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==Unit Analysis== As per the Daemon index, you can have 1/4 of your army in points be [[Warhammer_40,000/10th_Edition_Tactics/Chaos_Daemons|Chaos Daemons]] but only Khorne Deamons. As per the Adeptus Titanicus index, you can have up to 1 [[Warhammer_40,000/10th_Edition_Tactics/Adeptus_Titanicus|Chaos Titan]] model. As per the Chaos Knights index, you can have up to 1 {{W40Kkeyword|titanic}} or 3 {{W40Kkeyword|war dog}} [[Warhammer_40,000/10th_Edition_Tactics/Chaos_Knights|Chaos Knights]] models in your army. See those tactica pages for an in-depth analysis, but remember, in both cases anything you field will ''lose'' its Faction rules (what happens in terms of Detachment rules will still be Detachment-specific, but you'll have to pick a World Eaters Detachment). ===Characters=== *'''World Eaters Daemon Prince:''' *'''World Eaters Daemon Prince<sup>''with Wings''</sup>:''' *'''World Eaters Lord on Juggernaut:''' While lacking any terminator lords, you do get an angry man on top of a giant daemonic rhinoceros as an equivalent, its sharp horn complementing his own on top of having ''[Lance]''. Of course, he also does more damage on the charge (1 MW on a 2-3, d3 MW on a 4-5, d3+3 MW on a 6), all with a re-roll that his unit of Berzerkers or Eightbound can enjoy. That's not all he can re-roll, however, as he lets his squad also re-roll advances as well as Blood Surge rolls if you keep him with Berzerkers. *'''World Eaters Master of Executions:''' Surprisingly a bit better than his undivided brethren. He's still a duelist through and through, he gets to re-roll to hit and wound his preferred prey of characters. While he won't give free CP for killing enemies, he does give his squad of Berzerkers the ever-so-precious ability to fight first. ====Epic Heroes==== *'''Angron:''' Got a rather significant buff in strength as well as in durability, though his ability to respawn took a hard nerf, now requiring a triple 6 from the blessings roll (13.48% chance to buy at least it, but you can buy it and 2 more buffs if you have a good enough roll). Fortunately, this respawn gives him all of his wounds back, giving him the ability to potentially overwhelm a worn-down rival primarch. **Wrathful Presence gives you buff auras each charge phase rather during the command phase. ''Glorious Bloodletting'' lets friendly {{W40Kkeyword|World Eaters}} units add +1 to charges, Infectious Rage lets friendly units below their starting strength (or, for single-model units, below their starting W) get an additional attack, and Righteous Slaughter gives all friendly units a re-roll to hit. All three of them work on Angron himself, but for that Righteous Slaughter is always better than Infectious Rage because both of his A stats are greater than 6 and his WS stats are both 2+. Because you choose in the Charge phase, you will always already know what your Blessings are; if you have both Warp Blades and Martial Excellence up (''[Lethal Hits]'' and ''[Sustained Hits 1]''), Righteous Slaughter becomes even more incredible on him, because you can fish for crits by re-rolling 5- to hit and come out way ahead. *'''[[Kharn|Kharn the Betrayer]]:''' *'''Lord Invocatus:''' ===Battleline=== *'''Jakhals:''' *'''Khorne Berzerkers:''' After so many editions where the World Eaters had the advantage of chainaxes being better than mere chainswords like the others, now we're just stuck with generic chainblades with S5 AP-1, meaning they're either chainswords or axes without any benefit. The Eviscerator has similarly been nerfed hard by the AP cut to -2. Blood Surge remains a costly but vital way to keep your troops mobile when enemies are shooting them to death. Unfortunately, you need to get used to your Berzerkers being ''worse'' in melee with Eviscerators than CSM Legionaries - same weapon profile, but they re-roll 1s to wound in melee, sometimes with full re-rolls. **Icons may no longer affect Leadership for the berzerkers, but it does allow you to re-roll one blessing die if the unit's near an objective. The best use of this ability is in quantity if you have a dead Angron you're trying to bring back, as it stacks - multiple units in range will let you re-roll multiple dice. ===Infantry=== *'''Eightbound:''' *'''Exalted Eightbound:''' *'''World Eaters Terminators:''' ===Vehicles=== *'''Chaos Land Raider:''' ====Walkers==== *'''Helbrute:''' Hellbrutes are undoubtedly going to see more use in World Eater lists this edition due to one simple fact: frenzy. These big bastards can fight or shoot every time they take damage. March them up the board and take some heavy firepower or two fists and go to town. Fists still remain superior to hammer by their reliability. *'''Blood Slaughterer<sup>HH Legends</sup>:''' The giant red tick remains the massive fire magnet it has, and sadly all it has to protect itself is a 3+/5++. It may have the ability to resurrect itself if it didn't blow up, but d6 wounds won't help much against an array of lascannons. What will is its nimbleness seeing that it has a 12" movement and can advance a flat 6". The Impaler Harpoon is pretty much only an opening shot, not only insta-wounding monsters and vehicles and also giving the tick a +2 to charge the victim for some ruthless Slaughter Blade. If you aren't facing any tanks too dangerous to dismiss it, you can instead grab two blades for a barrage of chops. *'''Deredeo Dreadnought<sup>HH Legends</sup>:''' The Dreadnought to use if you just want to shoot, this dread can re-roll to hit enemies above half-strength. Each of their arm-guns are paired with specific purposes - the Anvilus Autocannons demolish crowds, the Arachnus Heavy Lascannons to demolish tanks, the Hellfire Plasma Cannonade to blast apart TEQs and the Volkite Falconets to burn through high toughness monsters. You can also pick up one of two different missiles, one capable of handling crowds while the other lets you easily break flyers. *'''Relic Contemptor Dreadnought<sup>HH Legends</sup>:''' The dreadnought to take if you want something that just refuses to die. Comes with all the fun guns you've ever wanted in melee or at range, curiously starting out with twin plasma cannons. Your fists and chainfists come with combi-bolters with the heavy flamer option also adding in options for plasma blasters to easily crack MEQs and the graviton blaster to annoy vehicles. You can also strap a cyclone missile launcher for additional firepower. *'''Leviathan Dreadnought<sup>HH Legends</sup>:''' The end of any tanks or monsters you see. The Cyclonic Melta Lance can easily rip through monsters and tanks all the same while the Grav-Flux Bombard gives you more reliable ways of damaging tanks at the cost of effectiveness. The Storm Cannon exists if you're up against any hordes. You can also grab a claw or drill, the difference really only being that the drill has one less attack for [Anti-Vehicle 4+], otherwise they're both almost identical and carry meltas. ====Dedicated Transports==== *'''Chaos Rhino:''' ====Titanic==== *'''Khorne Lord of Skulls:''' *'''Blood Slaughterer<sup>HH Legends</sup>:''' *'''Greater Brass Scorpion<sup>HH Legends</sup>:''' *'''Kytan Ravager<sup>HH Legends</sup>:''' The Lord of Skulls...WITH LEGS! ====Aircraft==== *'''Fire Raptor Gunship<sup>HH Legends</sup>:''' *'''Storm Eagle Gunship<sup>HH Legends</sup>:''' *'''Sokar-Pattern Stormbird<sup>HH Legends</sup>:''' *'''Xiphon Interceptor<sup>HH Legends</sup>:''' {{Warhammer 40k Tactics}} [[Category: Warhammer 40000 Tactics (10E)]] [[Category: World Eaters]]
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