<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0">
	<channel>
		<title><![CDATA[Latest posts for the thread "Zerkers, whats best?"]]></title>
		<link>http://www.dakkadakka.com/dakkaforum/posts/list/69.page</link>
		<description><![CDATA[Latest messages posted in the thread "Zerkers, whats best?"]]></description>
		<generator>JForum - http://www.jforum.net</generator>
			<item>
				<title>Zerkers, whats best?</title>
				<description><![CDATA[ Alright, I alreday use and know how to use these guys but I want to write a comprehensive article on them and don't want to forget ANYTHING! So I'm asking for all of your advise. I want to hear what you think about them, both playing them and playing against them, their pros and cons, etc. So lemme hear everything you have to say about them. Please anything will help!]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/279927/1344959.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/279927/1344959.page</link>
				<pubDate><![CDATA[Fri, 19 Feb 2010 01:32:19]]> GMT</pubDate>
				<author><![CDATA[ Billie_Joe]]></author>
			</item>
			<item>
				<title>Zerkers, whats best?</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(527);'>KB</span> obviously rock in hand to hand. A <span class="glossaryitem" onmouseover='gp(87);'>LR</span> is usually my form of transport depending on costs and such. I know most people would say a Rhino would be sufficient, however mine have always been nuked by turn 2. Not to mention the fact that you can assualt out of a <span class="glossaryitem" onmouseover='gp(87);'>LR</span>. <br /> <br /> The icon of Khorne allows for the accurate deep strike of Khorne marked termies, which is truly awesome. <br /> <br /> And with the addition of Kharne, they are truly devastation. ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/279927/1345040.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/279927/1345040.page</link>
				<pubDate><![CDATA[Fri, 19 Feb 2010 02:08:50]]> GMT</pubDate>
				<author><![CDATA[ Zarynterk]]></author>
			</item>
			<item>
				<title>Re:Zerkers, whats best?</title>
				<description><![CDATA[ Well, i'll put in my two cents<br /> Chaos Berserkers are one of the best assault troops in the game, or at least they were when they first came out. They're fearless, get tons of attacks at weapon skill 5, furious charge and have a good armor save. They're fairly reasonably costed, can take a <span class="glossaryitem" onmouseover='gp(105);'>PF</span>, or <span class="glossaryitem" onmouseover='gp(486);'>PW</span> and use both effectivly. They can ride in a rhino, or in a <span class="glossaryitem" onmouseover='gp(87);'>LR</span>, both have advantages and disadvantage. They can also take plasma pistols, which is generally considered non-competitive, although there are defenders of their usefulness.<br /> <br /> Berserkers are a solid troop choice, perfect for running up and rooting other infantry off objectives, and people respect and fear them. If zerks get the charge on any reasonably sized unit of infantry, they'll usually win. If 8-10 zerks w/ champ (<span class="glossaryitem" onmouseover='gp(486);'>pw</span> or <span class="glossaryitem" onmouseover='gp(105);'>PF</span>) charge a 5 man squad of <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> termies, guess what? They'll most likely win! Now...if it's an 8-10 man squad of those termies though, you should probably soften them up a little with some shooting...or charge with more zerks at the same time. There are certain things you dont want to run your zerks into though. I would be wary to it against anything that has power weapons, a higher <span class="glossaryitem" onmouseover='gp(74);'>Init</span>. and outnumbers your zerks. Although sometimes there are things that might not out-number them, but are still deadly. Examples - big squads of harlequins, larger howling banshee squads, possibly daemonettes, a keeper of secrets, and be wary of slannesh termies with <span class="glossaryitem" onmouseover='gp(80);'>LC</span>'s. Go at the same time...but yea would still hurt.<br /> <br /> As far as using a rhino? It's cheap, semi durable and mobile, an absolute must. and if your going to have one squad in, put all your squads in. Once you actually do it, you'll understand instantly. It's just comfortable you know? The rhino is the bare minimum of the transport requirement, and unfortunately for chaos, you only have one other option, and it's on the opposite end of the spectrum.<br /> <br /> Riding in a <span class="glossaryitem" onmouseover='gp(87);'>LR</span>- This is cool because it's tough as nails, brings some anti-tank, and your assault range is about 20 inches first turn!! Couple with lash, could make a nice first turn assault but is not something to be relied upon. The disadvantage to this is it takes up a heavy support slot, it's cost prohibitive, and it's hard to use the chaos <span class="glossaryitem" onmouseover='gp(87);'>LR</span> effectively to make it worth all it's points (open topped vehicles, and the <span class="glossaryitem" onmouseover='gp(119);'>SM</span> <span class="glossaryitem" onmouseover='gp(87);'>LRs</span> make zerks drool). If your thinking of rolling with a <span class="glossaryitem" onmouseover='gp(87);'>LR</span>, and zerk squad inside, see if your not better off just spending a little more and getting 2 squads w/ rhinos. Although it does feel good to be cruising in style.