Showing posts with label khorne. Show all posts
Showing posts with label khorne. Show all posts

Monday, June 3, 2019

Horus Heresy Review: Ka'bandha, Daemon General of Signus

Background. 
The background of this servant of Khorne will ever be intertwined with the Blood Angels and their Primarch, Sanguinius, in particular. Although Ka'bandha has repeatedly slaughtered uncounted worlds, his only significant (and it has to be said: repeated) epic failures are against the Blood Angels.

Strengths.
Ka'bandha is an upscaled Daemon Lord. He possesses a superior stat line compared to the daemon lords that will make him not only more durable, but also deadlier, in addition to It Will Not Die and Sunder special rules.

Ka'bandha comes with three fixed emanations that you might expect of Khorne: Brass Collars, Horned Crown, and Molten Blood. Of these, you will note that in my suggested builds brass collars and horned crown repeatedly feature as they are both powerful choices. The only one I haven't really gone for with any amount of vigour is the molten blood option. Sure, a strength 8 hit when Ka'bandha takes a wound is actually really nice. Without any AP, saves will go off more often than not against legion enemies though (terminators especially). So for me, its a bit meh.

His warlord trait is also fixed and will help with combat resolution (not that you should need it), and provides eternal warrior (this is valuable and welcome). He has a bubble to project a bonus attack within 12 inches with is very nice and a decent force multiplier if played in a "tip of the lance" style attack formation. Of course, being locked in combat is beneficial for Ka'bandha as well, generating a 4+ invulnerable save. Hence the tactic here is one of overwhelming force in close combat. Demonstrating that molten blood is still not needed, if anything lasts in combat against Ka'bandha and company, then he unleashes a hell storm template at strength 6. More pressure from more potential unsaved wounds.

Weaknesses.
None really. That said, there are some funky and honestly flavourful rules that come in to play if he faces off against the Blood Angels and (or) Sanguinius. These include preferred enemy, hatred, and bonus victory points (or penalties) depending on any duel with the Primarch.

Overall. 
Strong. Very strong. Worth the points in my opinion, more or less (especially if compared to a primarch). And some characterful rules if fighting the Blood Angels.

Sunday, February 26, 2017

Storm of Sigmar

On a visit to a Games Workshop, I was a little bit pressured by my daughter to purchase this boxed set for her … plus it was a recommendation from the store manager that not only was it extremely good value for money, but a nice introduction to the game. I think I'd have preferred Lost Patrol or something like that perhaps. Regardless, this was what was bought in the end (with some 40k miniatures for myself as well!). 


I stayed up last night putting everything together for my daughter. In total, there are five Storm Casts, and Eight Khorne minions (with four total war scrolls and the full Age of Sigmar rules set). 

The boxed set is very nice, and the plastic miniatures that it contains amazingly detailed. When folks whisper how awesome plastic is these days, they are probably referring to some of these newer mould productions. Seriously: with four frames, and lying incredible flat, the miniatures that are able to be built from it are truly dynamic and very few in terms of fiddle some parts. This is all good for an introductory set. And assuming one does not with to extensively convert any of the miniatures. Given that this is a game for my daughter, I didn't.


My only really complaint with the boxed set are the instructions. As can be seen from the second image, they're wrong in terms of which bits to cut from the sprue to make up certain miniatures. This one is just wrong. Its an easy mistake to make, but one that I hope is also easy to fix up (I wonder if anyone from GW actually reads my humble blog at all?). To me, it was obvious that it was wrong at the outset, but for others who don't have as much assembling experience, I do wonder if they would struggle or not.


Monday, December 19, 2016

The Battle for Angelus Prime -- Video

I made a brief video at Warhammer World whilst there was nobody in The Battle for Angelus Prime exhibition. Replete with music and sound effects recorded in the exhibit.

This is especially for those of you who have never had the chance to ever visit. Whilst there is no substitute for actually visiting, I hope this will somewhat make up for it. Please enjoy!


