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I'm a big follower and fan of Khorne. I'm looking at painting up a 1500 point force for when my store does more 40k stuff. Here is my Khorne list.
Khorne Lord: Demon weapon, Melta-bombs, Combi-melta
9 Khorne Zerkers: 2x Plasma pistol, Personal Icon. Champion with plasma pistol and melta-bombs.
Rhino: Extra Armor.
10 Khorne Zerkers: 2x Plasma pistol, Personal Icon. Champion with plasma pistol and melta-bombs.
Rhino: Extra Armor.
Here are a few key issues you might consider:
First, at the 1500 point level, two troops isn't enough. You need a minimum of three for taking objectives and sheer body count. In addition, you will probably find your troops stranded by the end of the first turn. A couple of rhinos are no match for incoming enemy tank busting. To let you know, most chaos players protect their rhinos by including other high priority targets, which downgrades the emphasis on your transports (princes, defilers, dreads come to mind).
Zerkers: Even at the 2000 point level, I generally advise players to keep their Berzerker squads at 8 bodies. For most enemies, 8 is sufficient, whereas 10 ends up depleting the rest of your army of vital points. Also, when it comes to special weapons options for zerks, it's probably better to leave them all at home. Rarely is it worth the risk to fire a single 7S shot for 15 points (plus the danger of losing a 21 point model). This especially applies to your champion, who should be configured with a power fist. With his fist, well... you can forget about winning in close combat against a walker; melta-bombs & krak grenades don't really cut the mustard.
Oblits: Just to let you know, bringing 9 oblits to the table will probably get you the "cheese" award. Not that it matters. While having 9 oblits solidifies your ranged needs, at the same time, you've virtually neutered your stamina for close combat. Even a pair of zerker squads isn't going to last forever at the 1500 point marker. Plus, oblits are easily gunned down by las-canons & hidden power fists.
Drop an oblit from each squad.
Drop extra armor from your rhinos (it's deceptively bad).
Drop your zerks down to 8 & give the champs power fists (remove all other wargear).
Take another zerk squad (7+ champ with fist + rhino)
At this point, you should have enough points to do something crazy, like add a single dread. While we're at it, swapping a pair of the oblits for a defiler would greatly aid your ability to manage swarms, not to mention the support melee role it will provide your zerkers come late game.
Note: How do you plan on deploying your oblits at the start of the game? If they're all in orbit, waiting to deep strike, then that leaves you with only two rhinos on the board. How easy will it be for an opponent to take out two rhinos at the 1500 point level. Just something to think about.
Spambot kill tally. . .337
Thanks Rabbit it's been a long time sense I've played 40k. I'll keep in mind what you said as I rework the list.
As for the oblits deployment. I find it depends on who I am playing. Most the time I like leaving one in space to deep strike.
I agree with rabbits comments. EA looks nice on paper, but with a front armor of 11, most people are just going to shoot until it pops, especially if it is carrying zerkers. Even at 1500 points, where I run a prince and 2 defilers, that zerker rhino was the first thing to go.
The day will not save them. And we own the night.
CSM: W:25, D:3, L:9
DE:W:2, D:0, L:0
I agree with Rabbit, but will add in to change the Khorne Lord to a Daemon Prince with wings and Mark of Khorne. Princes are a much bigger threat, have an easier time taking down vehicles and that daemon weapon on your lord is too self-destructive.
World Eaters: W-47 D-10 L-9
Necrons: W-19 D-3 L-2
Protectorate of Menoth: W-36 D-0 L-7