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Drunk-Spleen
28th Jun 04, 4:41 AM
Im thinking of starting a new world eaters army and ive got a pretty good idea about the rules and the like but, i havent been able to discover what you arent allowed to take in a world eaters army and was hoping someone could help out, im getting the codex soon off a friend but at the moment really want to know what restrictions i will have so i can make my mind up better.

BossThraka
28th Jun 04, 4:56 AM
They pretty much get the same restrictions as the other specialized Chaos armies. All troops must have the mark or Khorne, troops that can't get marks from gods can't be used (Obliterators and Raptors are out). Vehicles can be dedicated to Khorne but can be undedicated. Only demons belonging to Khorne can be used (Blood Thirsters, Bloodletters, Fleshhounds). Their favored number is 8 so troops numbering 8 or multiples of 8 can get a free aspiring champion and demons that do the same get a +1 for summoning.
Khorne hates sorcery though so noone can be a sorcerer or get psychic stuff from the armory.
I think that wraps it up.

Cailet
28th Jun 04, 6:39 AM
Be careful because they are an easy list to power-game with but dead cool in action. In particular it's fun to watch when they all go nuts and you need them sane.

BossThraka
28th Jun 04, 1:47 PM
I forgot one thing. WorldEaters can't take Havocs either. For some reason Havocs can't take the mark of Khorne. Ah well.

Dimension
28th Jun 04, 2:47 PM
i suspect that is because they're not CC oriented enough? really only a guess though.

Drunk-Spleen
28th Jun 04, 2:53 PM
well a mark of khorne to them is worthless, thanks for the help guys im pretty sure im gonna do this, they seem scary, i just dont know about anti tank, i think i might have to put 1-2 anti tank close combat weapons in a squad, or give nades to lots of em.

BossThraka
28th Jun 04, 3:11 PM
you can always field a team of chosen and give a few of em chainfists and artificer armour. Give the rest power weapons or something. A team of eight chosen wiped out a squad of my skarboyz the other day (course I rolled like crap but I digress). Chosen are great for any Chaos army since you can give all of em demonic gifts and such.

Lord Maugan Ra
29th Jun 04, 11:51 AM
just wondering what the mark of khorne does??

BossThraka
29th Jun 04, 12:03 PM
Mark of Khorne prevents you from using sorcery or using sorcerous items and gives you Blood Frenzy.
Blood Frenzy makes you fearless,
+1 attack,
must charge any enemies in range in the begining of the assault phase,
roll a D6 during movement phase - if it's 1 or 2 they rush an additional +D6 inches forward towards the nearest enemy (sidenote, this occurs even if in transport. They disembark and start running. Funny stuff),
and units who made that +d6 inches forward can't shoot in the shootin' phase,
models with blood frenzy can't join anyone without it,
and if they win close combat they have to make a sweeping advance unless they're in terminator armour.

In short, Mark of Khorne makes people into crazy lil close combat freaks.

Lord Maugan Ra
29th Jun 04, 12:07 PM
Thank you for the information.

Try and go on www.gamesworkshop.com go to Csm and go to csm minitures...its wierd you cant buy khorne beserkers??
You still get them right??

Defcon
29th Jun 04, 1:26 PM
http://store.us.games-workshop.com/storefront/store.us?do=Odd&odd=NewLayout&_do=List_Models&code=5228&game=3&database=22&c=5228

Look a bit harder ;).

And as to the problem of anti-tank weaponry? Give all of your Aspiring Champions Power/Chain fists if you have the points. All of my Champions have Powerfists and Axes of Khorne and it makes them immensely versatile in Close Combat. Lots of points, but well WELL worth it. ;)

FeloniousPunk
29th Jun 04, 1:37 PM
http://store.us.games-workshop.com/storefront/store.us?do=Odd&odd=NewLayout&_do=List_Models&code=5228&game=3&database=22&c=5228

Look a bit harder ;).

And as to the problem of anti-tank weaponry? Give all of your Aspiring Champions Power/Chain fists if you have the points. All of my Champions have Powerfists and Axes of Khorne and it makes them immensely versatile in Close Combat. Lots of points, but well WELL worth it. ;)

CC anti-tank weaponry is not a good idea if that is your primary way to kill tanks, unless you are fighting in restrictive terrain. You want to be able to shoot tanks from a distance, otherwise you're going to have a hard time getting close enough to tanks use those powerfists/ chainfists before the tanks blow your infantry away. If you're reduced to using powerfists, you're better off with krak grenades IMO - same strength, cheaper points cost and in both cases you have to close to CC in order to use them. And meltabombs cheaper than chainfists, also roughly same effect.

I don't have the rules handy but I think those pairings are pretty close in terms of armor penetration.

Defcon
29th Jun 04, 1:52 PM
CC anti-tank weaponry is not a good idea if that is your primary way to kill tanks, unless you are fighting in restrictive terrain. You want to be able to shoot tanks from a distance, otherwise you're going to have a hard time getting close enough to tanks use those powerfists/ chainfists before the tanks blow your infantry away. If you're reduced to using powerfists, you're better off with krak grenades IMO - same strength, cheaper points cost and in both cases you have to close to CC in order to use them. And meltabombs cheaper than chainfists, also roughly same effect.

I don't have the rules handy but I think those pairings are pretty close in terms of armor penetration.


