Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
i have a squad of 8 bezerkers, and i have a couple of questions.
in the squad are one plasma pistol and a personal icon by which i will deepstrike a 5 man termie squad. how crucial is it to put a fist on my bezerker AC? also, i am considering putting kharn in the squad for extra pop. good idea? would it be better just to go with a generic khorne lord with bloodfeeder?
I can't imagine a Skull Champion without a fist. I would say it is crucial to put one on the champ for extra tank/Monsterous Creature murder. As for Kharn, he is a gareat character, probably the best in the chaos dex. Thus being said, I would go with Kharn over the Bloodfeeder Lord.
The Wolf time is upon us!
Rep for the Rep God! Positive for the Positive Throne!
Armies: Space Wolves, Imperial Guard, Emperors Children, Necrons, Eldar
When we play higher points ill definitely play kharn with them, but for right now I think ill put a fist on him.
I just played a game with a Khorne Lord with Bloodfeeder against Marines. I was in combat with 8 CSM and the lord against 10 Vanguard. Bloodfeeder rebelled a total of 5 times, killing the Lord without him so much as either delivering a hit or taking one from the enemy. It also hurt, since that was a pivotal battle which swayed the win to my opponents side. I have had the Bloodfeeder work a few times, but all in all it is a big waste of points.
i was talking to this hardcore player yesterday, and he thought the exact opposite. he felt that kharn was too much of a liability in a squad, and given the odds a bloodfeeder lord would do more damage. funny.
lol, he doesn't know what he is talking about...
win some, lose some
it would appear so.
just compare and see, Khârn is 165p vs. the Lord's 160p in similar gear with DW instead of gorechild...
Khârn gets +1WS, +1S +1A(base), immune to psychic powers, furious charge, always hits on +2 and gets an extra d6 against vehicles.
The lord gets +2d6 attacks with a (what was it again? around 30% something?) fairly large chance to do NO attacks at all... (plus he's almost worthless against vehicles and completely worthless against walkers)
win some, lose some
Kharn is considerably better than a Bloodfeeder Lord, even considering Kharn's betrayer mechanic. If we assume the charge, as well as the point cost for the models Kharn will kill in his own squad, then here's how many points you end up paying per kill for both Kharn and the Lord:
Note: The formula: (Cost of HQ) % (Total kills on the charge). In Kharn's case, I've factored into the equation the point value of either a standard CSM or a Berzerker, based on the chance of rolling a 1 on each of Kharn's attacks (i.e., Kharn has a 16% chance of hitting an ally per attack, which is multiplied by the number of attacks. This percentage is then multiplied by the value of either a CSM or a Berzerker, which is then added to Kharn's point cost).
Kharn with a "retinue" of CSMs: 33 points per kill
Kharn with a "retinue of Berzerkers: 34.5 points per kill
Lord with Bloodfeeder: 48 points per kill
Last edited by Rabbit; February 15th, 2011 at 17:05.
Spambot kill tally. . .337