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![[Post New]](/s/i/i.gif) 2010/01/22 03:18:19
Subject: Khorne 1500 points
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Automated Rubric Marine of Tzeentch
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This is my list for a future army I'm planning on starting.
HQ: Lord w/ MoK, Daemon Waepon (Bloodfeeder), and TL-Bolter: 145
Troops: Berzerkers x7: 147
Bezerkers x8 w/ Fisted Champ: 208
CSM x10 w/ IoK, x2 Meltaguns, Rhino: 235
CSM x10 w/ IoK, x2 Flamers, Rhino: 225
Heavy:
2 Land Raider (These are transports for my Berzerkers. Note that my Lord will be riding in with the 7-man squad of Berzerkers.): 440
1 Predator w/ Heavy bolter turrets.: 100
Grand Total: Exactly 1500 points (if my math is right).
What do you guys think?
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![[Post New]](/s/i/i.gif) 2010/01/22 05:49:30
Subject: Re:Khorne 1500 points
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Longtime Dakkanaut
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IMO all Demon weapons suck. Who wants to take the risk of hurting yourself?
If you want to run Khornate, try Kharn as an HQ, or maybe an MoK demon prince with wings?
In addition, Chaos Land Raiders don't have PotMS so they don't *always* get a shot off. If it's just a berzerker delivery vehice, you might want to consider blowing 1/3 of your army on them.
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![[Post New]](/s/i/i.gif) 2010/01/22 07:02:07
Subject: Khorne 1500 points
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Automated Rubric Marine of Tzeentch
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Well, I want to take that risk for up to 16 attacks. I don't really want Kharn as it isn't a World Eaters army and I already have a DP and I don't really want to put another one together.
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![[Post New]](/s/i/i.gif) 2010/01/22 07:10:57
Subject: Khorne 1500 points
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Irked Necron Immortal
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So why the TL-bolter?
Without extra armor or possession on your LRs, you'll likely run into a lot of situations where opponents will shoot at them until they are stunned (or worse) and then they will move on to the Rhinos. Having so many points in those LRs is forcing you to forgo long range anti-tank fire support or getting your Berzerkers where they need to be. I say go for 2 LRs at 2000+ points if you want, but they just seem to be more of a hindrance than a boon at 1500.
At 1500, Berzerkers in Rhinos seem to do well. You could add on a lot more threats with the saved points. Defilers, a termicide unit, a possessed Vindicator...oh the possibilities...
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![[Post New]](/s/i/i.gif) 2010/01/22 07:26:23
Subject: Khorne 1500 points
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Automated Rubric Marine of Tzeentch
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Yeah, but in Rhinos they can't assault out of them really well.
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![[Post New]](/s/i/i.gif) 2010/01/22 07:49:22
Subject: Khorne 1500 points
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Irked Necron Immortal
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Sure they can. Not nearly as well as LRs sure...but those are LRs. It's all about how you play them. And remember that Land Raiders die to melta fairly regularly. I just witnessed a game earlier today where a Khorne player got all of his Rhino Berzerkers+Kharne into combat against a pretty good Salamanders player.
Rhinos roll up 24" for 2 turns and you are primed for 14.9" threat range on turn 3. That should put you in range of something. The point I'm making is to use the rest of your army to create opportunities to assault. Asking your Land Raiders to create those opportunities with their Lascannons uses up valuable time because you have to be still to fire both or move a little and fire 1. If you're not planning on calling your Lascannons, then your Rhino with the Meltaguns will be called upon to pry open APCs, but their lack of range affords your opponent more time. It's just that your list has established a clear line of target priority by potentially overloading your Berzerker/Land Raiders.
I'm not saying this list is going to get tabled every game. I'm just saying I foresee a lot of headaches for you against a variety of lists.
Play test it if you have the means, but I urge you to reconsider the power of what appears to be a godhammer unit before you go spending $100.
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This message was edited 2 times. Last update was at 2010/01/22 08:58:16
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![[Post New]](/s/i/i.gif) 2010/01/22 09:00:25
Subject: Re:Khorne 1500 points
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Khorne Rhino Driver with Destroyer
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bloodfeeder ftw, it sends chills down my spine to see my lord with one wound left and killing himself 1/3 of the time- but the image of wiping out entire squads is really tempting...
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![[Post New]](/s/i/i.gif) 2010/01/22 12:08:18
Subject: Re:Khorne 1500 points
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Focused Dark Angels Land Raider Pilot
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tnrdogg5 wrote:bloodfeeder ftw, it sends chills down my spine to see my lord with one wound left and killing himself 1/3 of the time- but the image of wiping out entire squads is really tempting...
It's quite a sight to behold. I've had entire squads of TH/ SS Terminators wiped out by a Chaos Lord who got lucky and had 16 attacks on the charge...
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You brighten my life like a polystyrene hat, but it melts in the sun like a life without love, and I've waited for you so I'll keep holding on without you.
"There's nothing cooler than being proud of the things that you love" - Sean Plott
Gold League - Terran |
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![[Post New]](/s/i/i.gif) 2010/01/22 13:11:01
Subject: Re:Khorne 1500 points
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Morphing Obliterator
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unbeliever87 wrote:tnrdogg5 wrote:bloodfeeder ftw, it sends chills down my spine to see my lord with one wound left and killing himself 1/3 of the time- but the image of wiping out entire squads is really tempting...
