The new Blood Oath campaign has several new formations for both Space Marines and Chaos, including the “Fist of Khorne” formation:
As you can see from the rules, not only can the Kharibdys Assault Claw be used as a S: D missile if it hits an enemy building/vehicle, but most importanly it comes in turn 1 and the 20 Khorne Bezerkers on board can assault THAT SAME TURN!
This can be a game changer (literally) for Chaos players, as it gives them a very potent tool first turn. If you place the Kharibdys correctly and are lucky with your scatter, the Bezerkers can potentially multi-charge several units at once on turn 1. Imagine some of the following scenarios:
1 – Bezerkers multi-charge several Tau Fire Warrior squads, Pathfinder squads, Broadside teams, and/or Riptides at once…. not only does that mean these units can’t shoot for at least a couple of turns (giving the rest of your Chaos army plenty of time to get accross the table unmolested), but you can very likely kill off several of these units in close combat with your pumped up Berserkers (i.e. WS5, S5, and 4A on the charge)
2 – Berzerkers multi-charge multiple squadrons of AM Leman Russes, Artillery vehicles, and/or critical force multipliers like Command Squads on turn 1. Between massed S5 attacks or massed Krak Grenades, you have a very good chance of kicking the stool out from underneath the AM fire base, setting them up for the rest of the game being on the backfoot (if not unravelled entirely).
3 – Berzerkers multi-charge several squads of Eldar Jetbikes turn 1. Besides very likely killing them outright, the Bezerkers are preventing the Jetbikes from both shooting (which is a big deal) and maneuvering (which is an even bigger deal), basically rendering them almost useless the rest of the game and likely removing a key element of the Eldar player’s battle plan.
4 – Bezerkers charge an enemy Centurion deathstar turn 1 (remember, Centurions are Slow and Purposeful and so cannot fire overwatch), tying them up before they can move, shoot, or cast powers like Invisibility or Gates of Infinity on themselves. This is an ideal method for “neutralizing” an otherwise highly potent deathstar unit, allowing the rest of your Chaos army to operate with much greater impunity knowing that the Centurion threat is removed.
As you can see, there are many ways to effectively employ the Fist of Khorne formation (I am sure you can think of others besides what is listed here) in a competitive game and really give your Chaos army an effective, and unexpected, advantage. Also, don’t forget, these models are drawn from the Khorne Daemonkin book, so they can benefit from the “Blood for the Blood God/Blood Tithe” special rules and buffs and their Bezerker Champion can take an Axe of Khorne (i.e. S: User AP2, ID on 6+ to Wound, Strikes at Initiative!!).