Wednesday, September 7, 2016

Red Rain

Kharn the Betrayer has been getting a bit of lime light of late thanks to the imminent release of his new rules and the formations from Traitor's Hate. I can't wait!

But today, I wanted to make a quick note of one of my favourite aspects of the new rules that have been making the rounds on the internet: namely the Red Rain that the Maelstrom of Gore formation is able to invoke once per game.

The Red Rain can truly be a game changer in my opinion, and it takes Khorne Berzerkers from being a bit "okay" to being potentially amazing. Potentially.

Take transports with all of the Berzerker units (with Kharn being inside one of these said units) and get them in to position. Unload (preferably from a land raider assault ramp) and get stuck in. The next turn, activate the Red Rain to gain an additional round of combat in the movement phase where the enemy cannot strike back and take advantage of it!

I would probably want land raiders all around. And arguably the best way of doing this would be to utilise another of the formations in the Traitor's Hate book -- Fist of the Gods!

As for the other formations, I really like the look of the core Chaos Warband. Sure, it doesn't give a lot, but its very thematic and would fit right in with my lust for 30k right at the moment. The helforged war pack is also very nice. I could well imagine having half a dozen dreadnoughts (ahem: helbrutes) in there just to test out an enemy.

I also really like the cult of destruction. Getting twice the number of shots from obliterators could just about break the game in some respects. This is amazing and not to be under-rated. I would willingly take a warp smith per obliterator unit to make this happen.

Overall, I'm excited about Traitor's Hate! Its the first time in a while I've felt positive about chaos space marine developments (ignoring the Khorne Daemonkin which was just too mono-god for my tastes).

Wednesday, May 18, 2016

Merry Khornemas

"Merry Khornemas, everyone!"

"Wait, what do you mean? Its not Khornemas yet, mate!"

"Sure it is, its always Khornemas!"

"Oh, well, in that case, happy Khornemas and blood tidings to you too."

"Seasons reapings…"

"Wait, hold on. You don't need to do that. Wait…"


Friday, November 27, 2015

Wargames Gallery: Age of Sigmar Portals

This is a picture that I took whilst at Games Workshop Manchester, but omitted to put in the said post. It features the Age of Sigmar starting set with eight portals all in a circle on a realms of battle board. I was very impressed with all the colourful portals and the set up it had. Enjoy!


Saturday, October 5, 2013

Playing With Daemons - First Impressions

Hi All, Eldrad Vect here, I'm starting something new and I'm throwing all my armies under the bus here and focusing my posts heavily on the Ruinous Powers. This blog is first and foremost about Chaos and though I love all of my armies, none are Chaos and I think that all you loyal Chaos players that read the blog are are sick of my Sisters, Space Elves and IG. For a long time I've been slowly seduced by the powers of the Warp, I even dabbled in the realms of Traitor Marines, but now, they have drawn me further... here be Daemons...

Now, this doesn't mean I'm neglecting my other forces, far from it, I just wanted to start a new army that was fun and one that I had some amazing conversion ideas for.
Anyway, onto what I have come to so far, I wanted a themed army, none of this Undivided rubbish, but a pure force, but, which god to choose? Personally my favourites have always been Slaanesh and Khorne, so I had a hard choice to pick since I couldn't do both, as I would be sinking to much money into the Daemons. The choice all came down to the models themselves, I love Bloodletters, they look like the quintessential Daemon, red skin, horns, the works not to mention one of my favourite looking IC ever, Skulltaker. However, Khorne's elite units were not as impressive to me, the Skull Cannon, Bloodcrushers and Hounds just weren't as cool as the basic Bloodletter, which means I really wouldn't play them much and just be left with a Bloodletter horde.
Slaanesh is the opposite, I'm not a fan of Daemonettes but I love Seeker Chariots, Hellflayers and Seekers. Giant purple lawn mowers are awesome looking and also Slaanesh is the polar opposite to my other armies, being Eldar and Dark Eldar. So my choice had to be Slaanesh and with that I started writing up a list. This is a 1000 point adaptation of my original 2000 point list.

