Master Skarbrand and the Exiles of Khorne in Immortal Empires by focusing on battlefield mobility, aggressive campaign momentum, and efficient use of blood hosts and your settlement network. This guide gives you practical steps for army composition, unit roles, skill priorities, skull spending, and using allies to overcome your faction’s weaknesses. Every turn matters; aim for constant expansion, relentless battles, and making your tier 5 city the central anchor for recruitment and growth.
Quick answer
| What | Answer |
|---|---|
| Best early lord use | Hit-and-run combat |
| First skill priority | Blue line |
| Settlement target | Tier 5 hub |
| Best early army core | Chaos Warriors and Bloodletters |
| Strong ability | Blood host |
| Skull spend | 2,000 skulls |
| Best diplomacy target | Clan Mors |
| Campaign style | Relentlessly aggressive |
Use Skarbrand as a mobile shock unit
Skarbrand’s power comes from mobility and devastating charge attacks. Treat him as a fast shock unit rather than a front-line tank. Keeping him moving avoids missile focus and lets you use his charge bonus and collision attacks to maximum effect.
- Armor helps, but he is vulnerable to missile focus-fire. 1:31
- He can disengage easily when microed — important for avoiding attrition.
- Charge early and often at enemy lords and key targets.
- Attack rear-line units to activate his chariot-style collision mechanics.
- Boosts speed and disengagement — critical for setting up repeated charges. 2:28
Level Skarbrand and other lords for campaign sustain
Skill choices shape your early game momentum and army growth. The blue line is essential for replenishment and keeping armies in the fight longer. Khorne armies replenish in enemy territory, making blue-line skills especially effective. After blue-line skills, invest in Skarbrand’s unique path, then buff his combat or troops as needed.
- Allows recovery after battles without encamping. 5:20
- Synergizes with aggressive play.
- Pick based on army need and threat level.
- Splits enemy armies and avoids multi-stack fights.
- They improve army sustain and speed across the map.
Build one settlement into your recruitment hub
Khorne’s economy is weak in the early game, so your settlements should serve specific strategic purposes rather than acting as a source of income. Your campaign needs at least one tier 5 city for high-tier recruitment. All settlement growth depends on bloodletting — fighting increases population growth for the entire faction.
Blood hosts and aggressive battles also contribute to your growth meter, so send armies and blood hosts to continuous fights. With a tier 5 city (often a provincial capital), you gain access to powerful recruitment and global unit options, which becomes vital as your armies push further from your homeland.
Global recruitment is needed when armies operate far from your main city. High growth lowers recruitment time for units. When building your hub, prioritize the War Amphitheater for battle loot in adjacent provinces and Trophy Racks to reduce enemy leadership and boost income. These buildings help with loot and campaign pressure but do not significantly offset your faction’s expenses. Place buildings carefully and avoid investing heavily in minor settlements, as early income is limited.
Use the right units for the right job
The backbone of your army should be arranged around clear roles: damage dealers, front-line tanks, and fast support units for backline threats. Early army composition relies on Chaos Warriors and Bloodletters, with fast units like Flesh Hounds providing artillery and ranged shutdown.
| Unit Type | Role | Key Traits | Weaknesses | Replace/Upgrade |
|---|---|---|---|---|
| Chaos Warriors (shield) | Front line, tank | High armor, absorbs ranged/cavalry | Slow, low armor-piercing | Chaos Warriors with halberds, later Chaos Knights |
| Bloodletters | Damage dealers | Armor-piercing, bonus vs infantry | No shields, crumble if leadership breaks | Exalted Bloodletters, Minotaurs |
| Flesh Hounds | Fast support | Very fast, shuts down artillery | Squishy if unsupported | Minotaurs, Bloodcrushers, Skullcrushers |
| Chaos Furies/Warhounds | Early fast units | Good speed for backline threats | Weak stats | Flesh Hounds, Chaos Knights |
| Lords (Heralds, Demon Prince) | Support/anti-backline | Can fly, moderate melee | Can get trapped, less impact than Skarbrand | Exalted Bloodthirster, Skarbrand |
| Heavy infantry spam | Early auto-resolve | Reliable in most fights | Struggles vs mass ranged/artillery (elves, dwarfs, tomb kings) | Add fast units, artillery via allies |
Heavy infantry armies perform well against most opponents but struggle against factions with strong ranged or artillery, such as Dwarfs, Elves, and Tomb Kings. Always include fast-moving units or recruit Skaven ranged units via diplomacy for tough sieges.
Exploit blood hosts for free pressure
Blood hosts let you multiply your army presence after raising a settlement. They cost nothing to recruit, don’t affect supply lines, and spawn with powerful units, but they pay upkeep and will suffer attrition if not used. Use them aggressively to snowball, raise more settlements, and support your main army.
