Epartalis wrote:So I don't know if you can take it because it's khorne deamonkin but the "fist of khorne" formation is pretty great for feilding berserkers.
When I first fell in love with the
40k universe with the release of Dawn of War in multiplayer chaos was great and berserkers were that much better...but sadly they usually disappoint on the table top.
This formation gives them a fighting chance. It includes a khraybdis drop pod and a 20 man squad of berserkers. It has two special rules.
Anything that is under any part of the model after deep strike doesn't mishap the pod, instead they get a sD ap1 hit. After wounds are resolved you put the pod as close as possible.
Beskerers can charge the turn they arrive. Drop pods can arrive turn 1. So turn 1 charge for 20 berserkers.
I would run demonkin but I have always liked the idea of Khorne Sorcs (blood priests) and wanted a fluff accurate way of adding in sorcs to the list as I see zerks getting alot better with
FnP. The Black Legion has tons of zerkers and tons of sorcs and both work together (fluff) wise. The other option besdies
LR's with a 6+ invuln is to just hoof it on foot and increase the squad sizes to accept added wounded. It could work due to the maelstrom formation having fleet. But its up to the dice gods at that point. Not sure which is better.
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Another issue im seeing is that the Sorcs are rather flimsy and it would be easy to take them out quickly. The only fix to this is to jack the list up to 2k and add in a group of spawn for some wounds or to ditch the chain axes and icons on the two
LR zerker squads and buy 3 spawn for the sorcs to hide in.