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Made in ca
Thrall Wizard of Tzeentch




HQ:
Chaos Lord, Mark of Khorne, Daemon Weapon - 140pts

Troops:
8x Khorne Bezerkers; Plasma Pistol; Skull Champ w Powerfist; Rhino - 258

7x Khorne Bezerkers; Plasma Pistol; Skull Champ w Powerfist - 202

Heavy Support:
Defiler, Extra CCW - 150pts

Landraider, Daemonic Posession - 240pts

Total - 990pts

I put the Lord with the 7 Bezerkers in the Landraider, and just keep everything running forward.

I used to play Tau, so I wanted something vastly different, therefore I went Khorne. I'm looking for any suggestions, however, I am keeping the army entirely Khornate; Therefore I am not using undivided warriors or Plague Marines, etc.

BLOOD FOR THE BLOOD GOD!
Edit: Bad Math.

This message was edited 1 time. Last update was at 2012/03/06 17:20:01


 
   
Made in au
Screaming Shining Spear




Australia

This list is great, though it has been awhile since I have played as chaos marines.

Alaitoc eldar 1250 points
Space marines 2250 points
Bad moons 1500 points
Cadian and catachan 500 points 
   
Made in ca
Thrall Wizard of Tzeentch




Any suggestions for the last ten points? Are melta-bombs worth it on Fist champs?
   
Made in au
Screaming Shining Spear




Australia

I would say no
I don't have a codex handy, but for the last ten points I would put something minor on the chaos lord.

Alaitoc eldar 1250 points
Space marines 2250 points
Bad moons 1500 points
Cadian and catachan 500 points 
   
Made in gb
Assassin with Black Lotus Poison





Bristol

The thing about Powerfists on Skull Champions is it kind of goes against what Khorne Berzerkers are all about, lots of attacks hitting at high strength and high initiative on the charge.

The powerfist means he can't get the extra attack for having two single handed weapons or the initiative bonus from furious charge. A normal power sword means that he'll be getting 5 attacks on the charge with strength 5 and ignoring armour saves, striking before most normal infantry and at the same time as many HQs.

If you're taking it for extra anti-tank then I would say it's really not necessary. If your 7 berzerkers with skull champ without a powerfist charge a vehicle then the unit will be getting 33 S5 attacks against it's rear armour. With most vehicles having a rear armour of 10 you need 5s to glance and 6s to penetrate. With that many dice you should get at least a couple of both.

You could replace the 'fists with power weapons and Meltabombs and still have ten points to spend on something shiny for your Lord (combi-weapon) or a pintle mounted combi-weapon on the land raider.

Just my personal thoughts.

The Laws of Thermodynamics:
1) You cannot win. 2) You cannot break even. 3) You cannot stop playing the game.

Colonel Flagg wrote:You think you're real smart. But you're not smart; you're dumb. Very dumb. But you've met your match in me.
 
   
Made in us
Sword-Wielding Bloodletter of Khorne





Warp Storm over Illinois

BaneGuard wrote:I would say no
I don't have a codex handy, but for the last ten points I would put something minor on the chaos lord.

I would agree with this. As for the power fist vs power swords, I see the benefit of both but for my list I take power fists over the sword for just in case high toughness models or something that can be ID'd. I've never had many cases where I thought "I wish I had a Power Sword" over the Fist because I just like them better personally. In fact one Skull Champion with a fist was able to kill 10 tact marines, 4 terminators, a chapter master, and 9 out of 10 sterngard in about 4 assault turns because his rolls to hit were terrible while mine were spot on. Though that's just luck but it helped me win. I also don't care much for defilers as they haven't done much for me personally and end up just getting shot, though I'm not sure what you could do with the extra points. They could be spent on Oblits, but they are Iron Warriors(ish) unless you painted them khorne (Another option could be a dreadnought that you keep behind the Land Raider with 2 CCW so you don't nuke your own Land Raider). Other than that I do like the list!

