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===[[World Eaters]]=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:WorldEaters.png|100px|left|]] In the grim darkness of the far future, there is only an eternity of carnage and slaughter. Thematically the World Eaters are THE angry Marines, wanting little more than to close the distance and butcher their foes, just as Khorne prefers. Thankfully this is a role they fit into very well. Crunchwise your Relics and Stratagems protect you from psychic threats, and everything else is geared toward throwing yourself at your enemy and chopping him down back to his base components. Your enemy will be both contemptuous of the simplicity and terrified of the effectiveness of the traits offered by this legion. This is amplified by your ability to take Berzerkers as troops, allowing you to really drown the opponent in attacks. If you want more nuance, partner up with another legion. <div class="mw-collapsible-content"> *'''Legion Trait: ''Butcher's Nails'':''' When a unit with this trait successfully charges, you make one additional attack with each model in the following fight phase. This often translates to 4 attacks per model, on top of being able to strike first, and, in several cases, being able to fight more than once. This obviously makes units like Warp Talons/ Raptors, Berzerkers, and Possessed much better. This applies in only the first fight phase your units get, not extra ones such as those granted by your Berzerker's special rules or Stratagems (thanks FAQ). **All models must be marked by {{Template:W40kKeyword|Khorne}} when possible. Of course, this means ''no sorcerers''. **{{Template:W40kKeyword|WORLD EATERS}} Berzerkers count as troops instead of elites. *'''Warlord Traits:''' **'''''Slaughterborn'':''' Add 1 to your Warlord's Attacks and Strength characteristics each time he slays an enemy {{Template:W40kKeyword|CHARACTER, MONSTER}}, or {{Template:W40kKeyword|TITANIC}} model. YES KILL KNIGHTS!!!! **'''''Arch Slaughterer'':''' At the start of the fight phase, your warlord gets D3 additional attacks if there are more enemies within 3" of them than friendly models. These extra attacks last until the end of the fight phase. **'''''Disciple of Khorne'':'''Your warlord can re-roll all hit and wound rolls when they're fighting an enemy character '''OR''' a unit with models that have 5 or more wounds. Not quite as sick as the Raiment Repulsive those EC prissies have, but you're going to ruin duels. On the plus side, it's a trait as opposed to eating a relic. **'''''Violent Urgency'':''' +1 to advance and charge rolls for friendly {{W40kKeyword|WORLD EATERS}} units within 6" of this warlord **'''''True Berzerker'':''' When resolving a melee attack against this model halve the damage rounding up. **'''''Battle-Lust'':''' The warlord can perform a 6" heroic intervention and moves 6" when doing so. Additionally, this warlord always fights first even if they didn't charge. *'''Stratagem:''' **'''''Scorn of Sorcery (1CP)'':''' When an enemy psyker uses a power within 24" of a {{W40kKeyword|WORLD EATERS}} unit, roll a d6. On a 4+, the power is nullified. Identical to the Black Templars' ''Abhor the Witch'' stratagem, but no less effective against those pesky psykers. **'''''Apoplectic Frenzy (1CP)'':''' use during deployment when you set up a {{W40kKeyword|WORLD EATERS INFANTRY}}. At the start of the first battle round but before the first turn begins that unit can move up to 9" but cannot this move within 9" of any enemy models. **'''''SKULLS FOR THE SKULL THRONE (1CP)'':''' Use in the fight phase when an enemy character is destroyed with a melee weapon by a {{W40kKeyword|WORLD EATERS CHARACTER}} Gain D3 Command points. Gain CP for collecting skulls for Khorne. Because you gain D3 CP and it costs 1CP at worst nothing happens and at best you gain 2CP. **'''''Red Butchers (2CP)'':''' use before the battle. select one {{W40kKeyword|WORLD EATERS CHAOS TERMINATORS}} unit from your army. That unit gains +1 strength and the "blood for the blood god" ability. You can only use this stratagem once. Grab one of those upgrade kits from Forge world and go '''RIP AND TEAR''' ***A note in the FAQ clarifies that yes, {{W40kKeyword|WORLD EATERS TERMINATORS CHARACTERS}} can be selected for this Stratagem. While significantly less impactful than a full unit and rather expensive in terms of CP, this can go some way to make a {{W40kKeyword|WORLD EATERS}} Smashfucker very ''very'' dangerous. Oh, and it does not specify no named Characters, so you could slap this on Zhufor if you really wanted. **'''''KILL! MAIM! BURN! (1CP)'':''' Use in the fight phase before