- Leads to a free army with strong units. 17:07
- But their upkeep starts immediately, and they need to keep fighting or fade.
- Allows for rapid expansion and cleanup.
- This yields tiny stacks — wait for proper tech before chaining hosts.
- Reduce upkeep, keep efficiency.
You can merge or disband damaged blood host units to reduce upkeep. Keep the lord in play for bloodletting growth until the army fades out — this maximizes faction-wide bonuses.
Spend skulls before they sit unused
Skulls are a key resource for immediate campaign and battle power. Spending 2,000 skulls gives you more blood host units, more post-battle loot, and enables bloodletter teleport drops on ranged targets and artillery. This ability is available from the start — Skarbrand’s initial 5,000 skulls can be spent right away. Use skulls early and often for snowballing expansion.
This donation also interacts strongly with campaign momentum by boosting blood host armies and battlefield options. Technologies later reduce skull costs and improve rewards, so check your tech tree for further skull economy upgrades.
Relentless Rage extends the life of summoned bloodletters on the battlefield (20 additional seconds), useful when an extra burst of damage can change the fight.
Use diplomacy to add ranged support
Diplomacy, though limited for Khorne, can cover your weak spots. Clan Mors is the best early ally; both factions hate Dwarfs and Greenskins. Building an outpost in their capital lets you recruit Skaven units — such as warp mortars and plagueclaw catapults — which offset your lack of native ranged and artillery.
| Ally | Why They Help | Unit Access | Cost | Use Cases | Cautions |
|---|---|---|---|---|---|
| Clan Mors | Shares enemies, close proximity | Skaven artillery/mortars | Outpost build | Sieges, ranged support in field battles | Don’t rely on too many rats — keep alliance for utility |
| Kairos Fateweaver | Useful for Changing of the Ways | Redirects abilities onto enemies | No direct unit cost | Disrupt enemy factions, avoid campaign-halting abilities | Avoid recruiting his troops unless desperate |
| Allied armies | Bloodletting growth bonus applies | Flexible army types | No personal upkeep | Faction-wide growth, campaign pressure | Don’t waste bloodletting on idle armies |
Allied armies benefit from bloodletting and don’t drain your economy. This makes them a powerful tool for supplementing your forces on difficult fronts. Avoid recruiting many units from Kairos; his value is mainly in campaign manipulation.
Stay on offense every turn
Momentum is the heart of Khorne’s campaign plan. Aggression directly grants movement range and bloodletting stacks, fueling economic sustain as loot and battle rewards. Defensive play stalls your expansion and income; always push for new wars and settlements.
- Peace is a sign your campaign needs correcting. 30:36
- Khorne settlements don’t defend well and income is too low.
- Campaign objectives are best achieved through relentless movement.
- Maintain pressure and avoid downtime.
- Sustained aggression is key to rapid success.
Also worth knowing
- Cancel post-sack movement loss with backspace. After sacking or razing, pressing backspace cancels the lord’s walking-back animation, preserving movement for that turn.
- Disband damaged blood host units to save upkeep. If a blood host army is too battered or idle, disband its units one by one and keep the lord for bloodletting bonus growth until the host fades out.
- Consider an early route north. Teleporting to Blood Mountain can be powerful; a cult often appears there early, letting Skarbrand leap north and conquer wealthy Dark Elf lands. Blood Mountain’s unique building cuts Bloodletter recruitment/upkeep costs and offers lucrative port settlements.
- Marauder Horsemen are effective shock skirmishers. Their recruitment building is practical for access, and they have strong early-game value, especially for harassing and supporting your infantry.
- Patch status may affect these strategies. Some mechanics or optimal routes may change post-patch 6.0; check the current meta and patch notes for updates.
Frequently asked
How do you use Skarbrand in battle?
Keep him moving and treat him like a fast shock unit rather than a front-liner. Use his charge bonus, collision attacks, and mass to punch through infantry, reach enemy lords, and then pull out for another charge. A speed banner helps him disengage and repeat the cycle more safely.
What should you level first on Skarbrand?
Prioritize the blue line first for replenishment and campaign sustain. After that, take his unique line, then choose between troop buffs and personal combat improvements depending on what your army needs. Lightning Strike is also valuable later for splitting enemy stacks.
Should Khorne occupy or raze settlements?
Sack first, then raise or occupy only when it makes strategic sense. Minor settlements are usually best razed early so corruption can passively convert them later, while one tier 5 settlement should become your main recruitment hub. Occupying everything early usually wastes skulls and slows expansion.
When should you use blood host armies?
Use them often in the early game, but avoid spawning a blood host from another blood host until you have the tech and lord tools to make it efficient. A lord-anchored blood host gives better quality and more units, while nested blood hosts can come out tiny and inefficient. If a blood host is damaged or idle, disband the units to cut upkeep and keep the lord for growth until it is depleted.
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