World Eaters/Khorne Daemons : 10463pts  
   
Made in us
Virulent Space Marine dedicated to Nurgle





Fox Lake, IL

Many people have advocated the power weapon and fist, but they just don't hit as hard, against monstrous creatures or characters without eternal warrior, or better armored tanks the fist is worth it. plus if God forbid they don't kill what they hit first turn, you'll need the fist. ive played a lot of games with these guys and whenever i dont take the fist i just miss it

now as far as the list goes, although zerkers in a land raider hit hard and get the charge, every heavy weapon on the other board edge will hit that land raider. i have two possible lists here let me know what you think

Karn 165
7 zerkers fist champ rhino w TL bolter 227
7 zerkers fist champ rhino w TL bolter 227
7 zerkers fist champ rhino w TL bolter 227

defiler ccw reaper ccw 150

Karn 165
8 zerkers fist champ plasma pistol rhino w/combi melta 268
8 zerkers fist champ plasma pistol rhino w/combi bolter 263

defiler ccw reaper ccw 150
defiler ccw reaper ccw 150

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35K Chaos
15K Guard
10K Demons  
   
Made in ca
Thrall Wizard of Tzeentch




The fists are mostly for pummeling independent characters/bugs, as my league has at least two Nid players on average. I'm always switching back and forth with which I like better though.

Steve: I personally prefer a regular lord with MoK & Daemon Weapon over Kharn. Sure, Kharn hits on a 2-plus, but he's too fragile to leave by himself, and in a squad he'll usually kill at least one bezerker a turn. As well, the +2D6 attacks on the lord is nothing to shake a stick at. It gives you an average of 11 attacks a turn, which becomes 7.3 hits and 3.6 wounds (on a WS4 T4 model). While Kharn has 6, he'll get on average 5 hits, and with strength 5 he gets 3.3 wounds a turn (on a T4 model). Kharn doesn't even get an advantage at higher WS (7.3 on WS5, and then 5.5 hits on WS6+ for the lord vs. Kharn's constant 4.16) He does have the advantage of being able to wound a T8 model, but his advantages against T5-6 are not great. Assuming WS6+, Lord gets 1.8W at T5, 0.92W at T6, and 0.92W at T7. Kharn gets 2.5W at T5, 1.67W at T6, 0.83W at T7, and 0.83W at T8. The numbers are even worse for Kharn if it's WS 5 or less. So Kharn's only real advantage is being slightly harder to hit back for certain WS models (WS 3, 6, and 7), and the lack of chance for him to self-wound (a 33% chance for the lord).{Note: Yes, the bezerker death and the % chance of self-wounding do change the stats, but that's more math than I really want to do right now).

Also, round numbered squads are best, as they need more casualties to be below half strength (4 for squads of 7 vs. 5 for squads of 8). It also makes it better for 25% checks, but only in higher numbered squads. So I always do squads of 8 (or six if I don't have enough points), with one squad of seven to hold my lord.

If I cut the LR, I'm looking at:

HQ:
Chaos Lord, Mark of Khorne, Daemon Weapon - 140pts

Troops:
8x Khorne Bezerkers; Plasma Pistol; Skull Champ w Powerfist; Rhino - 258pts

7x Khorne Bezerkers; Plasma Pistol; Skull Champ w Powerfist - 202pts

Heavy Support:
Defiler, Extra CCW - 150pts
Defiler, Extra CCW - 150pts

900 pts total.
What would be good for that last 100? I've got some Raptors lying around that I've never used. How good are they?

Or:

HQ:
Chaos Lord, Mark of Khorne, Daemon Weapon - 140pts

Troops:
8x Khorne Bezerkers; Skull Champ w Powerfist; Rhino - 243pts

8x Khorne Bezerkers; Skull Champ w Powerfist; Rhino - 243pts

7x Khorne Bezerkers; Skull Champ w Powerfist; Rhino - 222pts

Heavy Support:
Defiler, Extra CCW - 150pts

Total - 998 pts.

I think this list might be lacking in anti-tank though.
Edited to correct the math with Kharn's attacks. For some reason I thought Gorechild was a two-handed weapon.

This message was edited 1 time. Last update was at 2012/03/12 18:52:29


 
   
Made in ca
Fleshound of Khorne



Canada

List looks good. I love the Lord with Bloodfeeder although i personally like Kharn even more. ( He has 6 attacks btw 5 +1 for 2 cc weapons ) I would drop the Plasma Pistols myself. Powerfists all the way. Nothing is more humiliating than getting charged by a dread you cant hurt and then just standing there for 3 turns while he squishes youre beautiful berzerkers.

Who doesnt love the Berzerker song?  
   
 
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