Chaos Daemons 1000 Points List.
HQ
1x Herald of Slaanesh. Exalted Seeker Chariot, Psyker Lvl.2, Greater Rewards, Lesser Rewards and Greater Locus of Swiftness
1x Herald of Slaanesh. Steed of Slaanesh, Psyker Lvl.1, Greater Rewards and Exalted Locus of Beguilement
 TROOPS
10x Daemonettes.
10x Daemonettes.
 FAST ATTACK
15x Seekers of Slaanesh. Heartseeker, Greater Rewards, Icon of Chaos, Rapturous Standard
HEAVY SUPPORT
Seeker Cavalcade. 3x Exalted Seeker Chariots

This is just a first list, I have yet to play it but would love to know what you think of it and what I should or shouldn't change.

Wednesday, July 3, 2013

Chaos Daemons Review: Skull Cannon of Khorne


The skull cannon is an entertaining addition to the codex that fits in well with Khorne's theme of murder through any "natural" means (where "natural" excludes psychic traditionally).  In this case, technological corresponds to natural.

On the positive side, the skull cannon has a reasonable armour value (12) on its front and side with 3 hull points.  This will clearly put it in the dreadnought survivability category with some intelligent play. Therefore on that basis alone, it is viable.  The higher-than-dreadnought BS is a clear advantage too.

In terms of weaponry, the skull cannon is reasonable: at S8, its going to hurt (and potentially instant kills) some enemies, but the AP5 value feels like a let down considering a dreadnought equivalent would probably be a plasma cannon.  The dreadskulls rule is weak: allowing no initiative penalty for charging daemons is just a bit in the meh category for me personally.  Finally, the chariot also the gorefeast rule introduced on the blood throne.  Occasionally, it will therefore be able to regenerate its hull points.

Overall, for the points cost, its just a shade on the expensive side for what it does.  If only it had a solid AP, it would be much better and more tempting.  As it is, I think the soul grinder is still outshining the skull cannon for me.  And since the cannon itself is very much anti-infantry and anti-light tank, many of the other units in the chaos daemons codex duplicate this purpose.  Hence, although the model is nice looking, I'm leaving this one out of the army lists outside of Apocalypse.

Thursday, May 2, 2013

Chaos Daemons Review: Flesh Hounds


We turn to the first of an expanded fast attack section of the Chaos Daemons codex.  Flesh hounds are one of the units in the new codex that retain their attraction -- albeit, a different attraction to the older codex.  Firstly, they have a space marine-like stat line.  But moreover: two wounds each.  But the key attraction is surely their price tag.  They are very points cost effective for what they give.  Two wounds each and a space marine stat line.  Its a winner really.  Even if their armour save is 6+/5++.

On the battlefield, they could fulfil several distinct roles.  As an escort, they could readily take Karanak or a Khorne herald to the front lines.  On their own, use the scouts rule to get rapidly in to position and get stuck in to a heavy support (infantry) squad.  Use their wounds to soak up firepower and tar pit critical enemy units.  Use them to buy time for other elements of the daemons army to get in position.  Surround an enemy psyker and give them a jolt when you tell them what a collar of Khorne does.

Ideally, they don't want to be left on their own though.  They're probably not quite buff enough on their own to tar pit forever -- leave that to plaguebearers and plaguemarines.  They'll probably need support eventually.

Two build to consider for you:
8 flesh hounds of Khorne (128 points)
Small enough to deep strike accurately, sleek enough to cause head aches.

16 flesh hounds of Khorne (256 points)
Start them on the board with a herald or Karanak (or both?!) and move up the board as a significant fire magnet and threat.  They will die, no doubt, but remember even their blood is welcome...

Friday, April 12, 2013

Chaos Daemons Review: Bloodcrushers of Khorne

Sadly, the bloodcrushers are not what they once were.  Their toughness is 4 and they lack the armour save that they used to exhibit (now a measly 6+!).

On the flip side they do have 3 wounds each.  But this is not truly enough to offset the negatives that they have received.  Sure: cavalry with power weapons is nice.  But just not here.

