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Warhammer 40,000/7th Edition Tactics/Chaos Space Marines
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===World Eaters Butcherhorde=== Like a basic Chaos detachment, except can take the '''Maelstrom of Gore''' as a core choice. You "could" take a '''Trinity of Blood''' as an Auxiliary choice, but then you're playing Apocalypse where almost anything goes. *'''Maelstrom of Gore:''' You can summarize this formation in two words: Fast Berserkers. One Chaos Lord (or Khârn) with the Mark of Khorne (that gets his mark for free) joins 4-8 Squads of Khorne Berzerkers. They all gain Fleet and +3" to charge rolls, and once per game they can fight in the movement phase as if it were an assault phase if locked in combat, and enemy units cannot fight back. This formation first came out in Traitor's Hate where it ''could'' (and even then, that was a stretch) occasionally be argued for if you wanted Fearless Fleet troops. The problem is that while this is a Core formation for World Eaters, the Butcherhorde already allows all units to re-roll charge distances, making the Fleet bonus mostly redundant, and the World Eaters Legion grants Furious Charge and Fearless, removing most of the remaining reason to take Berzerkers, besides WS 5 or mass chainaxes (you don't want these). The Warband benefits far more, as Raptors/Bikes with the Mark of Khorne move faster all the time rather than just on the charge, while 5 Chosen of Khorne cost '''less''' than 5 Berzerkers while having '''more''' attacks. Amusingly enough, this formation you can take this as a Black Legion detachment as there is no "this is a World Eaters formation" restriction; you don't want to do this, however. *'''Trinity of Blood:''' 3 Lords of Skulls or 3 Kytans (per the [https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/Warhammer_40000/Kytan_Daemon_Engine_of_Khorne.pdf Kytan rules]). That's right. They all have Rampage, all enemy units locked in combat with them suffer a number of S6 AP4 hits equal to the amount of models in the unit with ignores cover and soul blaze, and all shooting weapons have the twin-linked special rule if another Lord of Skulls from this formation shot at the same unit beforehand. This formation is so crazy expensive you'll probably never play it nor see it played, so go ahead and skip this one. Even the Kytan version. In exchange, you get the following bonuses: *'''Berzerker Lord:''' Reroll your Warlord Trait if rolling on the World Eaters table and this is your primary detachment. *'''Blood-Mad:''' After seize the initiative, non-vehicle units entirely from the detachment may move 2d6, and non-vehicles and walkers re-roll failed charges. Ever wanted to field khornate marines on foot with a charge threat of 36" or 39" with bezerkers? Well, now you can! First you get the pre turn move of 2D6 due to the detachment. Then you'll have your normal movement of 6 for infantry increased to 9 if having a character with the talisman of burning blood in it. Then you charge with the normal 2D6" (which is rerollable) + another 3" due to the talisman of burning blood(if using the maelstrom of gore you get another +3" to charge). So turn 1 assault for infantry is minimum of 16", average of 26" and maximum of 36". For zerkers it's +3 to afore mentioned ranges. In addition if you're really set to have a first turn charge, you can always add in 1k sons allies with the Astral Grimoire to become jump infantry so increases the charge threat with another 6". Bezerkers charging possibly 45" is hilarious. Also note that the minimum charge range for infantry will be 22 making it an easy charge if both players deployed as close to each other as possible. Of course you can do this with lord on jug and bikes or that Sp.... But this actually makes Kharn and termie lord on foot not that bad for being slow. So no land raider needed to transport Kharn to be able to see combat. Also funny for khornate prince with wings, give him an artifact worth of him to wreck shit turn 1 if opponent is stupid enough to deploy on his deployment edge.
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