Thursday 30 August 2012

CSM Tactics:Khorne Beserkers

 As this blog is under 'new' management I can hopefully get blogging rate, and hopefully quality up. Next up is the archetypal assault troops for CSM. The higher WS, furious charging Khorne Beserkers.

 Overview
As I have said before, these Khornate warriors are the best troops in assaults, in terms of killyness. It is argued that Plague marines out-survive them (Which is true) but Beserkers far excel in shocking the enemy to pieces in a single charge. Because of this a transport is very useful, as is an upgraded CC weapon, which will be discussed later. The basics of use is get them as close to the enemy as possible in a transport, get out, then charge next turn into a unit which is determined by a range of factors: Strength of unit; wargear (Both squads); Orientation (Is target shooty or punchy?); Range.

 Upgrades
Only get it for special weapons or  Meltabombs. Unless points are tight as hell, these is brilliant for the lucky raider or walker kill, unless a PF is taken. Speaking of power fists they have become less effective, considering their use againts walkers being mitigated by the new assualt rules for grenades. They are still brilliant for IDing the enemy, or taking out Terminator armour with that AP2. If you take a PW any variant is useful. Want Initiative but going againts power armour? Take a sword. High toughness, low armour? Take a Maul. Lots of TEQ? An axe is the way to go.
 Never Ever get Plasma Pistols.15 points for these are completely useless, baring a lucky shot, but you should never rely on these guys to take casualties with shooting.

 Transport
Raider - With the assualt ramps this is a legitimate option for a large squad of these guys. Give them something like a Lord or Kharn (Who has became Shit with the new axe rules!) then charge. Lascannons provide anti-vehicle and TEQ, as well as a nigh impervious method of transport
Rhino - Extra Armour, the. Up 18", pop smoke, jump out then charge. Not as effective but worth the 50points IMO.

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