Total War Warhammer 3 - Beginner's Guide for Khorne
Blood for the Blood God, Skulls for the Skull Throne! Khorne, the Chaos God of War, Wrath, and Strength, brings an aggressive and brutal touch to Tota...

Blood for the Blood God, Skulls for the Skull Throne! Khorne, the Chaos God of War, Wrath, and Strength, brings an aggressive and brutal touch to Total War: Warhammer 3. With specialized melee units, Khorne can quickly dominate the battlefield and campaign map, offering an entertaining, fast-paced playstyle supported by a deadly roster of armies.
This guide covers the basics of a successful Khorne campaign, including recommendations for army and campaign, unique mechanics, legendary lords, and advice for the first ten turns.
Updated on September 23, 2023, by Sean Murray: While Khorne may be the most straightforward faction, it doesn't mean you don't need a strategy. That's why we have updated this guide with improved formatting and additional specialized tips to make your Khorne gameplay even better.
Khorne's Playstyle
Due to the numerous factions encountered on the map of the Mortal Realms, Khorne has a variety of matchups, as some factions can more easily handle its relatively one-dimensional playstyle.
Best Matchup |
Vampire Counts - Lack of ranged troops means you will primarily engage them in a melee contest, and this is where you shine. You have the units to grind through their low-tier chaff, and innate Magic Resist prevents them from nuking you down with their strong magic. |
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Worst Matchup |
High Elves - Extremely powerful ranged units can decimate your melee-focused armies, and if you cannot flank successfully, you might struggle to break through their decent frontline options. |
Khorne plays in direct opposition to factions like Tzeentch. His strengths lie in powerful, aggressive melee infantry and cavalry, while lacking notable spellcasting or ranged units. Your preferred playstyle will typically behave similarly in most encounters: Charge at the enemy and kill them!
You should expect to win most infantry engagements (or at least inflict heavy losses), and you can protect your flanks with strong cavalry options like Bloodcrushers and Skullcrushers.
Khorne lacks reliable spellcasters or ranged units and must primarily rely on Skullcannons to inflict damage from a distance. Although very powerful, Khorne cannot compete with factions like Tzeentch or Cathay when it comes to dealing damage from afar.
Your best option against factions like these is either to attack them from the flanks with cavalry, break through their frontline, or bypass them with Bloodthirsters. You should aim to dominate in close combat, and your units are also not slow, unlike Nurgle.
Battlefield Tips
Strangely enough, Khorne, the God of War, can sometimes face difficulties on the battlefield. Other factions possess a greater variety of options while Khorne always needs to be the aggressor. It's best to embrace the role, not waiting for your enemies to attack but instead taking proactive action.
You can effectively attack with Minotaurs or cavalry from the flanks and position your Bloodthirsters against the enemy lord or ranged units.
Breaking through the weakest point in your opponent's line should be your top priority, as it can allow you to surround enemy units or put pressure on their ranged units, forcing them to retreat. While you excel in close combat, you should be aware that enemy spells could punish you if you clump up too much.
You won't have any spells of your own and will instead rely on the abilities of your lord, heroes, and army abilities. While some of these can be useful, you don't have to worry about the micromanagement of spellcasters when playing as Khorne.
Units you should avoid are the Soulgrinder of Khorne and the Bloodthrone of Khorne. Both are relatively weak, and other units in your roster can fulfill their roles much better.
Khorne may not have the most creative selection of units, but you will have some of the highest damage-dealing units in the entire Warhammer world.
Campaign Tips
While Khorne can deploy some strong units on the battlefield, it is on the campaign map where he truly shines. The combination of Bloodlust, Bloodshed, and Blood for the Blood God allows you to maintain momentum even in the early stages of the game.
They provide the perfect storm to enable an aggressive playstyle. The ability to continue moving after razing settlements and winning battles is extremely powerful, and the replenishment mechanic through Bloodshed means you don't have to halt and heal as often as other factions. Utilize Bloodlust to capture smaller settlements while your main army tackles heavily defended areas.
