View Full Version : Kharn: best anti-walker unit ever???
Legatto
10th April 2009, 22:04
So I usually play with Kharn because, well, he's omgawesomesauce. Hits on a 2+ in melee, has 7 attacks on the charge at I6 and str 6, and is completely immune to psycher powers and force weapons.
But the other day I was playing a game that threw Kharn into a whole new light for me.
I was in a situation where there was an impassable river with a wide bridge over it. I had a side-facing rhino at one end and he had a squadron of 3 walkers about to cross on the other. He then had some jet-pack units cross the river to try to outflank. So on my turn I disembarked my bezerkers and Kharn from the rhino, and had the bezerkers go after the roacket guys and Karn go after the squadron.
Kharn blew off a DNCCW with a well-placed plasma pistol shot then charged. At initiative 6, he was going first. Keep in mind Gorechild, his axe, adds an extra +d6 to armor penetration. So 7 attacks, all of which hit. I need to roll 6 on 2 dice to glance, 7 to pen. Since it is a squadron, "wounds" are spread around to all 3 models. So I get 1 glance, 4 pens, and a low roll. End result? 3 dead walkers, one of which exploded and killed a few nearby boyz.
3 walkers killed by 1 model in 1 round of combat? Without getting to retaliate? Kharn is heading towards walkers every game from now on in my army, especially squadrons.
Tarion'Maseth
10th April 2009, 22:18
God, I hadn't thought how nasty it was.
If I were to run Khorne, Kharn would be my man. 165 points for an absolute beast. 3 walkers would be what, twice his points? In a single turn too.
Beautiful. And what he does to infantry is equally nice. Hitting on 2's is a wonderful thing. S5 is also great fun. Furious Charge as well is just mean. Against Marines he hits and wounds on 2+'s.
Baragash
10th April 2009, 22:26
I love Kharn on paper, but he has angered the dice gods. Last time out he killed 3 members of his own squad in CC with Death Company, then died from No Retreat! :cry:
LanceWarrior
10th April 2009, 22:42
Kharn's good, but has his downfalls.
IIRC he's not an eternal warrior, which is of course a major downfall. Then he has 'The Betrayer of him - in a squad, he'll probably end up killing one of his own squad (1/6 chance in hitting from 7 attacks).
Heck, you'd be pretty annoyed if that model that Kharn kills (his own Berserker) means he takes No Retreat!, wait rules question; can the previous happen?
Asdrubael Vect
10th April 2009, 22:45
wait rules question; can the previous happen?
Looking at Bara's post, yes.
LanceWarrior
10th April 2009, 22:47
wait rules question; can the previous happen?
Looking at Bara's post, yes.
Oh aye, mis-read it first time, thought it said Kharn killed 3 Death Company.
Yeah Kharn's major downfall - himself.
Baragash
10th April 2009, 22:50
The other significant factor was the other 5 Zerks being totally pwned by the DC. I lost by 5 and failed all my saves.... :roll:
Legatto
10th April 2009, 23:24
When possible I run Kharn with a meat shield of like 6 bezerkers to take up wounds from enemy fire, then detach when I charge, or at the very least charge so that only 1 or 2 friendlies are within 2 inches of him. He is a monster when used as anti-tank/anti-walker.
Ron
10th April 2009, 23:26
You could always run Kharn with Tzeentch Possessed/termies. They have a better invul save against kharn.
Tarion'Maseth
10th April 2009, 23:38
Thinking about it, Kharn is a bit of a puzzle. First thought is to put him with a big hitty unit, but that's a mistake - He does enough damage on his own, and the more expensive things he is with, the more damage he does to you.
But, he can't be taken on his own - Not survivable enough.
Ideally, I'd take him with some basic Marines with IoK. He already takes out about half a Marine squad on his own, so throwing in 7 or 8 Chaos Marines gives him a bit of added punch, while protecting him.
aetos
10th April 2009, 23:40
haha lol. but question why did they say death company? thats blood angels isnt it?
Durandal
10th April 2009, 23:40
haha lol. but question why did they say death company? thats blood angels isnt it?
.....he was in combat with a unit of death company?
Legatto
10th April 2009, 23:42
Keep in mind he only hits friendly units withing range, so if you keep max unit coherency and keep Kharn as far away from friendlies as possible then he can't do too much damage.
Running him with a unit of bezerkers then detaching him to assault is the best way I've found so far of protecting him. Usually the unti won't survive an assault so you can consolidate to keep Kharn protected.
jedihobbit
11th April 2009, 00:00
Running him with a unit of bezerkers then detaching him to assault is the best way I've found so far of protecting him. Usually the unti won't survive an assault so you can consolidate to keep Kharn protected.
the only problem i see with this is Kharn can not rejoin the unit till the beginning of the player's next movement phase. This leaves him open to being shot without any meatshielding.
smacky
11th April 2009, 02:48
the only problem i see with this is Kharn can not rejoin the unit till the beginning of the player's next movement phase. This leaves him open to being shot without any meatshielding.
but with a decent consolidation move you could get some cover :D
Still I think I will pick up kharn sometime, I haven't decided which chaos special character is the most well suited for my style but kharn probably wouldn't be a bad choice.
