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![[Post New]](/s/i/i.gif) 2013/11/20 21:14:27
Subject: How to make Khorne Berzerkers effective at 1000 points?
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Stalwart Tribune
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I love the idea of Berserkers and want to play them competitively.
I have seen ways to make them effective but all of them seem rather pricey cash and Points wise. (Pretty much all of them involve a land raider)
From what I can tell the problem is Actually getting Zerks into combat.
What I don't see is why people ignore the rhino and treat it like junk!
Sure its got weak armour and 3 hull points, but what do you expect for a 35pt transport, the cheapest transport in the game!
ATM my plan is 5 Zerks in a Rhino with no upgrades. 140pt Cheap and cheerful.
Run 2 of these and a bunch of cultists at 600pt supported by a Dakka-Las Pred.
So is this a good idea? if not what should I change?
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Praise be to Dark Sphere savior of cheapskates! |
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![[Post New]](/s/i/i.gif) 2013/11/20 21:24:50
Subject: How to make Khorne Berzerkers effective at 1000 points?
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Agile Revenant Titan
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No. Rhinos are terrible for any combat based army. They are not assault vehicles. So any turn you disembark - you can't charge. As per the rules for disembarking. With a land raider, you can be in combat at almost full strength in turn 2. With a rhino, you'll be lucky to hit combat at 75% strength in turn 3. This obviously isn't calculated maths. But it is the issue with them. They are terrible. That's why they are ignored and treated like junk - because for combat armies they are in fact junk!
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You sought to cower behind your walls, weakling? Instead, by the will of Khorne, you shall die behind them |
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![[Post New]](/s/i/i.gif) 2013/11/20 21:47:02
Subject: How to make Khorne Berzerkers effective at 1000 points?
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Drakhun
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The only half decent way to use Zerkers is in a LR, otherwise they won't get anywhere in one piece. It's a shame seeing as I have about 30 of them.
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DS:90-S+G+++M++B-IPw40k03+D+A++/fWD-R++T(T)DM+
Warmachine MKIII record 39W/0D/6L
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![[Post New]](/s/i/i.gif) 2013/11/20 22:46:59
Subject: How to make Khorne Berzerkers effective at 1000 points?
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Stalwart Tribune
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Well that's annoying I didn't take into account the disembarking rules, perhaps if I run a disruption unit to distract fire and prevent over watch from the target unit Spawn maybe? Being Beasts they can keep up with rhinos. Or bikers perhaps terbium boost ahead and distract fire away from zerkers as they disembark.
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Praise be to Dark Sphere savior of cheapskates! |
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![[Post New]](/s/i/i.gif) 2013/11/20 22:50:41
Subject: How to make Khorne Berzerkers effective at 1000 points?
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Regular Dakkanaut
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You can. Huron + Serkers/Khorne CSM isnt that bad. Its not the best. But its not bad.
Berksers suck. Marked marines are actually better. They are almost unusable in a tournament setting.
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![[Post New]](/s/i/i.gif) 2013/11/20 22:56:00
Subject: How to make Khorne Berzerkers effective at 1000 points?
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Preacher of the Emperor
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I'm a fan of running 20 man Zerker squads on foot. It makes you wait for combat until turn 3 normally, but the sheer amount of bodies lets you still hit combat with decent numbers and fearless means you don't care about moral. Two 20 man squads, supported by good shooting units, can be very formidable---especially at lower points levels.
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![[Post New]](/s/i/i.gif) 2013/11/20 23:55:49
Subject: How to make Khorne Berzerkers effective at 1000 points?
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Utilizing Careful Highlighting
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I agree with running them on foot. But don't take them as zerkers, just run em as regular Khorne-marked marines. Way cheaper and you can cram more into a list, which is especially good at lower points levels.
As far as rhinos, they work great for horde foot marines...as mobile cover. Run your red tide up the field and keep a few rhinos in front of them with dirge casters, combi-meltas, and destroyer blades. Tank shock enemies closer into charge range and negate defensive fire, but don't stick anything in them.
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![[Post New]](/s/i/i.gif) 2013/11/21 08:03:06
Subject: How to make Khorne Berzerkers effective at 1000 points?
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Stalwart Tribune
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Foot sounds promising, but surely the formation can be flanked easily, I could run this exactly like my guard with guardsmen advancing behind a wall of steel cover. Sounds good to me!
So Khorne Marines are better than Berzrerkers in combat? That just doesn't sit right with me... O well hope Khorne doesn't eat my soul ey!
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Praise be to Dark Sphere savior of cheapskates! |
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![[Post New]](/s/i/i.gif) 2013/11/21 09:34:38
Subject: Re:How to make Khorne Berzerkers effective at 1000 points?
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Chalice-Wielding Sanguinary High Priest
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Standard Marines being better for it is a bit misleading. Sure, they're cheaper, and they have a wider array of options. But the Icon that grants you all your combat goodness can be taken out early by a precision shot, and if that happens you can't even LOS! to avoid it. Admittedly, this becomes a non-issue if you're piling them into a Land Raider.
My suggestion would be 20 *proper* Zerkers on foot, and a 10 man unit of either (preferably with some beatstick character, try Kharn or a Lord with the Axe of Blind Fury) in a Land Raider. As was suggested before, the 20-man footsloggers will eventually make their way across, but the Land Raider can put more immediate pressure on, taking some of the heat off them. It's important not to be tempted by a normal unit for the footsloggers as you need to make sure there's no chance of that unit running.
That'll all take up most of your points, so bear in mind that the Land Raider is also your only real answer to any AV13/14 you run into.
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"Hard pressed on my right. My centre is yielding. Impossible to manoeuvre. Situation excellent. I am attacking." - General Ferdinand Foch |
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