Sometimes it's better to raze settlements for skulls rather than for Bloodlust, especially when it comes to saving money. Khorne will often have to accept losses as you manage your income to sustain losses.
Both raiding and plundering will help with your cash flow, and remember that Bloodlust is highly expendable and should be discarded if income becomes a serious issue. The ability to replenish in foreign territory is absolutely incredible and means you can maintain pressure without having to wait for healing.
However, this military power has a disadvantage. Khorne is terrible in diplomacy and has negative relations with every other faction. In the early game, try to make as many deals as possible because once you have devastated half the world, nobody will particularly like you...
Key Units
Unit |
Description |
Tips |
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Bloodletters of Khorne |
Very cost-effective, high damage, semi-low durability |
Your starting melee infantry, these are fantastic for trading up against more valuable enemies, thanks to their magical and armor-piercing attacks |
Minotaurs of Khorne (Great Weapons) |
Khorne's best anti-large unit, good speed, high damage |
Preferred to the standard Minotaur variant, these are great for taking down large single entity monsters, such as Terracotta Sentinels |
Bloodthirster |
Large, flying, single entity monsters with massive damage output and good speed |
Great choices for attacking enemy ranged units, these winged Daemons are strong in melee and make a great doomstack |
A special mention is deserved for skull-hurling, as this is your only strong ranged option and can be useful to complement an army composition.
Unique Mechanics
Skulls
In line with the Skull-Skull God, you want to collect as much of this unique currency as possible. There are many ways to generate it, including battles, buildings, sieges, and dilemmas. Enemy armies will leave piles of skulls for you to collect, and Khorne can become quite dependent on them as they are needed to occupy settlements and research technologies.
If there are destroyed settlements in a region and one of them is occupied by Khorne, there is a chance that the ruins will be passively colonized every turn. This means that you should occupy sparingly, as you can rely on the passive expansion of your territory without hindering your armies.
Skulls can also be used to activate the Skull Throne, a powerful buff that lasts for ten turns and grants multiple advantages to your armies:
- Increased movement range after razing
- Increase to post battle income
- Army ability to summon a unit of Bloodletters
- Increase to Blood Host unit numbers on spawn
Blood Hosts
One of the strongest unique mechanics in the trilogy is Bloodguests, which allow you to maintain pressure on the map and provide an advantage in burning instead of occupying. If you choose the "Blood for the Blood God" option when burning, your army will receive a casualty replenishment, and a friendly Bloodguest army will be created.
The quantity and quality of the units depend on your technologies, abilities, and the number of previous blood guests you have summoned.
You cannot add or subtract anything from these armies, and you should treat them as expendable resources. These armies can assist you in advancing your campaign across the map and are solely designed to generate momentum.
An extraordinary means to claim territories and gather skulls are blood guests, the pivotal mechanic to unleash Khorne uncontrollably.
Bloodletting
Similar to the Waaagh! mechanic of the Greenskins, bloodshed encourages you to maintain an aggressive stance throughout the game, providing your armies with multiple bonuses for sustained victories in battles. This aligns seamlessly with the blood guests, as you will engage in a significant number of battles.
Despite Khorne typically suffering from an income deficit, bloodshed provides a dependable means to reduce army upkeep costs and increase the compensation for losses, both of which are crucial to maintaining momentum.
Unholy Manifestations and Corruption
All Chaos Daemon factions possess the mechanism of Unholy Manifestations, wherein they can perform a potent ritual with a cooldown. The manifestations of Khorne require a specific amount of Khorne corruption to be unlocked and are enhanced when he is in the Ascendancy phase of the Great Game.
The Great Game: The Chaos Gods will take turns as the current Ascendant, bestowing stronger unholy manifestations upon their chosen vessel. Currently, there is no means to influence this.
