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Made in ca
Blood Sacrifice to Khorne




So ever since 6th ed hit my khorne berzerkers just flopped. It's the no assaulting out of a transport that got them. Overwatch is a joke and usually the rhinos take them close enough that the 2d6 charge distance doesn't matter. However, they now get shot to hell when they step out of that metal box. Yes I know they are not the most competitive unit in my codex but if I wanted to win I'd play IG or GK.

Now I'm not here to complain, what I want is a way for them to work. I love running 3 squads of them with Kharne and a pair of defilers for support. That's the core of my army, now I just need something for the zerkers. I am playing World Easters so something in that theme would be nice. I tried a land raider but unless I spam them it litterally can't do its job. Should I grab raptors or bikes and tie up units in assaults so the zerkers can finish them off? Get a maulerfiend to screen their advance? Helldrake to shoot all the plasma guns down before they get a chance to fire?

Anyone got any ideas?

Member of 40k Montreal
There is only war in Montreal 
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

Tried running 16 man units on foot and keeping them cheap?

Makes for a lot of units...

Maybe some cultists to help you pick and choose your assaults with 'zerkers?

Can you take Kharn and Huron in the same list? Infiltrating 'zerkers may solve your problem. (Master of Deception)

I'd can rhinos altogether.

Good luck.

This message was edited 1 time. Last update was at 2012/10/09 23:49:37


 
   
Made in us
Been Around the Block




I think it could work with support. If you have mobile back/midfield units that can shoot at special and heavy weapons you could survive well. Try having Vindicators accompany your rhino rush
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

A a pair of vindis would take the heat off your boyzz
   
Made in us
Longtime Dakkanaut





 Brometheus wrote:
Tried running 16 man units on foot and keeping them cheap?

Makes for a lot of units...

Maybe some cultists to help you pick and choose your assaults with 'zerkers?

Can you take Kharn and Huron in the same list? Infiltrating 'zerkers may solve your problem. (Master of Deception)

I'd can rhinos altogether.

Good luck.


If only he gave you three and not d3. Kind of a risky roll to base your strategy on. But with a wave of demons you can get some help in turn 1.

   
Made in au
Frenzied Berserker Terminator






CSM with Mark and Icon are probably better value, IMHO.

That said, the new codex does seem to give a few small buffs to Berzerkers. Your average 8-man squad has dropped by 21pts overall, which doesn't sound like much but it's enough to buy the Icon of Wrath for the squad and a Dirge Caster on the Rhino (and still have a point left over). That helps with two of their main issues - assault range and overwatch - but still leaves the biggest problem: assaulting after disembarking.

In previous editions I've called plasma pistols a waste of points, but because of the changes to transports I think they're now a much better investment. Taking a pair of pistols means that a Berzerker unit can actually cause some damage when it disembarks.

But probably the best thing you can do to make your Berzerkers better is to not rely solely on them as your main assault thrust. They should now be considered more like your secondary wave, designed to push stragglers off objectives and take it for themselves. The main assault should come from your faster elements, the ones that can reliably assault on turn 2. I'm leaning towards bikes myself, since with a Mark and Icon they are pretty good on the charge, and are significantly tougher. Raptors are another alternative, and are handy in certain situations (multi-level ruins in particular) but otherwise seem inferior to bikes. You can also try a squad in a Land Raider, but it's a very expensive option.
   
Made in us
Nasty Nob






Gardner, MA

Anothwer option to get your Zerkers across the board is to ally with Demons and have the first wave of them deepstrike infront of the zerkers.

A man's character is his fate.
 
   
Made in ca
Blood Sacrifice to Khorne




16 man units has a big risk to them. Any large ap 3 blast (battle cannon, demolisher cannon) Completely toast them. Hell, a combat squad with a plasma gun and cannon will make their points back and then some shooting at it.

Vindicators could work. That's the same reason I got the defilers though but maybe they just need a bigger punch.

I think I have an idea for bikes / raptors. Keep them behind the rhinos for cover and ride around / jump over when you need to assault. Ill test that out thanks.

Tried the daemons. Bloodcrusher and plague bearers work great actually. Bloodletters are bad, so maybe ill go death and decay.

I was actually thinking putting Kharn in a 35 man cultist squad. He is fearless so they are fearless. Lots and lots of ablative wounds. The rhinos are faster so they should draw most of the fire away. Kharn alone kills 5 marines on the charge and if he kills a friend, wtv its a cultist.

But I think I'll try this death and decay thing out first. Nurgle bikes and plague bearers. nice little wall of rot.

Thanks a lot for the tips.

Member of 40k Montreal
There is only war in Montreal 
   
 
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