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==Unit Analysis== Keywords: Did you expect {{W40kKeyword|Chaos}} and {{W40kKeyword|Khorne}}? Did you also guess {{W40kKeyword|Heretic Astartes}} and {{W40kKeyword|World Eaters}}? The only other major keyword to look for is {{W40kKeyword|Butcher Astartes}}, which, of course, is to differentiate the World Eaters from any other CSM. ===HQ=== *'''[[Kharn]]:''' He is back! He is good again! Now doing 3 damage and 10 attacks on charge (S7 and AP-4), Kharn is terrifying to face against. Against hordes, this gets even worse as he adds +d3 attacks to help chop them down harder if he has his warlord trait. And most importantly, his Betrayer rule got reworked. Now he only kills your own troops at the end of the fight phase if you roll a 1. That means, he can now benefit from Look out Sir rule without killing them on movement phase like in the past. Not to mention, now he gives reroll for wound rolls of 1 around him. *'''[[Lord Invocatus]]:''' Minor named character added to the army roster with the codex. Demon-looking motherfucker on a Juggernaut with an AP-2 chainaxe for a horn. His own chainaxe isn't too shabby either at AP-3 D2 with the ability to ignore invulns like a champ. ** Out of all the named characters in the codex, Invocatus is far and away the best of them all. Why? Because he has an aura to boost the movement range of nearby {{W40kKeyword|World Eaters Core}} units and lets two such units make a pre-game move. On a unit with no real movement tricks, this is insanely critical and arguably more useful than even what Angron provides. *'''Lord on Juggernaut:''' The generic alternative build to Lord Invocatus, like [[Mozrog Skragbad]] for the orks. While they don't get the sweet invuln-negating axe, he does get quite a few major buffs like the aura for movement and a horn just as nice despite lacking a chainsword strapped to the end of it. Uniquely, the Juggerlord comes stock with a plasma pistol so you won't need to debate the merits of hauling one along. **The generic Juggerlord is overshadowed by Lord Invocatus but he has the option of taking some fairly useful traits and relics and is a cheap, effective HQ option when filling out a detachment that includes Angron. *'''Daemon Prince of Khorne:''' A daemon prince... except he's Khorney. Khorney for skulls. Alongside gaining the Ivunlerability of a Daemon Prince from the Daemons codex, he comes with a gun(!); I guess Khorne really doesn't care how the flowing of blood comes to pass, just that it does. The gun doesn't interfere with anything and at S5 AP-2 D2, it can pretty easily blow a hole in any space marines you come across before you send the smaller guys at them. **As he has the re-roll 1s to hit aura, you will absolutely be needing him for some sort of support now that you don't have a chaos lord. *'''Master of Executions:''' Now he is an HQ for some reason, with there being absolutely no options for generic chaos lords. His stats are exactly same, but has Mark of Khorne for free. Him not being an Elite gives room for you to put more Eightbound in your army, which is nice, but he is unfortunately overshadowed by the fact that he has absolutely zero support potential. If you are taking him over anyone else, it's because you spent too much to afford them, and as such you will need to either buy them relics to help out or force them to kill absolutely everything they can to feed the tithe. ===Troops=== *'''Khorne Berzerkers:''' You know 'em, you need 'em. **Berzerkers now have a new ability called '''Blood Surge''' that lets them move d6 inches towards an enemy unit if they lose models to an opponent's ranged attacks. This ability helps address their vulnerability to shooting and their relative uselessness outside of combat. *'''Jakhals:''' Copyright-friendly misspellings of a regular word, manifested as the WE cultist-equivalent, similar to Tzaangors and Poxwalkers. Each one comes with AP-1 chainblades and autopistols, with the option for a mauler chainblade for a power fist-like S+2 AP-2 D2 with a -1 to hit. Alongside them are the Dishonoured, bigger and meaner cultists with S4 and lose shooting, but have the option for AP-2 D2 Skullsmashers with double the attacks. **They can trigger their drug cocktail of Slaught/Frenzon/whatever once per game to gain +1 Strength for the phase but suffer d3 wounds in exchange. This might be potentially useful if you're really close to picking up a Blood Tithe gift and need that last point to set it off. ===Dedicated Transports=== *'''Chaos Rhino:''' What, you thought that your troops would have to footslog it up there without a costly Land Raider? You're just leading a bunch of frothing madmen, not absolute idiots. *'''Chaos Terrax-Pattern Termite<sup>Forge World</sup>:''' When you want to deep-strike your berzerkers and need your Fast Attack slots for things better than a Dreadclaw. ===Elites=== *'''Eightbound:''' Khornate Possessed! Except with eight daemons in their bodies instead of one. The reason they got bigger better dudes than regular possessed like the Death Guard or Word Bearers? [[Primaris Space Marines|We know exactly why.]] They're making some serious work though, as each one is S6 with some deadly eviscerators with AP-3 D2 that give