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To make kharn work the way you want , an assault vehicle is necessary.
A land raider is the simplest way forward.
A more expensive , but probably better , option is the dreadclaw drop pod from forge world.
A third option, is a bastion with an escape hatch, not an assault transport,but a way of boosting a large unit up the field , and protecting them from fire Turn 1.
You are probably better off putting kharne with the cultists in your current list. He makes them fearless, you get more wounds as his bullet shield and his betrayer rule will kill low value models . The bezerkers can handle themselves .
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