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===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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