Blades of Khorne Review : Wrathmongers

Hey everyone, Josh here to discuss the units that are available in the Blades of Khorne. This time we’ll be discussing a niche unit, Wrathmongers. For more tactics articles, check out the Tactics Corner!

Wrathmongers are niche unit in the Bloodbound army. Wrathmongers are neither daemon nor mortal (despite the keyword on their warscroll). They’ve fully embraced the path to daemonhood and have accepted daemonic gifts that cause even the most noble warrior to slather into a mindless rage.

Wrathmongers are excellent for alpha striking all but the most resilient units in the game. They are great tools for supporting units on defense and keeping larger high damage models such as behemoths, monsters and elite infantry in check. When they attack, they’re usually hurdling toward larger enemy models to take advantage of Bloodfury. 

It seems Blood Warriors and Wrathmongers are a match made in hell. They’re like skulls and a skull throne; they belong together. The units that give Blood Warriors a hard time are often easily slain by Wrathmongers, and the units that would normally slaughter Wrathmongers in an alpha strike are easily warded off by Blood Warriors. 

Unit Characteristics

  • Wounds: 3
  • Save: 5+
  • Move: 5
  • Bravery: 7
  • Points: 180
  • Min Unit Size: 5
  • Max Unit Size: 20

Weapons (Range/Attacks/To Hit/To Wound/Rend/Damage)

  • Wrath-flails (2/4/4/3/1/1)

Unique Models

  • Wrathmaster –  makes 5 attacks rather than 4

Abilities

  • Wrath-flails – if the unit charged this turn, add 1 to hit rolls
  • Crimson Haze – models (friend or foe) within 3″ of a wrathmonger make an additional attack with their melee weapons (this doesn’t stack)
  • Bloodfury – each time a Wrathmonger is slain in the combat phase, choose an enemy model within 2″ of the slain model and make an attack with it (it can even attack itself)

Keywords

  • Chaos
  • Mortal
  • Khorne
  • Bloodbound
  • Wrathmongers

Tactics

Bloodfury is the primary reason to take Wrathmongers. Each time your opponent kills a wrath monger in combat, you get to chose a single enemy model within 2” and force it to attack (but not pile-in) as if you were in control of it. You can even make the model attack itself. This ability alone makes Wrathmongers excellent for killing large models.

The Rules Lawyer : Here’s a question for you. Damage in age of sigmar is applied in sequence after attacks are resolved. If 15 wounds are being applied to a unit of Wrathmongers then do you allocate wounds individually, apply the wounds sequentially and resolve Bloodfury each time a model is slain; or do you allocate all of the wounds being done for the attack and apply them at the same time? In one case, Crimson Haze would still apply to your enemy’s models until the final Wrathmonger is slain, but in the other Crimson Haze would not apply because the Wrathmongers would all be dead. I’ve scowerd the rules regarding damage allocation, but I cannot find any text that allows me to make a detirmination. Let me know what you think in the comments below.

The characteristics on their weapons are awesome as well. A single unit of five Wrathmongers can make 21 attacks before buffs, have built in buffs to hit rolls on a charge and have rending weapons. Additionally, a 2” weapon range means that usually you’ll be able to strike your opponent with the full unit. Alpha striking Wrathmongers usually put a dent a huge dent in whatever they strike.

Crimson Haze makes Wrathmongers an excellent supporting unit. They can easily buff your units and avoid your opponents units while standing behind the frontline. They can also provide additional damage output by making a charge behind your alpha striking unit, but this is much more difficult to accomplish.

Wrathmongers aren’t as dependent on buffing the attacks characteristic as other units are. They already make 4 attacks per model, and can opperate effectively outside the range of a Bloodsecrator’s Rage of Khorne. Instead focus on suring up the attacks they already make and don’t be afraid to send them into the fray if it will help you win the game.

My Top 5 Unit Synergies

  1. Bloodstoker – provides +3″ to run and charge rolls as well as re-rollable wound rolls of 1
  2. Slaughter Priest – provides +1 to hit rolls with the Blood Blessing, Killing Frenzy
  3. Lord of Khorne on Juggernaut – the only unit in  Blades of Khorne that provides +1 to wound rolls
  4. Bloodsecrator – provides attack characteristic bonuses while protecting your Wrathmongers from battleshock tests
  5. Aspiring Deathbringer – provides attack characteristic bonuses

Cons

At 180pts, Wrathmongers are Bloodbound’s most expensive non-hero unit, they only have a 5+ save, and they’re slow. This puts them in a strange position. They’re excellent for taking down lerger models and alpha striking, but die like flies if they’re being shot by ranged units or attacked by light-medium infantry. Keep them behind your defensive line and buff your troops with crimson haze until the time is right to strike.

