Skarbrand is great once you just completely forgo the concept of building up settlements. The only thing you need to focus on is where your next battle is going to be. Once you get over the "empire building" mindset, his campaign starts to take off and he is probably my favorite campaign in the entire game.
Thats why there are players who just don't get why Khorne is awesome. You have to change your whole perspective on how to play and be hyper-aggressive or your not going to get very far. I also think people complaining about the desert is odd, seeing as how you just need to corrupt the terain to make it your own. They are, and have been since my TT days in the 90s, my favorite faction. They are great for new players IMO, as you can mindlessly charge with them and do pretty good, but in the hands of a skilled player who actually uses tactics and strategies, they can be downright terrifying. One thing that bothers me though is that they didnt give marked generic Lords and Heroes of any of the 4 their manticore and dragon options (something they get on TT and always have). Not only is this immersion breaking, since they gain these mounts in a life or death struggle to break them and bond with them and would NOT ditch them because they were finally chosen and marked, but it limits the strategies you can use with Khorne a little bit more. And as a faction that doesnt get magic and almost no ranged, we should have access to all the official tools there are. I hope more people speak up on this so its fixed.
Skarbrand in manual combat needs a few pointers. - Banner of Swiftness on Skarbrand A.S.A.P. - With Skarbrand, charge the unit behind when 2 are close, so that you charge through the first. (Blake's Takes was wonderful showing this) - Summon units of bloodletters a couple of seconds before a charge in melee by your troops so as to keep busy ranged attackers. Bonus tips: - Manual battles can land you MUCH better outcomes than auto-resolve. - Rush Cultists of Khorne for their Casualty Replenishment. Heroes are the only units you'll have to recruit from your homebase anyways, so if you want Skarbrand to go on a spree, you better send one early. - Offer people to fight their wars (Diplomacy with a guy at war with your next target). Sure, you'll make a lot more sacking ad razing, but you might as well get paid on top of it. - Settlements build meek garrisons the turn after being sacked, allowing weak Khorne armies to farm bloodletting. - If your bloodletting is *NOT* about to go down, it's fine not to attack a settlement right away with a non-Skarbrand army to position yourself better and go a direction you want to go in after razing it. - (This one works better without Skarbrand, say, another army, or while playing Valkya) A secondary Lord with just a few hounds will allow you to *NOT* control Large Armies, and have enemy reinforcements trickle to their slaughter, and/or switching wounded units by telling them to leave will give you hounds with crazy speed to chase broken/shattered enemies. - You can still have allies. I'll forever be a sucker for Kairos' Chaos Knights (Protoss shield on Cycle Cavalry!), but I am sure Mutaliths, Chosens of Tzeentch with Halberds and Cockatrices can find a place in your heart. And Clan Mors can field you with interesting units as well.
0:47 Honostly, just take that all in for a second. That's like 30-40 active armies, Skarbrand more then half-way across the map from his start position, over 340K gold in the bank but 63K per turn in the red and more then 36K skulls on the throne. On turn 11. #JustSkarbrandThings
@@willfeen Ngl i've also never done a proper Immortal Empires Skarbrand campaign. The "stand in just the right spot for raze + bounce" is too finnicky for me and his start position is just too much pressure to play somewhat normaly. It's actually much better in that regard in the Realms of Chaos mode, and probably the only lord that I kinda prefer to play in that one. You start up north in the chaos wastes and can just carve out your own little corner and go from there.
@@bacchus8081 yup. I love Realms of Chaos because you can still go for total conquest, but there is more interesting stuff to do along the way, more excitement from daemon incursions, and best of all, the portals letting any faction migrate to other portions of the map at will
Khorne needs reworked bloodthirsters and daemon princes, compares to the other gods they're just weak... it can't be that the lorewise strongest single entity monsters have 450 ap damage and 7k health... they lose to a great unclean one and kdaai destroyers, even with anti-large...
Yeah, I mean they can get pretty strong, much stronger in melee than the other exalted lords, but the other lords can spell cast, which they just can't compete with.
If Arbaal is the new Khorne LL (and I think he will be, which is great!) he should get a trophy cabinet to put the skulls of LLs you take off the board!
- Saving the skillpoints for his unique is a good tip. - I would disagree to disband idle lords in one case: If you had a worn out bloodhost army, you can disband the troops and keep the lord for global growth. Consider making an advanced tutorial, were you explain the collision cheese with banner of swiftness on Skarbrand for example and as a cultist of Khorne you may surprise me with things I didn't know. Thx for the good content!
When I said idle, I mean a lord that has low bloodletting and is just sitting in a settlement with no prospect of fighting battles, but what you said about blood hosts I was contemplating to put in the video, just decided not to in the end :P, and I'm glad you are enjoying it.
