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post #11 of 23 (permalink) Old 08-29-11, 04:45 PM
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Even WITH Melta Bombs you're probably screwed against Walkers. PFist is better on Berzerkers than on other units due to 3 attacks base and WS 5.

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post #12 of 23 (permalink) Old 08-29-11, 08:31 PM
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Don't forget the fact said PF is as strong as a laz cannon on the charge.


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post #13 of 23 (permalink) Old 08-29-11, 08:39 PM
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Quote:
Originally Posted by Ultra111 View Post
IIRC, they get 4 or 5 attacks on the charge, so I think you can afford to run them without too many upgrades.

I'm surprised no-one asked what the point limit was. 10 Bezerkers with a skull champion will be obviously more viable with a higher points limit, but for smaller battles you may need to decrease the number/upgrades.
Actually on a squad level points restriction do not overly matter as all units have a optimal build that should always be used as they lose their effectiveness in lower numbers. Some units are immune to this effect do to their primary role being filled by 1-2 models in the unit...berzerkers are not one of em.

The most common effect of smaller points games is often not smaller units, but fewer units. The main reason is their are many many hidden costs and restrictions on going for many smaller units and only a few benefits.
So Yes even in smaller point games people will often go 7-9 with skull champ over say a second DP at 1000 points or less because the PF will lend a multi task function to the unit that will cover other weaknesses found in your army do to not having the points to buy proper weapons or units dedicated to addressing the threats the PF could tackle.

Now plague marines are another matter altogether as they statistically retain their staying power and hitting power a lot better then berzerkers so dropping 1-2 from a 7-8 man plague marine unit won't hurt them for smaller point games.


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post #14 of 23 (permalink) Old 08-29-11, 09:36 PM
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Quote:
Originally Posted by Masked Jackal View Post
8, if you choose any other number, Khorne shall strike ye down with his mighty rage!
Someone that knows khorne's magic number
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post #15 of 23 (permalink) Old 08-29-11, 11:25 PM
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8+ zerks champ and fist. Works very well. The fist is almost essential. It is the only viable at for the unit and the instagib against most things is also jolly handy.

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post #16 of 23 (permalink) Old 08-30-11, 05:53 AM
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Not only is 8 the number of khorne, but it 's the optimal number I find, this of course is counting the skull champ with the powerfist for walker security. The reason I don't take a full 10 man squad is because with all those attacks, you will wipe out the entire unit you're assaulting leaving yourself open to shooting. What you want is to leave some of the unit your assaulting to be left, and locked into combat, safe from shooting. You will be able to finish them off in their assault phase which gives you your entire turn where you can move, shoot if necessary and assault if you can. I find with a 10 man squad bezerkers just rape too hard
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post #17 of 23 (permalink) Old 08-30-11, 06:20 PM
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Indeed, 8 zerkers with the Champion are a good number, fluffy and efficient. I used 10 for a bit and found that I was overkilling stuff left and right and then staying exposed to fire on the field. With a few less berserkers, I can ealiably leave only 1-2 enemy models in CC into the next phase. They might kill a zerker or two back, but it's -way- better than being sitting pretty for plasma, vindicators and other stuff to shoot you up.

As for load-out, it depends. If the zerkers are alone, take a Power Fist. It's S9 on the charge, enough to crack even a Land Raider with some luck If they are serving as an escort to an HQ, however, like to pick a power weapon instead. Why? Kharn is already a glorious mech-nuking machine with 6+2d6 penetration and tons of attacks at I6. So a power sword to add 5 attacks at WS 5 and I5 will help you a -lot- at thinning MeQs and Terminators before they start killing back. they are particularly good at killing librarians who usually lack Invul saves.

If they are with Abaddon, also skip the fist. Take a meltabomb if you expect to fight Land Raiders, but 5-10 S8 attacks at I6 beat 4 S8 attacks at I1 anytime.
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post #18 of 23 (permalink) Old 08-30-11, 06:40 PM
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With a Pfist you can't slap yourself across the fail. I mean face. Admittedly Abaddon failing is quite uncommon, at least in terms of the Daemon Weapon, but a Fist is good as insurance.

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post #19 of 23 (permalink) Old 08-31-11, 12:39 AM
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I run 8 + Champ w/ PF. If your zerkers are fighting walkers then something has gone wrong, however on the charge nothing is better than this in the CSM Codex imo.

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post #20 of 23 (permalink) Old 08-31-11, 09:17 AM
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Yeah, if you run Kharn with them, always take a PW. The chances that you kill the guy with the PF in the other unit is much higher and therefore save Kharn from a humiliating instant death.
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