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		<title><![CDATA[Latest posts for the thread "1500 khorne army, advice?"]]></title>
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				<title>1500 khorne army, advice?</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> Demon Prince <span class="glossaryitem" onmouseover='gp(99);'>MoK</span><br /> Kharn the Betrayer<br /> <br /> Troops<br /> 7 Khorne Berserkers, champ w/<span class="glossaryitem" onmouseover='gp(486);'>pw</span><br /> 7 Khorne Berserkers, champ w/<span class="glossaryitem" onmouseover='gp(486);'>pw</span>, rhino<br /> 7 Khorne Berserkers, champ w/<span class="glossaryitem" onmouseover='gp(486);'>pw</span>, rhino<br /> <br /> Heavy Support<br /> 3 Obliterators<br /> Vindicator w/demonic possession<br /> Land Raider<br /> <br /> I am going to be playing primarily armor heavy marines and <span class="glossaryitem" onmouseover='gp(22);'>csm</span>.  My intentions are to use the land raider to shoot for the first turn or two and then run it forward to dump kharn and his boys.  That will give me at least 1 turn with 5 s9 shots at armor.  I will hide as far forward as I can with the prince and use him to jump in with the 2 rhino squads when needed.  <br /> <br /> I am new to chaos and I hop this is fluffy enough to not get hit for sportsmanship and solid enough to handle armor heavy marines.  Thoughts and advice?]]></description>
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				<pubDate><![CDATA[Fri, 13 Mar 2009 15:33:03]]> GMT</pubDate>
				<author><![CDATA[ Inigo Montoya]]></author>
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				<title>Re:1500 khorne army, advice?</title>
				<description><![CDATA[ It's a good list, however I would also get some elite choices in there I recommend terminators they'll give you some heavey armor, good <span class="glossaryitem" onmouseover='gp(19);'>cc</span> and range to take some objectives or take out a pesky enemy unit or tank.  I would also consider getting some chosen.  Khorne themed raptors might work ok and I thinki they would look cool.  It really is a good list, the only thing I would consider removing would be the vindicator, but if it works well for you keep it, it depends on what enemies you usually play, In my opinion Vindicators aren't that versatile and can often get taken out before they ever get into range might swap it out for more oblits or maybe even a havoc squad.  ]]></description>
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				<pubDate><![CDATA[Fri, 13 Mar 2009 19:33:52]]> GMT</pubDate>
				<author><![CDATA[ Warboss Spleenstaba]]></author>
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				<title>Re:1500 khorne army, advice?</title>
				<description><![CDATA[ I would possibly consider dropping the vindicator for taking powerfists on your berserkers to deal with dreads and the like nothing worse than fearless troops unable to get out of combat with an unkillable opponent, you will even have some points to spare for other goodies.]]></description>
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				<pubDate><![CDATA[Fri, 13 Mar 2009 20:54:12]]> GMT</pubDate>
				<author><![CDATA[ Arthas367]]></author>
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				<title>1500 khorne army, advice?</title>
				<description><![CDATA[ I see a few things that I would change :<br /> <br /> 1.  Like mentioned vidicators are cool but not that versitile or effective unless you know you will be facing hordes.  They don't pop armor reliably.  <br /> <br /> 2.  Armor penetration is key, and one unit of 3 oblits and a <span class="glossaryitem" onmouseover='gp(87);'>LR</span> wont cut it against mech opponents. Las cannons don't pop much anymore, and three oblits all shooting at one poor rhino seems liek a waste.  You need to be able to target seperatly so that you can take out 2 or three light transports if there are no heavy's that need to be ganged up on. To fix this without changing the list drasticly I would suggest:<br /> <br /> -Drop the vidicator<br /> -Use its points to buy 3 terminators with combi melta and one chain fist(maybe champ the one with the <span class="glossaryitem" onmouseover='gp(500);'>CF</span> if enough points)<br /> -Give them the land raider (give it a combi melta if enough points, and maybe posession too if possible)<br /> -Drop one oblit and take the other two as individual heavy choices<br /> -use those points to upgrade the zerkers <span class="glossaryitem" onmouseover='gp(5);'>AC</span>'s Power weapons to power fists and a third rhino  <br /> <br /> This way you would have a land raider with 3 meltas you can deliver just about anywhere you want.  The zerkers in rhinos can use the raider for cover during the first or subsequent turns and have the killiness that we all love about zerkers.  <span class="glossaryitem" onmouseover='gp(486);'>PW</span> risks you getting stuck in with a dred or wraithlord that you just can't hurt, but <span class="glossaryitem" onmouseover='gp(105);'>PF</span> lets you whale on anything.<br /> <br /> Alternativly, you could Deep stike the termies to deliver their melta load and let kharne and the zerkers still ride in their land raider(they just would have to start the game next to it, but not many people deploy foolishly enough to give zerkers a first turn charge anyway).  Even if you go this route still add the third rhino.  A lasconnon stunning a rhino shield is better than a las cannon killing a zerker.  Use the rhinos as shilds to provide <span class="glossaryitem" onmouseover='gp(85);'>los</span> blocking so they have to waste shots on the rhinos.<br /> <br /> It also frees you upt to go to 1750 or 1850 by adding the third oblit and one squad easily.<br /> <br /> Also, though <span class="glossaryitem" onmouseover='gp(99);'>MoK</span> seems fluffy I think it's a shame that psychers kill better with warptime so if you are not a fluff nazi upgrading the prince to tzeench or nurgle and adding warptime really make the <span class="glossaryitem" onmouseover='gp(262);'>DP</span> a killing machine, much as a Khorne <span class="glossaryitem" onmouseover='gp(262);'>DP</span> should be.  Justify it as blood rage of khorne or something along those lines.<br /> <br /> Anyway, even as it is it should do ok or good, you might have trouble without the zerks <span class="glossaryitem" onmouseover='gp(105);'>pf</span>'s and against heavy armor as it stands though.<br /> <br /> Good luck!<br /> <br /> Meph<br /> <br /> [edits for spelling and my discombobulated thinking style]]]></description>
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				<pubDate><![CDATA[Fri, 13 Mar 2009 21:10:20]]> GMT</pubDate>
				<author><![CDATA[ Mephistoles1]]></author>
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				<title>1500 khorne army, advice?</title>
				<description><![CDATA[ Drop the vindi and put possession on the <span class="glossaryitem" onmouseover='gp(87);'>LR</span> and fists on the 'zerker champions.]]></description>
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				<pubDate><![CDATA[Fri, 13 Mar 2009 23:37:44]]> GMT</pubDate>
				<author><![CDATA[ Hand of Dume]]></author>
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				<title>Re:1500 khorne army, advice?</title>
				<description><![CDATA[ I agree with what everyone else is saying as  well, except dropping one ablit and splitting them into 2 heavy choices they will get picked off by las way too easily if you do that, otherwise the changing the daemon prince to something other than khorne might be a good idea, I love khorne, and he's my favorite of the four, but for princes it truely is the worst mark.  ]]></description>
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				<pubDate><![CDATA[Sat, 14 Mar 2009 23:58:20]]> GMT</pubDate>
				<author><![CDATA[ Warboss Spleenstaba]]></author>
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				<title>1500 khorne army, advice?</title>
				<description><![CDATA[ I played it as follows:<br /> <span class="glossaryitem" onmouseover='gp(262);'>DP</span> wings warp time<br /> <br /> 7 berserkers champ/<span class="glossaryitem" onmouseover='gp(486);'>pw</span> melta bombs, rhino<br /> 7 berserkers champ/<span class="glossaryitem" onmouseover='gp(486);'>pw</span> melta bombs, rhino<br /> 7 berserkers champ/<span class="glossaryitem" onmouseover='gp(486);'>pw</span> melta bombs, rhino<br /> 10 Plague marines champ/<span class="glossaryitem" onmouseover='gp(105);'>pf</span>, 2 X plasma, rhino<br /> <br /> 3 X oblits<br /> Vindicator<br /> <br /> 1st match: Sieze ground, spearhead vs <span class="glossaryitem" onmouseover='gp(69);'>IG</span><br /> All that armor!  So many units! These guys are the orks of the Imperium!  He rolled tremendously and I rolled horribly.  At the end of 5 I had 1 objective and 1 contested, he had 1, and he managed to contest one at the last minute.  Game ended.  I needed somethng to get to them without getting blown up.  The berserkers were not useful at all.<br /> <br /> 0-0-1<br /> <br /> 2nd match: Capture and control, table quarters vs space marines.  I had NO COVER on my quarter. I hid 3 obliterators and everything else was out in the open. :(<br /> <br /> Top of 1<br /> He moved toward me with the bulk of his army and fired at my oblits with his predator. No pain.<br /> Bottom of 1<br /> The oblits popped his predator. I left the plague marines in the rhino parked in the rear as he was sporting a drop pod.  I also moved the prince forward, but left him about 10" from the rear of the oblits.  I headed up the middle with 1 berserk rhino, ran 1 squad of berserkers towards him on the left and a squad of berserkers at him on the right.  <br /> <br /> Top of 2<br /> He landed the drop pod behind my oblits on 2 and rapid fired into them.  2+ saves rule. 1 wound.  He continued at me with his assault squad and terminators.  <br /> Bottom of 2<br /> I hopped out of the rhino and rapid fired with my marines.  The prince flew over and finshed them easily.  The oblits popped his razorback and 2 of te <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad in it.  The vindy dropped hell on his terminators.  2 of 6 died, and he was between two rhinos full of berserkers.<br /> <br /> Top of 3 his assault marines hop over a building and engage my plague marines.  3+ then 4+ <span class="glossaryitem" onmouseover='gp(264);'>ftw</span>.  I lost 0.  I did nothing with the return but my fist got 2.  The termies tried to get to cover but rolled a 1 on the run.<br /> Bottom of 3<br /> The vindy destroys his last rhino and 5 of the 10 tacs inside.  The prince hops in with the plauge marines and thanks to warp time (thanks for the advice guys) I killed 5.  The plagues finished them, losing 1 marine.  The 2 rhinos didn't move and both squads of berserkers hopped out and charged the terminators.  Killed 4, lost none.  Power weapons with berserkes are the way to go.  The other rhino was very close to his remaining tacs from the rhino.<br /> <br /> Top of 4<br /> He rund back with his remaining tacs and tries to turtle up on his objective.<br /> Bottom of 4<br /> My rhino full of berserkers rolled up behind him in cover.  The oblits drop plasma pie plates and kill 4 more.  The demon prince heads over to the objective and the marines and 2 berserker squads hop in the rhinos and head towards him.<br /> <br /> Top of 5.  <br /> He is sad.<br /> Bottom of 5<br /> He was ad for a reason.  Tabled by charging berserkers.<br /> <br /> 1-0-1<br /> <br /> Match 3 - Annihalation, dawn of war vs Space Marines.<br /> 2 Land raiders, 3 rhinos, termies, just hard.<br /> I didn't have nearly enough to deal with all that armor and my poor rolls from the first game manifested again.<br /> <br /> He kept all of his units in transport and shot like an idiot with his land raiders.  Berserkers were useless in transports vs armor.  He popped a rhino in 1 and a rhino in 2, I did naught but move the prince forward in cover.  On turn 3 he got 2 rhinos into rapod fire range and <span class="glossaryitem" onmouseover='gp(154);'>ht</span> my prince.  Dead.<br /> I kept moving my vindy and oblits and he immobilized a raider in difficult terrain.<br /> Bottom of 5, I pop a land raider with the vindy and a rhino with the oblits.<br /> Game goes on.<br /> Turn 6 he charges my plague marine rhino with his termies.  He disables it.<br /> My side, the plagues hop out and rapid fire, getting 3 of them with plasma.  The oblits hit with meltas and kill 2, the vindy misses, and the pm charge and finish him with the power fist.  Game ends and I win by 1 <span class="glossaryitem" onmouseover='gp(316);'>KP</span>.<br /> <br /> 2-0-1 Finished 2nd of 12.<br /> <br /> I need to figure out how to more effectively get my guys in on <span class="glossaryitem" onmouseover='gp(69);'>IG</span> and take out AV14 vs marines.<br /> <br /> I will post a list shortly.]]></description>
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				<pubDate><![CDATA[Sun, 15 Mar 2009 01:07:13]]> GMT</pubDate>
				<author><![CDATA[ Inigo Montoya]]></author>
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				<title>1500 khorne army, advice?</title>
				<description><![CDATA[ i am going to start a rather large Khorne army i want to stick withit, since i have got around 1900 pt. tau, and 2000 ultra marine, the list of my base, non apocalypse, although it will be very expensive money wise.<br /> <span class="glossaryitem" onmouseover='gp(56);'>hq</span>: kharn the betrayer<br /> khorne lord on juggernaught<br /> elites:10 terminators<br /> dreadnought<br /> dreadnought<br /> troops: 20 berzerkers<br /> 20 berzerkers<br /> 20 berzerkers<br /> 20 berzerkers<br /> 20 berzerkers<br /> 20 berzerkers<br /> Heavy support: vindicator<br /> vindicator<br /> land raider<br /> please respond to this list, tell me the total point cost of individuals, and total]]></description>
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				<pubDate><![CDATA[Thu, 19 Mar 2009 22:00:20]]> GMT</pubDate>
				<author><![CDATA[ wildman270wsm]]></author>
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				<title>1500 khorne army, advice?</title>
				<description><![CDATA[ Over 3000 points ( and probably as many dollars <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> )]]></description>
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				<pubDate><![CDATA[Thu, 19 Mar 2009 22:53:55]]> GMT</pubDate>
				<author><![CDATA[ Inigo Montoya]]></author>
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