Khorne has the following manifestations available:
Manifestation |
Description |
Tips |
---|---|---|
Eternal War |
Spawns a small Khornate army that immediately attacks your own army. |
Very useful for increasing your Bloodletting meter and generating Skulls/income The army is extremely weak and should be an easy victory every time all |
Call of Battle |
Grants a large increase to campaign movement range for one turn. |
Useful if you want to make an aggressive play or catch up to a fleeing enemy army |
Slaughter Incarnate |
Doubles Skull gains from battle for several turns. |
Nice for increased Skull generation Best used when you know you will be fighting a large amount of battles in a short period of time |
Khorne's Glare |
Disables a friendly army’s movement for several turns. At the end, it razes the local settlement and gives a massive number of skulls. |
Useful for when you need a large supply of Skulls or when you are going to disband the army anyway |
In addition to the manifestations unlocked later on, Khorne corruption grants bonuses to control, melee attack, and melee defense.
Cults
All Chaos Daemon factions can establish cultist settlements in territories belonging to other factions. Within these settlements, special infrastructure buildings can be constructed, capable of passively generating resources. While free skulls are certainly nice, the most intriguing building is undoubtedly the arena.
Arena: Upon completion, it obliterates the cult but teleports your faction leader (and their army) to the settlement. This can be incredibly powerful as it allows you to instantly arrive at a different location on the map and continue your destructive campaign!
Legendary Lord
The chosen legendary Lord of Khorne (ironically) is Skarbrand the Exiled. The mightiest of the Exalted Bloodthirsters, Skarbrand once grew so arrogant that he dared to strike Khorne from behind. Khorne merely laughed and cast Skarbrand down from the Brass Citadel, condemning him to eternal exile. Skarbrand now roams the world of Warhammer, seeking to amass as many skulls as possible to regain the favor of Khorne.
A devastating melee lord, Skarbrand receives bonuses to the recruitment of Blood Guest units, self-regeneration, and wields a devastating unique weapon called Battle and Slaughter, which grows stronger with each enemy he slays on the battlefield.
The strategy with Skarbrand is quite straightforward. Let him kill things. Very few units can match him in a duel, and Skarbrand actually has decent speed, allowing him to be both mighty and mobile.
His Lord effects are:
Effect |
Tips |
---|---|
Increased Campaign Movement range after winning a battle |
Absolutely ridiculous! Skarbrand is unrivaled in his aggression, constantly advancing across the map, and synergizes amazingly with The Skull Throne's movement increase after razing. |
Lower recruitment cost when in razed or enemy territory |
Very handy as you will not be sitting around in friendly territory for very long |
Important skills to level on Skarbrand include:
- Blood Feast
- Unholy Resilience
- Drinker of Blood
- Restless Fury
- Locus of Endless War
- Lightning Strike
Skarbrand can make use of many support abilities as they enable him to keep his army constantly in motion and replenished. Although it can be more enjoyable to turn him into a single unstoppable force by bolstering his combat prowess...
First Ten Turns
Realm Of Chaos First Ten Turns
When playing as Skarbrand the Exiled in the "Realm of Chaos" campaign, you start in the province of Bloodfire Falls, where the settlement of Infernius is located.
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Further Tips:
- Another option is to ignore the Slaaneshi faction and immediately go and destroy the Gharhar. However, this will likely lead to you chasing a Slaaneshi army around in your territory or sacrificing your capital.
- After taking The Shifting Monolith, you can also send Skarbrand North by himself and let the Blood Hosts attack N'kari
- You will end these first turns having conquered two provinces, spawned an unhealthy amount of Blood Hosts, and be on the verge of destroying the Seducers of Slaanesh. Not bad for only ten turns!
- If you come across any Skull Piles left by other armies, you should pick them up as you travel.
Immortal Empires First Ten Turns
When playing the "Immortal Empires" campaign, you will instead start in the province of The Barrier Idols, where the settlement of Deff Gorge is located. The placement amidst various enemies, particularly the Greenskins, ensures an entertaining campaign where you can jump right into the action - something that Skarbrand appreciates.
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Further Tips:
- Due to how important early game momentum is, try to manually fight your battles and preserve as many troops as possible
- The Knights of Origo may cause issues, especially if they came and start occupying any ruins, so keep a watchful eye on them
- Try to initiate diplomacy with Harbinger of Disaster and take any allies you can get, as Skarbrand is not very popular...