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Made in us
Nurgle Predator Driver with an Infestation





Greenville, South Carolina

I am wondering how to make Kharn the kick butt character I hear about but when i look at his profile I dont see why he is so good or how you can make him good.
So what im asking is how do you make Kharn a kick but character
   
Made in us
Death-Dealing Devastator






United States

I've seen him in the butcherhorde formation. Really his stats alone make him a kick butt charactuer. Hits on 2s with a high str ap 2 weapon with decent initiative. Give him some buddies to look out sir and a land raider to get to the destination and I think that's all there is to it.

2500 pts  
   
Made in us
Longtime Dakkanaut





whidbey

I got a storm eagle so he can rid with more buddies and another butt kicking character.
   
Made in ru
!!Goffik Rocker!!






Hurl him in a large blob of khornate marines + escape hatch/infiltrate + psy buffs.

Kharn is very powerful in mellee but challenges are a problem - he will deal like 4-5 ap2 wounds but if his opponent can live through it, Kharn's going down as he's just 3+/5++. However, if you support him with invisibility or endurance, he's becoming reasonably durable.

Or you just avoid challenges with Kharn whenever possible. His strength is that he's dead killy for the points.

This message was edited 1 time. Last update was at 2015/03/26 04:59:02


 
   
Made in ca
Violent Space Marine Dedicated to Khorne




Ottawa, Ontario

I haven't run into much that could beat him in my friendly games. I load him up with 10-20 cultists with flamers and usually he survives the whole game...

BLOOD FOR THE BLOOD GOD! SKULLS FOR THE SKULL THRONE! MILK FOR THE KHORNE FLAKES!

3000+
3000+ 
   
Made in us
Sneaky Sniper Drone






Best thing about Kharn is his price point. you'd be very hard pressed to find another IC in the game that hits as hard as kharn does for the price.

Just remember to use him correctly. In a challenge Kharn won't last long. He's all offense and no defense. Give him a cheap squad to absorb wounds for him as he jumps from squad to squad mulching them. He excels at wiping units, not dueling one on one.

 
   
Made in de
Power-Hungry Cultist of Tzeentch




Germany

Kharn is not the greatest fighter out there, but brutal for the points. I like him in a Land Raider with 5 regular CSM.

The Land Raider is expensive, but a neccessary protection and range extension for Kharn. The one benefit the CSM squad brings is the Aspiring Champion, who takes challenges for Kharn.

Keep in mind Kharn is a great solution to those invisible Centurions that come bursting out of Drop Pods. He's also a reasonably good answer to a Knight.

Edit: Another option I want to try is Kharn and friends in a Dreadclaw. Could save a lot of points from the Land Raider, while doing almost the same (except for that one game in 36.....)

This message was edited 2 times. Last update was at 2015/03/26 08:40:27


 
   
Made in ru
!!Goffik Rocker!!






Aleinikov wrote:
Kharn is not the greatest fighter out there, but brutal for the points. I like him in a Land Raider with 5 regular CSM.

The Land Raider is expensive, but a neccessary protection and range extension for Kharn. The one benefit the CSM squad brings is the Aspiring Champion, who takes challenges for Kharn.

Keep in mind Kharn is a great solution to those invisible Centurions that come bursting out of Drop Pods. He's also a reasonably good answer to a Knight.



When taking a landraider, i prefer a 9 strong squad with melta + combi-melta champ or chosen with a bunch of meltas and one hidden fist. Meltas are very important for them. And Kharn + LR are allready expensive enough not to take advantage of a larger squad.
   
Made in de
Power-Hungry Cultist of Tzeentch




Germany

 koooaei wrote:

When taking a landraider, i prefer a 9 strong squad with melta + combi-melta champ or chosen with a bunch of meltas and one hidden fist. Meltas are very important for them. And Kharn + LR are allready expensive enough not to take advantage of a larger squad.


Agree with the 9-strong units when you have the points. The fist maybe. Ideally, Kharn wins the combat in the enemy turn, and with 9 CSM including Fist, I'd think it's either overkill or you're fighting a super durable enemy who will wear Kharn down in 3-5 turns of combat.

