SargentWhiskey wrote:my friends and i are getting back into gaming, its a way to encourage us to meet up more and paint models. We are playing for fun so we are only going to use Power Points.
In saying that
id like to run Khorne Bazerkers as troops, how ever
id have no idea how to do that? What do i need to run them as troop?
I'm glad to hear you're walking the Crimson Path.
If you're playing open play then detachments and Troop or Elite choices don't matter, but indeed as said above playing Khorne Berzerkers in a World Eaters detachment means they are fielded as Troops and not Elites. They also, as a legion will get access to extra stratagems and allows them to gain one attack in the fight phase if they successfully charged in the previous charge phase.
You could consider playing them as a Renegade chapter keyword. This enable you to Advance and Charge (which you otherwise couldn't do). This allows you to cover a lot of ground if you don't have Rhino transports or want to cover more ground. They do lose the strategem Veterans of the Long War, vital extra attacks on the charge and some minor relics and of course - are elites not troops.
I've found the best fitout for them is 1x chainsword and 1x chainaxe on each berzerker - drop the pistols. Remember to use your grenades though. Also give each one an Icon which allows you to reroll failed charge rolls. Give the champion a powerfist (Strength x2 - makes him S10) and chainsword - this makes him your tank buster - beware nurgle who can force explosions, and also some Tau which give -1 to hit in close combat.
Useful stratagems:
Counter-Offensive: Once an enemy unit has attacked you can choose one of yours to fight... this can be useful if a unit has charged your bezerkers (or one of them) and not fought them yet. You can get in some swings before they do - mostly useful on full units, as they get the most attacks off first - remember to pile in and consilidate for extra inches.
Wrath of Khorne? : Can't remember the name of this one, but it allows you to fight again with KHORNE unit at the end of your fight phase... this means some berzerkers can fight three times. Useful on full units... it also allows them to pile in and consilidate again!
Consider loading any Berzerkers into Rhinos. Allow them to disembark and move them, but move the Rhino and charge that first. It will soak up any overwatch. If you load the Rhino with a flamer you can advance it and autohit with flamers to get even closer to a successful charge. IF you can't get your rhinos and Berzerkers into range remember to pop smoke on the rhino instead of just disembarking them.
Cultists are helpful for securing objectives as you always want to be attacking and charging with your Berzerkers! But I've only found them good in huge blobs like 20+.
If you play with Kharn the Betrayer get him within 1 inch of your berzerkers to gain rerolls, but fight with them first. When you consilidate move them out of the 1" from him, as when he attacks he could lop off some friendly heads with his failed attacks.
For 1000 points I generally run something like
2x Rhino w/ CombiFlamer and CombiBolter
2x 8man squads of Berzerkers w/ Icons
1x Chaos Lord or Kharn the Betrayer
1x Exalted Champion (basic fitout)
1x Exalted Champion with Murder Sword for taking out certain nasty characters.
Dark Apostle w/ 2x Zealot dudes.
40x cultists (w/ autoguns) in various sized groups.
Note on the Dark Apostle - I generally take the prayer that gives a 5++ invulnerable save to everything in 6". This gives the cultists some staying power (alongside his L9 to stop them running away). You have to do the prayer at the beginning of the battle round before the movement phase, so it's more or less pointless if he's in a Rhino (as embarked Apostles cannot do prayers).
Finally - having one Rhino with Berzerkers has, for me at least, been not worth it - they just get shot off the table as those with experience are scared of them. Cultists are better use as cannon fodder. You need multiple 'zerker units to make them work well.