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post #1 of 23 (permalink) Old 08-29-11, 06:21 AM Thread Starter
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Default Khorne Berzerker loadout

What is the best possible loadout for 'Zerkers? Is it worth the points to give them plasma pistols and a power weapon/fist? Or is it better to just run a ten man squad with no Skull Champion?
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post #2 of 23 (permalink) Old 08-29-11, 07:21 AM
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I believe the standard kit is an 8 man squad with a skull champion with a powerfist, and a rhino, possible with a combi-melta.

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post #3 of 23 (permalink) Old 08-29-11, 07:23 AM
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Give them a champion with a PF or a PW (most people take PFs)

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post #4 of 23 (permalink) Old 08-29-11, 09:59 AM
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8-12 bare bezerkers have always worked very well for me, no champion, no upgrades just them and their chainaxes.

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post #5 of 23 (permalink) Old 08-29-11, 10:21 AM
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Optimal build is 9 with PF champ in rhino with a extra combi bolter for added resilience, why nine you ask? because Kharn better damn well be accompanying them. Although nine is still a good unit size without him.


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post #6 of 23 (permalink) Old 08-29-11, 10:59 AM
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I would think most people tend to run them as:

7-10 Khorne Berzerkers
Skull Champ with either: PW/Meltabombs or PF

Riding in either:
Rhino w/ Combi- or TL Bolter
Land Raider w/ Daemonic Possession

Kharn/Abaddon may also be involved

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post #7 of 23 (permalink) Old 08-29-11, 01:04 PM
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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.
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post #8 of 23 (permalink) Old 08-29-11, 01:07 PM
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8, if you choose any other number, Khorne shall strike ye down with his mighty rage!

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post #9 of 23 (permalink) Old 08-29-11, 03:23 PM Thread Starter
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Thanks, everyone, for your help. My only wish is that my sacrifices to Khorne suit him.
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post #10 of 23 (permalink) Old 08-29-11, 04:17 PM
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Ive always liked the eight man skull champ power weapon in a possessed rhino. 33 attacks with 5 ignoring armour at I five S five on the charge usually works. Note with the PW option take melt a bombs otherwise you are screwd against walkers.

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