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Made in us
Fresh-Faced New User




I want to start a 1,700pt CSM World Eater army but I'm unsure on how to go about doing it, so I need some help from fellow World Eater members! I've already got three zerkers and was thinking of giving them three rhinos, or landraiders? Other then that, what can i fill in as my HQ and Heavy Support? Can anyone give me some sample armies, or even theirs so I can get a good idea going? Thanks!

This message was edited 1 time. Last update was at 2013/01/21 23:02:05


 
   
Made in us
Khorne Veteran Marine with Chain-Axe




Mississippi

The thing with rhinoes is you have to disembark the turn before you charge. I've taken to using 16 man squads and using rhinoes as moving cover. A lord on juggernaut with the axe of blind fury is pretty awesome.
   
Made in us
Been Around the Block






I play 4 land raiders 3 units of bezerkers and a unit of khorne terminators with a lord in terminator armor, it's a lot of fun but I don't play the army much because I feel bad using it bc I usually destroy my opponents at my local store but just an example of what I use

World Eaters 3000
Emperors Children 4000
Death Guard 5000
Thousand Sons 3000
Night Lords 4500
Iron Warriors 2500
Word Bearers 1750
Traitor Guard 3000
Chaos Daemons 4000  
   
Made in au
Khorne Rhino Driver with Destroyer





I play @ 2000pts with 2 land raiders 1 with Kharne and berzerkers the other with a axe of blind fury lord and berzerkers.Then I have 2 squads of marines in rhinos, 2 maulerfiend and a daemon prince with black mace and wings.

BLOOD FOR THE BLOOD GOD  
   
Made in us
Possessed Khorne Marine Covered in Spikes




Ohio

It is pretty well known that 6th edition is a pretty shooty edition, meaning that, yes tau get a chance to shoot you before you assault. Bezerkers do fantastic in cc generally and have a special rule which allows them to attack as charging when they are being charged. The Catch is is that the chaos space marine's only assuault vehicle is the land raider. Rhinos are obsolete in this edition due to their lack of a good armor value, which almost guarantees a kill point and first blood for the enemy. they also have a carrying capacity of ten models, so no 12 or 16 man squads squeezing in.

Kharn himself alone is a beast. Of course there is a chance in which he kills one of your models, which can be, well dumb. If you are assaulting with kharn, which you will being doing a lot, i would run him with terminators because terminators have a better armor save and invuln save. so team killing is a bit more manageable.

I am mainly an assault army and the hq choice that i have is a terminator lord, those things with mark of khorne makes your bezerkers troops (so they can score) and it grants him a couple of special rules: rage (+2 attacks on charge) and counter attack (ld test for plus 1 attack being charged). The mark with dual lightning claws (shred:re roll wounds) and terminator armor is 137 points.

I hope this helps.

The Black Hand

 
   
Made in gb
Regular Dakkanaut





Rhino's aren't obsolete this edition, there are many uses that a rhino is still quite good for. Assault vehicle, however, is not one of them. The changes to assaulting out of destroyed transports make rhinos(or anything without the assault vehicle/open-topped rule) pretty bad for transporting units that want to be in close combat. Using rhinos as movable cover and LOS blocking in front of larger squads of Berserkers is actually not a terrible idea -- it's basically the only way to get units of berserkers larger than 10 across the board safely. Berserkers are also a bit worse this edition, both from the general nerfs to assault and the nerfs to the Mark of Khorne, but it's not enough to make them bad. You just need to take appropriate measures to keep them alive until they hit close combat.

Khorne Lords are pretty awesome, especially with the juggernaut and the axe of blind fury. However, even without a jugg, an fury axe lord is still very killy, if not as mobile as on a juggernaut. Khorne terminators can get silly numbers of attacks on the charge, which can give them an edge over other units -- weight of attacks usually means a lot more than quality, and with the Mark of Khorne, terminators can get that weight with power weapons. If you're not running the axe of blind fury, you should probably run fistclaw instead of dual lightning claws on your lord. A single lightning claw and a powerfist isn't significantly more expensive for a dude in terminator armor, and you get the same number of attacks due to the 6th edition specialist weapon rule, and you get the option of AP3 at initiative or AP2 at I1.

If you need transports (and you probably do, unless you're going for the mobile rhino cover) you'll have to settle for the Chaos Land Raider. While not as good as the Loyalist Land Raider, it's what we've got, and it is 20 points cheaper than them for something still 14/14/14 and assault vehicle. I've not really seen many people try mass land raider, and it's certainly counterable with heavy anti-tank, but it's a fun list.

