarbrand (who is awesome, but I could never get use to how fragile he was compared to 40k) so ended up on going in heavy on a Bloodlords build. 


 

So easy stuff first, Bloodletters really good in a faction that gives them mortals on 5's on the charge, who knew? I owned 40, so they all went in (with 10 spares acquired to potentially be summoned in. For support two Heralds, one to sit at the back, stab himself and get some blood tithe via his prayer, and the other with Killer Instinct to move a Bloodletter unit up and Halo of Blood to fight first and get a Bloodletter unit to fight after to allow me to go - Herald/Bloodletter fight first, other Bloodletter unit first pick in normal activation and get some brutal charges. The Bloodsecrator added to this by giving the army +1 attack one per game for the turn where I needed that brutality. The Bloodthirster (God I'm going to be so tired to typing blood by the end of this) was more a support piece than damage dealer, with Bronzed Flesh to defend a unit, King of Blades to turn of Wards and ability to give a unit 3d6 charge to really make the Bloodletters likely to get that charge off. I wanted a big unit of Skullcrushers - these initially started off as Bloodcrushers but I switched wanting the 2+ save to combo with Bronzed Flesh with some chaff from the Reavers/Hounds to round out the list: 

 

Mistake I didn't realise until writing this up - sub faction should say Bloodlords. My opponents were aware of my choice on the table.


List felt good in practice games, even if I lost both games with the version of the list above! Going into the event I wanted an improvement in play more than results a "stronger" 3/2 than the one I had achieved at LGT - still plenty to learn but wanted to avoid any losses where I felt I had control at one stage and make the defeats closer. Basic plan was simple - threaten early charges with the Skullcrushers, move up aggressively with them then let the Bloodletters charge whatever crashed into them.  

 

 

Game 1 - Towers in the Tundra v Michael Cook's Kharadon Overlords 

 




Pregame thoughts - So I've played KO a couple of times, and it's never easy - always feels they have so many options available to them with each unit and it's hard to shut them down with their mix of speed of firepower. Mission was advantageous here though - 2 middle objectives meant they were going to have to commit at some point and KO's shooting didn't seem great into Skullcrushers. Simple plan then - bodies in the middle, apply as much pressure on primary as possible. Cross fingers for battle tactics (not great with Khorne) and laugh that Slaughter of Sorcery was already achieved without lifting a finger.  




Blades of Khorne deployment - Skullcrushers up front to threaten early charges with chaff on flanks to try and score surround and destroy early if given first turn.

KO deployment - boats filled with Dwarves and Arkanaut Company hiding in the trees

KO have less drops - they move up to 18 away to get there guns in range and remove my Reavers.

A few pot shots into Skullcrushers/Bloodthirster from the other boat has little effect. 

Khorne turn 1 - I double move the Skullcrushers upfield and they charge into a boat to take the unleash hell. Bloodletters on the right 3d6 charge in to the other boat.  

I pop the Bloodsecrator's one per game banner to give army wide +1 attack and the Bloodletters tear the boat down. 

KO position at end of the turn, already behind on attrition and a mountain of wounds on the two objectives. 

Khorne get the double turn and try to deal a early killer blow.
Bloodthirster crashes into Arkanaut company who can't withstand its charge. Without their charge buff in place Bloodletters struggle to chew through the Thunders


On the left flank Bloodletters charge the Frigate after Hounds go in first to take the unleash Hell. These Bloodletters focus on the contents rather than the boat taking out most of the Edrinriggers and Skywardens. In KO turn the boat flies over the Letters to take the objective.

The remaining passengers disembark and charge into the Bloodletters taking out a solid chunk of them.

Thunders were stuck, but doing pretty solidly considering the position, whittling away at the Bloodletters with their shooting and putting mortals in combat into the Crushers.

Khorne win priority for 3 and Bloodthirster moves in to mop up last bit of KO resistance with a second wave of Bloodletters getting summoned into the flank shortly.

 

 

23 - 8 win to Blades of Khorne 

 
 

Postgame - Always nice to get an early win on the board to settle into an event. This went better than anticipated with game over as a contest very early. KO realised that 18 away isn't a safe distance from Khorne the hard way with double moves and 3d6 charges to the fore costing them the early loss of their flagship, which followed by the double turn realistically ended the contest. Fighting for pride on the left flank the KO did manage to clear a wave to keep the score in check but couldn't clear the bodies enough to stop Khorne victory. 

