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![[Post New]](/s/i/i.gif) 2015/04/30 07:51:17
Subject: Khorne Zeerkers, Worth it?
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Longtime Dakkanaut
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The second result is hardly the best one. So I'm ok with that.
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DFTT |
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![[Post New]](/s/i/i.gif) 2015/04/30 07:58:37
Subject: Khorne Zeerkers, Worth it?
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Longtime Dakkanaut
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1 rhino is first blood, 5 rhinos is a tactic. Sadly plague marines are about 3 times as good as berserkers but hey next codex it might be the other way around, play the models that you find the most fun.
Just don't buy any chain axes.
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This message was edited 1 time. Last update was at 2015/04/30 07:59:21
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![[Post New]](/s/i/i.gif) 2015/04/30 08:47:46
Subject: Khorne Zeerkers, Worth it?
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Missionary On A Mission
Australia
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The second result is great for the Slaughtercult bonus though. The third result is the Feel No Pain buff, which is best applied army wide (so your Bikes/Flesh Hounds get it), which means you will then pick Rage/Furious Charge for your Cultists/Spawn/Bloodletters/ CSM/ HQ unit. Unless you desperately want Adamantium Will I gues...
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![[Post New]](/s/i/i.gif) 2015/04/30 09:04:03
Subject: Khorne Zeerkers, Worth it?
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Andy Hoare
Turku, Finland
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Berserkers should be able to charge out of Rhinos. That's all they need to work.
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"Eagles may soar high, but weasels don't get sucked into jet engines." - Lord Borak
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![[Post New]](/s/i/i.gif) 2015/04/30 12:42:13
Subject: Khorne Zeerkers, Worth it?
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Grim Dark Angels Interrogator-Chaplain
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they can at our club, we allowed any unit to assault after leaving a transport that have not moved, if they pass an iniciative test they assault normally, if they fail they make a disordered charge, nice and simple.
More contraversially, we added a new unit type "assault" infantry, these are dedicated assault models and they basically gain a RR to 1d6 to charge range, and can consolidate into combat, but count as a disordered charge, they cannot be overwatched while doing so.
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![[Post New]](/s/i/i.gif) 2015/04/30 13:31:41
Subject: Khorne Zeerkers, Worth it?
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Morphing Obliterator
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GoonBandito wrote:
The second result is great for the Slaughtercult bonus though. The third result is the Feel No Pain buff, which is best applied army wide (so your Bikes/Flesh Hounds get it), which means you will then pick Rage/Furious Charge for your Cultists/Spawn/Bloodletters/ CSM/ HQ unit. Unless you desperately want Adamantium Will I gues...
Yup. That's why I mention it, the other option would be to wait for the +1 Attack for the whole army and FnP for the slaughtercult, which might be a waste on the units that aren't in combat yet.
Don't get me wrong I love the zerks and I'm fielding them, but consider that your avg CSM from the slaughtercult will probably have the same special rules than the zerks, except for fearless and the +1WS, but they are... what. 4-5 points cheaper a piece?
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CSM 10k points
IG 3k points
Orks 2k points
WoC 3.5k points
VC 2.5k points
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![[Post New]](/s/i/i.gif) 2015/04/30 14:36:39
Subject: Khorne Zeerkers, Worth it?
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Noise Marine Terminator with Sonic Blaster
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Green is Best! wrote: koooaei wrote: zammerak wrote:But wont the Rhino just get popped on the first turn? (that usually happens when I see a rhino)
The thing with Daemonkin is that you WANT that rhino to get popped  It's gona give you bloodtithe points. So, it might be a good idea to make it at least a bit intimidating with a combi-melta or havok launcher. But not overinvest at the same time. Besides, something must stay back and secure points, right?
I'm pretty sure the rhino's do not have the blood for the blood god rule.
Yup. I double checked last night. I retract my horrible, awful statement
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![[Post New]](/s/i/i.gif) 2015/04/30 16:56:53
Subject: Khorne Zeerkers, Worth it?
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Khorne Chosen Marine Riding a Juggernaut
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Formosa wrote:they can at our club, we allowed any unit to assault after leaving a transport that have not moved, if they pass an iniciative test they assault normally, if they fail they make a disordered charge, nice and simple.
More contraversially, we added a new unit type "assault" infantry, these are dedicated assault models and they basically gain a RR to 1d6 to charge range, and can consolidate into combat, but count as a disordered charge, they cannot be overwatched while doing so.
This,...this is how it should be.
Wish my club was open to houserules and not so "competition" minded..., every darn game is in fact a training game for a coming tourney...
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