<2000 1500 point khorne world eaters - Warhammer 40K Fantasy
 

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  1. #1
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    1500 point khorne world eaters

    HQ

    kharn the betrayer - 165 pts
    daemon prince
    /w.warptime MoN
    - 175pts


    troops
    khorne beserkers x8

    skull champ
    power wep
    melta bombs
    - 203 pts

    troops
    khorne beserkers x8

    skull champ
    power wep
    melta bombs
    - 203 pts
    troops

    khorne beserkers x8

    skull champ
    power wep
    melta bombs
    - 203 pts


    rhino
    35
    20 DP - 55pts


    rhino
    35
    20 DP - 55pts


    heavy support


    land raider

    220

    20 pts DP - 240 pts


    defiler w/ hF + CCW
    - 150pts

    total - 1449


    should i change this at all???


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  3. #2
    The other Kind of Fluff Rabbit's Avatar
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    946 (x8)

    Not a bad list at all. You might consider swapping the Defiler arms for two additional c.c. weapons. Also, the power weapon + melta bomb combo is ok, but not entirely reliable. For one thing, you still need high strength attacks for monstrous creatures. Overall, I'd upgrade at least two of your squads with fists and drop the melta bombs altogether. Even against infantry, the fist is typically the better choice.

    The major issues I see are: 1) No solid long-range tank busting. You need a way to crack open enemy transports at range, so you can charge the same round with your zerkers. 2) Low target count: You only have 4 targets for your enemy to focus on at range (i.e., 2x rhinos, a defiler, and a land raider). This isn't much, especially against IG. The rhinos and defiler won't last past the second round.
    Spambot kill tally. . .337

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    Quote Originally Posted by Rabbit View Post
    Not a bad list at all. You might consider swapping the Defiler arms for two additional c.c. weapons. Also, the power weapon + melta bomb combo is ok, but not entirely reliable. For one thing, you still need high strength attacks for monstrous creatures. Overall, I'd upgrade at least two of your squads with fists and drop the melta bombs altogether. Even against infantry, the fist is typically the better choice.

    The major issues I see are: 1) No solid long-range tank busting. You need a way to crack open enemy transports at range, so you can charge the same round with your zerkers. 2) Low target count: You only have 4 targets for your enemy to focus on at range (i.e., 2x rhinos, a defiler, and a land raider). This isn't much, especially against IG. The rhinos and defiler won't last past the second round.
    what i usually do is hide my rhinos behind my land raider so they have a 14AV shield so they will at least survive another turn most of the time
    i also have a las predetor built up if i could put that into it somewhere?
    i have my defiler as mostly long range support to take out enemy elites and stuff like that, then my land raider or defiler could deal with most tanks, thanks for the advice, i also have some bikes and chaos daemons and stuff like that, i thought i could turbo boost them up second turn and try and tie up a unit. what would you reccomend dude

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    946 (x8)

    Sounds good. A single Land Raider is so big and durable, that it can usually withstand a couple rounds of ranged hate. Although, if you're going up against Tau or other armies renowned for S10 weapons, then you'll have some trouble.

    Predator: Keep it on the side line for now. In the present environment, our codex functions best with close combat builds with only slight investment in long range tank-busting. Plus, while the Defiler is a great ordinance lobber, at the same time, you'll probably need it as a close combat support unit during the later half of the game. Make sure you're advancing it every round towards the enemy line. This will also force your opponent to either deal with the Defiler at range, or ignore it and face the consequences of its melee.

    My only suggestions would be:

    1) Swap out the power weapons and melta bombs for power fists.
    2) Drop daemonic possession on the rhinos. It's not worth adding over 50% to their cost, especially considering that extra armor effectively does the same thing for our non-shooty transports. Then again, I wouldn't even take extra armor. Any additional points should be reinvested in more zerkers.
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    Quote Originally Posted by Rabbit View Post
    Sounds good. A single Land Raider is so big and durable, that it can usually withstand a couple rounds of ranged hate. Although, if you're going up against Tau or other armies renowned for S10 weapons, then you'll have some trouble.

    Predator: Keep it on the side line for now. In the present environment, our codex functions best with close combat builds with only slight investment in long range tank-busting. Plus, while the Defiler is a great ordinance lobber, at the same time, you'll probably need it as a close combat support unit during the later half of the game. Make sure you're advancing it every round towards the enemy line. This will also force your opponent to either deal with the Defiler at range, or ignore it and face the consequences of its melee.

    My only suggestions would be:

    1) Swap out the power weapons and melta bombs for power fists.
    2) Drop daemonic possession on the rhinos. It's not worth adding over 50% to their cost, especially considering that extra armor effectively does the same thing for our non-shooty transports. Then again, I wouldn't even take extra armor. Any additional points should be reinvested in more zerkers.
    thanks man , much much appreciated
    when facing shooty armies i normaly just pop smoke and hide behind my raider again so at least something is going to make it there to cut some people up, and the more people cut up is less people shooting at the people who end up walking XD cheers man

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