 
 

Game 2 - Nexus Collapse v Daniel Smith's Stormcast 


 

Pregame thoughts - Onto Stormcast and a teleporting Wizard meaning that my grand strategy was only going to come up if Stormcast were happy to take a huge risk to theirs which seems really unlikely. Having more drops meant that Stormcast could react to my turn one and choose to remove objectives if they chose which I really didn't want. So double bad news - on the bright side, Stormcast didn't seem to have many ways to deal with the Skullcrushers so an early pin was potentially on. Standard gameplan - push crushers up, use as anvil then counterattack into the middle and threaten flanks. 





Khorne deployment - Crushers in the middle with chaff on sides for early surround and destroy. Happy to leave a Bloodletter unit on the line in case it baits Stormcast into taking first turn./forces them back further.

Stormcast castle back with units in reserve. Hounds get double moved up for battle tactic with Skullcrushers holding the middle chokepoint to make charges into rest of Khorne harder. I'm anticipating Stormcast removing the objectives on the bottom right so trying to make sure each Bloodletters can threaten the 2 others next turn.

Stormcast start to move up, I'd have liked to screen the Letters with the Reavers but end up keeping them both as far away as possible as I need the Reavers to score my battle tactic.

Stormcast start to appear in my backfield as my Bloodsecutor shouts on encouragement to rest of the army from miles away.

A proper head to head Calvary battle as Stormcast charge in. Most of their conventional damage pings off the Skullcrushers armour but the Dracolines mortals go off and take out 4 Skullcrushers who do little damage back in response.

I win priority for the turn, I have the chance to deal some real damage here but with most of the Stormcast engaged already with the Skullcrushers I give them the turn.

Stormcast support wizards move up to cast as the General shouts on encouragement from the back. Stormcast finish off the Skullcrushers and fire a few arrows but don't achieve much of note in terms of damage.


Very blurry pic - but its go time for Khorne. I pop the +1 attack and both Bloodletter units commit taking out a Dracoline unit each and starting to chip away at the Tempestors. 

Beavers at the bottom put 6 on the objective to ensure Stormcast can't take the objective with a 5 man out of shot Sequitor unit without a longish charge. Bloodthirster goes back to start dealing with the Stormcast teleports and Flesh hounds end prepare to keep the Hunters busy.

Khorne get the double turn back as objectives start disappearing from the table. Bloodletters move in focussed on damage entirely trying to remove any way for Stormcast to clear up there numbers. A 10 man Bloodletter unit is summoned in and helps takes out the Tempestors.

On the bottom left flank reavers are fine watching on.

Stormcast revive the Sequiturs at the back as Khorne take complete control of the midboard.



Stormcast turn 3 is a 0 in terms of points after I use Blood tithe to unbind a magical dominance attempt, but they double turn me back and keep chipping away at the scoreboard.

Things start to get a bit scary when Sequitors make a 10 inch charge onto the objective to keep Stormcast behind, but in touch on points (taking GS into account) as I start to struggle for good battle tactics. 

Smart objective removal from opponent stretched my army across the board. My Bloodletters on the right advance back towards the objectives. I make 2 long unbuffed charges to kill a wizard (for battle tactic) and Bloodthirster and Letters get into Sequitors to secure the bottom left. 



Going into turn 5 I get the double and Bloodletters crash into Stormcast again.

Sigmar's finest can't compete with the Bloodletters as I make sure there isn't a easy way to teleport onto the objective at the end.

Rest of my army runs away from my deployment to secure intimidate the invaders.

Stormcast lose the ability to contest this part of board at last, but only one objective limits my scoring. Stormcast elect not to teleport their Savant over for a YOLO charge.




Blades of Khorne win 24-16. 

 

Postgame thoughts - First off - great to get the win, with Bloodletters really doing the heavy lifting, not for the first or last time, but a niggling feeling at the score. This is one where things went very well initially taking out the Stormcast Carvery and holding the mid board solidly which did end up with me winning the game, but I was unable to shake Stormcast on points and had to get a few larger than comfortable dice rolls to keep the game away from them. Fair play to my opponent, from a tough position they harassed my flanks over and over again expertly to keep their scoring ticking over and it wouldn't have taken many failed charges and me not winning a late double turn to turn it into a really tight scoreboard scrap despite dealing some heavy blows. One was my overall gameplan early worked well, but my micro level could have better to shut Stormcast out more effectively.  

