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Showing results for tags 'Berserkers'.
With the lockdown nearing its end in my part of the world I've been looking at playing a more competitive World Eaters list in the interest of participating in some tourneys, while still keeping a core of Berserkers. I've never participated in the competitive side of the hobby but with Faith and Fury I don't know that there has been a better time in a long time for a World Eater player to start. I've been doing some research and theorycrafting and I would like some input. First off, I see a lot of placing Chaos lists running three Arch Lord Discordants (though never in a Khorne / WE list). I tend to run two to three Maulerfiends and ALDs are at least as good at killing vehicles and very efficient at killing most other things as well. They also don't cost much more. So no brainer right? Drop the 'Fiends and buy two more ALDs to fill out a Supreme Command Detachment? In competitive play how reliant are ALD's on Magic? If you were to make a competitive as possible World Eaters list would you run ALDs? Would you run Daemon Engines at all? I've always run Berserkers and so long as I am playing CSM I will make room for them in my lists. I tend to run squads of eight in Rhinos with Powerfists and Chainaxes. In competitive Chaos lists when it comes to melee I see a lot of blobs; Possessed and Plaguebearers in particular. I also see a lot of MSUs of Warp Talons. I don't thing running Berserker bombs would be all that fun (running Possessed bombs doesn't look like fun). I could run MSUs of Berserkers in Rhinos for efficiency but I wonder how much work they can do after eating overwatch, on top of that I imagine it would be very hard for MSUs of Berserkers to hide from shooting by wrapping enemy units even with our new six inch consolidation. How would you run your Berserkers? Should I be concerned at all about being able to hide from shooting by wrapping enemy units? If you were to make a competitive as possible World Eaters list while still having it be a World Eaters list what would you include?
In 7th Edition I ran squads of 10 Berserkers in Rhinos, in 8th Edition I ran squads of 8 Berserkers in Rhinos (often with a buffing character), in 9th Edition I've run both but still lean towards 8 (though never with buffing characters thanks to how precious HQ slots are now). One thing I've never tried but see put forth quite often by B&C fraters whom I perceive to play in more competitive metas then me put two squads of 5 in each Rhino for more power weapons and presumably greater board control / movement versatility. I would like to gauge how popular each squad size is in and specific reasoning / case studies as to why people go with the unit size they do. I generally run with 8 because it is fluffy, and bumping my 2-3 squads to 10 is basically the difference between having another Daemon Engine or not or having extra ablative wounds on a Melta bike squad, etc. If I have extra points leftover I may use them to buff a squad from 8 to 10, but I have never really noticed a difference performance wise. In 8th I also used to run them with a Chaos Lord (solidifying 8 instead of 10). I always found Chaos Lords more useful then the more popular Exalted Champions because I could more safely have them run off and do their own thing thanks to the Invulnerable Save (the To Hit aura seemed to be equally as effective as the To Wound aura as well). In fact, I rarely ever kept the Chaos Lord in cohesion with the Berserkers for long after they jumped out of the Rhino for that reason. Even still, with that said, I haven't run into a situation yet in 9th where my Berserkers jumped out of the Rhino and I found myself wishing I could split them in half to go into two different directions largely due to Maelstrom no longer being a thing (or at least not a thing in my area, I don't know if people elsewhere still play Maelstrom). For those who don't know, Maelstrom was an old format where your objectives were randomly generated at the beginning of your turn so you had to adapt your strategy on the fly unlike the largely static objectives of 9th. I look forward to your thoughts and stories.
Being a longtime lurker on BNC (since the age of fourteen, in fact) I’d always admired the World Eaters of the likes of Biohazard, KrautScientist and Augustus b’Raass (to name a few) and for a long time I’ve wanted to explore the XII legion myself. At the same time, reading ADB’s Talon of Horus made me absolutely fall in love with the Ezekarion - I made the promise to myself that one day i’d convert all the members. Then came Kill Team - GW releasing a game that focused on small specialised squads rather than large armies, with plenty of room for narrative and making each member of the Kill Team unique and a character in their own right. I knew I had to get in on the action, but I wasn’t sure what faction to play. That was when all the pieces fell into place - it was a perfect opportunity to kill (maim, burn) two birds with one stone! I could have a play around with some world eaters, without commiting to a full army - and I could also tick Lheorvine ‘Firefist’ Ukris off of my list of Ezekarion members to convert. So here we are! I’ve spent the last month or two slowly collecting bits and converting members of the ‘Fifteen Fangs’, Lheorvine Ukris’ dwindling warband of world eaters. Currently, the Kill Team stands at 6 models, all in various stages of completion, ranging from finished but unpainted to ‘torsos and not much else’ Today I’ll be showing the completed two models I have, in their unpainted state. Without further ado! : First up is Lirrak, Khornate berserker. I wanted him to be posed extremely aggressively - charging into a swing with his chainaxe. And this is Konarich, another berserker; admittedly I got a little self-indulgent with the naming of this character. Since no rules yet exist in Kill Team for Khornate Berserkers, they will likely be ran simply as CSM with bolt pistols and chainswords, or - situation permitting - with homebrew rules. I won’t update with any of the other three berserkers yet as they are still in their WIP phase and to keep things less cluttered I will post them when they’re completed. However, due to his special nature as a character and also the most heavily converted and kitbashed of the team, I will post some WIP shots of Ukris as he is built: I’ve gone for maximum accuracy to the artwork here, featuring a bare right arm and armoured left, an imperialis on the chestplate and the modified grip on his heavy bolter. I plan on using the legs of the FW Praetor in PA, and converting the AoS Skullgrinder’s helmet to have more accurate bunny ears before using that as a helmet. Lastly I have sourced an old metal Khârn backpack to use for the skull-shaped vents. Ukris utilises a heavy bolter which is also unfortunately not permissible for Squad Leaders in Kill Team, so as with the berserkers I will be either using him to fill the heavy weapons slot, using him as a normal leader character or again homebrewing some rules to use if the opponent is okay with it. I’m aiming for 8 members of this Kill Team (the number’s significance to Khorne is not lost on me), hopefully I’ll be updating fairly regularly as the parts arrive and the men are completed. I’m open to suggestions, specifically I am debating on whether or not to keep the chainmail effect on Konarich’s arm or to scrape it clean and sculpt some more traditional ribbed soft armour there instead, and whether there is a better leg option for me to use for Ukris, so please let me know what you think and leave a comment! Blood for the Blood God, Skulls for the Skull Throne!