2000 khorne - Warhammer 40K Fantasy
 

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Thread: 2000 khorne

  1. #1
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    2000 khorne

    Of late I have been rather unsuccessful with my Khorne army, and have decided to take a new approach. Please let me know what you think. Thank you.

    Daemon Prince 140
    Wings
    Khorne

    Bezerkers x7 258
    Champion
    Powerfist
    Rhino
    Extra Armor

    Bezerkers x7 258
    Champion
    Powerfist
    Rhino
    Extra Armor

    Bezerkers x7 258
    Champion
    Powerfist
    Rhino
    Extra Armor

    Raptors x9 280
    Flamers x2
    Khorne
    Champion
    Lightening Claws

    Bikes x2 179
    Khorne
    Melta Guns x2
    Champion
    Power Weapon

    Bikes x2 179
    Khorne
    Melta Guns x2
    Champion
    Power Weapon

    Defiler 150
    4x CC weapons

    Obliterators x2 150

    Obliterators x2 150

    TOTAL: 2002

    The basic idea is to keep my bezerkers alive untill they hit combat. The deamon prince, defiler, and obliterators will hopefully soak up anough of the anti tank shots so that some of the zerkers make it. The bikes can be used to pop tanks or suits the obliterators can't see, or if needed create a combat to block the line of sight. Thanks for the help.


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  3. #2
    Chilli Fueled Heretic danjones87's Avatar
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    1329 (x8)

    Daemon Prince 140
    Wings

    Khorne


    Nice and simple


    Bezerkers x7 258
    Champion
    Powerfist
    Rhino
    Extra Armor

    Bezerkers x7 258
    Champion
    Powerfist
    Rhino
    Extra Armor

    Bezerkers x7 258
    Champion
    Powerfist
    Rhino
    Extra Armor


    Good builds here, maybe you could drop the extra armour to save points.


    Raptors x9 280
    Flamers x2
    Khorne
    Champion
    Lightening Claws

    The champions will be better off with a Powerfist, its much more effective against all targets and still allows the champion to shoot with his pistol.


    Bikes x2 179
    Khorne
    Melta Guns x2
    Champion
    Power Weapon

    Bikes x2 179
    Khorne
    Melta Guns x2
    Champion
    Power Weapon


    Are these squads 3 strong or 2? if you are tank hunting, id suggest powerfists, this has great synergy with the meltas, it allows you to charge in if unsuccesfull.

    Defiler 150
    4x CC weapons


    Nice choice.

    Obliterators x2 150

    Obliterators x2 150

    Are these Deepstriking or starting off on the board?

    Overall this army is quiet good, there is alot of raw assualt force. You have a few bits of ranged anti armour mixed in with the meltas and fists for close range. A few more melta guns here and there along with powerfists and you should be ok.

    Give it a trail run and see what you think.

    Dan

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    Senior Member Thyr's Avatar
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    111 (x3)

    This list have every aspect of a really good list.

    I agree with Danjones87 about the Power Fist in the Raptor squad and also I would put 2 meltaguns instead of the flamers.

    The Bikers Squads seem a little weak with only 3 models but if they're here only to disrupt and aborb fire they are all good. Keep them simple and cheap, a power fist would be a nice plus, but you might lose them quite rapidly so to keep their cost down is a good idea.

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    Most of the time the obliterators will start on the field, probably behind some cover the first turn so they can make use of the slow and purposeful rule and not die before they can shoot.

    As for the bikes, their main purpose is to distract and tie up units for a turn or two. I decided not to use a powerfist because I thought that with so few of them, there is a good chance that the champion may not get to attack.

    When I put flamers on the Raptors I had Horde-control in mind. Because I have so few numbers, I wanted a squad that could take out a lot of weak infantry. Do you think this army would have difficulty with hordes, or would the melta guns be more valuable?

    Thanks for the input!

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    The balding drunkard Meish's Avatar
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    104 (x3)

    I like the list. It seems like a very strong list, but I do have a few suggestions. I would drop the extra armour on the Rhinos, and use it to up the number of guys in the bike squads....extra armour on a rhino is not worth the 15 extra points, if it was a predator and a landraider maybe, but not on a rhino especially when you have better use for the points. I also agree with Dan on the getting the powerfist for the champ. They are very useful not just against vehicles, but also monsterous creatures and such. Other then that this list looks pretty solid. Nice job


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    ok, so I can drop extra armor on the rhinos (45 points), and two raptors (40 points). With the points i can add two bikes (66 points, 19 remaining), and add power fists to their champions. Thanks for all the help.

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    stuff

    Daemon Prince 140
    Wings

    Khorne

    good

    Bezerkers x7 258
    Champion
    Powerfist
    Rhino
    Extra Armor

    Bezerkers x7 258
    Champion
    Powerfist
    Rhino
    Extra Armor

    Bezerkers x7 258
    Champion
    Powerfist
    Rhino
    Extra Armor
    take off the extra armour and the power fists and replace them with power weapons (to use that initiative plus from furious charge)

    Raptors x9 280
    Flamers x2
    Khorne
    Champion
    Lightening Claws
    flamers are fine keep them no lightning claws, power fist man

    Bikes x2 179
    Khorne
    Melta Guns x2
    Champion
    Power Weapon

    Bikes x2 179
    Khorne
    Melta Guns x2
    Champion
    Power Weapon

    if you follow what i said above these could be increased to 3 each and have power fist guys

    Defiler 150
    4x CC weapons

    Obliterators x2 150

    Obliterators x2 150

    nice heavy support

    i think this army is pretty good good luck playing it

  9. #8
    The balding drunkard Meish's Avatar
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    104 (x3)

    The reason he should keep the power fists on the champions is because you won't always get the charge. And it isn't like the whole squad loses the I gain from furious charge just the champion will. And the squads are big enough that any damage taken you can kill off the other guys before the champion. So I would advise against taking the PF's off because in CC you can kill without allowing saves and such...


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