Khorne with skarbrand was like my 3rd campaign. The only thing that was kinda hard was the earlygame due to his starting location. but otherwise khorne is rly easy. just run ur units towards them, let skarbrand anihilate their lord and disrupt missiles with cav harpies or chariots. U will basically win every encounter cause khorne's infanrtry shreds
@@CultistOfkhorne Epidemus could be fun to watch aswell, starting next to Malus and Malakai is a bit painfull, and his main mechanic doesnt get a lot of action before you have a lot of plagues
attack, retreat, then attack again. do whatever necessary to accommodate that. also his bonus is not for ranged units, so logically you should focus more on melee or even melee only.
stack stormvermin (halberds, not sword and shield), supplement them with some good anti-armor artillery like jezails. retreat and ambush as often as you can. avoid fighting dwarves until youve allied either clan mors or skarsnik
Because the line unlocks at rank 13, it has 6 skills, and if you don't put any points after rank 7, at rank 13 you can instantly fill the skill line with 6 skill points.
@@CultistOfkhorne Yeah I just spotted that - couldn't find my comment to delete it, but since you've been kind enough to answer, I'll leave it up in case some else is as stupid as I am 😆 Thank you!
Skarbrand is great once you just completely forgo the concept of building up settlements. The only thing you need to focus on is where your next battle is going to be. Once you get over the "empire building" mindset, his campaign starts to take off and he is probably my favorite campaign in the entire game.
Thats why there are players who just don't get why Khorne is awesome. You have to change your whole perspective on how to play and be hyper-aggressive or your not going to get very far. I also think people complaining about the desert is odd, seeing as how you just need to corrupt the terain to make it your own. They are, and have been since my TT days in the 90s, my favorite faction.
They are great for new players IMO, as you can mindlessly charge with them and do pretty good, but in the hands of a skilled player who actually uses tactics and strategies, they can be downright terrifying.
One thing that bothers me though is that they didnt give marked generic Lords and Heroes of any of the 4 their manticore and dragon options (something they get on TT and always have). Not only is this immersion breaking, since they gain these mounts in a life or death struggle to break them and bond with them and would NOT ditch them because they were finally chosen and marked, but it limits the strategies you can use with Khorne a little bit more. And as a faction that doesnt get magic and almost no ranged, we should have access to all the official tools there are. I hope more people speak up on this so its fixed.
Skarbrand in manual combat needs a few pointers.
- Banner of Swiftness on Skarbrand A.S.A.P.
- With Skarbrand, charge the unit behind when 2 are close, so that you charge through the first. (Blake's Takes was wonderful showing this)
- Summon units of bloodletters a couple of seconds before a charge in melee by your troops so as to keep busy ranged attackers.
Bonus tips:
- Manual battles can land you MUCH better outcomes than auto-resolve.
- Rush Cultists of Khorne for their Casualty Replenishment. Heroes are the only units you'll have to recruit from your homebase anyways, so if you want Skarbrand to go on a spree, you better send one early.
- Offer people to fight their wars (Diplomacy with a guy at war with your next target). Sure, you'll make a lot more sacking ad razing, but you might as well get paid on top of it.
- Settlements build meek garrisons the turn after being sacked, allowing weak Khorne armies to farm bloodletting.
- If your bloodletting is *NOT* about to go down, it's fine not to attack a settlement right away with a non-Skarbrand army to position yourself better and go a direction you want to go in after razing it.
- (This one works better without Skarbrand, say, another army, or while playing Valkya) A secondary Lord with just a few hounds will allow you to *NOT* control Large Armies, and have enemy reinforcements trickle to their slaughter, and/or switching wounded units by telling them to leave will give you hounds with crazy speed to chase broken/shattered enemies.
- You can still have allies. I'll forever be a sucker for Kairos' Chaos Knights (Protoss shield on Cycle Cavalry!), but I am sure Mutaliths, Chosens of Tzeentch with Halberds and Cockatrices can find a place in your heart. And Clan Mors can field you with interesting units as well.
Skullcannons: one is a waste, two is too few, three has some pepper, four and more, now we're cooking with geeyas!
0:47 Honostly, just take that all in for a second. That's like 30-40 active armies, Skarbrand more then half-way across the map from his start position, over 340K gold in the bank but 63K per turn in the red and more then 36K skulls on the throne. On turn 11. #JustSkarbrandThings
I’ve played a few Khorne campaigns and I can’t imagine how to do this. He seems weaker than Taurox
@@willfeen Ngl i've also never done a proper Immortal Empires Skarbrand campaign. The "stand in just the right spot for raze + bounce" is too finnicky for me and his start position is just too much pressure to play somewhat normaly.