Why the Melta Guns? When you are close enough for them to reliably open a vehicle before charging the contents, you already have a good chance of surrounding the transport and trapping the unit in the vehicle about to get destroyed by Kharn.
   
Made in ru
!!Goffik Rocker!!






Aleinikov wrote:
 koooaei wrote:

When taking a landraider, i prefer a 9 strong squad with melta + combi-melta champ or chosen with a bunch of meltas and one hidden fist. Meltas are very important for them. And Kharn + LR are allready expensive enough not to take advantage of a larger squad.


Agree with the 9-strong units when you have the points. The fist maybe. Ideally, Kharn wins the combat in the enemy turn, and with 9 CSM including Fist, I'd think it's either overkill or you're fighting a super durable enemy who will wear Kharn down in 3-5 turns of combat.

Why the Melta Guns? When you are close enough for them to reliably open a vehicle before charging the contents, you already have a good chance of surrounding the transport and trapping the unit in the vehicle about to get destroyed by Kharn.


You don't always surround a vehicle, sometimes you want it to get popped beforehand. Kharn statistically deals ~5 HP to an IK on a charge. It's good to ensure it going down before striking => meltas can help with that. Sometimes they help you avoid overwatchif you pop a transport. For example, you'll get into trouble trying to charge a burna wagon or a squadron of gun wagons full of tankbustas/burnas. It's rare but it can happen. Sometimes, you loose Kharn but win the fight or you want him disband from a squad - in this case, a couple of meltas leave them a legitimate threat.

My main reason for meltas is that they add so much for so few points invested. And if you take them on chosen, they don't even loose an extra attack.
   
Made in hu
Dakka Veteran




 koooaei wrote:
Or you just avoid challenges with Kharn whenever possible. His strength is that he's dead killy for the points.


How do you avoid challenges?
   
Made in ru
!!Goffik Rocker!!






Positioning and feeding sarges. Positioning is tricky and unreliable but can help.
   
Made in hu
Dakka Veteran




 koooaei wrote:
Positioning and feeding sarges. Positioning is tricky and unreliable but can help.


Please explain the positioning part
   
Made in ru
!!Goffik Rocker!!






The challenges are issued at the start of combat before pile ins. If your character is not within striking range, he can't issue or accept challenges.
   
Made in gb
Prophetic Blood Angel Librarian




Use a dredclaw. Kharn + 9 CSM with MoK, icon of wrath, ccw&bps, flamer, powersword and meltabombs + dreadclaw =445pts.
Deepstrike T1, turbo boost 18", move 6" and disembark 6" on T2 then charge. Kharn charging one target, marines charging another.
1 out of 56 games kharn will be eaten on deployment.
I haven't used this tactic with kharn yet but have with abbaddon + MoK combi-melta termis and it has been an absolute game changer both times.
   
Made in ru
!!Goffik Rocker!!






Is there any way to deny a character getting eaten? Or at least lower the chances?

Other than rerolls with fateweaver.

This message was edited 2 times. Last update was at 2015/03/26 10:25:36


 
   
Made in gb
Prophetic Blood Angel Librarian




2 ways. Firstly there are technomancers. These are Abbaddon, sorcerers who roll on malefic and warpsmiths. They can choose to bypass the roll any time they embark for them and their squad. If they don't bypass it and you roll a 1, you can choose who gets eaten.
Second way is to take as many men as possible in the squad. So kharn + 5 CSM is a 1/36 chance of kharn being eaten. Kharn with 9 CSM is a 1/54 chance of kharn being eaten.
   
Made in us
Tunneling Trygon





NJ

Poly,

Wondering how you got 1/54 for Kharn + 9 guys. Should be 1/60 by my math (not a big deal but I was curious)

Also correct me if I'm wrong, but I'm reading that you can only disembark out 2" from the claw. Still, the turbo plus 6" claw move + 2" plus assault should get you a pretty good charge distance. I've actually got my claw in the mail right now and will certainly be putting Kharn in there (and Abaddon at some point). My plan is to throw in some Zerkers with him (I know it's worse but I love them) and let those guys go to town. With Be'Lakor support, it's jinking on 2+ and most certainly not dying. Maybe to serpent spam
   
Made in gb
Longtime Dakkanaut





30 cultists (preferably part of a helcult) + kharn
= 290 points

Takes a ton of firepower to bring down and has the volume of attacks to kill almost anything. Even imperial knights will loose close combat against this blob.