Kharn is a monster -- you really should be considering him if you're not going for a juggernaut axe lord, if only for the reason that he's not significantly more expensive than a kitted out generic Khorne lord when all is said and done, and he brings the critical AP2 at initiative. I'd actually recommend running him with a giant cultist blob with Mark of Khorne instead of with berserkers. The cultists act as ablative wounds for Kharn against shooting on the way into combat, and cheaper targets for his friendly fire instead of expensive berserkers. Also, with the Mark of Khorne, autopistol and CC, and fearless from Kharn, the cultist blob can put out a large volume of attacks and hold in combat, making them quite a respectable assault unit for the piddly points value. The enemy will have to focus on the cultist blob instead of anything more important, if they realize how deadly even Kharn alone is against basically anybody. If they don't realize it, then Kharn gets into enemy lines and wrecks face. And with say, three land raiders filled with berserkers in them also drawing their fire, and maybe heldrakes above their heads, they're gonna have too many targets to effective deal with.

tl;dr, although there are some nerfs with this edition and codex that make playing World Eaters more challenging than before, there's still a place for them, and it's rewarding if done well. Although your troops are generally considered inferior to Plague or Noise Marines, Berserkers can still get the job done if they're kept alive long enough. On the other hand, your HQ is generally going to be solid gold, whether it's Kharn or a Jugg Lord or a Terminator lord.
   
Made in nz
Blood Sacrifice to Khorne



New Zealand

World Eaters are a great army to play! While Beserkers are good, and I use them as my troops, another option is to look at Khorne-marked Chaos Marines. The special weapons can actually really help you out, as ideally you want to be charging infantry with Beserkers. This can (hopefully) leave them locked in combat, with enough of a numbers advantage that they will win combat in the opponents turn. Also, Khorne Marines are cheaper, albeit not by a lot once you have the squad kitted out.

I totally agree with Thariinye; Khorne Lords rock. A Lord on a Juggernaught with the Axe, accompanied by a retinue of Spawn, eats most other units like little kids devour birthday cake. Kharn, along with being a pretty great guy, is also a monster. That said, neither a Lord nor Kharn will be able to take on dedicated hammer units on their own - give them some backup.

Rhinos are most certainly not useless - mobile cover is a good idea. As a transport, they aren't bad for moving up first turn, and then jumping out in the second, ready for turn three. It adds a little bit of protection to your troops as well. Land Raiders are a little bit of a disappointment this edition, its true, but they're our only assault vehicle, So they aren't necessarily a bad option for a World Eaters army per se.
Just a quick note - Dirge Casters are your friends. Destroyer blades can also be fun, but aren't what I'd call competitive.

Heavy Support is where we get our range. Predators are okay, and help provide a bit of armour saturation at the expense of being targeted quite heavily. Same with Fiends - I personally don't like the Forgefiend, as its too big to block line of sight from anti-tank weapons and it usually dies first turn. Maulerfiends, however, are great fun! Stick them on a flank and go much some vehicles. They are still fragile, but my God, are they great bullet magnets for the points. Havocs aren't terrible (look up 'Teeth of Khorne') and can help with anti-air whit their autocannons.

As a sample list, I sometimes run with this at 1500:

Kharn

Lord w/ Axe of Blinding Fury, Juggernaught and Sigil of Corruption

8 Beserkers w/ Veterans, Icon of Wrath and a Lightning Claw
Rhino w/ Dirge Caster

8 Beserkers w/ Veterans, Icon of Wrath and a Lightning Claw
Rhino w/ Dirge Caster

8 Beserkers w/ Veterans, Icon of Wrath and a Lightning Claw

18 Cultists

Heldrake w/ Baleflamer

5 Spawn

Maulerfiend

Maulerfiend

Land Raider w/ Dirge Caster

Kharn and Beserkers go in the Raider, with the Rhino squads following them up the middle. The Lord and the Spawn follow through cover, or hang back as a firefighting unit to help out where needed. The Maulerfiends run up the sides and hopefully take out some tanks, or, if there isn't any armour, tie up some shooty units. And the Heldrake just flies round doing its thing.

Hope that helped!

6000 points World Eaters


2500 points Harlequins 
   
Made in se
Happy Imperial Citizen





Would Dreadclaws be a good addition for a World Eaters force?
   
Made in nz
Blood Sacrifice to Khorne



New Zealand

I personally haven't tried them (I'm just a broke student) but they seem like they'd work very well. The only concern I have with them is the cost, both money and points.
Also, some people have a problem playing against Forgeworld stuff, although it is becoming more and more accepted.

6000 points World Eaters


2500 points Harlequins 
   
Made in au
Regular Dakkanaut





Juggalo17 wrote:
I play @ 2000pts with 2 land raiders 1 with Kharne and berzerkers the other with a axe of blind fury lord and berzerkers.Then I have 2 squads of marines in rhinos, 2 maulerfiend and a daemon prince with black mace and wings.


