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2000 khorne
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Old 24 May 2006, 22:55   #1 (permalink)
Shas'Saal
 
Join Date: May 2006
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Default 2000 khorne

HQ: Kharn the Betrayer-180
HQ: Khorne Lieutenant w/ MoK, D. Str, Power weapon, Bolt pistol, Teleport Homer, D. Mut-96

Elites: 5 chosen terminator champions w/ upgraded lightning claw and purchesed lightning claw from the armoury, D. Mut, feel no pain, MoK-430(kharn will enter there squad)

Troops: 7 zerkers with furious charge, and chainaxes, 1 champ w/ Axe of Khorne, D. Str, talisman, rage, D. Mut, D. Res (daemonvessel)-239
Troops: 7 zerkers with furious charge, and chainaxes, 1 champ w/ power fist, D. Str, talisman, rage, D. Mut, D. Res-239
Troops: 7 zerkers with furious charge, and chainaxes, 1 champ w/ power fist, D. Str, talisman, rage, D. Mut, D. Res-239
Troops: 7 zerkers with furious charge, and chainaxes, 1 champ w/ power fist, D. Str, talisman, rage, D. Mut, D. Res-239

Troops: 8 Bloodletter-208

Heavy Support: Defiler w/ indirect fire-175
Heavy Support: Dreadnaught w/ 2 CCW, Destroyer, Mutated Hull, Parasite Possession, Daemonic Possession, Smoke-188
Heavy Support:Predator w/ 2 lascannons and 1 TL lascannon, mutated hull-175
---2003
well i lke this list the most its all khorne and i think it will do good with enough anti-tank and infantry based weapons.
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Old 24 May 2006, 23:12   #2 (permalink)
Shas'O
 
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Default Re: 1500 khorne

Heya,

Overall, I would probably call this list something that will not compete will in a tournament. It has zero mobility, zero probability to do well in mission based games. It does one thing: it shoots pie plates and has a few marines.

Anyhow, the list itself:

HQ1 - Thirsters are great. Though, who summons him? I see no daemonic chains nor daemonvessels?

HQ2 - Illegal. He has way more daemonic gift points than you're allowed. 175 points in daemonic gifts here... you can only have 100. So you'll need to rethink this guy (he has only 7 attacks total by the way; 10 if he actually rolls a 3 on a D3 when charging; that's not guaranteed to be 10). Also, Aura is a total waste of points--the Glaive already grants a better inv. save than Aura gives you.

Elite1 - Obliterators are great; but unfortunately make your list impure for Khorne (they do not take marks). So no favored squads get bonuses (no free champs).

Troop1 - Why bother with the sacred number here? You included Obliterators and are thus impure which means no free champion. I suggest you split into 4 squads of 8 at the least. Putting all your models in one unit is not a good thing.

Troop2 - Same; split into 2 squads. Get double the champs and pack in some plasma pistols.

Heavy1~3 - Defilers are a waste of points in my opinion. You'd be far better supported by predators. Defilers only kill infantry with those battle cannons; the same thing your infantry killing marines attack--redundent effects here. Also the minimum distance of indirect fire is 36 inches, meaning, anything within 36 inches cannot be targeted indirectly at all. Very tactically limiting.

Looks like it needs a lot of work I'm afraid :-\

Cheers!
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Old 24 May 2006, 23:27   #3 (permalink)
Shas'Saal
 
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Default Re: 1500 khorne

ok i changed it some and i am going to add meltabombs after i finish dinner.
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Old 25 May 2006, 00:27   #4 (permalink)
Shas'Saal
 
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Default Re: 1500 khorne

i still want more help, if i need it now.
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Old 25 May 2006, 07:22   #5 (permalink)
Shas'Ui
 
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Default Re: 1500 khorne

I would remove Melta bombs(fists work just fine), the rhinos, and rage(maybe take mutation or spiky bits instead, they're like rolling a 3 or 4 for rage every turn as far as the extra attack goes) from all the squads. Talisman is increasing the chance of you to jump out of your rhinos making them useless and if they get shot you're looking at entangled berzerkers. That is unless you're using them for screening your advance.

Drop the obliterators, they're not very resilliant, so you can get the free champions and make your squads number 8. It's a nicer, fluffier, more competative number anyways.

You're troops drop down to 204pts a piece!
So minus some upgrades, your mobile coffins, and only 5 berzerkers. That would put you with 735pts to spare. That's 735 to spend on your tankhunting needs such as dreadnaughts, predators, or squads of 4 khorne bikes with a powerfist. Even throw in a 6th squad to make up for some of the bodies removed.

Yep, just my humble opinion.
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Old 25 May 2006, 10:38   #6 (permalink)
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Default Re: 1500 khorne

It would drop either the Rhinoes or the talismans. Also consider taking daemonic strength over meltabombs since daemonic strength will grant you a bonus against fighting infantry and allow you to use multiple attacks against an opponent. If you do this, you'll be S10 on the charge with your champions. I'm not so sure on the maths of the thing, but at least consider it .
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Old 25 May 2006, 11:23   #7 (permalink)
Shas'Saal
 
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Default Re: 1500 khorne

ummmm... ok?

well my rhinos are there so i will move 12'' them use frenzy and move D6'' out to get a max of 18'', and also i have talisman so that they are more likely to get out.

also i like oblits and they work when i see them fight and they are my far anit-everything, my zerkers are close anti-everything except heavy Assaulters.

but i was told i needed more speed and more anti-tank so i will have to keep it the same sry.
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Old 25 May 2006, 12:34   #8 (permalink)
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Default Re: 1500 khorne

You do know what your doing with the Rhinos is illegal right?
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Old 25 May 2006, 15:28   #9 (permalink)
Shas'Ui
 
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Default Re: 1500 khorne

If you blood frenzy you immediately disembark from you're rhino before you get to move it.
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Old 25 May 2006, 15:58   #10 (permalink)
Shas'Saal
 
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Default Re: 1500 khorne

no... you move then you blood frenzy.

Ohhh... [edited langauge] you frenzy at the beginning. Damn.

thanks i will re-do this.

Sry... for whatever i did.
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