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Made in no
Been Around the Block




Hi
Im going to a tournament, and im using a CC heavy CSM army.
I want Kharn in the list, becouse he can counter so many things. If i meet a invis star, Kharn dont care, he can take on Super heavys and Knights and defeat them. He can go toe to toe vs most things in the game, and have a decent shoot at atleast killing it.

My plan now is to use the Spartan Assault tank and cultists. This gives him some survivebilety to get him where i want him to go.

I was thinking of trying to either Worldwrithing og Soulswitching him into the action but i feel that the Spartan gives me more than a couple of mages. But im not sure. This also feel week vs first strike.

How do you get Kharn into the killing?
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Kharn can be a beast.
You need a delivery mechanism to get him into the thickest fight.
A Spartan and a cheap unit to join is the right answer.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in ru
!!Goffik Rocker!!






Sorconclave and khornedogs from kdk. Or spawns. Or a bunch of cultists or even marines. Doesn't realaly matter. Sorcs are more important. Magic can deliver anything.

I've seen a very successful list that runs Kharn + 5 sorcs + Ahriman + a formation of the lost and the damned - 30+10+10+10 cultists that can respawn on a 4+. He also has some spawns to infiltrate and soul swap for 1-st turn charges. Invis + soul swap is all you need. Or a flying ruin but soul swap is more broken.

Another list was KDK dogs + 5 sorcs + Kharn + Cypher.

Magic deathstar is the way to run him all in all.

This message was edited 2 times. Last update was at 2016/11/21 12:56:10


 
   
Made in no
Been Around the Block




What if i use him with 1 Sorch, 1 Chaos Lord with Axe of ruin and Cultist.

I ally inn some KDK for dogs with Scout, and have an extra Sorch, so i get 6 warp dice.

I then have atleast 7 Dice to get off Soul Switch and i use Dogs to get Charge Turn 1.

My List

Chaos Warband

Juggerlord with Axe of Ruin
Sorch Lvl 3 with SF
5 CSM
5 CSM
3 termicide with 3 combi melta
5 bikes with MON and 2 meltas
Helbrute

Kharn
Sorch lvl 3
Chaos Lord with MON and LCPF

3 Spawns

CAD KDK

Chaos lord with axe of ruin
9 Cultists
8 Cultist
5 hounds
Heldrake with baleflamer

I now have 3 scary CC units, and some support. There is quite some TAX in this list, but some of it will help. I have alot of obj secured and a strong backline with Brute and CSM.

This message was edited 2 times. Last update was at 2016/11/21 13:36:47


 
   
Made in us
Longtime Dakkanaut




Northridge, CA

You're making a choppy unit that will die under massed fire if you don't go first. You wonder why people take 5 sorcs? Because you roll for invis and Soul Switch and have dice left over for buffs/debuffs. You're not putting enough points in one basket for that basket to be used as a weapon.
   
Made in gb
Crazed Spirit of the Defiler




Newcastle

I'd either put him in a land raider/spartan with whatever, or put him in a unit of 30 cultists.

Hydra Dominatus 
   
Made in us
Longtime Dakkanaut




Northridge, CA

 Snake Tortoise wrote:
or put him in a unit of 30 cultists.

CAD KDK Herald with allied Kharn+cultists. Whole unit gets BftBG while the Herald is a part of them. Whole thing is 340 base. Not bad for a slow moving scary hammer.
   
 
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