To create a build, the axe Khorne is somewhat appealing, as well as the banner of blood.  But I think the real good option is to make them in to a horde.  Sure: they're susceptible to mass firepower: but is there enough to stop their advance?  Especially if they're the escort for a herald?!

Here's some examples:

9 Bloodcrushers of Khorne, Axe of Khorne on bloodhunter, Banner of Blood Icon (435 points)
27 wounds.  Its okay, but its not going to last forever.  Better deliver the herald whilst they're still alive.

3 Bloodcrushers of Khorne, Axe of Khorne on bloodhunter (145 points)
A distraction unit, also a potential screen unit.  It isn't going to last long, so enjoy it whilst they last.

Wednesday, April 10, 2013

Chaos Daemons Review: Blood Throne of Khorne


The blood throne is the first of the chariots that have distinct entries in the codex. As a 12 12 10 3HP thing, it is somewhat fragile and likely to be taken down with a few hits.  But equally, its no worse than a rhino (apart from the open top aspect of course), and we still see many a rhino on the battlefield even in 6th edition.

For it to be fully effective, the blood throne needs to be up close and personal with the enemy -- the ability for it to heal itself via gorefeast / hammer of wrath is excellent.  Whether we this is the deciding factor is unclear to me: I think a turn of dedicated incoming fire is going to eliminate it with ease.

The totem of endless bloodletting is an interesting upgrade that allows loci to spread 6 inches from the chariot.  I like the intention behind this rule immensely.  The greater locus of fury and the exalted locus of wrath are going to be excellent contenders for this honour.  As such, this "force multiplier" is sorely tempting to the for a Khorne focussed army since chariots of this nature will become nodes / nexuses of the army -- effectively making the Khorne daemons have an edge more deadliness in close combat.  As such, if we are running Khorne and taking a blood throne, I'd be tempted to take more than one.

Tuesday, March 26, 2013

Chaos Daemons Review: Bloodletters of Khorne

The bloodletters of Khorne have lost 1T compared to the previous edition.  This is actually a serious detriment to bloodletters and their survivability.  To compensate, they've also become plenty cheaper.  But with a 5+ invulnerable save, they're frequently not going to make it to their target.

So what use are they?  Well, I'm still seeing them as a herald delivery system (or skulltaker delivery system).  They are simply there to soak up some wounds and be part of a large Khorne horde.  Their attacks are nothing to be ashamed of: AP3 is still powerful and on the charge, they are going to take care of space marines readily.

In terms of options, they can get plenty of extra members for their unit: clearly if playing horde this is a great option.  One member can also be upgraded to a bloodreaper, gaining an extra attack.  For a small investment of extra points, this is one that should always be taken (unless you're worried about challenges?  but you're playing Khorne - you shouldn't be!).  They can have lesser and greater rewards as well. As an option, the Axe of Khorne seems appealing as well.  The instrument is also a good option here.  For a khorne army, the icon is a good idea, as might be the banner of blood for extra charge range.

Here are a few sample builds.

10 bloodletters of Khorne, including 1 bloodreaper with an Axe of Khorne, instrument of chaos (125 points)
A distraction unit.  Used as a screen.  If it survives, it charges and makes a mess of space marines.

20 bloodletters of Khorne, including 1 bloodreaper with an Axe of Khorne, instrument of chaos, icon: banner of blood (245 points)
The fully upgraded unit.  And the price tag is still rather reasonable, even despite the low toughness models.

16 bloodletters of Khorne, including 1 bloodreaper with an Axe of Khorne (175 points)
A herald delivery unit, with a fluffy number of models.

Monday, March 11, 2013

Chaos Daemons Review: Herald of Khorne

The herald of Khorne is an enhanced bloodletter with a variety of options to select between. They can choose one loci form any of lesser, greater and exalted.  Of these, the greater (rage for the unit) and the exalted (hatred for the unit) are both strong options and one of them probably should be taken.

They can also have up to 30 points of lesser, greater or exalted rewards, taken in any combination.  The Axe of Khorne (AP2, decapitating blow) seems like an ideal and cheap option (for a lesser reward) and provides a good way to grant a little bit of anti-terminator strategy for the Khorne player.

