Kharn/ berserkers and keeping them alive?

The ideal discussion board for all traitors, heretics, and the warp-spawned Daemons.
User avatar
LIGHTnDARK
MiniWarGaming Beginner
Posts: 24
Joined: Fri Oct 21, 2011 10:55 pm

Kharn/ berserkers and keeping them alive?

Post by LIGHTnDARK » Thu Oct 25, 2012 10:27 pm

how please? :cry:

preferably without a landraider

User avatar
Shawndoo
MiniWarGaming Zealot
Posts: 455
Joined: Tue Mar 30, 2010 11:43 pm

Re: Kharn/ berserkers and keeping them alive?

Post by Shawndoo » Thu Oct 25, 2012 10:30 pm

I second this post. I have been hearing people constantly say that their Zerkers underperform them, and it's scaring me :(. I love Kharn, I love blood, and I love spilling it. The question is whether or not the blood spilling and skull-smashing is any good in the codex.
"You need transports not a wanabee tank with AV 11"

- Spifomie

"I am going to kill you, but I am going to kill you in style"

User avatar
Dante The Dark Angel
MiniWarGaming Zealot
Posts: 497
Joined: Wed Apr 06, 2011 11:20 am
Location: Buffalo, New York

Re: Kharn/ berserkers and keeping them alive?

Post by Dante The Dark Angel » Thu Oct 25, 2012 10:33 pm

The way I see it, there's two methods. Rhino, or big blob and hope they live long enougth to run up the board. Problem with the blob is they're crying for pie plates to ruin their day. My defiler would have a field day. Also can get pricey. With the Rhino you get the speed and protection you desperately need to compensate for them being barely able to shoot. However you're super vulnerable for that turn you wait. I prefer Rhino, but then they could be stranded if they blow up. I don't know. That change from 5th edition really hurt the Rhino/Berzerker combo.
Warmachine/Hordes
Khador: 155 points, 8 casters

Warhammer 40k
Dark Angels: About 4,000 points** *Indefinite Hiatus*
Crimson Fists: Will start...eventually...

**Needs re-worked points estimate

User avatar
LIGHTnDARK
MiniWarGaming Beginner
Posts: 24
Joined: Fri Oct 21, 2011 10:55 pm

Re: Kharn/ berserkers and keeping them alive?

Post by LIGHTnDARK » Thu Oct 25, 2012 10:45 pm

just saying the rhino gets blown up to, it didnt even make it half way across the board before it got blown up blasted by everything in the world till there was kharn and 3 guys left, then and assaulted by a death compony dreadnought

which kharn proceeded to one shot :D

User avatar
Marit Lage
MiniWarGaming Grand Marshall
Posts: 4182
Joined: Thu Dec 23, 2010 3:51 pm
Ribbons Earned: Has Completed 5 Painting PledgesWon a Painting Deathmatch Headline EventTook part in a Painting Deathmatch Headline EventWon a Painting Deathmatch Side ChallengeCompleted a Painting Deathmatch Side Challenge Entry
Location: Orlando, Florida
Contact:

Re: Kharn/ berserkers and keeping them alive?

Post by Marit Lage » Thu Oct 25, 2012 11:19 pm

Put them in METAL BAWKES. Even if they get blown out of their transport, that's an extra round of shooting they get to live through.
Chaos Space Marine Tactica (old)
Models painted in 2018:
2 Exalted Champion
Dark Apostle
Abaddon
7 Raptors
2 Chaos Bikers
5 Chaos Terminators
4 Custodians

User avatar
Zeruel13
Epic MiniWarGaming Poster, 'nuff said
Posts: 8786
Joined: Sat Apr 26, 2008 10:07 pm
Location: Ontario, Canada

Re: Kharn/ berserkers and keeping them alive?

Post by Zeruel13 » Thu Oct 25, 2012 11:21 pm

Actually rush those Rhinos full speed ahead and hope they get blown, that will let you assault next turn.

User avatar
Dante The Dark Angel
MiniWarGaming Zealot
Posts: 497
Joined: Wed Apr 06, 2011 11:20 am
Location: Buffalo, New York

Re: Kharn/ berserkers and keeping them alive?

Post by Dante The Dark Angel » Thu Oct 25, 2012 11:23 pm

True, I was worried about keeping them alive during that extra turn they're unable to charge, but when your enemy has Raptors, a Maulerfiend, Bikes and a Defiler running up at them, those Berzerkers will be the least of their worries.

And then there's what Zeruel said. That works too.
Warmachine/Hordes
Khador: 155 points, 8 casters

Warhammer 40k
Dark Angels: About 4,000 points** *Indefinite Hiatus*
Crimson Fists: Will start...eventually...

**Needs re-worked points estimate

User avatar
Marit Lage
MiniWarGaming Grand Marshall
Posts: 4182
Joined: Thu Dec 23, 2010 3:51 pm
Ribbons Earned: Has Completed 5 Painting PledgesWon a Painting Deathmatch Headline EventTook part in a Painting Deathmatch Headline EventWon a Painting Deathmatch Side ChallengeCompleted a Painting Deathmatch Side Challenge Entry
Location: Orlando, Florida
Contact:

Re: Kharn/ berserkers and keeping them alive?

Post by Marit Lage » Thu Oct 25, 2012 11:24 pm

Dante The Dark Angel wrote:True, I was worried about keeping them alive during that extra turn they're unable to charge, but when your enemy has Raptors, a Maulerfiend, Bikes and a Defiler running up at them, those Berzerkers will be the least of their worries.

