Switch Theme:

Effective escorts for Kharne  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Sacrifice to the Dark Gods




Washington State

Bezerkers certainly aren't the hammer they used to be, so I'm looking for effective methods of getting Kharne into combat. My initial idea is a unit of 35 cultist with 3 flamers. It has a champion so Kharne can whack the chumps if he feels like it, and i feel less terrible when he kills a 4 pt mini rather than a ~20. Does anyone think that careful model placement can get him to the baddies this way? Any other ideas? LR just doesnt seem worth it without the bezerkers anymore. I will be trying this as soon as I paint all the cultists (about halfway!). Unpainted minis have bad mojo.
   
Made in us
Cackling Chaos Conscript





Chicago

You are right on with the cultist, think of them as 35 ablative wounds for Kharne. I’ve also had good success attaching a Nurgle Terminator lord (Claw/Chain fist) to the same unit to make a blob squad from hell. Obviously don’t mark the cultist unit.

Kharne can step up and curb stop Dreads, the cult champion can jump on the ‘challenge grenade’, and the Nurgle lord fills in the gap and makes the squad redundantly fearless in case Kharne get nicked. Add in the 2+ Deny the witch, counter attack, and the magic of HATRED makes the unit dangerous.

Even without the nurgle lord, roughly 300-325 pts for a 35 ablative wounds Kharne… doesn’t suck.

The handsome face of 2T1C 
   
Made in us
Sacrifice to the Dark Gods




Washington State

Interesting idea with two lords in the unit. I believe you wouldnt be able to sweep with the termie lord which could be annoying. Im going to try running a jugger lord with AoBF and spawn simultaneously to split fire, then lots of transport popping units.

Any thoughts on running huron for infiltrate on this unit? You would lose hatred though.
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

 Chubs wrote:
You are right on with the cultist, think of them as 35 ablative wounds for Kharne. I’ve also had good success attaching a Nurgle Terminator lord (Claw/Chain fist) to the same unit to make a blob squad from hell. Obviously don’t mark the cultist unit.

Kharne can step up and curb stop Dreads, the cult champion can jump on the ‘challenge grenade’, and the Nurgle lord fills in the gap and makes the squad redundantly fearless in case Kharne get nicked. Add in the 2+ Deny the witch, counter attack, and the magic of HATRED makes the unit dangerous.

Even without the nurgle lord, roughly 300-325 pts for a 35 ablative wounds Kharne… doesn’t suck.


A nurgle lord cannot join a unit that kharne has already joined and kharne cannot join a unit a nurgle lord has already joined.


One thing with cultists is that they are init3 while kharne is init5. So in combat, everyone charges in, a few cultists make it into combat. Kharne attacks at init5. Kills some enemy and some cultists. The enemy's init 4 move into combat with their pile in and then their attacks strike, and they go against the closest model, which is either kharne or some of the few cultists in combat who quickly die. Then all the wounds at init4 go on kharne, and he has to LOS them all back to cultists. Next the cultists move up to make their attacks.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in us
Sacrifice to the Dark Gods




Washington State

Good points, I'll have to reread the mark rules but I bet yiu're right. The initiative thing is a problem, I'll hace to see how that plays out in a real game. Slightly off topic, what happens if kharne (or any ic) is in a challenge and kills the opposing character at init 5. Is he open for attack from any models with init 4 or below?
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

 dhockey11 wrote:
Good points, I'll have to reread the mark rules but I bet yiu're right. The initiative thing is a problem, I'll hace to see how that plays out in a real game. Slightly off topic, what happens if kharne (or any ic) is in a challenge and kills the opposing character at init 5. Is he open for attack from any models with init 4 or below?


no the challenge goes on for the whole fight. You know this because it tells you that you can do the challenge as a side combat

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
 
Forum Index » 40K General Discussion
Go to: