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My brother, who was kind and generous enough to help me get into 40k, plays Chaos. This is where the kindness and generosity ends. He consistently takes two squads of eight Berserkers which like to go "munchity, munchity" upon my Marines. What should I do? Also, he now plans on using Slaanesh, is this something to be worried about?:x
Zerkers are a pain to deal with if you are just attempting to bolter them to death...They're designed to suck it up and still come at you.
If he absolutely loves to use them : Plasma (which is a good idea anyway) them to death. Plasma guns are good, plasma cannons can be good (he'll learn to avoid them). If you are absolutely pressed to try to keep things out of CC you could try to bring in a vindicator...Nothing likes being hit by str10 ordinance.
Speeders with heavybolters/asscans work. They can swerve ouit of the way, and they have to rush to the closest enemy if they get bloodrage, so you can lead them about.
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If his aspiring champion doesnt have a power fist then you should throw a drednaught in there to deal with them
Vindicator, Plasma, Dreadnought. LST's all good.
They're just Marines with fleet and they cost a premium. Any ap3- firepower works and as they are charging for combat plasma can rapid fire anhialate them.
Slaanesh Marines can be evil. Like alll cult marines they're Fearless, Warp Scream essentialy makes them higher initiative than you and thier Noise Bolters can be heavy 3 Bolters on normal people. Nasty. Or Assault 2 (two fire modes).
So they really dish out the Firepower. However, Plasma will deal with them as will yon trusty Vindicator. If he's investing alot of points in Slaanesh and Khorne (and those basic troops are 18+pts apeice) chances are he'll have less anti-tank firepower.
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Vehicles for Khorne. The major problem a Khorne army list has is that it tends to lack a great deal of anti-tank firepower beyond the occasional power fist, statured Lord or Dreadnought. So, a Vindicator is probably a good choice since it'd survive longer than it would against other armies, and the short range of the Demolisher Cannon doesn't matter as much when the enemy is trying to get close to you.
But as has been said, plasma and krak missiles work very well. Autocannons on a Destructor is perfectly viable. Dreadnoughts not so much; they pack a lot of their punch in close combat and that's the only place he's strong.
Terminators are a bad choice since his axes reduce your armour. On that subject, Scouts (with their 4+ save) take absolutely no disadvantage when fighting Berserker chainaxes, and they get sniper rifles, which are very, very useful for halting an enemy's advance. Not so much agains a 3+ save army, but it's worth a try.
If you don't have vehicle models due to lack of funds, go down and get some special weapon tactical sprues, pick up the ones with plasma guns, and put one in every tactical squad. Maybe pick up a plasma cannon. I'm told a squad of Assault Marines used as counter-attacking flankers is useful; I've never tried it. The gist of the tactic, I understood, was to get the 'zerkers to frenzy into charging your shooty squad, then hit them from the side or behind with the assault marines. I thought it sounded dodgy, but you can give it a shot if you want.
A good trick is to force your enemy into charging a unit it can't damage, like a Dreadnought or a tank. Since the Khorne player can't retreat from the combat, and your vehicle isn't taking any damage - hopefully - you can just tie them up there for two more turns. A friend of mine once had his juggernaut'ed Lord trapped in combat with a Land Raider for an entire game.
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One of the kids in my club at school plays Khorne. Landspeeder tornadoes kick butt here. Often he has besercked his way into clear tabletop, and this is a great time to unleash assault cannons on his case. Also, as mentioned, CCW scouts are good beacuse they aren't affected armour-wise and if (and they should be) in cover they get to swing first.
Make him run into your guns.
but beware the fast Lord with uber fighting goods. Kill it!
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A fun thing to do when you're playing against a Khornate army is to run a landspeeder 24" up towards the middle of his army; the majority of his units will have to charge it and need 6's to hit it in CC. Since vehicles (besides walkers) aren't considered locked in close combat, you can just fly it out a little bit while shooting shoot plasma cannons etc. at his massed force in the center. Try it with multiple speeders for a lot of fun
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Remember that because the Berzerkers are fearless, you aren't able to pin them down with the Sniper Rifles, meaning they'll pretty much bounce off. You might drop a few, but you'd have to get really lucky to cause any really noticeable damage. The only time I can see you wanting Scouts with Sniper Rifles is when you've got a Khornate Daemon Prince running at you from across the field, swinging his big and nasty Glaive.Originally Posted by ze_poodle
IMO, this is the one time that Assault Terminators are actually worth their points. You equip them with Lightning Claws and give them the Furious Charge Veteran skill, and you'll carve up units of Berzerkers with ease. Just stand them behind your firing line and wait. If you're lucky, you'll be able to charge them before they can charge you. If not, they'll hit a unit on your front line and beat it up. That's when the Terminators charge in and help your unit, wiping the Berzerkers off the map. It's worked for me...
Sniper Rifles: Not so good, FireDrake explained the jist of it.
Vehicles: You dont get locked in combat with vehicles unless they have a WS. So being "locked" in combat with a raider all game is impossible.
Assault Termies: Without the charge, these guys are going to become expensive fertalizer. Since they are slow, and the zerkers are fast, guess who will most likely get the charge? Too many things to go wrong there.
Speeders will indeed work, I would recommend them. Devastators with 4x missile launchers really shine in this situation. Dreadnought will indeed work if the aspiring champion doesnt have a fist. If you play with enough terrain to hide one, a vindicator really puts zerkers in a sticky place. As always, plasma works perfectly fine. Full squads of scouts with powerfists could work as well but I really wouldnt suggest facing them in close combat with anything. Shoot emm up withg ap3 or better fire and youll watch those zerker squads dwindle to nothing.
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Efficiency VS Point Cost VS Ease Of Use - Your best bets:
1) Chaplain led Assault squad - 2 plasma pistols, powerfisted sergeant
2) 8 man Devastator squad - 4 missile launchers
3) Land Speeder Tornado - HB + AC