Skullcrushers are good, especially in Bounty Hunters where you get to make that high volume of attacks all damage 2. They're also one of the few fast non-daemon units available to us and hit very hard on the charge when you're dishing out potentially 6 D3 mortals. The main issue with khorne is shooting armies and effective screening, a lot of our buff pieces are slow and can't keep up with a fast heavy hitters, not to mention vulnerable.
Priests still have utility, One of the best aspects of Khorne is its near immunity to magic, once/turn insta deny is so good so keeping your blood tithe up is inportan. I like to bring a priest with Blood sacrifice to keep spammkng every turn for extra points. The priest is also useful for its blood lure spell that can drag screens out the way to set up a charge. Its one of khornes few sources of anti screen. I also like to bring a priest with arcane tome and give hin levitate this has a double utility of letting your skullcrushers fly - more anti screen but the main reason is so he can cast Horrorghast. As of the WD update all khorne units have a 6+ immunity to the effects of spells, if you cast horrorghast on your own army every unit effected gets a dice roll to deny and on a 6 you get a point of blood tithe. Swarm enough units around horroghast and you can passively farm up bloodtithe points through deny with no downside
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