The transport options are also strong. The juggernaut is a classic way of upgrading a herald and is still a great option.  The blood throne is a new option for a dedicated transport, and I'll review that separately.  Suffice to say, that I think the bloodthrone is also a good choice for the herald as it can transmit and loci to Khorne daemon units within 6".  This can make for several horrendous units in close connection to each other.  Consider playing this in concert with chaos space marines and other daemons for a fun multi-unit death star.

Let's have a look at a few potential builds:

Herald of Khorne, Greater Locus of Fury, Juggernaut of Khorne, Axe of Khorne (130 points)
Run with a unit of flesh hounds or bloodcrushers to devastate enemy forward lines.  Even a big unit of bloodletters might be an option as a "delivery" method.

Herald of Khorne, Exalted Locus of Wrath, Bloodthrone of Khorne, Axe of Khorne (165 points)
This is a mini-force-booster.  Surround him with friendly daemon units and use chaos space marines as a forward screen.  Charge in and enjoy!

Herald of Khorne, Exalted Locus of Wrath, Blade of Blood (100 points)
Cheap and unsubtle.  Run with a large mob of bloodletters in a low points army, or as a set of 4 heralds in a larger daemons (primary FOC) army.

Chaos Daemons Review: Karanak


For a 3 wounds character with S5 and T5, Karanak is a reasonably entertaining and well priced choice for the blood god's devotees. From the outset, let me say that the major (and I mean MAJOR) drawback for the hound is that he doesn't have any special weapons or upgrade options to make him better. Without a power weapon (or rule that give him the equivalent) his is much less useful than he might at first appear.

With that caveat in place, his other built-in abilities are good.  Firstly, he forces nearby psykers to fail perils of the warp on any roll of a double.  This could be deadly in the right location.

He also gets to re-roll die against a nominated enemy character from the outset of the game.  The "quarry" need not be an HQ choice, but could be instead a squad leader.  No doubt an HQ choice might be better, but its worth considering a key squad based character instead in the case the the squad of Khorne's dogs that Karanak runs around with can't do serious damage in a short amount of time to.

And that brings me to the last point.  Like all flesh hounds, Karanak is pretty quick.  Being a scout, this beast character can cover vast distances pretty niftily.  And therein is the real strength.  Even if he is not with a unit of fleshhounds, he could certainly be with a "delivery" unit of bloodcrushers (or similar) and break off when near the quarry to take them on rapidly.  In game, he's going to be used with a squad of Khorne daemons, but they'd better also be quick!  I think he's got a place in the game in the context of being one of up to four herald type HQ's selected, and in low points value games.  But we're probably looking for a stronger HQ (like a bloodthirster) for a Khorne army.

Saturday, March 9, 2013

Chaos Daemons Review: Skulltaker

Skulltaker remains a bloodletter's bloodletter - to use the phrase that I evaluated him with last time. He's still the great guy in the Khorne Army that all the lesser daemons look up to. They still just want to be like him.
Skulltaker is now unique in the whole of the daemons codex for possessing Eternal Warrior.  Seriously: he's the only guy with it.  Why? Because of all those skulls on his cape.  Why every other skull adorned daemon doesn't gets this (let alone greater daemons) remains one of those eternal mysteries.

He has lost rending, but still has instant death.  He has AP3 on his sword, and a 3+ armour save.  All round, he looks like a solid choice to me.  But he does suffer a couple of issues.  Firstly, he is only toughness 4 and dies like a marine captain to be honest.  And he's movement is "standard" fare to say the least.  These two points can be improved in one fell swoop by paying an extra 45 points for a juggernaut of Khorne for him to ride on in to battle with.  This gives an additional +1W,T,A to Skulltaker and is well worth it in my opinion.  Hide him in a squad of skullcrushers and go forth.  He's ideal in a small (under 1500 ... even under 1000 points) battle.  In larger points battles, I'd be first considering bloodthirsters.  But in low points games, he still has the potential to be amazing if played right.