 
 

Game 3 - Lines of Communication v Luke Skelton's Flesh Eater Court 

 
 


So, I had played different version of KO and Stormcast recently enough, but Flesh-Eater courts was an almost entirely new challenge - the last time I'd played it was in the first edition of AoS were I recall a Hellcannon blasting them apart with a 12-mortal wound barrage on a key turn. No Hellcannon this time (I miss using that model, hoping it comes back at some stage, really cool iconic unit.) No real idea of what Flesh-Eaters could do, although a lack of mortals and potentially rend meant that I was hopeful the Skullcrushers could jam something up. With less drops, I wanted to threaten a double so gave away the first turn even aware I could get charged early. 

 
 

Khorne deployment - Flesh hounds, Skullcrushers and Reavers all screening with very different styles.

Flesh eater deployment - a mountain of flesh and a mountain of buffs start to get cast as they are given first turn.

Ghoul King on Terrorghiest goes in destroying the Reavers and fights twice into the Bloodletters but the -1 to hit from the Bloodthirster keeps them mostly safe and they take a real pound of Flesh from the Ghoul King. I take Bait and switch battle tactic



Bloodthirser whips the last few wounds off the Ghoul King and its go time as Bloodletters crash into Crypt Horrors doing a lot of damage but the unit survives and starts to regenerate.


Khorne get the double, the left Bloodletter unit charges into Flesh Eater court summons (away from objective, probably mistake.) Skullcrushers double move up to try and slow the other Horror unit down but the Bloodthirster just fails its charge into the previously engaged Horror unit

As the turn comes to an end damage is mostly negligible on my side in the middle as I struggle to score points. Horrors rip apart my Bloodletters

Slightly blurry shot - FEC have a mountain of bodies in the middle and what's dead starts coming back at an alarming rate. I forget to auto dispel hoarfrost and the Horrors end up getting 3 rend.

The Flesh Hounds and Ghouls scrap away on the right but I never threaten to take the objective with my focus on the middle.

I'd hoped for a Stalemate in the middle but the rend 3 Horrors are about to rip through the Crushers in a turn.

On left flank the Bloodletters battle away but its a mostly irrelevant combat.

Having got the Horrors down to 1 model, seeing them at 4 was rather crushing as I'm running low on damage


Horrors clear the middle up. I have enough points to summon in a next wave of Bloodletters  which at least has a chance to (ironically) slow the metaphorical bleeding but lose priority as FEC get the double, summon and regenerate more bodies and swarm up.


Result - 28 - 8 Win for Flesh Eater Court. 

 
 

Postgame thoughts - Aggh, frustrating game. It almost went so well - early Ghoul King on Terrorghiest death, double into a big turn to get early Bloodletters charge unleashing a barrage of mortals. So, what went wrong? The easy answer is the multiple ways to get Horrors back and mass of summons created a mass of bodies that I couldn't overwhelm with my damage output. The more nuanced option though was probably Bait and switch - it forcing units back into awkward positions probably didn't cost me the game by itself but meant it was hard to get units like the Bloodthirster into place at the correct time and not stopping the Horrors ward meant the unit could survive, regen and subsequently overwhelm. Little positing things here (and in previous game to lesser extent) are still things I need to work out and think ahead a bit more on. As someone that prided themself on fight phase minutiae as point of difference in 40k, its bit hard to swallow that I'm behind the curve in AoS in this regard, something to work on. 

 
 

Game 4 - Power Flux v Alexander Theophanous's Skaven 

 


 

Pregame thoughts - A rare moment of confidence prior to this, which might have been totally unfounded - I just seemed to have much more wounds with equal or better saves and whilst Skaven had some damage dealers it wasn't like I was short on that either with the Bloodletters. Mission however, much less confident about and when I started to hear all the potential buffs on the Verminlord I did get much more worried. Mission giving points for Andorian Locus on objectives meant that in any sort of passive game over the two objectives in either deployment I was going to lose and lose badly especially given I was pretty sure Skavens battle tactics were going to be easier to score than mine. This meant I had to be aggressive, and also wanted to try and go second as much as possible to make the two no-man's lands objectives active and if Skaven wanted the extra point they were going to have to put their Grey Seers in harm's way.  

 


Khorne deployment - have less drops and 99% sure i'm going first but with Skullcrushers in middle to threaten a pin if needed.

