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Zerkers


Vulcanus

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I'm noting most people use Rhinos for transporting their Zerkers. But are they really that useful? The ususal way to use them is to drive up on t1, unload. Then move and (hopfully) charge on t2, right? Compared to slogging there isn't really that much of a difference (distance-wise).

 

Rhino: 12" t1, 6"+6" on t2

Slog: 6"+d6" on t1, 6"+6" on t2

 

Difference = 12" vs 6"+ d6" = an average of 3.5" of difference.

 

I'm not saying it's worthless, just not as optimal as Rhino movement with the CSM bolter/plasma outfit. I've never used the new Zerkers though...

/Vulcanus

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ive played a few battles with my zerkers in a rhino and have had a pretty good slaughter streak, my opponent is normaly eldar and space marines, but when i dont forget that i have them they normaly take a pretty good toll of kills, if i dint have that rhino my friends plasma guns and rangers would make short work of them. Also even if the rare occurance of the rhino exploding actully happens the zerkers power armor will take the brunt of the blast
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Transport benefits aside, the rhinos also excels as mobile shields.

 

I have used them with this in mind and they performed great. In some cases, my zerkers even walked behind the rhino taking cover from it, and, at least the opponents I have face it, they hate to waste heavy weapon shots on an empty rhino, so my rhinos survived far longer from what I expected.

 

They are just fine as transport, but are an awesome tool to mess LOS and provide cover, and now, in 5th, can even be used to ram something if they have no other more important thing to do.

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I'm not saying it's worthless, just not as optimal as Rhino movement with the CSM bolter/plasma outfit.

0_o it only works like that when you play against gunline sm . problem is that most good armies right now are mecha . there is no way your going to catch them with footslogging zerkers . plus aside for being transports rhinos do other stuff . they block LoS , they block charge ranges , they tank shock so its easier to use your own oblits or charge etc . foot slogging is not a viable tactics in the 4th.

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Its worth taking rhinos with zerkers just to have them run behind it as others have mentioned, also to block charging lanes and the usual last stand rapid fire before your charge, also to capture objectives, its always handy to have them around to speed your little lunies off if need be, and lets face it, their dirt cheap, a rhino is what? the cost of 1 & a 1/2 zerkers.

And of course if you roll a 1-2 for your run roll in your first turn or two, it will mean the difference between a 2nd turn assault and a third, enduring another turn of shooting.

 

When im playing my cheesy, powergaming no skill esq lash/noise marine/vindi list i still take rhinos for my noise marine squads for objective missions, their just too cheap and too flexible not to take.

 

Im starting to think the only ones who dont take rhinos now are just kids who cant afford to shell out the real $$$ for every squad they have

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Yeah making rhinos cheaper in the codex and then making them better in the new edition has changed the way the game plays, no doubt, and also means more people need to buy rhinos.

 

As for berzerkers in a rhino, remember if the vehicle does not move you can get out, move, and assault, right? Thus you move up 12 inches turn one, and turn sideways (powerslide!!!) Then, turn 2, you get out within 2 inches of the hatch facing the enemy, move 6, and assault 6. You cover 26.5 inches in two turns, or 38.5 inches in three turns, and the entire time your moving before the assault you are protected by the vehicle.

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When i dork around and use zerkers i either take them in 20 man squads and footslog them up the board or i actually take dedicated transport land raiders for terms and start them empty and put my zerkers in them on my first turn.

 

The land raider way seems to be the ONLY way ive managed to safely get most of my zerkers the assault in games. Not being able to assault out of rhinos usually means you are putting your guys down to get shot for a turn. Foot slogging them and you are going to eat alot of fire and probably not get the assault once you get near an enemy.

 

Basic list for zerkers....

 

Terms x3 (termi-cide) w/land raider as designated transport.

Terms x3 (termi-cide) w/land raider as designated transport.

 

zerkers x10 champ with PF....These hide behind the land raiders until you get your turn, the terms are held in reserve, and the land raiders sit on the board first turn empty per rules. Get in land raiders, go up the board 12 inches and pop smoke....this is usually what happens in the games i use them and it has worked out very well, though im a word bearer player ive been running other stuff out of boredom lately.

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get them footsloggin, while using a rhino a rhino with TKsons as mobile shiled, if that fails, get a BIG unit of zerks, (15 or so) and give them some coverage fire (some havocs and oblits, and maybe a defiler) to neutralize those weapons that could be more deadly to them (plasCannons, Battle Cannons etc)
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