Make sure to have the champion chump challenge against wolf lords and such, that way you get 2 turns of kharn swinging instead of only one.

This message was edited 2 times. Last update was at 2015/03/28 13:53:36


 
   
Made in be
Khorne Chosen Marine Riding a Juggernaut





Belgium

 Alienoid wrote:
I am wondering how to make Kharn the kick butt character I hear about but when i look at his profile I dont see why he is so good or how you can make him good.
So what im asking is how do you make Kharn a kick but character

Ahahahahahahahaa...

YOU HAVE NO IDEA!

Kharn its a 160pts, model with 7 Str 7 AP2 Init 5 hits that are not Only Armorbane but also Hits on a 2+( only model in the whole game who does that), and to top it, he has Hatred and give it to his squad.

He's also immune to Force weapons ability to ID and deny the witch on a 2+.

like said he's all Offense, no defense, so buffing him using other means is always a good thing.

Usually i put him in a 7 man Chosen squad with a Champ with twin LC's, 2 Meltas a power weapon and a PFist in a Raider, i Let the Chosen Champ soak in the Duels, if he is lucky he will survive it if not well Khorne's got a new shiny skull anyway, while Kharn takes care of the squad.

Allready happened more then once or twice that Kharn simply plowed through a whole squad of termies leaving the Sm character alone, taking the place of the Champ, if by some of the Dark gods whims et was still alive and finish things off.

Now people say that Kharn does'nt bode well in duels, i don't agree, of course he'll be in troube versius models that has a higher initiative then him, but like any other model though.

So if he strikes before or at the same time, given that he hits on 2+ no matter what the ennemy CC is, usually outside MC's you will have a 3 or 4 Wounds character, now i won't use any Mathammer bonkers, since i find it bolocks( have more then once seen units/models that the maths gaven them the advantage but the guy rolling enough 1's and 2's that this unit din't do horsegak, and units who had virtually no chances of whinning, achieving victory), but usually with his 7 Attacks the guy will have to make at least 6 saves, maybe 5, either he will be deader then dead, or he will survive with 1 Wound, then you have the rest of your chosen that can strike at him, because he's alone, since Kharn killed all the other guys.

He is monstrouosly killy for a character that only cost 160pts.

Off course he's not all mighty and you're not safe from a bad struck of luck, allready have a few cases that even with the hatred i rolled enough ones that he killed the whole squad who was with him, but dices are such fickle little creatures anyway.

   
Made in gb
Grim Dark Angels Interrogator-Chaplain





Earth

I miss his 2+ save, and he should be an eternal warrior, but apparently coming back from being dead isn't enough to qualify for that
   
Made in be
Khorne Chosen Marine Riding a Juggernaut





Belgium

Yeah always was a head scratcher for me...

there is models that gets EW simply because they suffered severe wounds, or where tortured, but a guy that dies a few times( HH novels Kharn get killed once or twice allready) and comes back to life, for some reason its not legit...

Also never understood how he did loose his 2+ and 4++ save...

   
Made in us
Longtime Dakkanaut




There is also some formation where you take a pile of berserkers and Kharne and any 6's they roll to hit give them extra rolls to hit. So much killing on that one!

   
Made in be
Khorne Chosen Marine Riding a Juggernaut





Belgium

Yeah but ridiculous tax units if it was like 1-4 Zerkers and 1-4 CSM, it would be nice.

But 4 and 4 is too much, you can of course MSU the gak of the thing, but i like my units to be 8 models each...

   
Made in us
Longtime Dakkanaut




Indiana

The spartan is your friend.

carries up to 25 dudes.

People who stopped buying GW but wont stop bitching about it are the vegans of warhammer

My Deathwatch army project thread  
   
 
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