Skaven counter deployment with two waves of screens between them and the Verminlords. Gnawholes on either flank so they can teleport to side objectives from the middle.

Skaven given the first turn, cast some buffs and move up defensively as I pick the two middle objectives to be active to force them out, and make it harder for the extra locus point.

Khorne turn 1 - Skullcrushers now move up to attack and get a Trial of Skulls - I don't charge on the left with Reavers as had to advance Bloodletters up onto objective and losing 2/3 would result in Skaven still holding objective.

Skaven get the priority turn 2 and move Verminlords up to take out the Crushers. I elect to activate middle objectives again for same reason as before.

On the right flank rats start popping up to contest objective.

Giant rats charge into Hounds in the most bestial fight of the weekend.

Skaven chip away at the reavers but Khorne retain control of objective. 

Gutter runners come in and unleash mortals on the Crushers to soften them up before the Verminlords charge in.

I'd managed to stop both Flaming Weapon and Greater Skitterleap to keep the Verminlords here and mostly unbuffed. The Skullcrushers are almost destroyed but survive with a single wound to allow a Bait and switch tactic in my turn (along with hounds.)

Bloodletters prepare to move up and settle if the Horned Rat is worthy of a place in the Chaos Panethon.

The Deceiver Verminlord can fight first and run away...but the Herald's fights first allows both it and the Bloodletters to swing before the Verminlord can go and the Bloodletters (with +1 attack) take it out.


Reavers cap the Gnawhole. Weirdly the 5 Gutter runners didn't win the fight.

The Bloodthirster takes out the Warbringer Verminlord who fights on death twice taking out the Bloodthirster in revenge. 

Carnage in the middle starts to clear with Khorne in control. Skaven have priority with again middle objectives active. Gutter runner start to take out Bloodletters but cant' chew through the sheer number of wounds and lose the attrition battle over several turns.

Left flank is firmly under Khornes control. Other than some screening to stop teleports everything moves into the middle. Another wave of Bloodletters is summoned in, makes a charge and when Khorne gets the double Skaven are tabled.



24 - 8 win to Blades of Khorne 

 
 

Post game thoughts - Very happy with the result. Early turns went about as well as I could hope - forcing Skaven into committing into Skullcrushers and brutally counter attacking whilst keeping objectives in the midfield alive so could keep level on scoring whilst focusing on damage. Taking out both Verminlords in a turn was obviously huge, and both I think exactly dying was a stroke of luck. From there, the Gutter runners were the only real threat and when Skaven had to result to things like Arcane bolt through Khorne magic defences it was a very good sign. 

 

 

Game 5 - Fountains of Frost v Zach Bair's Fyreslayers 

 


 


Pregame thoughts - So going into this round this was table 2, with potentially 3 people in the running to win the event, both on table one, and potentially me depending on how that result went. Fyreslayers I'd fought before and I had three big advantages in the match up - Skullcrushers being super resilient to anything Fyreslayers could put out outside the Magmadroth, the Bloodthirsters turning of the wards being brutal and the fight first herald allowing me to charge their Fights first units and still getting to hit. Also helped that again I got my Grand Strategy for turning up to the table which was nice, and I could turbo speed units quicker than Fyreslayers. Familiar plan - pressure with Skullcrushers, counterattack in middle hope for double. 

 

Less drop and no danger of getting charged turn one - set up ready to go second with Hounds/Reavers on flanks for Surround and Destroy rather than screening duties.

Fyreslayer deployment - they had to be wary of double moving Bloodthirster charging. They get first turn, move up to edge of objective and end.
Khornes turn one is equally passive, moving up Skullreapers in middle so they can potentially murderlust into combat next turn. Given the rather pitiful damage of the 10 Vulkite Bezerkers on the left happy to push Bloodletters up and take a charge if needed and allow Reavers to sneak in behind onto objective.

Bit more cagey on the right, don't want Bloodthirster to get charged but Flesh hounds move up to apply pressure. 

KO get the turn and charge into the Skullreapers who tank the damage well and fall back with 4 models remaining. I move up to try and take out a Hearthguard unit. The Flesh hounds move up to outside 3 so they can murderlust if Fyreslayers get the priority and keep them out the main fight. 

Fyreslayers had to commit Vulkite Berzerkers into the Crushers for a battle tactic, so reavers move up to take it as Bloodletters prepare to flank them.