That whole +d6 pen rule really is nasty especially on the charge ...
Julnlecs
11th April 2009, 05:37
hey legatto next time we play u have to use kharn and see how it works for you.. i hope u had a chance to play test the list i sent u. It seems kharn is a good choice and i think he works better charging units by himself. Use inside a land raider and charge once ur close enough.
Phail
11th April 2009, 07:21
i might get him and stick him with a squad of slaanesh iconed CSMs.
Durandal
11th April 2009, 07:24
i might get him and stick him with a squad of slaanesh iconed CSMs.
That is soooo wrong.
Iwasfrozen
11th April 2009, 10:53
i might get him and stick him with a squad of slaanesh iconed CSMs.
:smt011
vikinboere
11th April 2009, 15:59
Wrong if you play flufwise, right if you wanne win and don't really care about that kind of thing.
I only used kharne one time, he killed 2 fellow zerkers and killed a daemonprince tooled up from the daemon codex, the daemonprince also killed kharne so it was a tie imo.
Asdrubael Vect
11th April 2009, 16:37
i might get him and stick him with a squad of slaanesh iconed CSMs.
They'd like it.
"Oh, Kharn, spank me with your axe, spank me!"
Legatto
11th April 2009, 17:44
I hope your doorbell rings and when you answer it is Kharn, "Excuse me, I was reading a few little choice words you had for me on an online forum and I would like to express my OMGAXETOTHEFACE!!!"
You could also take a whole unit of zerkers and Kharn in a Land raider, they get an 18" charge =)
Wizard
12th April 2009, 04:41
I dunno. I could definitely see some World Eaters getting some Emperor's Children to go along with Kharn. "You guys deserve to fight with the best!" they'd say. "Kharn's the best! You'll look totally BA fighting alongside him!"
Of course, fluffwise, if that situation were ever to occur, Kharn would probably slaughter all the puffed-up pricks out of sheer annoyance before being overwhelmed with bloodlust, if only because they would be wearing pink armor.
Pox
12th April 2009, 10:19
used kharn 3 times in 3 weeks.
week 1 - he joined a unit of 10 normal CSM which all got shots up by the eldar him being left alone - charged into some wraitguard - shot one dead with plasma, killed 3 on the charge, took no damage in return then ran the warlock down (it was a depleated unit) - he in turn got charged by some striking scorpions and he managed to kill all 10 over 2 rounds of combat but died in turn (same initiative) just toooo many armour saves to make.
Week 2 - against Dark Angels - he got charged by some termies, 3 thunderhammers and 2 lighting - he killed prob 3 of them but the 3+ inv storm shields really held him up and then he got insta-gibbed.
Week 3 - Amphelion base - he charged a corridor packed with his favourite unit - 10 wraitguard - he killed 3 on the charge, then 3 next turn and died to the seer council getting him from behind.
he is still my all time fav and as shown in the charector AoD is a true beasty.
edmundblack
12th April 2009, 11:27
Dark Angels with 3+ inv Storm Shields? Since when? :?
With his "always hit on a 2+" rule, he's good. With that number of attacks and FC, he's awesome! I'd like him to charge my Grand Master. "What's that? Initiative 6 you say? I think not!" :twisted:
Baragash
12th April 2009, 11:28
Since some people are easy-going I'd guess....
ChaosD.
12th April 2009, 14:54
When sometimes i use him, i be slightly off-fluff and use him in my Iron Warriors army(although i call him Kroeger from Storm of Iron which my opponents usually accept) i use him in a mechanised Iron warriors army by himself in a rhino. My opponent then wastes a couple of turns shooting at the rhino, then wastes a few turns shooting him, then after the smoke as cleared they give a sigh of relief that he is dead and then realise that a spearhead of Land raiders, Defilers, Rhino's full of marines and dreadnoughts reach their line and Terminators decimate them.
Gman13
12th April 2009, 19:05
Shraken from the new IG codex gives him a run for his money ass the best anti-walker unit. So he's only I3 -- but he's Str 7 on a charge and still rolls 2d6 for armor penetration! Kharn is only Str 6, right?
LanceWarrior
12th April 2009, 19:59
Shraken from the new IG codex gives him a run for his money ass the best anti-walker unit. So he's only I3 -- but he's Str 7 on a charge and still rolls 2d6 for armor penetration! Kharn is only Str 6, right?
I4 on the charge.
Legatto
12th April 2009, 20:54
I4 on the charge will go the same time as walkers. thats a lot of s10 hits to soak up in order to survive.
