How many points is the army? 2k?
And the plan is load zerkers in the heavy raiders and the termies + kharn in the termie raider and booooost forward?
Assuming you deploy all 4 @ 12" (why not!), then you might even pull off first turn charges against people foolishly infiltrating towards you or if you go second and anything on his/her side moves up 4" or more.
Course, the problem is that brings the raiders within kill range of every possible gun in the enemy army, including melta reach. It also nerfs out all of that anti-tank firepower of the raiders by jamming it up close. Alternatively you could sit back and hammer with the raiders, relying on the enemy to close within 20" to be jumped upon by khornate death. 1 land raider's survivability is unfortunately low, but 4 of them require SO much heavy fire to drop it could just work ...
My few suggestions:
- Your terminators are pretty sadly equipped, and could really use 2-3 powerfists in there. 3 fists = 9 attaks without charging, and will obliterate what the squad contacts.
- To find points for the above fists, consider dropping a couple skull champ fists down to power weapons. The chance of getting the charge out of a raider is quite good, and furious charging power weapons are S5 I5
ftw.
- I was gonna suggest taking a khorne termi lord w/ bloodfeeder in place of Kharn, but Kharn's the freakin' man so whatev. The termi would just fit the squad a bit better modelwise.
ACTUALLY you can't transport those terminators in the land raider - maybe you knew this and just wanted a fire support raider? If so, think about a reaper on the terminators for their walk in, or combis for the drop down. The nice thing is the weapons to break 2+ saves are those to break those raiders, excepting plasma of course ...
There you go. I post because I once wanted to run a raider overload army, back when you could put destroyers on them
- Salvage