And then there's what Zeruel said. That works too.
If he's so worried about Berzerker with all that, I'd say let you opponent waste turns shooting at them. He probably got raped really badly by Berzerkers one time, and is now scared to death of them.
Chaos Space Marine Tactica (old)
Models painted in 2018:
2 Exalted Champion
Dark Apostle
Abaddon
7 Raptors
2 Chaos Bikers
5 Chaos Terminators
4 Custodians

User avatar
Dante The Dark Angel
MiniWarGaming Zealot
Posts: 497
Joined: Wed Apr 06, 2011 11:20 am
Location: Buffalo, New York

Re: Kharn/ berserkers and keeping them alive?

Post by Dante The Dark Angel » Thu Oct 25, 2012 11:26 pm

The Berzerkers have the Fear (player) special rule.
Warmachine/Hordes
Khador: 155 points, 8 casters

Warhammer 40k
Dark Angels: About 4,000 points** *Indefinite Hiatus*
Crimson Fists: Will start...eventually...

**Needs re-worked points estimate

User avatar
Marit Lage
MiniWarGaming Grand Marshall
Posts: 4182
Joined: Thu Dec 23, 2010 3:51 pm
Ribbons Earned: Has Completed 5 Painting PledgesWon a Painting Deathmatch Headline EventTook part in a Painting Deathmatch Headline EventWon a Painting Deathmatch Side ChallengeCompleted a Painting Deathmatch Side Challenge Entry
Location: Orlando, Florida
Contact:

Re: Kharn/ berserkers and keeping them alive?

Post by Marit Lage » Thu Oct 25, 2012 11:29 pm

Would not surprise me. After wiping out two units of Space Marines with Berzerkers, a friend of mine would focus fire on them until they were dead, and in fact still does that when he sees someone with them.
Chaos Space Marine Tactica (old)
Models painted in 2018:
2 Exalted Champion
Dark Apostle
Abaddon
7 Raptors
2 Chaos Bikers
5 Chaos Terminators
4 Custodians

User avatar
Dante The Dark Angel
MiniWarGaming Zealot
Posts: 497
Joined: Wed Apr 06, 2011 11:20 am
Location: Buffalo, New York

Re: Kharn/ berserkers and keeping them alive?

Post by Dante The Dark Angel » Thu Oct 25, 2012 11:31 pm

That's awesome!
Warmachine/Hordes
Khador: 155 points, 8 casters

Warhammer 40k
Dark Angels: About 4,000 points** *Indefinite Hiatus*
Crimson Fists: Will start...eventually...

**Needs re-worked points estimate

User avatar
Shawndoo
MiniWarGaming Zealot
Posts: 455
Joined: Tue Mar 30, 2010 11:43 pm

Re: Kharn/ berserkers and keeping them alive?

Post by Shawndoo » Fri Oct 26, 2012 12:07 am

You still cant assault the next turn even if they're blown up. It's in the rules, I will check and edit the post later. Unless it's an assault vehicle, that is.

EDIT: Found it. Warhammer 40k Rulebook FAQ, Bottom of Page 5.
Q: If a unit disembarks from a destroyed vehicle during the enemy
turn, can it Charge in the Assault phase of its own turn? (p80)
A: No, unless the vehicle in question was an Assault Vehicle.
Last edited by Shawndoo on Fri Oct 26, 2012 12:15 am, edited 1 time in total.
"You need transports not a wanabee tank with AV 11"

- Spifomie

"I am going to kill you, but I am going to kill you in style"

User avatar
Marit Lage
MiniWarGaming Grand Marshall
Posts: 4182
Joined: Thu Dec 23, 2010 3:51 pm
Ribbons Earned: Has Completed 5 Painting PledgesWon a Painting Deathmatch Headline EventTook part in a Painting Deathmatch Headline EventWon a Painting Deathmatch Side ChallengeCompleted a Painting Deathmatch Side Challenge Entry
Location: Orlando, Florida
Contact:

Re: Kharn/ berserkers and keeping them alive?

Post by Marit Lage » Fri Oct 26, 2012 12:15 am

That's correct, Shawn. However, if you went flat out, that's 3+ turns of regular movement.
Chaos Space Marine Tactica (old)
Models painted in 2018:
2 Exalted Champion
Dark Apostle
Abaddon
7 Raptors
2 Chaos Bikers
5 Chaos Terminators
4 Custodians

User avatar
Shawndoo
MiniWarGaming Zealot
Posts: 455
Joined: Tue Mar 30, 2010 11:43 pm

Re: Kharn/ berserkers and keeping them alive?

Post by Shawndoo » Fri Oct 26, 2012 12:17 am

Yeah, that could work well. However, I'm so paranoid at everything and if my zerkers are sitting there with their arms flapping in the wind the next turn, then I feel like they're just gonna get shot up and murdered (at least the blood god gets some sort of blood, right? :P).
"You need transports not a wanabee tank with AV 11"

- Spifomie

"I am going to kill you, but I am going to kill you in style"

User avatar
LIGHTnDARK
MiniWarGaming Beginner
Posts: 24
Joined: Fri Oct 21, 2011 10:55 pm

Re: Kharn/ berserkers and keeping them alive?

Post by LIGHTnDARK » Fri Oct 26, 2012 12:30 am

yeah that is what the problem is, i took them out behind cover of the rhino and ruins and they still! got blasted to the warp,

honestly i think the only way to do it is like a multi headed beast thing, if you go go with them take like 3 or 4 squads and just rhino rush them up at the same time, at least half should make it, more if you have decent fire support after that they should be good

or and this this just me speculating use blackheart or Arhiman the master of deception them as shock troops but that requires a specific list but that might be the only way for them to work now

sigh... :|

Locked

Who is online

Users browsing this forum: No registered users and 1 guest