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Kharn The Betrayer 165
7 Berzerkers 202 x3 = 606
1 Plasma Pistol, Skull Champion with powerfist
Landraider 240 x3 = 720
Kharn Joins a Unit in LR and leaves when he's ready.
Win Loss Ratios:
GK: 2:1 Daemons: 5:2 SoB: 5:1 CSM: 1:1 IG: 5:2 BA: 3:1 Deathwing: 6:1 Ravenwing: 1:3 DA 3rd Company: 3:1 SM: 3:1 Necrons: 5:1
Your army has a lot of week points. Against marines you will lose your land raiders to meltaguns, against orks if you hit a kan wall with a mek with KFF you're in a lot of trouble, against eldar you will loose your land raiders to fire dragons or bright lances. Dark eldar will just blow holes in your tanks and kill you piece by piece. If tau can blast a land raider per turn, you're dead, if they miss you one turn they will pay. You should be ok against demons and necrons. Against tyranids it depends on the build.
You don't have enough long range shooting to bust lots of tanks reliably. You do not have any melta to bust a tank and assault it's content. Your only troops are the ones you want to bash people with so they shouldn't make it to the end game to often. Against hordes you have to kill them with your berserkers so you're out of your transport and you're not the one controlling the pace of the game.
I never tried it out but 2 X 4-5 terminators kitted out with combi-meltas, combi-flamers, heavy flamer, chainfist in land raiders then 2 units of 5 CSM with a meltagun. A HQ of your choice. 2 Land raiders. I think you can squeze that in 1500 points. If you have spare points go for icons and lesser demons. The big flaw of this army is that chaos land raiders do not have Power of the machine spirit so they either move or shoot.
If you really want to play a land raider spam army try blood angels. All assault marine units can take a land raider as dedicated transport, thay can have land raider crusaders, redeemers and normal land raiders to be effective against everything. Thay can all carry a multi-melta on top of their normal weapons and they have power of the machine spirit. Their HQs are cheap and effective (hi librarian). You can have sanguinary priest for furious charge and feel no pain.
I'm building a blood angel army that all Assault Marines are khorne berzerkers with jumpa packs. I'm a chaos player at heart but hate our latest codex so I use the rules of other codex to play what I want the way I want with chaos models.
"Iron Within, Iron Without"
I had gone against a 3x Land Raider Blood Angels list in a tournament several months ago with my IG, and I must say they are not that hard to crack. Throwing 2 Vet squads with Demolitions (melta-bombs) in Vendetta's and assaulting 2 Land Raiders turn 1 with 10 auto-hit Melta-bombs each just took out 1/3 of his army. Would it be a fun list to play? Yes. Effective? Nope. Not only that but it's not even fluffy... you need squads of 8, dump the plasma pistols and the fist that is with Kharn. Kharn gets +2d6 ArP anyway.
Playing land raiders is like playing rock/paper/scissors, you're the rock and you hope nobody has the paper. In a 3 round tournament you should be fine, in a 7 round tournament you will face your paper and loose the game.
There are a few tricks so your land raiders don't blow to the veteran + vendetta trick but most people don't do it. The best one is called reserve everything. Also an all land raider army will play kill point denial in kill point games and play for objectives in the other missions, he doesn't have to kill you, just play the win condition and should be fine. Is the game going to be boring, probably, will he win games, probably. Not much can stop a land raider that tank shocks you off an objective.
"Iron Within, Iron Without"