It's quite a sight to behold. I've had entire squads of TH/ SS Terminators wiped out by a Chaos Lord who got lucky and had 16 attacks on the charge...
These times are unfortunately few and far between. Its far more likely that you will just stab yourself. In terms of reliable killing power there are much better options than a khorne lord with a bloodfeeder.
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taking up the mission
Polonius wrote:Well, seeing as I literally will die if I ever lose a game of 40k, I find your approach almost heretical. If we were to play each other in a tournament, not only would I table you, I would murder you, your family, every woman you ever loved and burn down your house. I mean, what's the point in winning if you allow people that don't take the game seriously to live? |
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![[Post New]](/s/i/i.gif) 2010/01/22 13:33:27
Subject: Khorne 1500 points
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Rotting Sorcerer of Nurgle
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16 attacks on the charge...
Str 4...
3's to hit, 4's to wound, 3++.
Roughly 10 hits, 5 wounds, 5/3 kills on average if you roll box cars.
Highly Meh.
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Marshal_Gus wrote:Sure they can. Not nearly as well as LRs sure...but those are LRs. It's all about how you play them. And remember that Land Raiders die to melta fairly regularly. I just witnessed a game earlier today where a Khorne player got all of his Rhino Berzerkers+Kharne into combat against a pretty good Salamanders player.
Rhinos roll up 24" for 2 turns and you are primed for 14.9" threat range on turn 3. That should put you in range of something. The point I'm making is to use the rest of your army to create opportunities to assault. Asking your Land Raiders to create those opportunities with their Lascannons uses up valuable time because you have to be still to fire both or move a little and fire 1. If you're not planning on calling your Lascannons, then your Rhino with the Meltaguns will be called upon to pry open APCs, but their lack of range affords your opponent more time. It's just that your list has established a clear line of target priority by potentially overloading your Berzerker/Land Raiders.
I'm not saying this list is going to get tabled every game. I'm just saying I foresee a lot of headaches for you against a variety of lists.
Play test it if you have the means, but I urge you to reconsider the power of what appears to be a godhammer unit before you go spending $100.
Second, all of it.
I have see what Zack has brought up before.
In summary, the Rhinos are a 'delayed' charge, but they make up for the time lag with a longer overall reach into combat and being cheaper and does not cost a FoC slot.
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As for the original list:
Lord: high risk for medium rewards. The bloodfeeder is a personal taste choice, I personally like the undivided or nurgle one.
Slaanesh got a leg up in regards to the new Nids coming out, but the previous two mentioned seem to have more of a consistant performance. (not gonna not the Tzeentch Weapon).
Zerkers: what's the point of the 7 man? Posse for the lord? Well always get the special weapon on a champ. It's prob. the most important models in your whole list.
Zerker 2 is ok.
CSMs look ok.
Pred is meh.
2 raider.....I'm not too impressed with one, doubling up is always nice, but I'm thinking it's hurting the list in general.
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This is a little story about four people named Everybody, Somebody, Anybody, and Nobody.
There was an important job to be done and Everybody was sure that Somebody would do it.
Anybody could have done it, but Nobody did it.
Somebody got angry about that because it was Everybody's job.
Everybody thought that Anybody could do it, but Nobody realized that Everybody wouldn't do it.
It ended up that Everybody blamed Somebody when Nobody did what Anybody could have done.
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![[Post New]](/s/i/i.gif) 2010/01/22 17:42:54
Subject: Khorne 1500 points
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Automated Rubric Marine of Tzeentch
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Well my list is very obviously centered around my Berzerkers. If I have them jump out a Rhino, move, and then shoot, that leaves the other guy to shoot the crap out of something, how do I get them out of a Rhino and into CC without being shot up?
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![[Post New]](/s/i/i.gif) 2010/01/22 17:55:58
Subject: Khorne 1500 points
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Longtime Dakkanaut
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ZacktheChaosChild wrote:Well my list is very obviously centered around my Berzerkers. If I have them jump out a Rhino, move, and then shoot, that leaves the other guy to shoot the crap out of something, how do I get them out of a Rhino and into CC without being shot up?
You disembark the following turn.
If you disembark from a vehicle that has not moved, then you can move your full movement, AND assault. This, plus the 2" disembark to the *backs* of their bases, means that you can assault over 14" on the turn you disembark.
So, for example, you roll them up 12" turn one, stay in the Rhino. Turn 2: is there anything within 14 or so inches? No? Then get closer and stay in the Rhino. Turn 3: is there anything within 14 or so inches? So on and so forth.
You're basically losing a turn of movement, but that's not the end of the world. As long as you get there sooner or later, that's what matters. I've also found that people nearly always shoot the Land Raiders more than they shoot Rhinos, regardless of what's inside. You need enough killy stuff in the army to take attention away from your transports.
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![[Post New]](/s/i/i.gif) 2010/01/22 20:25:15
Subject: Khorne 1500 points
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Been Around the Block
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Drop the landraiders, and spend there points on like 20 more 'zerkers in Rhinos. I would also drop the predator, but thats just me. I would rather take more regular csm's, or bulk up your 'zerker squads to 10. A khorne lord with a pair of lightning claws would also be more effective, than the blood feeder lord, but mobility might be an issue without the landraider transport (that is if you are giving him td armour). Basically, in a Khorne list, you want to bulk up on the 'zerkers. Just some thoughts.
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This message was edited 1 time. Last update was at 2010/01/22 20:27:44
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