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Your biggest problem right now is is that assault themed armies have seen a serious nerf towards their ability to engage enemies in melee without advanced warning and stumbling blocks to overcome.
Such as it is, here are the restrictions limiting your Khorne themed army.
The CSM codex has no way to get your guys to assault immediately short of what is in the Fast Attack slot. That means that regular Rhino transported troops are going to need a turn to move up the board, a turn to disembark, and then a turn to engage in hand to hand combat. At the earliest, you get a turn three charge.
Hindering this, your army now needs to move through an Overwatch phase of shooting and a roll to see what the charge range is going to be to see if they make it into combat.
All this is build into the rules. Now a smart player is going to deny you the opportunity to do much damage with your assaulters. For instance, an IG blob could have several characters, and your Champions must engage the enemy characters in challenges, which could mean the Khorne unit you sent to assault is going to be locked in combat with that one unit for perhaps 2-4 turns, depending on what was in the unit to begin with.
Other players will move their men back, shooting your guys as they retreat before their charge. A wall of rhinos could also be a hindrance. More likely against shooty armies, your transports and men will be torn to pieces before they make it into melee.
So the long story short, your facing an uphill battle to make your Khornites work.
The good news- you have other options.
I'd consider the following:
Bikers- fast and T5, that makes them durable and harder to kill.
Daemon Princes with wings- flying MCs, will get expensive with upgrades but has great potential for soaking up damage and dishing it out with their new beefed melee stats.
Terminator/Land Raider Transports- may cost a boatload more, but they can assault out of these suckers and they don't eat a Heavy Support slot.
Warp Talons- new unit with a blinding deep strike, so they could potentially survive their DS and then cause some heavy pain.
Regular Khorne Berzerkers may be better off running toward the enemy, such as it is, their rhino transports hinder their ability to assault. But that is a decision you have to make.
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