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==Why Play World Eaters== '''Blood for the Blood God, Skulls for the Skull Throne!''' If you happen to like blood, skulls, brass, chain weapons, and melee combat, boy do I have the army for you! The disparate World Eaters war bands of Warhammer 40k exist as the fractured remnants of the XIIth Legion. They are all utterly devoted to Khorne, the Chaos God of blood and combat. As a World Eaters player you won't be bothered with a lot of strategic planning or tactical nuance beyond run forward and hit stuff; but figuring out how to maneuver your units into melee without getting shot off the board is always going to be a challenge. Fair warning, the army has a pretty limited selection of units, but everything here is extremely potent in its singleminded focus. Uniquely, World Eaters are able to gain Blood Tithe Points that allow you to power up your army, turning it from merely "good" at melee into an absolutely vicious buzzsaw that will kill anything it touches. ====Pros==== * [[Khorne]] is pro death, no matter who dies, so if you start losing units, you can still turn it around thanks to the Blood Tithe rule. * Insane melee output. Every unit in your arsenal is capable of drowning the enemy under their high volume of attacks. There is no other army in the game that hits this hard in melee. * Since you have such high volume of attacks, your damage output is reliable. You will not worry about rolling 1's that much. * Every unit has access to high S attacks. Berzerkers with Eviscerators, Eightbound with Lacerators, chainfists etc. Even your cultist unit called [[Jakhals]] can get up to S5. * You may not have advance and charge, but you can make a 22 inch move in T1 with 12 [[The Eightbound]] and [[Lord Invocatus]]. And that is before the charge phase. * Speaking of, Exalted Eightbound is the most terrifying unit in melee combat. Any unit that doesn't have invul save or FNP will be torn into pieces. * Angron is incredibly cool and scary as well as being pretty reasonably priced. If he dies, he can be brought back as long as you have 6 (well, 4 effective due to Angron giving you 2 on his death) BTP to spend. ====Cons==== * You lack any subfaction rules within your subfaction, E.I. Thousand Sons Great Cults. The best you have is an army of renown for Khornate Daemonkin. * You have an incredibly small roster, warlord traits, relics, stratagems, etc. Even legion subfactions from CSM have more than the World Eaters. * Khorne says that blowing up shit with your brain is for pussies so no psykers for you. * Despite being a full melee army, there is no advance and charge. In fact, there is a lack of fast attack options like Raptors or Bikers. While your army will be a monster in melee combat, it is hard to get there. * Limited options for shooting. I mean, we all knew this would be the case, but this combined with the 2 previous points means that the enemy can remain ''just'' out of reach of your dudes' ability to kill them. * The World Eaters have no Chaos Lord on foot. Your only lord is on a Juggernaut [[derp|despite no berzerkers on their own steed to accompany him.]] * No unique Terminators like '''[[Thousand Sons]]''' and '''[[Death Guard]]''' got. Instead, you have CSM Terminators with +1 attack baked in and “Accursed Weapons” instead of any useful melee weapons. * There is a lack of ignoring invul saves. * Lord Invocatus is more viable than Angron in his own army. Think about that for a moment. * While the FW units didn't get any special legion traits like Contagions and Cabbalistic Rituals for being ported over, this specially hurts the World Eaters, as this means that seeing your Contemptor or Fellblade go up in flames means that you won't be getting anything from them dying. (Blood tithe points are gained from ANY unit dying, including these FW units. after all Khorne cares not from where the blood flows)
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