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i was playing around with some numbers, and i made the following discovery regarding abaddon and kharn.
on the charge they have the same expected value for the number of wounds delivered.
also, you can expect to lose one of kharn's entourage per charge, and you can expect abaddon to suffer .68 unsaved wounds from his demon weapon.
clearly abaddon has many more things going for him that kharn lacks (like immunity to instant death, better saves, and wounds from abaddon instakill), but i found it interesting that on the charge they were roughly equal, and kharn is 110 points less.
i think the biggest thing you get for those extra points is eternal warrior powers. since pretty much every meq squad has a fist, if you don't wipe out the squad on the charge, you can be damn sure that the fist is going to come after kharn, and then you risk losing him. this can be offset by running him with 8 bezerkers, for on the charge they add an additional 32 attacks.
for those of you who field either of these guys, how do you use them? what things typically give you the most trouble?
Last edited by uber; March 1st, 2011 at 15:38.
I usually don't field Abaddon unless it's an apoc game, even then it's iffy.
Kharn on the other hand is a complete beast, put him in an LR with 9 zerkers, lash a unit within charge range, and watch the hillarity insue.
He's also great for taking out sentinals
Yes, I did deep-strike your sister...
Necrons : W-8 D-3 L-7 (Sleeping in their TombFoam, waiting for a new codex)
Chaos Forces (CSM/CD): W-42 D-19 L-28
Apocalypse Games : W-4 D-0 L-1 (4 Titans, Brass Scorp, 3 Baneblades, 2 Bombers, 3 Fighters, and a Partrage in a Pear Tree)
Khârn is like a mini-DP
...but more lethal...
win some, lose some
We talked briefly about Kharn's effectiveness compared to Abby in the "Berzerker Question" thread. There's some additional info in their, in case anyone's interested. But right, Kharn is a hulk. Point-for-point, there's NOTHING in our codex that delivers the number of kills. He's a competitive rival to any Character out there. I relish pointing this out to players of the newer codices, since Kharn hails hales from an age of GW that is essentially obsolete.
Still, he's not as famous as our princes. Why? The reasons are fairly straigh forward: Our prince is a stand-alone model. He can have enhanced movement, whereas Kharn must hitch a ride in a rhino or raider. While transports offer Kharn protection, at the same time, he's limited in movement. Generally, you won't see Kharn hoping from one skirmish to another, which is one of the advantages of the prince (espeically the lash prince). As mentioned earlier, princes can also deal with the consequences of hidden enemy fists and viscious las cannons; two envies of Kharn.
When compared to Abby, Kharn certainly is more cost-effective. This is owed to Kharn's highly specialized nature- he's a tool of Khorne, kitted to kill. He does this very well, although that's the extent of it. Abby has a few more tricks up his terminator sleeves. Like the prince, he's more resilient, can take on ultra elite infantry, such as Wyches, Genestealers, and Harlequin. Kharn must limit his blood lust to swarms, power armor, and the heavy infantry.
Last edited by Rabbit; March 3rd, 2011 at 00:01.
Spambot kill tally. . .337
oh i see. i was reading it like it followed the get hot rules. but as i recall the wound can only happen on the D6 roll for attacks. thanks.
that means the wounding percentage for abby on the charge is .083.
Thought you were thinking every 1, I did too the firsttime I read the rules, I skim read, get it wrong, get corrected, read again and find out what the codex really says.