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AoS: Blades of Khorne are Kings of Combat in 4.0

3 Minute Read
Sep 24 2024
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GW has released the latest Faction packs for Age of Sigmar 4.0. We’ve got the lowdown on the biggest changes for the bloodthirsty berserkers, the Blades of Khorne.

Welcome in, Generals of the Realms! Skaventide is out, the battle lines have been drawn, and we are firmly in the 4.0 season. If you’re anything like me, you’ve been chomping at the bit to see how your favorite faction fared in the update. Some are amazing, some are terrible, and most are a little bit of both. Whatever faction you play, there’s definitely been a massive shakeup in how you’re going to play.

You Wouldn’t Like Him When He’s Happy

Of all the children of Chaos, the Blades of Khorne are the punchiest by leaps and bounds. They worship the god of battle, bloodshed, and skulls, and they’re all to happy to deliver on those violent urges. Every facet of this army is designed to take lives, and even the death of your own units isn’t a hindrance to you. After all, Khorne cares not from where the blood flows, only that it does.

In 4.0, the Blades of Khorne are the absolute kings of combat. They’re still the mulchers they have been in previous editions, though they’ve been brought to heel a little. Gone are the days of single turn Khorne wipes, but that’s par for the course with the new edition. The Blade of Khorne definitely feel weaker than they WERE, but not in a way that makes them weak overall.

Blades of Khorne The Good: They make Paste of their enemies

The Blades of Khorne are monsters once they hit close combat, and that hasn’t changed. They have impact hits when they charge, they can buff their attacks, and most of their hits are multi-wound. The Daemons are a little weaker than they used to be, but the Greater Daemons are monstrosities. Skarbrand, in particular, can mulch armies if given space. Of special note is the updated Blood Tithe table.

The ability for any hero to drop a giant bomb in the middle of an enemy unit is huge. That’s going to mince a lot of elite armies, and honestly 4 tithe points is a steal for it. Beyond that, all of the blood tithe abilities are busted. It shouldn’t be hard for Khorne players to save up for a turn or two and then decimate the board round 3.

Blades of Khorne The Less Good: Slow Roll

More than before, BoK really need their blood tithe points, and in the new format they’re a little harder to get. With a lot of mortal wound generators being reduced to a d3, it’s harder to consistently take out units, even friendly ones. Plus, a lot of their best abilities are once per battle now. I’m interested to see how Khorne players will structure their turns with a big limit on their resources.

How did your favorite faction do?


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Author: Clint Lienau
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