And remember, Frontline Gaming sells gaming products at a discount, every day in their webcart!

secondhandhsop

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About Josh Keal

Hi, I'm Josh. I'm the owner of Masterpiece Miniatures, a wargaming channel on youtube. I primarily play Age of Sigmar and own over 10000 points in Khorne units. You can check our our channel here: https://www.youtube.com/c/MasterpieceMiniatures/
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Requizen
Requizen
4 years ago

These guys are scary, definitely had my Paladins taken over and Starsoul Mace themselves to death! But yeah, the price is rough and they can be taken down at a range pretty easily.

Ytook
Ytook
4 years ago
Reply to  Josh Keal

I’m hoping GH2 does something to add a bit more inherent counter play against shooting, some negatives to hit for shooting through units or into combat for example.

Watching Warhammer Live the GW guys are well aware shooting is extremely good and the tournament guys must know so I’m hoping something will happen.

Reecius
Admin
4 years ago
Reply to  Josh Keal

Welllllll…..lol, I have to strongly disagree with you, here. Kharadron Overlords with stacking the same buff is straight up ridiculously, insanely OP. A unit of 20 Thunderers Getting +6 shots per model with stacking Aetherkemists is objectively ridiculous. That’s what, 140 shots? At 36″ range, each doing D3 damage? That are easily twin linked? Lol, please justify that one for me. That unit will destroy most armies in a single round of shooting and is quite clearly RAW right now.

Stacking like buffs isn’t always bad, but it very frequently is. Plus, the SCGT guys play test AoS so I would be willing to bet as they go so goes the official rules very often.

Ytook
Ytook
4 years ago
Reply to  Josh Keal

I’m sorry but I don’t think that’s the case, shooting weapons are often the same if not more powerful than combat attacks and aren’t in any way hindered as easily as combat attacks, a shooting unit will get more hits in on average than a combat unit though they don’t get to activate in both players phases they have a much greater range, no need to charge and no way to stop them other than blocking line of site.

Shooting units are better units, hence they cost more points, the Warhammer Live guys themselves have said shooting heavy armies are better. If you’re playing a friendly game and agree to not spam shooting then yeah fair enough, but that’s not what matched play is about.

Reecius
Admin
4 years ago

Are you being serious or no? Hard to tell. You can also put them all in an Ironclad to have 1 drop for all of them if you like, plus you’ve got your 3 units of Arkanauts for screens to absorb t1 charges. And how does that mean your opponent will deploy before you, haha? That is only 7 drops, many armies that don’t have an uber battalion average around 10. If you’re playing Blades of Khorne you won’t, but most armies don’t have that option.

That’s hardly the point though, lolol. 140, 36″ range shots that do d3 damage from a single unit is absurd, haha. That creates neither a fun nor tactically challenging game. Each model can shoot at a different target, you will carpet bomb the other guy’s army off of the table. I guarantee that that is not intent, lol. It creates terribly unenjoyable games and will cause folks to stop playing. I’ve seen this type of thing over and over.

And anyway, shooting is overpowering even without limitations on the same buffs stacking. I say this as someone that plays a shooting army. I’m not saying shooting armies always win, just that they usually do, lol. Skyfires, artillery, Kunnin Ruck, Balewind Vortex+Wizard, etc. etc.

Anyway, you are free to hold whatever opinion you choose but I will bet money that limitations are coming on stacking the same buff on the same unit. It simply is not fun and to me, not good for the game, either. YMMV.

Quinn
Quinn
4 years ago
Reply to  Josh Keal

I’m going to agree with Reece here, the stacking of the same buff on units multiple times is getting ridiculous. Whether it is this Kharadon build or the Bloodletter Bomb (and others) it is being abused. You say that certain armies can beat this Kharadon build and my guess is you are correct, BUT it will only be specific builds. Armies that can null deploy and get a double turn would have a reasonable chance. Most armies cannot do that however. That includes most tournament armies. Lot of fun just picking up your army first turn.

The big problem is shooting in general imo. Too easy to buff it, shooting into and out of combat, every model picking a target, sniping out characters first turn..it makes the game lack interactive play in many cases. People say if you change the rules you need to repoint shooting units..fine..repoint them. I would like to see some of this change at the GW level before we end up with every tournament using its own ‘houserules’.

WestRider
4 years ago
Reply to  Josh Keal

Even if there are counters, that doesn’t mean that those builds aren’t damaging to the Game. Hard Counters/RPS make for terrible game balance. They take away much of the on-table skill, and largely reduce Tournaments to contests of list-building and whether or not you manage to dodge your hard counter.

Reecius
Admin
4 years ago
Reply to  Josh Keal

I didn’t mean to insinuate you were trolling, sorry if it came across that way.

I agree that the army I proposed is not unbeatable, simply that it shouldn’t be in the game at all.

In a tournament, philosophically yes, the objective is to win games. However, in reality, that is not why everyone goes to a tournament. People go to compete and have fun, others go to socialize.