Pox
12th April 2009, 21:50
Shraken from the new IG codex gives him a run for his money ass the best anti-walker unit. So he's only I3 -- but he's Str 7 on a charge and still rolls 2d6 for armor penetration! Kharn is only Str 6, right?
so he has 1 extra strength on the charge - but does he always hit on 2's and does he have 7 attacks on the charge!
Kharn just rocks.
LanceWarrior
12th April 2009, 22:18
Shraken from the new IG codex gives him a run for his money ass the best anti-walker unit. So he's only I3 -- but he's Str 7 on a charge and still rolls 2d6 for armor penetration! Kharn is only Str 6, right?
so he has 1 extra strength on the charge - but does he always hit on 2's and does he have 7 attacks on the charge!
Kharn just rocks.
Is he less than 100pts, give out orders and let his own team live?
Nah, didn't think so.
Eldanari
14th April 2009, 08:17
As I have stated in previous posts, Kharn is my hero. Yeah, he has his drawbacks, but once you get used to the idea that your just gonna toast your own guys, you can be totally reckless with them. Most people cringe when thinking that a squad of zerkers is charging down the field at them, but when Kharn is leading, I've found that they become the focus point for both players. Most people get so worried about what Kharn is gonna do to them that they forget about the rest of the fight, leaving me to run the rest of my army around them and get into a favorable position.
And owning 3 walkers at once with him is way fun, I have to agree. My Eldar friend doesn't let me get close enough anymore now cause it hurt so much hehe.
Makhina
12th May 2009, 14:24
So far I have had 3 chances to play my World Eaters list and in all 3 won. In two of those Kharne did an amazing job at murdering all in his path. I always give him Khorne Berserkers with a Skull Champion (Power Weapon), as a "retinue". Thats an 11 man unit with 48 attacks in the charge!
The first game I played against orkz, where he killed off 37 boyz and 3 Nobz. Sadly he died to a Power Klaw to the face. Twelve of those boyz where casualties from the first assault he got into, the player then used 2 squads of 11 boyz and a nob, and his Nob squad with warchief. I still won that combat, as he only inflicted enough wounds to kill 6 of my 7 guys, and I killed 13 of his...... :D
Second game Necrons, he killed off the Nightbringer (Well he wounded him 2 times and the rest of the squad finished him off). After this fight he died to ALL the remaining Gauss weapons shooting down that squad.... :(
In the third one....well Vulcan Hestan, and a whole lot of shots, did him in.... T-T
Also he only killed about a Zerker per charge, which still hurts.
willydstyle
15th May 2009, 07:38
God, I hadn't thought how nasty it was.
If I were to run Khorne, Kharn would be my man. 165 points for an absolute beast. 3 walkers would be what, twice his points? In a single turn too.
Beautiful. And what he does to infantry is equally nice. Hitting on 2's is a wonderful thing. S5 is also great fun. Furious Charge as well is just mean. Against Marines he hits and wounds on 2+'s.
If they're Ork walkers in squadrons then they're Killa Kans, which are dirt cheap. The squadron probably cost less points than Kharn. Also, if the owning player had been smart, he would have placed 2 penetrating hits on two walkers (including the one that had its DCCW blown off) then the glancing hit on the last walker, and would have had a decent chance to kill kharn outright as long as the glancing hit didn't remove the DCCW.
Kharn is great at killing things, but much like the other Chaos HQ choices, he doesn't really do anything for your army. Chaos troops are so good, that if I wasn't forced to take an HQ I don't think I'd bother.
Legatto
15th May 2009, 20:08
Keep in mind there are a lot of people running master of the forge with like 6 dreads in their list. He is also good for ganking other chaos armies, especially if they run soul grinder / defilers.
With initiative 6 on the charge he can take out most high priority targets/HQ's with no problem.
hellboy4000
16th May 2009, 20:32
Ummm don't have the dex on hand but doesn't kharn's axe Gorechild roll 2d6 for armor pen against vehicles?
honersstodnt
16th May 2009, 21:34
I've never had a problem with kharn. of course, I usually end up having my terminator unit charge him, and Lysander + assault terminator retinue is downright nasty. (lysander makes even abaddon shit his pants)
assasin
24th May 2009, 17:53
i agree on the lysander thing he does rock so hard but karn i think is better just in his points cost vs effectiveness
honersstodnt
24th May 2009, 18:00
the thing is, kharn only has a 5+ invulnerable save.. even a normal tactical squad will have little issue taking him down.
if he's with a unit of berserkers, just don't let them get the charge, and make sure your fist gets in contact with kharn, and odds are you'll take him out. sure, you'll loose most of the tactical squad, but kharn will die.
assasin
24th May 2009, 18:07
true enough i thought he had a 4+ for some reason
Legatto
24th May 2009, 20:29
yeah he is kinda squishy, which is why you need him with bezerkers to soak up some of those wounds
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