Huge battle in the middle. Heralds ability to fight first and have a Bloodletter unit follow is key into engaging the also fighting first Hearthguard. With their ward stripped by the Bloodthirster they take a heavy blow and are taken out by the combined might of the Bloodletter units.


Fyreslayers win the roll off and have to take it despite being aware they won't be able to complete a battle tactic feeling they have to deal with the Bloodthirster's ward denial. The Hounds keep the Berzerkers occupied as Magmadroth battles the Bloodthirster, who survives long enough to force a double fight.



Khorne turn - the Magmadroth had tagged one Bloodletter unit who high rolled 6's for around 7 damage before they fall back allowing the charging unit to attack at near full strength.

Magmadroth is taken out through its -1 to wound and 3+ ward but sheer weight of dice as Fyreslayers centre collapses.

Khorne wins the double turn to end game as Skullreapers prepare to move in to keep Fyrelsayers occupied.


 

Blades of Khorne win 27-14 

 
 

Postgame thoughts - Really fun win to end the event - having gone through most of the LGT winging it for battle plans it was nice to plan a little further head when facing armies, a second time and I was very happy with most of my play here. The real question was when to commit the Bloodthirster to the fray - I'd have ideally liked to keep him back until he could multicharge with a Bloodletter unit into the Magmadroth but I felt like that wasn't a realistic option and it was better to use him early. Fyreslayers had to waste a turn to take him out and forcing the Magmadroths double fight meant Fyreslayers were never breaking the deadlock which after an early objective swing meant it was a losing uphill battle from them thereon out.  

 
 

So finished second overall with only loss to event winner which certainly was a great result. I really enjoyed the list - I was a little unsure about it going in having pangs of wanting to bring Lumineth but it was a lot of fun in practice. Game style of dominate mid board, bad secondary scoring but potential to deny points via shenanigans is very 9th CSM and naturally prefer its bit more aggressive approach to Lumineths. As for the list - Bloodletters the stars, no question. Bulky if not tough per say and brutal on the charge only question would be should I take more of them or does that take up too much space. A+ would use to take skulls again. Heralds and Bloodsecutor were great supporting these in their different ways and go into the overall package nicely, even if they didn't do a lot by themself (Bloodsecutor I think failed to kill anything and survived every game to win the least-Khorney unit award.)  

 

Spoils of the day - a trophy and a few goodies. Not picture goodie bag with few more bases/tokens which was awesome.


 

The Hounds and Bloodreavers fall into - useful for secondaries and something need to do the job, but neither were great. Hounds were better, Reavers cheaper, both were a bit eh. Hounds have been great against me in the past and I'd probably run more of these especially given how I feel around Skullcrushers now who were by far the least impressive unit. Hurrah, 2+ save with potential Bronze Flesh and All out defence for 0+ save? Thats insane, how can anything crack that? Watch this, said everyone I played apart from KO, who tore them apart quickly enough. They screened well and allowed me to give Stormcast a double turn, but two layers of Flesh hounds probably do the same thing, give extra deny and cost much less. Given there points certainly getting the drop from the list for next time and rely on more bulk from number of wounds than saves to tank in future and can potentially either drop a priest or free up a player for a different option than Bronzed Flesh as well (which was nice on Letters/Thirster but rarely critical.)


In terms of what to add - Skarbrand stands over like an ominous shadow - honestly just more Bloodletters feels like probably the right, if dull option. 2 10's can screen, be an extra blood tithe and deal some real damage if not respected. I'd like to test some more of the mortal side, Wrathmongers I really considered but it was hard enough getting everyone were I needed as it was without extra bodies in the way (something Skarbrand has in his favour.) Also really liked the Herald on Blood Throne in test games - has a great prayer to bring Bloodletters back and just ran out of points to fit him in and certainly want to try him again.


In terms of personal play - generally happy with how I did but still got away to go. Still some fight phase tricks to learn how to screen/position against being the main work on (as mentioned above, bit hard to admit as was good at this in 40k.) Playing around double turn is something that still needs work - was happy I was seeing opportunities to do so against Fyreslayers with murderlust but not something actively thinking about. Bloodtithe the other big work on - I wasn't great at using it in a little and often role with the key example being not using it to dispel hoarfrost which probably doesn't change the game from a loss, but keeps it as a scrap for longer. Learning to play around some battle tactics the last big work on - but this requires more games and exposure to different lists. Still an event with some serious learnings (awesome prize support/lunch/cool goodie bag for everyone as well) and list changes to make is a great place to be. 

 

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