Care to share with us how well they have done so far
   
Made in ie
Stealthy Grot Snipa




Sinny! wrote:
Juggalo17 wrote:
I play @ 2000pts with 2 land raiders 1 with Kharne and berzerkers the other with a axe of blind fury lord and berzerkers.Then I have 2 squads of marines in rhinos, 2 maulerfiend and a daemon prince with black mace and wings.


Care to share with us how well they have done so far


Your only anti-air is a vector strike at s6..I like the fact your still running Land Raiders as even with the new rules for killing tanks AV14 is still cheating rhinos are utterly atrocious if you put units inside them...I also find daemon princes way too flimsy as against any decent player he'll get shot out of the sky before he gets to do anything 3+/5++ for 265 as your running (assuming you gave him PA) is a major waste of points

Nurgle Daemons blog
http://nurglestally.blogspot.ie/

Chaos Dwarfs 8/5/1 
   
Made in au
Regular Dakkanaut





Our local Meta doesnt really use many fliers at all. I made sure of it by building a Necron Airforce I never use.
Its handy to have just incase someone does try and powergame with flyers though, just to show them whos boss! hahah!
   
Made in us
Savage Khorne Berserker Biker





Tampa, FL

If you're dedicated to World Eaters, don't use Berzerkers. Use Khornate Marines instead. They're more versatile than Berzerkers but of course aren't as good in assault. That's your trade off for being able to take Bolters and special weapons. This versatility also allows you to change your tactics depending on who you're facing: Remember that we're not the absolute best army in combat!

This message was edited 1 time. Last update was at 2013/01/31 15:06:03


 
   
Made in us
Regular Dakkanaut






For nearly the same cost as 10 Berserkers you can get 10 CSM with many of the perks of 'serkers, but with two assault weapons and bolters to match. I'd suggest running two squads of Berserkers in Land Raiders and two squads of Khorne CSM in Rhinos with 2x meltas. The melta marines can provide fire support of their assault counterpart and the Berserkers can do what they do best.

   
Made in us
Pulsating Possessed Chaos Marine




Seattle, WA

Tiarna Fuilteach wrote:
Sinny! wrote:
Juggalo17 wrote:
I play @ 2000pts with 2 land raiders 1 with Kharne and berzerkers the other with a axe of blind fury lord and berzerkers.Then I have 2 squads of marines in rhinos, 2 maulerfiend and a daemon prince with black mace and wings.


Care to share with us how well they have done so far


Your only anti-air is a vector strike at s6..I like the fact your still running Land Raiders as even with the new rules for killing tanks AV14 is still cheating rhinos are utterly atrocious if you put units inside them...I also find daemon princes way too flimsy as against any decent player he'll get shot out of the sky before he gets to do anything 3+/5++ for 265 as your running (assuming you gave him PA) is a major waste of points


It's not that much better, but the heldrake vector strikes at S7 due to meteoric descent. The changes to its weapon becoming a turret actually makes taking the hades autocannon worthwhile now. You can fly over an enemy flier. Vector strike it (no jink save either, since vector strike ignores cover saves), take a hull point off or two. Then you shoot the autocannon directly backward into the butt of the flier into armor 10. Pretty good chance to bring the sucker down.
   
Made in us
Tough-as-Nails Ork Boy





USA

I have been working on a World Eaters List, as my first army, and I have 2 units of 12 berzerkers in troops, and some possesed for elites, along with a helbrute. I am taking a lord MoK and daemon prince. I am including a heldrake and a raptor unit. For heavy, i got las havocs, vindi, and a forgefiend. I might be forgetting something, but this is an all round army. The only thing I don't like, is no psyker. :(

World Eater's 3rd Company-1650 pts  
   
Made in ca
Longtime Dakkanaut






CSM marked with MoK are certainly good. If you want to play a berserker based list you can but know that cc is not what it used to be in 5ed. There is a local player here who uses this
Apostle, Termie MoK lord w/AoBF as HQs
Three mutilators , MoK as elites that he drops with the termie lord
MoK marked cultists for the apostle for treoops and of course 'zerkers (on foot no less)
Heldrakes inthe FA and Oblits ( he marks them for fluff as MoK).
The list works because he forces you to move forward into his cc troops by dropping oblits and mutillators behind your lines. It is not a list I would use myself.

So there are a lot of ways to play a world eater list
- kharne - who is annoying as anything in any codex - in an LR with 'zerkers
- juggy lords and spawn who run through other troops
marked cultists and marked csm.

No matter how you play them you need some dakka. So havocs, oblits, forgefiends and most definitely HELDRAKES must be added. I [refer baleflamers - I'll vector strike for AA or rely on AGL or oblits or 'fiends.

 
   
 
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