I agree you need another transport in order to be effective and so your zerks can run around however if you lack the models i think the best you can come with is:
HQ
Kharn
Termie Sorc, MoT, Wind of Chaos, Bolt of Change/Warptime, Combi-plasma/melta
Troops
9xZerks Champ w/PF & Icon, in rhino w/extra armor & Combi-melta
10xZerks Champ w/PF & Icon, in rhino w/extra armor & Combi-melta
15xZerks Champ w/PF
Heavy
1xOblie
1xOblie
Total: 1499 pts
Not many options here, i would leave the sorcerer on deep strike, move fwd your rhinos while the foot zerks go jumping from cover to cover, when the sorc comes in it won't scatter due to the icons, hopefully one of your rhinos will be within 6" of your enemies so as soon as the sorc deep strike flame the hell out of whatever is in front of him. Use the combi-meltas on the rhinos to open any armor along with the sorc if equiped with Bolt of Change/Combi-melta so that your zerks can charge at will.
On the sorc i listed 2 possible combinations, since if you pick bolt of change/combi-plasma, since you wont be needing the melta then and a rapid fire BS5 melta is always nice. If you decide to go with warptime then get the combi-melta, with the nerf on warptime i wouldn't pick it however being able to re-roll a bad roll on wind of chaos is awesome, up to you.
Remember to keep your foot zerks spread to avoid dmg from the templates and always in cover, this leaves your opponent with 2 choices either eat the 15 man unit or focus on destroying your rhinos. Either way one one unit of zerks gets to charge the noise marines they'll be dead.
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