you consolidate with a {{W40kKeyword|WORLD EATERS}} unit. Until the end of that phase each model can move up to 6" when they consolidate instead of 3". **'''''Wild Fury (1CP)'':''' Use in the fight phase when you select a {{W40kKeyword|WORLD EATERS}} unit to fight with. Until the end of the phase that unit's melee weapons AP is improved by 1. **'''''Stoke the Nails (1CP)'':''' Use in the fight phase when a {{W40kKeyword|WORLD EATERS INFANTRY}} or {{W40kKeyword|WORLD EATERS BIKER}} unit that is not a {{W40kKeyword|CHAOS CULTIST}} is chosen to fight with. Until the end of that phase, that units DttFE triggers against any enemy units, not just {{W40kKeyword|IMPERIUM}} units. Additionally when targetting {{W40kKeyword|IMPERIUM}} units DttFE triggers on 5+. **'''''BLOOD FOR THE BLOOD GOD! (2CP)'':''' Use in the fight phase after an enemy unit is destroyed by a {{W40kKeyword|WORLD EATERS}} model. Until the start of your next turn all friendly {{W40kKeyword|WORLD EATERS}} units auto pass morale tests. *'''Relics: **'''''Brass Collar of Bhorgaster'':''' Allows the wearer to deny one psychic power per turn as if he was a psyker; if the power is successfully denied, the psyker immediately suffers Perils of the Warp. This combined with Scorn of Sorcery is bound to make psyker-heavy armies think twice before they begin unleashing their mindbullets or at least stay the hell away from the owner. **'''''Crimson Killer'':''' Model with a plasma pistol only. 12" Pistol 1 S9 AP-3 3 Damage and unmodified wound rolls of 4+ score a mortal wound in addition to normal damage. **'''''Gorefather'':''' Wait, ''WHAT''? Apparently, ol' [[Angron]] felt merciful enough that he could part ways with his other chainaxe. And what a beast it is, S+2 AP-2 D3, with the -1 to hit compensated by having a 6 to wound immediately deal 3 mortal wounds instead of regular damage. **'''''Banner of Rage'':''' {{W40kKeyword|PRIEST}} model only. Once per battle at the start of the fight phase can unfurl the Banner of Rage. If they do friendly {{W40kKeyword|WORLD EATERS}} units within 6" get +1 attack. **'''''Berserker Glaive'':''' Model with power axe or axe of dismemberment only. S+1 AP-3 2 damage weapon that gives the bearer a 5+ FNP. Good replacement for a power axe, but not worth replacing the master of executions default axe. **'''''Helm of Furore'':''' {{W40kKeyword|INFANTRY}} model only. The bearer gainst +2 strength and if they are within 8" of any enemy units they MUST declare a charge. **'''''Bloodhunger'':''' When an enemy model is destroyed in the fight phase by a model with this relic roll a D6. On a 4+ the model with this relic regains up to 1 lost wound. *'''Unique Character: [[Kharn|Khârn the Betrayer]]:''' Melee beatstick and swell guy, little else. Has one job and does it very well, running over practically everything in the entire game on the charge (unless they're a vehicle), he just needs a little help getting within charge distance now and again, so watch the fuck out for snipers and never send him off alone, he needs meat-shields to block that asshole with the Lascannon and there's none that combo better with him than World Eaters Berzerkers. His plasma pistol can also be of some use (oddly enough his re-roll thanks to his special rule [[derp|Applies to guns but not his own Melee Attacks]]) but don't count on it being amazing. Likewise don't worry too much over his ''The Betrayer'' rule, the re-rolls he gives you and the damage he puts out will more than make up for a Berzerker or two that he beheads, though if you really don't want that, you can have a Berzerker unit in front of him, select them to attack, then select them again and pile in so that nobody's within 1" of Khârn, that way he can't hit any of his good friends. **If you want to give the finger to the lore and really want to kill vehicles with him, you can put Diabolic Strength on him and watch him tear Land Raiders in half. **Had a points drop in CA 2018 meaning him and Zhufor are Best Friends 4 Lyfe. **The key to using Khârn is stage management. As per the FAQ Blood for the Blood God happens during the charge-part of the fight phase. Position Khârn so he's within 1 inch of his charging Berzerker friends. Activate them first, then again using BFTBG before consolidating out of his Aura. **Again as per the FAQ, Khârn only gets his bonus World Eater Legion trait attack on his first activation in the fight phase. *'''Tactics:''' These are tactics that work best if you're using the World Eaters Legion. **'''Khornate Party Van:''' Get a Rhino, or better yet - a land raider. Put 8 Berzerkers with Chainaxes in it, put a power fist on the Sergeant for good