Shoot tanks from a distance with..? The only 24" or better weapons World Eaters can carry will either be on Chosen or on a Heavy Weapons choice. Relying on 3 Heavy Weapons is all well and good, but in my current set up I have a Predator, a Dreadnought, and all of my souped-up Aspiring Champions. They may not be my main means of killing tanks, but they are a GOOD thing to have, and relying on them usually does not lose me anything. You may be/probably are right on the Grenades and Meltabombs, but as I don't have a rulebook of my own, I have no clue how they work.

Lord Maugan Ra
29th Jun 04, 2:00 PM
Alright I dnot posably know how I could have missed that but thanks :thumb: :thumb:

elfatto
29th Jun 04, 2:37 PM
You can always give plasma pistols to your berzerker squads of you want a bit more (short) ranged fire power. That will help you deal with light armoured vehicles like rhinos and wartraks.

Powerfists on aspiring champions are a good thing. That way if your squad rages into something like a land raider or wraithlord it can actually hurt it.

I wouldn't give heavy weapons to chosen, since they will rage 1/3 of the time and be unable to shoot their weapons. IMO it's better to get a predator decked out with lascannons.

Drunk-Spleen
30th Jun 04, 3:55 AM
well ive looked into it and have a vague army set up but im not sure how much this will go ahead, the thing is im trying to focus a fair bit on troops so at the moment have 3 8 man troop squads and a 4 man bike squad, oh and kharn the betrayer for the sheer coolness, but he normally wont make it in to actual games.

1000 Pts - CSM: World Eaters Army

1 Kharn the Betrayer (HQ) @ 180 Pts
Mark of Khorne; Plasma Pistol (x1); Frag Grenades; Krak Grenades
#Collar of Khorne [0]
#Talisman of Burning Blood [0]
#Daemonic Rune [0]
#Daemon Armour [0]
#Rage of Khorne [0]
#Gorechild [0]

7 Khorne Berzerkers Chaos Space Marines (Troops) @ 191 Pts
Favoured Unit; Mark of Khorne; CC Weapon (x3); Chainaxe (x4); Bolt Pistol
(x5); Plasma Pistol (x2)

1 Free Aspiring Champion @ [34] Pts
Free Aspiring Champion; Mark of Khorne; Power Fist (x1); Bolt Pistol
(x1)

7 Khorne Berzerkers Chaos Space Marines (Troops) @ 191 Pts
Favoured Unit; Mark of Khorne; CC Weapon (x3); Chainaxe (x4); Bolt Pistol
(x5); Plasma Pistol (x2)

1 Free Aspiring Champion @ [34] Pts
Free Aspiring Champion; Mark of Khorne; Power Fist (x1); Bolt Pistol
(x1)

4 Khorne Berzerkers Bikers (Fast Attack) @ 227 Pts
Mark of Khorne; Chainaxe (x4); Combi-Bolter (x4)
#Chaos Marine Bike [0]

1 Aspiring Champion @ [67] Pts
Mark of Khorne; Power Fist (x1); Bolt Pistol (x1); Combi-Bolter
#Chaos Marine Bike [0]

8 Bloodletter (Troops) @ 208 Pts
Bloodletter

Models in Army: 30


Total Army Cost: 997

im wondering what you guys think of this, i used an army builder which doesnt seem to have the axes of khorn in it and i was interested in getting some in, can anyone say karrandras (i know i probably just did it wrong). Im also considering possessed with daemonic flight because i want to make up for the lack of raptors, do you think that this is good value for money, thanks for your help.

elfatto
30th Jun 04, 11:11 AM
Looks like a good fluffy list to me. One thing that I'd change is to use the Kharn model to represent a normal chaos lord or lieutenant. I think you can make a lord that is just as effective and save a few points. Oh, and the axe of khorne should be there in armybuilder. It's' under daemonic gifts in the wargear menu.

A lord with daemonic mutation, strength, aura, spiky bits, axe of khorne and furious charge will run you 156 points, and should be very effective in most 1000 point games.

With the points you save by doing that you can buy one of your zerker squads furious charge as well, and have your lord join it.

I wouldn't really bother with possessed with flight in 1000 points, as they are very expensive for toughness 4 models with only 1 wound in power armour. Also, under the upcoming 4th edition rules your bikes can go a lot faster than possessed with flight.

Defcon
30th Jun 04, 11:29 AM
Or take a Berzerker Glaive. That's pretty fluffy, it's an awesome weapon, it doubles your attacks and gives you an invulnerable save. You don't even have to Stature your lord and it's still a monster.

FeloniousPunk
30th Jun 04, 2:48 PM
You can always give plasma pistols to your berzerker squads of you want a bit more (short) ranged fire power. That will help you deal with light armoured vehicles like rhinos and wartraks.


I ended up killing half my own squad last night thanks to a plasma pistol... so I had a dark angels tactical squad on a hill, and my Ork opponent charges a wartrukk right up at me. The trukk doesn't quite make it, so he decides to leave his trukk boyz in the trukk. My veteran sergeant takes aim with his plasma pistol, shoots, hits, penetrating hit, wartrukk explodes. I roll maximum blast radius, then 8 WOUNDS on my own squad, nearly all of whom were caught in the blast. I fail five saves. A bad way to start out the game. :weep:

EDIT: oh yeah, being trukkboyz, only one of his boyz was killed in the explosion.

Sure the dice were against me then, but here we can see the danger of really short ranged attacks on vehicles. :)

Lord Maugan Ra
30th Jun 04, 3:27 PM
I roll maximum blast radius, then 8 WOUNDS on my own squad, nearly all of whom were caught in the blast. I fail five saves. A bad way to start out the game. :weep:
that sucks man