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Kharn...


skarn

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The confusion comes from a cross-over of names in two different codices. Despite their integral backgrounds in the fluff, the rules in both C:CSM and C: Daemons are not inter-exchangeable. Chengar is right, Khârn only benefits from the description in his entry. He does not gain additional bonuses that are noted in an entirely different codex too, as much as that CSM player would like you to believe that.

 

:)

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Well you could just shoot him apart instead, I found that, that is almost the only way to take him down without him tearing through your squads. Being both a Khorne CSM player and a Grey Knight player, I know that he'll make a mess of any knights he gets near, except paladins. However, conversely, a strike squad of 10 men with two psycannons and psybolt ammunition will easily take Khârn down in a storm of firepower if enough shots hit.

 

But to be honest, Khârn is one of, if not the most brutal assault character in the game.

 

Kudos Khârn.... :lol:

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As long as he's not getting the charge, you can still hack him to death with halberds before he ever gets a chance to hit back. Of course, I'd still agree that shooting him is the best policy; if you don't manage to halberd him to death the consequences will be very unpleasant; even without getting the charge, he'll kill an average of 3-4 of your knights when it's his turn to attack. Needless to say, you should never, ever let Khârn get the charge; he's nasty enough without the benefits of Furious Charge and another attack.
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