measure as well. Also take power sword, so that you can produce yet even more attacks against those corpse-loving boot-licks. Add a Dark Apostle or better still Khârn for those magical re-rolls to hit. Finally add an Exalted Champion for those re-rolls to wound. The key to making this strategy work is making sure that your transport doesn't get blown up and all your dudes shot to bits before they reach the enemy. If you can avoid that... You get 14 S6, AP-1 attacks, hitting on 3s, re-rolling all misses and all failed wound rolls. And that's BEFORE the 3 re-rollable power fists, or the Chainswords go off or any of the actual characters go. In addition it doesn't factor Death to the False Emperor or Legions Traits, which become even more brutal with re-rollable attacks. You then get to do this TWICE. Just remember - if you are using Khârn as the source of your re-rolls - always activate the Zerkers before you activate him. Otherwise you may find your ranks somewhat diminished before they even start hurting the enemy. ***The best part about this tactic is that if you take just the bare bones, like Khârn +9 berzerkers with axes in a rhino, it will cost you just under 400 points. You can isolate that into a separate World Eaters Patrol detachment (if you don't already play WE, otherwise just incorporate the buggers into your army as troops and a mandatory HQ), which gives them one extra melee attack on the charge per model per activation. Seeing as how they will activate TWICE... Do I really need to go on? It is dubious whether it will be very good in games of under 1000 points, as it takes up a huge chunk of your points pool. ***The key to making this tactic work for you is to not let the party van get nuked before the guys inside can reach their destination. If you're using a land raider, that should be easier, as they are pretty tough now. If you use a rhino, try and set things up so that not all of the enemy's heavy weapons can target your party van. ALSO - USE SMOKE LAUNCHERS. NEVER FORGET THEM! Keep in mind that it takes approximately 3 lascannon wounds to smash a rhino - possibly two, with some luck and/or a command point re-roll. With that in mind, try to remain out of the line of sight of multiple units capable of dishing out d6s of damage. And if your rhino does blow up - try to make it blow up where its contents won't be shredded by gunfire afterwards. While this is not the squishiest spearhead, it can be savagely crippled by a mix of heavy anti-tank weapons (krak, lascannons) and anti-infantry weapons (heavy bolters, massed bolter fire). ***If you really want to get the full strength of the unit in, consider a Drop Pod or Termite Assault Drill and deepstrike them turn 2 onwards. ***Don't forget that re-rolls happen before modifiers. So, when you roll a 3 to hit with your power fist, that's a hit, so it doesn't get re-rolled. Then, you apply the modifier, making it a miss. I know. I know. ***Who wants just some regular old party van? I want a flying party van! Go big or go home! Here's what you do: Kharybdis party bus, Dark Apostle, Exalted Champion, 18x Berzerkers equipped with Chainaxe + Chainswords and a Power Fist on the Champ. Oh, and make them a World Eaters Detachment. That gives you 51xS6 AP-1 attacks, 18xS5 attacks, 4xS10 Ap-3 Dd3 attacks, all attacking a second time, all re-rolling to hit and all re-rolling to wound. That's 146 attacks before the characters even swing! What's better is that the Kharybdis can charge in too! What good is a party bus if you can't crash it into the enemy from orbit? ***Two Rhinos, each with 9 (or eight for you holy number purists) Berzerkers, a Dark Apostle and an Exalted Champion riding with them, and a Cultist screen, makes for a formidable double party van and yields 5CP. The deep insertion units that want to jump in and pop the Rhinos? Now they have a load of ObSec Cultists to get past. ***Veterans of The Long War - Yeah, it sticks around in BOTH activations of the Berzerkers. And if that's not enough, you can give them an additional activation at the end of the combat phase, for 3 CP. RIP AND TEAR! **'''Reach Out and Touch Someone :''' You'll need a couple of things for this.. a Termie/Raptor Lord with Violent Urgency and a Raptor Lord in a Host Raptorial specialist detachment. Drop 10 Warp Talons 9" away as usual, drop the termie lord and raptor lord behind them. Those 2 Warlord Traits will give any friendly <Jump Pack> units +3 to their Charge roll. Those Warp Talons are '''going''' to make that charge and deny Overwatch since you just need a combination of 6 to get there. </div></div>
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