Monday, March 4, 2013

Chaos Daemons Review: Bloodthirster


The bloodthirster has one of the best stat lines in the game.  And rightly so: Khorne's main greater daemon and fieldmarshal of war, rage, death, murder, carnage, blood and skulls for the skull throne needs to be strong in the game to back up the fluff in the background.  Does he live up to the background? For the most part, yes.

As a flying monstrous creature, he has the ability to hunt down almost anything in the game and win.  But concentrated arms fire will bring him down.  Consider this: if a lucky shot brings him out of his flying mode, he probably only has 4 wounds left.  Even with a toughness of 6 and warp-forged armour, rapid firing bolters stand a chance of finishing the job.  So he needs to get to where he needs to be quickly.  And preferably hide behind some scenery along the way for added protection.

He has a built in 12" lash (assault 1) ranged attack, and an axe of Khorne as standard, and may take all three levels of daemonic rewards.  Here are a few potential builds to consider.

Bloodthirster (250 points)
Even "naked", the bloodthirster is going to be a sound choice when wielded correctly.

Bloodthirster with the Eternal Blade (280 points)
He doesn't really really really need it.  But he likes it.  He likes it a whole lot.  Because it adds to his attacks (and some other characteristics that are already rather high and therefore don't need to be boosted any higher).  Anyone choosing this build has really got to be either a fluffy player, or really desperate to build an uber beast.

Bloodthirster with 2 Greater Rewards (290 points)
The Greater Reward table contains several buffs that a greater daemon such as a bloodthirster can make good use of.  We're really banking on rolling one or two of them with this build, since the default option (greater etherblade) isn't so useful to an already armed bloodthirster.

Sunday, March 3, 2013

Chaos Daemons Review: Skarbrand


At 25 points LESS than a regular bloodthirster, Skarbrand has to be an attractive HQ option for the Khorne legions.  Especially since at first glance, his stat line is strictly better as well (I=10, instead of I=9 for a bloodthirster).

With Skarbrand, we get the 3+ regular armour save, deamonic instability and the daemon of Khorne rule (hating Slaanesh, and furious charge). But he has different armaments.  His twin axes are AP2 power weapons: one with fleshbane, the other with armourbane.  To replace the loss of the whip, he has his own shout that is a S5 template attack.

Further, he grants rage and hatred to all units within 12" of himself (including himself of course!).

So why is he cheaper than a bloodthirster then?  Simple: he lost his wings!!

This give an interesting tactical choice.  Should he be with his friends in a traditional starting position? Or should he be deep striking? I think the answer is to deep strike if he's going to be followed by (or more accurately: preceded by) reasonably sized units that are following-on through the use of instruments of chaos that can benefit from his rage and hatred special rule.  Suddenly, those bloodcrushers are looking even more potent!

Regardless of how you play him -- he's still a bloodthirster, 5 wound, toughness 6 beast!  There's nothing in the game he can't handle toe to toe.  Avatar of Khaine?  He eats them for brekkie.  Giant tyranids? More skulls for the skull throne (not that Khorne cares any longer about Skarbrand)! You won't be disappointed.  The only conundrum is whether you can catch them without wings.  

Tuesday, December 4, 2012

CSM Options: Icon of Wrath

The Icon of Wrath is for the Khorne Boys amongst us.  In short, the equipped unit can re-roll charge distances and gain furious charge.  Both are totally worthwhile on a close combat squad!


The average price for the icon is 20 points, but a little less for some squads, e.g.: Khorne Berzerkers. This is understandable since they already have furious charge.

So, some players may hesitate to purchase an Icon of Wrath for Berzerkers.  But you'll only do that once.  That'll be the time that you roll 3 or less for your charge range, but needed a 6 or so to get in to combat.  With Kharn in your unit as well.  After that, I assure you that you will want to take this icon!  (although it'd be even better if it still acted as a teleport homer, but thats another post!).

