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post #11 of 20 (permalink) Old 08-05-10, 02:32 AM
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Powerfist is ensurance for if it gets locked in combat with a tank, or if you charge a tank.

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post #12 of 20 (permalink) Old 08-05-10, 02:51 AM
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I really like the list actually, I love to use landraiders in my lists, but that's just me.

One thing I would change would be to give the choosen one type of weapon. This way they're specialized for either anti tank or anti infantry. This way you aren't wasting 2 shots from the weapons. If there are 4 meltas there is a greater chance of popping a tank as opposed to 2 meltas and 2 flamers. Likewise 4 flamers will take out more infantry than 2 flamers and 2 meltas. I think you'll get more from the choosen by specializing them.

The second thing that comes to mind is that you have a full 10 man squad of bezerkers, this sounds great, but it isn't the best idea. The best way to run bezerkers is in a squad of 8 (number of khorne) including the champ, with a powerfist. If I am correct this comes out to 208 points before the rhino (check my math, no codex handy). You don't want a full squad of 10 because they'll go into assault and clean house, and then be open in your opponents shooting phase they'll take you out with everything they have. What you want to happen is to kill off the squad in their assault phase, this way you still have your movement and assault phase to look forward to.

Hope any of this helps.
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post #13 of 20 (permalink) Old 08-05-10, 03:32 AM Thread Starter
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Whoops, I just realized there are only 8 men in the zerker squads and I have 45pts left to spend. Any ideas? Obviously Kharne rides w/whichever squad can handle his rage.

@Johnnymajic: I understand where you're coming from, but I intend for the chosen to be firing out of the hatch so only two meltas will ever be used. And it also give me some duality with the unit.

@Fallen-The powerfist gives me duality for the units effectiveness against tanks, monstrous creature etc. I already have nearly thirty some attacks coming in at initiative five and strength five. Admittedly this duality isn't great, but it's something.

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post #14 of 20 (permalink) Old 08-05-10, 04:37 AM
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That makes sence, I tend to run my choosen with 3 meltas and 2 flamers, so I understand the duality aspect of it
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post #15 of 20 (permalink) Old 08-05-10, 12:10 PM
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Much better, it fit's better with the theme now but still has all the whack, I like my Khorne to be Khorne and work around weaknesses but for what your trying to do then it will work well.
Bedsides, don't you just love berzerkers, they just kick ass.
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post #16 of 20 (permalink) Old 08-05-10, 12:20 PM
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Quote:
Originally Posted by Fallen View Post
id HIGHLY recommend giving the Zerks Power Weapons instead of Fists. if your gonna assault a dreadnought / tank id be calling you an idiot with this list since youve got enough anti tank weaponry in there.
Not just Dreads.

Add to the list...
- Wraithlords
- MC's
- Killa Kanz
- etc.

Its one thing to say "dont assault those units", but if your locked in combat against a mob of Orks, TH/SS Termies, etc, then expect to see some of the big guys join the combat a turn or 2 later.


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post #17 of 20 (permalink) Old 08-07-10, 12:28 AM
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Quote:
Originally Posted by Inquisitor Malaclypse View Post
why not use Kharn as you only HQ, some Havoks (the World Eaters Legion did have those) and spam units of 16 Berzerkers each?

i'd be terrified of that...

good hunting.
Hail,

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Well said, and I agree.

BFTBG!!

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post #18 of 20 (permalink) Old 08-07-10, 02:07 AM
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For elites go with termies with MoK and twin lightning claws all round in a raider. This comes in at a hefty 450pts but think about it- 2 attacks standard+twin lightning claws+MoK+Charge=5 strength 4 armour negating attacks that reroll to wound!
Cue mathhammer Vs.Marines
to hit(1/2)->25/2=12.5
to wound(1/2chance+1/2of1/2=3/4)->12.5/4=3.125-> 3.125x3=9.375
saves(1/1)->9.375/1=9.375->9.375x1=9.375
Kills=9.375
Chance of falling back=99.22222223%

Attack back
to hit(1/2)->10/2=5
to wound(1/2)->5/2=2.5
saves(1/6)->2.5/6=0.4166666667
Kills=0.4166666667
Chance of falling back=0%(won combat)

Other than that go for cc dreads and defilers all the way!

Troops- easy=zerkers with champ with power weapon or else the +1I for charging is wasted. I run my zerkers like this and the champ is like a mini-chaos lord. I actually had a combat where the skull champion killed more necrons than my lord had attacks
Put them in a rhino or if you've got the points and the HS slot a landraider is better.

You could do what I call a Chaoszilla list
|
V
HQ
Kharn=165
Daemon Prince-wings,warptime=155
Greater Daemon=100

Elites
Dreadnought-2CC weapons, heavy flamer, extra armour=120
Dreadnought-2CC weapons, heavy flamer, extra armour=120
Dreadnought-2CC weapons, heavy flamer, extra armour=120

Troops
8xKhorne Bezerkers-champ w/power weapon, rhino w/combi melta=243
8xKhorne Bezerkers-champ w/power weapon, rhino w/combi melta=243
8xKhorne Bezerkers-champ w/power weapon, rhino w/combi melta=243

Heavy Support
Defiler-1 extra CCW+lascannon=170
Defiler-1 extra CCW+lascannon=170
Defiler-1 extra CCW=150

TOTAL=1999pts
Well I think that it's safe to say that anything in CC with this list dies quickly.
You feel no pain? That's because you're now a smear.

Quote:
Originally Posted by Stella Cadente View Post
I'd rather take my chances at the end of Kharn the betrayers axe, while Typhus sneezes on me Ahriman pokes me with tentacles and Lucius rapes my leg (Abby can sit in the corner crying) than with the imperium.


Last edited by Supersonic Banana; 08-07-10 at 02:35 AM.
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post #19 of 20 (permalink) Old 08-07-10, 11:50 AM
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The problem is, don't rely on defilers Supersonic, They don't tend to last very long. I run a list with 2 and they never make it to CC, not once, not ever. They go down as priority #1 in terms of anything else.

but that list is good. O.O I might even play a game with it soon.

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post #20 of 20 (permalink) Old 08-09-10, 01:44 PM
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I like Defilers, but yes they do tend to get targeted a lot and lack the ability to handle it and are too slow. That's why I run Landraiders and Predators as they have the firepower, the mobility and the AP to take hit's.
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