extra attacks while the champion is armed with Dual Lacerators (high damage) or Heavy Chainglaives (high attack volume). ** Comes with a strat for early strategic reserves, but itβs incredibly situational and you still need to pay CP to put them in reserves. *'''Exalted Eightbound:''' Khorne ''Greater'' Possessed! While only stuck with a 3+ save, they get S6 T5 to make them even deadlier in a fight, especially with their own Chainfists which are every bit as deadly as their terminator brethren's with S+3 AP-4 D2 without any penalties to hit. With a 4++ and Warp Strike, you can pop these bad boys 9β from someone and have your opponent panic as they are unable to fall back from combat. Even better is if you give one of them a second fist, [[Rip and Tear|making them D3 and capable of eradicating Custodians in one swing.]] *'''Chaos Terminators:''' Unlike the Death Guard and the Thousand Sons, it appears that the World Eaters will not be receiving their own unique brand of terminator goodness. Which is dumb as fuck, because Red Butchers exist ''in the lore'' and have been represented as a stratagem upgrade. The only change is that they get one extra attack, and still have the same [[fail|schizophrenic wargear options from CSM that ruined their versatility and removes any stronger melee weapons you would otherwise have in a melee-focused army.]] **Uniquely among a melee-only army, the terminators are your only source of rapid-fire weaponry since they have Malicious Volleys. While it still blows that they lost a lot of things, this makes their combi-bolters and other combi-weapons probably the most useful weapons they have. *'''Helbrute:''' The obligatory Helbrute, same as the DG and TS. *'''Chaos Contemptor Dreadnought<sup>Forge World</sup>:''' *'''Chaos Deredeo Dreadnought<sup>Forge World</sup>:''' *'''Chaos Leviathan Dreadnought<sup>Forge World</sup>:''' *'''Decimator<sup>Forge World</sup>:''' ===Fast Attack=== *'''[[Chaos Spawn|The Unnameable Beasts]]:''' Same as the ones for the CSM, meaning that they're nigh-unkillable. ** Surprisingly useful unit for World Eaters. They cost little to nothing. 3 individual Spawn units can generate 3 BTP, while costing same as Jakhals which can generate only 1 BTP. So they are very efficent for what they cost. Most lists will include some Spawn for early BTP farming. They are also useful if you want a cheap back line objective holder. *'''Blood Slaughterer<sup>Forge World</sup>:''' the fast attack choice we needed, 10" movement (and 6" advance) for only 125 points ,generates 2 BTP and outputs decent damage. choice of extra attack or Impaler harpoon that gives +2 to charge. It also has the daemon keyword meaning it can go in a disciples of the red angel list. *'''Dreadclaw Drop Pod<sup>Forge World</sup>:''' Your only means of deep-striking your berzerkers. While it sucks that it has to eat up a FA slot, you've got a shocking paucity of those. ===Heavy Support=== *'''Defiler:''' The longest ranged weapons you can get in this army, sporting their trusty battle cannon along with the option for a pair of lascannons, heavy bolters or heavy flamers or you could take the reaper autocannon. This boy should be built for range though as it's the biggest tactical hole to plug for a World Eaters army but unlike taking one of the tanks or the Forgefiend, this giant enemy crab thing is actually pretty solid in close combat. Obviously not as good as the Maulerfiend, but it also has guns that can compete with the Forgefiend - the best of both worlds! *'''Chaos Predator:''' Two variants, dual lascannon and Predator autocannon. If you can't fill any other slots, you're out of points to spend and you are completely lacking any long-range support, then the predator is for you. Unlike other heavy support choices, this guy has no pretensions of getting into close combat. That means you don't have to worry about wasting its ranged power up close or its close combat skill at range like other options here. Just don't stray too far from the rest of your army while sniping problem targets or your predator will quickly become prey. *'''Chaos Land Raider:''' Obligatory Land Raider inclusion, but upgraded to T9 to be in line with what the CSM got. Not only is this your only transport option for your Terminators, but your Eightbound will also be dependent on it, each one taking up the same space as a Terminator. *'''Forgefiend:''' The Forgefiend is one of the few long range options for WE. Not too shabby for its points but wonβt hold up in close combat like the Maulerfiend. *'''Maulerfiend:''' Well of course the World Eaters would get the giant melee daemon engine. *'''Chaos Land Raider Achilles<sup>Forge World</sup>:''' *'''Chaos Land Raider Proteus<sup>Forge World</sup>:''' *'''Chaos Rapier Carrier<sup>Forge World</sup>:''' *'''Chaos Sicaran Battle Tank<sup>Forge World</sup>:''' *'''Chaos Sicaran Punisher<sup>Forge World</sup>:''' *'''Chaos Sicaran Venator<sup>Forge World</sup>:''' *'''Chaos Vindicator Laser Destroyer<sup>Forge World</sup>:''' Lacking Martial Legacy means you can take this box of vehicle death for only 175 points and no CP cost. combi-bolter and laser destroyer that can overcharge without risk if it remains stationary. *'''Chaos Whirlwind Scorpius<sup>Forge World</sup>:''' ===Fliers=== *'''Heldrake:''' Aside from Angron or a winged Prince, this is your only other flyer and if you're not bringing either of those, you ought to field a hellturkey. Not sure if there's a case to fit them with a Hades autocannon in this army considering how fast they are and how quickly they will get into close combat but the baleflamer has always been great. *'''Chaos Fire Raptor Gunship<sup>Forge World</sup>:''' *'''Chaos Storm Eagle Gunship<sup>Forge World</sup>:''' *'''Chaos Xiphon Interceptor<sup>Forge World</sup>:''' *'''Hell Blade<sup>Forge World</sup>:''' *'''Hell Talon<sup>Forge World</sup>:''' ===Lords of War=== *'''[[Angron]]:''' Big Angry Ron himself, in the flesh. After having no rules aside from being a variant Bloodthirster in a White Dwarf issue for years, now he is here and very ready to kill. At T7 with 18 Wounds and a 2+ save with a 4++ Invuln, he's absolutely not going anywhere soon, though his degrading stats might affect him. **As expected, Angron is here to KILL, and kill he does with a staggering 12 attacks at S9. His two weapons (Sami'narius the daemon sword and Spinegrinder the gigantic chainaxe) are paired together into one of two attack modes, one being the AP-3 sweep that triples your attacks so he's essentially ripping apart marines at the same pace as he would guardsmen, the other being the S+5 AP-4 D3+d3 strike made to take down any HQ that dares face him. **As the World Eaters reject any sort of psychic power and lack any priests for support, Angy takes that role on himself with one of three 6" auras he can use each Command phase. The first lets any {{W40kKeyword|World Eaters Core}} unit gain +1 attack to pile on the charging madness, the second lets all WE re-roll 1s to damage, which might help for Eightbound and fiends, and the third stops anyone from falling back - perfect for keeping your Jakhals constantly grinding the enemy down, but it also traps your forces in any fights since they can't just sweep a broken unit. **Has the Warp locus keyword, meaning you can deep strike daemon allies on him. 16" move , advance and deep striking a daemon unit (Skarbrand or bloodthirster comes to mind) to charge off of him is a viable tactic now. *'''Khorne Lord of Skulls:''' Let's be honest, we all saw this coming. Got a massive price bump to 575 points but now all weapons are free. Like the Kytan, he can SMASH and SLASH with his enormous axe and as he actually gains attacks when low on wounds he throws out 24 slash attacks if below 7 wounds. At only 4 more wounds than a Knight, you might think he's not worth the points but the 5+ invulnerable save in the Fight phase really makes up for any lack of wounds. Be aware that while he gets more attacks as he's hurt, he also gets slower and less accurate so make sure that he's at least somewhat protected/hidden/guarded in the first turn, as there's nothing sadder than having 8 attacks and not being able to use any of them. Use your CP re-rolls to get him in combat; you paid for him so you had better use him. If you want to get rid of the goofy look, consider using a Kytan Ravager as a proxy (FW even states on its page that its designed to echo the LoS). **The Daemongore and Gorestorm cannons are share similar but different roles. The Daemongore is better at taking chunks off vehicles with its 3 damage, while the Gorestorm is better against hordes thanks to being Blast 3d3. The Ichor Cannon acts as the superior option for long-range bombardment with 48" range, but being S7 means that it can only threaten infantry with any effectiveness. **The Hades Gatling Cannon is an Avenger Gatling Cannon but better. +12" range, +2 strength. All on a giant tank that wants to smash things apart violently. Opposite it is the Skullhurler with its 60" range, high strength and AP, but its random shots make it a bit swingy to rely on as a vehicle killer. *'''Chaos Cerberus<sup>Forge World</sup>:''' *'''Chaos Falchion<sup>Forge World</sup>:''' *'''Chaos Fellblade<sup>Forge World</sup>:''' *'''Chaos Mastadon<sup>Forge World</sup>:''' *'''Chaos Sokar-Pattern Stormbird<sup>Forge World</sup>:''' *'''Chaos Spartan<sup>Forge World</sup>:''' *'''Chaos Thunderhawk Gunship<sup>Forge World</sup>:''' *'''Chaos Typhon<sup>Forge World</sup>:''' *'''Greater Brass Scorpion<sup>Forge World</sup>:''' *'''Kharybdis Assault Claw<sup>Forge World</sup>:''' *'''Kytan Ravager<sup>Forge World</sup>:''' The Lord of Skulls...WITH LEGS! Might not be as mighty as a Knight but his invulnerable and regen helps mitigate that a bit. His SMASH helps make sure that other big hitters and characters go down fast. As a vehicle it can shoot while in combat, so you really want to get it in there fast so you can get to CLEAVING LOYALIST FILTH. The issue is that, like every other FW unit, it doesn't have the Blood Tithe rule and thus you really need to be careful with how you use it lest it go up in flames without giving you any tithe points. **It's Slash and Hades cannon both didn't get the AP bump that the LOS got, which while not game-ending does mean that its effectiveness against elite units is noticeably weaker. [[Category: Warhammer 40000 Tactics (9E)]] [[Category: Chaos Space Marines]] {{Warhammer_40k_Tactics}}
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