Sunday, November 11, 2012

Wargames Gallery: Tau Overrun

The Tau attempted a turn 1 victory against daemons by using a huge amount of firepower to cleanse the board of the daemons' preferred first wave. Despite a near perfect set-up, the firepower of the Tau was unable to overcome the string of (frankly) amazing invulnerable saves made by the daemons.  The remaining bloodcrushers raced to overrun the Tau positions as the second wave comes down to support the ground assault.

Wednesday, October 31, 2012

CSM in 6th Review: Khorne Berzerkers

And now the review of the new Chaos Space Marine codex progresses to the cult units, kicking off with Khorne Berzerkers.  When I first saw the stats for these guys, I was worried: where was their fabled extra attack?  Why had it been reduced to to A=1?

Then, I read the rules a little closer.  They get furious charge, and the Mark of Khorne, which yields rage and counter-assault.  This means +1S and +2A on the turn they charge.  And if assaulted, they get +1A for the counter charge on a successful Ld check (which should happen most of the time ... but their Ld is now 8 though).  Considering they come with a bolt pistol and close combat weapon, this means they get 4 S=5 attacks on the charge at WS=5.  This is pretty decent.  Until turn 2 in the melee when they revert to 2 S=4 attacks each (and 3 if they get assaulted in the interim).  So they're strictly worse in the second round that they were in the previous codex, but on the charge, they're better and more brutal (not withstanding the loss of increased initiative to the furious charge rule).  Does this balance out? Well, no: if you get the charge in, they're better full stop!  So: get the charge in and do what these chaps are supposed to do: take skulls for the skull throne!

Points-wise, they're cheaper than they have been in the previous codex as well (effectively a free champion, and 2 points cheaper per marine), which makes them more appealing overall. 

Let's have a look at their upgrades:
The chainaxe is appealing if we know we're not up against space marines (and other power armour Sv=3+ models).  Otherwise, they're not worth it.  Since the meta-game is so saturated with space marines and we're getting plenty of attacks, I suspect that we would forget about this upgrade most of the time (unless we've already modelled the chainaxes / fluffy reasons).

Swapping the bolt pistol for a plasma pistol is entertaining, but pricey.  Ultimately, if the berzerkers are going to be charging high toughness targets, they're probably worthwhile (just).  But try not to evaporate oneself in the process.  (but wait: all blood is welcome, right?).

The Icon of Wrath grants furious charge (which is pointless, since the Khorne Berzerkers already get it), as well as the ability to re-roll charge distances.  This latter ability is very useful, but probably not quite worth the points of the Icon. 

Veterans of the Long War should be worthwhile if the local meta-game is indeed space marine saturated. And its price is very cheap!

The champion can take melta bombs (could be useful? at least situationally), the gift of mutation (if there's a spare few points around, but otherwise probably not needed), ranged weapons (a different way to get a third plasma pistol -- and therefore gunslinger by the letter of the rules; or perhaps a combi-weapon), and melee weapons (power weapons will be worthwhile, but I think a power fist might also be tempting -- but there's a real peril in the Champion of Chaos rule there).

Here's a couple of set-ups that might be worth exploring.

8 Khorne Berzerkers, 2 plasma pistols, Veterans of the Long War, Champion with Power Sword, plasma pistol and melta bombs, Rhino transport with combi-melta (280 points).
A compact unit taken in Khorne's sacred number with 3 plasma pistol toting marines transported in a rhino that is set-up to be a nuisance even without the berzerkers on board.  Roll up the board and select the target.  Get out and plasma pistol them.  Next turn, get assaulted by (overwatch them!) or assault the targets.  Should be case closed with a little planning.

10 Khorne Berzerkers, Veterans of the Long War, Champion with 2 Power Lances, Land Raider transport with dirge caster (475 points).
Use the land raider to get close, then assault.  The double power lances on the champion are interesting: on the charge he will get 5 S=6 attacks with AP=3.  That should be enough to take care of opposing characters.  But feel free to swap out for more traditional lightning claws instead -- the lower strength is probably more than made up for by the re-rolls available -- I simply wanted to point out an innovation in double power lancing!  And don't forget to apply the Dirge Caster's effects.

 
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