It's actually much better in that regard in the Realms of Chaos mode, and probably the only lord that I kinda prefer to play in that one. You start up north in the chaos wastes and can just carve out your own little corner and go from there.
@@bacchus8081 yup. I love Realms of Chaos because you can still go for total conquest, but there is more interesting stuff to do along the way, more excitement from daemon incursions, and best of all, the portals letting any faction migrate to other portions of the map at will
Khorne needs reworked bloodthirsters and daemon princes, compares to the other gods they're just weak... it can't be that the lorewise strongest single entity monsters have 450 ap damage and 7k health... they lose to a great unclean one and kdaai destroyers, even with anti-large...
Yeah, I mean they can get pretty strong, much stronger in melee than the other exalted lords, but the other lords can spell cast, which they just can't compete with.
Slaanesh mains coping rn.
*bonk*
If Arbaal is the new Khorne LL (and I think he will be, which is great!) he should get a trophy cabinet to put the skulls of LLs you take off the board!
Costin gaming about to have an aneurysm after this video.
Really, how so?
@@CultistOfkhorne he thinks Khorne is a terrible race and Skarbrand is a horrible faction.
Sadge, Slaanesh claims yet another victim...
Costin is a mine of shit takes, it's honestly impressive.
- Saving the skillpoints for his unique is a good tip.
- I would disagree to disband idle lords in one case: If you had a worn out bloodhost army, you can disband the troops and keep the lord for global growth.
Consider making an advanced tutorial, were you explain the collision cheese with banner of swiftness on Skarbrand for example and as a cultist of Khorne you may surprise me with things I didn't know.
Thx for the good content!
When I said idle, I mean a lord that has low bloodletting and is just sitting in a settlement with no prospect of fighting battles, but what you said about blood hosts I was contemplating to put in the video, just decided not to in the end :P, and I'm glad you are enjoying it.
This is the vid I needed. The raze everything besides the capital. Thank you!
Glad it helped!
Nice, i will try it agaon, love khorn but most of the guides did norät realy help me umtiö now, thank you
Glad I could help!
Shows mass effect footage with khorne....
I see you are a man of culture as well.
Khorne with skarbrand was like my 3rd campaign. The only thing that was kinda hard was the earlygame due to his starting location. but otherwise khorne is rly easy. just run ur units towards them, let skarbrand anihilate their lord and disrupt missiles with cav harpies or chariots. U will basically win every encounter cause khorne's infanrtry shreds
Also u have to adapt to no ranged except skullcannons. But why would u need guns if u have swords that cut your enemies like butter
@@a7bloody199Soulgrinders for short ranged missile troops.
Great video 😊
Thanks! 😊
RAAAAAAAAA FOR KHOOOOOORNE!!!
Will you be doing a new guide for belegar perhaps? Tamurkhan would be cool aswell.
I wanted to do one for Tamurkhan, but his start is extremely easy, so idk, but yeah Belegar was actually on the to do list.
@@CultistOfkhorne Epidemus could be fun to watch aswell, starting next to Malus and Malakai is a bit painfull, and his main mechanic doesnt get a lot of action before you have a lot of plagues
What about when he changes next month
If they change him, that is another entry in the book for CA...
I know how to play Khorne, but have no clue how to play with Tretch. Some guides scheduled?
He'll no he doin Elspeth b4 that xD
attack, retreat, then attack again. do whatever necessary to accommodate that. also his bonus is not for ranged units, so logically you should focus more on melee or even melee only.
stack stormvermin (halberds, not sword and shield), supplement them with some good anti-armor artillery like jezails. retreat and ambush as often as you can. avoid fighting dwarves until youve allied either clan mors or skarsnik
Why would you wait and put all the skill points in at the same time, instead of just starting to fill the line up as soon as it is unlocked?
Because the line unlocks at rank 13, it has 6 skills, and if you don't put any points after rank 7, at rank 13 you can instantly fill the skill line with 6 skill points.
@@CultistOfkhorne Yeah I just spotted that - couldn't find my comment to delete it, but since you've been kind enough to answer, I'll leave it up in case some else is as stupid as I am 😆 Thank you!
did someone mentioned slanesh
1st
is that a taurox mod to play him under Khorne? in the intro?
No, I just put it there for esthetics, but I'm sure there is a mod for it.
Taurox is Undivided
@@christiandauz3742 no. Khornate and the fandom pretty wildly agrees just google it.
@@christiandauz3742 no. Taurox is Khornate and thats pretty widely agreed apon by the warhammer community just google it.
@@christiandauz3742 no. taurox is khornate and that pretty widely agreed Apon by the Warhammer community just google it.