If you have a true no holds barred tournament wherein anything legal in the game is allowed and you advertise it that way, then by all means, go for it and use every tool to your advantage. That can be very fun.

In the reality of what we do though, that does not reflect the desires of most tournament attendees. If our pool of players was a LOT bigger, sure, we’d have enough of a sub-niche of players in it for hardcore competition to sustain that type of play on a regular basis. But, we don’t. What happens with unrestricted play is a shrinking player base, in my experience. With some reasonable restrictions, more players enjoy themselves and you have a growing community instead of restricting. Things like what I describe, or many of the stacking buffs, simply don’t rub people the right way, legal or not.

The question then remains: do you want a purist format that adheres to the rules strictly with probably a smaller player base or a slightly looser application of RAW but with a larger, often happier player base? That I suppose depends on the individual perspective but that has been our experience with large scale experimentation.

theIrishMane
theIrishMane
4 years ago

Reece, you have a compelling argument. Stacking thunderers to maximize their firepower is impressive, and certainly something to be considered when list building. However, it has clear weaknesses to fast, close combat oriented lists. Especially ones that fly or move ‘out of phase’*. Here is an example of an army that will win handily against your Squats without relying on duplicate stacks**.

First a Slaanesh PleasureBound warband.

Leaders:
Archeon, The Everchosen (general)
Lord of Chaos (Crown of Command, Mark of Slaanesh)
Chaos Lord of Slaanesh
Lord of Slaanesh on Daemonic Mount (Crown of Command)
Sayl the Faithless

Battlelines:
Chaos Marauders (10 dudes, Mark of Slaanesh)
Chaos Marauders (10 dudes, Mark of Slaanesh)
Warriors of Chaos (20 dudes, Swords and Shields, Mark of Slaanesh)

Warscroll:
Pleasurebound warband

Chaos Chosen (20 dudes, Mark of Slaanesh)

This army deploys in three drops, generates mortal wounds, and ignores most bravery tests. The chosen have a threat range of 23 1/2″ to 38 1/2″. Given that the Ironclad is on a 170mm*** round base, I am confident I will – with a little luck – make a first turn charge. Sure, you will put the arkanauts in front of your Ironclad to protect it from my assault, and it will stop the chosen from killing it outright. It will mean your arkanauts die within the first combat phase because my chosen are attacking twice, and piling in twice.

You will shoot the chosen because you do not have a choice. If you do not, they will charge in during their next combat phase, kill the ironclad and thereby kill the contents outright. In all likelihood you will delete the chosen with a blizzard of lead. That is fine. I will repeat the process with my warriors, and work to surround the Ironclad. They will take wounds from the Ironclads bombs. Approximately 2 – 9 wounds, 1.7 – 6 after the Runeshield saves. This will work in my favor because it will activate the Pleasurebound warband’s pile in effect. Which, alongside the Chaos Lord of Slaanesh on Daemonic Mount’s command ability, means every model in the unit is piling in 12″.

It will be bloody, it will be exciting, and it will be brutally quick. You will face the same challenge all other shooting armies in Age of Sigmar face: maneuvering. Your list is on the backfoot from turn 1, and at that point needs double turns to save it. In my opinion that makes this more fun. The outcome is stacked in my favor, but it isn’t absolutely certain. Which brings us to the point: the game is won by well built armies used by skilled players. List building, deployment, unit activation, maneuvering, and a host of other factors each play a part in the game’s outcome.

Stacking abilities is not broken. There are other lists fully capable of winning without being given two, three, even four more attacks. To assume otherwise is oversimplifying a young and complex wargame. Effectively a knee jerk reaction. It leads to a shortsighted reaction which punishes players for using their armies as they were built to be used. I suggest avoiding the temptation of viewing Age of Sigmar in the same way that 7th edition is seen. Throwing everything an army has towards one function is a poor strategy, and limits your tactical options. It seems effective at first, but it really fails to qualify when put to the test.

cheers

*during any phase other than their movement phase
**the act of placing more than one spell, ability, or unit effect on a single target unit
***maybe a little less if you deploy sideways.

Reecius
Admin
4 years ago
Reply to  theIrishMane

Thanks for the thoughtful reply. Again though, I am not saying the army is unbeatable or anything, that wasn’t the point. Simply that it really shouldn’t even be in the game. I doubt–extremely–that the intent was for a unit to get 140 D3 damage shots, haha. That is bananas, and not fun for 99% of the people that play the game.

theIrishMane
theIrishMane
4 years ago

It also needs to be considered that in seventh addition the rules were (at this point still are) broken. It was clear what worked and what did not with very little room in between. I do not think that that is the case now with Age of Sigmar. I ask that you reread the last paragraph in my first post. The rules are not the primary issue, but rather the participants perspectives that are.

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