<br /> <br /> People sometimes argue about whether to put a <span class="glossaryitem" onmouseover='gp(105);'>PF</span>, or <span class="glossaryitem" onmouseover='gp(486);'>PW</span> on the Zerk squads. The argument for the Power Weapon is you get an extra attack and your at <span class="glossaryitem" onmouseover='gp(123);'>Str</span> and <span class="glossaryitem" onmouseover='gp(74);'>init</span> 5 with the <span class="glossaryitem" onmouseover='gp(486);'>PW</span>. Now, yea it's cheaper, and can be more killy, especially if it can-opens a powerfisted termie before he can swing back! But a <span class="glossaryitem" onmouseover='gp(105);'>PF</span> really adds to the squad more punch. It's anti-<span class="glossaryitem" onmouseover='gp(93);'>MC</span>, anti-<span class="glossaryitem" onmouseover='gp(67);'>IC</span> and Anti-dread! Also it can rip open most vehicles being 4 <span class="glossaryitem" onmouseover='gp(123);'>STR</span> 9 attacks on the charge.<br /> <br /> Plasma pistols you should avoid, they are expensive, can kill a zerk, and usually people dont shoot their zerks for fear of front line models being pulled away denying their charge. But if you regularly face Dark Angels deathwing, go ahead and take 'em couldn't hurt. <br /> <br /> With Kharn, the King of All Berserkers, have fun. He'll kill more enemies than Zerks, and the remaining zerkers will happily chew through whats left of the infantry with him. a 9-man zerk squad with Kharn in a <span class="glossaryitem" onmouseover='gp(87);'>LR</span> used to be the centerpeice of my army. ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/279927/1345065.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/279927/1345065.page</link>
				<pubDate><![CDATA[Fri, 19 Feb 2010 02:24:40]]> GMT</pubDate>
				<author><![CDATA[ Geomancer]]></author>
			</item>
			<item>
				<title>Zerkers, whats best?</title>
				<description><![CDATA[ I like these guys. There are a few ways to do it. <br /> <br /> Option 1. <br /> Raider Rush<br /> Take 3 Land raiders, fill them with berzerkers with <span class="glossaryitem" onmouseover='gp(105);'>PF</span>, put daemon princes behind. And there you go, assault army.<br /> <br /> option 2. <br />         Rhinos. A TOTAL steal for the points. take a few squads and stick them in rhinos and simply charge forward. <br /> its works well if supported right. Such as charging forward berzerkers supported by oblits/defilers that hand back and shoot. <br /> <br /> option 3.<br /> straight berzerkers. Nothing fancy, no transports. Just cramming 76 berzerkers into 1850. Is it that competitive? No. But it will catch some armies off gaurd, and is a whole lot of fun. ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/279927/1345256.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/279927/1345256.page</link>
				<pubDate><![CDATA[Fri, 19 Feb 2010 03:51:48]]> GMT</pubDate>
				<author><![CDATA[ extrenm(54)]]></author>
			</item>
			<item>
				<title>Zerkers, whats best?</title>
				<description><![CDATA[ Berzerkers are great in and of themselves: a scoring unit that'll beat the crap out of other army's assault specialists. They compete with Possessed (unreliable and still worse if they don't get or Power Weapons) and big <span class="glossaryitem" onmouseover='gp(58);'>HtH</span> termie squads (that need a Land Raider to even see <span class="glossaryitem" onmouseover='gp(58);'>HtH</span>), so they're our best assault unit. Are they really needed in a top level <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> list, though?<br /> <br /> Maybe. What Berzerkers provide is an uber jack out of combat. Need that <span class="glossaryitem" onmouseover='gp(634);'>PM</span> squad back NEXT TURN? Berzerkers. The other thing Berzerkers can do is help with enemy assault units. If there's something on the other side of the table that can reliably beat through <span class="glossaryitem" onmouseover='gp(634);'>PMs</span>, hit it with the Zerks. If they don't kill it, they'll at least weaken it significantly. They'll also chew straight through hordes. But are they vital when you already have <span class="glossaryitem" onmouseover='gp(262);'>DPs</span> to jack you out, Lash for assault control, and Oblits+Lash for anti-horde? Not vital, but they can be nice to have.<br /> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/279927/1345616.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/279927/1345616.page</link>
				<pubDate><![CDATA[Fri, 19 Feb 2010 06:52:40]]> GMT</pubDate>
				<author><![CDATA[ Iron_Chaos_Brute]]></author>
			</item>
			<item>
				<title>Zerkers, whats best?</title>
				<description><![CDATA[ Zerkers are there to take objectives away from dug in troops.  So they will need something that cracks anything in combat and delivery there (preferably the rhino).<br /> <br /> My rule of thumb is:<br /> 8 man squads = Counter Assault duties = Power Weapon.<br /> 10 man squads = Primary Assault element = Power Fist.<br /> <br /> Both special <span class="glossaryitem" onmouseover='gp(19);'>CC</span> weapons are good on zerkers.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/279927/1346070.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/279927/1346070.page</link>
				<pubDate><![CDATA[Fri, 19 Feb 2010 13:17:22]]> GMT</pubDate>
				<author><![CDATA[ Sanctjud]]></author>
			</item>
			<item>
				<title>Re:Zerkers, whats best?</title>
				<description><![CDATA[ The answer isn't Land Raiders <b>or</b> Rhinos.  I like 2 Land Raiders plus at least 2 Rhinos with Berserkers.  The Land Raiders are too pricey to buy for every squad of Berskerkers, but they soak enough fire and block enough <span class="glossaryitem" onmouseover='gp(85);'>LoS</span> to help  the Rhinos get there too.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/279927/1346867.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/279927/1346867.page</link>
				<pubDate><![CDATA[Fri, 19 Feb 2010 18:54:03]]> GMT</pubDate>
				<author><![CDATA[ Fatman]]></author>
			</item>
	</channel>
</rss>