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Made in us
Banelord Titan Princeps of Khorne






This is my first crack at a World Eaters list using the new Traitor Legion supplement. I was thinking that some possessed that get to re-roll charges and start the game 2D6" farther forward with the synergy of the demon prince could really work out in this configuration. I'm not really sure about the other parts of the list. The free 4++ for the Helbrute in the Warpack is really nice, and Maulerfiends are always nice, but I don't know if I should be allying in KDK for a D-thirster, or taking a CAD instead for more flexibility with some FW choices or even a Knight.

The general idea here though, is that everything starts on the board, and rushes headlong into the enemy. The Juggerlord will most likely go with the bikes. With a 2D6" move and re-roll charges for everyone, I should be able to punch just about anything I want whenever I want.

Sons of Angron Detachment
Chaos Warband
1x Chaos Lord of Khorne Juggernaut with Powerfist and Lightning Claw, Sigil VoTLW (175)
3x Chaos Terminators with 3x Combi-Meltas and 3x Power Axes, MoK and VoTLW (121)
3x Chaos Bikers with 2x Meltagun, MoK and VoTLW (96)
5x Chaos Marines with 1x Meltagun, BP and CCW’s, MoK and VoTLW (95)
5x Chaos Marines with 1x Meltagun, BP and CCW’s, MoK and VoTLW (95)
1x Helbrute with Powerfist/Multi-Melta (100)

Favored of Chaos
1x Demon Prince of Khorne, with Power Armor, Wings, and Berzerker Glaive (250)
5x Possessed with MoK and VoTLW (150)
5x Possessed with MoK and VoTLW (150)
5x Possessed with MoK and VoTLW (150)
Hellforged Warpack
1x Warpsmith with MoK and VoTLW (120)
Helbrute with Powerfist/Multi-Melta and Alpha (100)
Maulerfiend (125)
Maulerfiend (125)

Thoughts? Will I have any fun with this, or will I just get shot to pieces?

Veriamp wrote:I have emerged from my lurking to say one thing. When Mat taught the Necrons to feel, he taught me to love.

Whitedragon Paints! http://www.dakkadakka.com/dakkaforum/posts/list/613745.page 
   
Made in us
Maddening Mutant Boss of Chaos





If you passed on the Hellforge pack, you could bulk up the bikes, and get another Lord to tank for you (remember that darn champ of chaos rule). Give one of the lords Fist and the +3 movement/charge, give the other the axe fury. And big ole body guard of bikers.
Also with the points, could bulk up a few other units.

I think the Kit on your DP is perfect, IWND and FNP? Solid + Daemon weapon, +str (and who cares if he loses the character rule)

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Made in us
Longtime Dakkanaut




Northridge, CA

The Maulerfiends may seem like a good addition to the list, but remember they don't get the free 2D6 movement before the first turn so they won't be a part of the initial bumrush. I would drop it and get more bikes. They have a much better chance of getting into combat and have guns to boot.


Automatically Appended Next Post:
Just something about your strategy: I played KDK a lot and that is the general strat behind that army as well. I.E. everything rushes forward at high speeds and gets into combat turn two. The thing about KDK is that Hounds made a barrier between you and the enemy, and most of your heavy lifters were Maulerfiends, bikes, and D-Thirsters. Maybe some heldrakes, deamon princes, juggerlords, but mostly it was those bikes and maulers. The reason this worked was because of the combination of the Hound screen and the Bike Jink and Mauler AV12 + Deamon save.

Your list has no screen. You could say your possessed are the screen, but they aren't all that much stronger than your normal CSM. They could be your heavy lifters being S6 on the charge, but they'll only do that if they're near the Prince. You have one unit of bikes and one unit of termies, who can take a bit more of a punch than normal CSM, but not by much. The maulers will be left in the dust while your infantry rushes forward, potentially getting into a turn one charge. So you've got no screen, and you've got only a few units that can take a punch.

If you go second, your important units (prince, lord, termies, maulers in that order) will be singled out and destroyed by shooting. There needs to be something else in the list to divert attention. OR, like Tsilber said, if you make EVERYTHING scary, then it doesn't matter if one or two units get nuked from shooting because the other units are still rushing forward chainaxe's reving.

This message was edited 2 times. Last update was at 2016/12/13 23:57:16


 
   
Made in us
Banelord Titan Princeps of Khorne






Tsilber wrote:If you passed on the Hellforge pack, you could bulk up the bikes, and get another Lord to tank for you (remember that darn champ of chaos rule). Give one of the lords Fist and the +3 movement/charge, give the other the axe fury. And big ole body guard of bikers.
Also with the points, could bulk up a few other units.

I think the Kit on your DP is perfect, IWND and FNP? Solid + Daemon weapon, +str (and who cares if he loses the character rule)


andysonic1 wrote:The Maulerfiends may seem like a good addition to the list, but remember they don't get the free 2D6 movement before the first turn so they won't be a part of the initial bumrush. I would drop it and get more bikes. They have a much better chance of getting into combat and have guns to boot.

Yea, the Demon Prince is almost the same loadout as back in 3.5/4th edition with the glaive, where we used to have arguments about what type of weapon it really was to model it properly, as the Demon Prince model just had a sword, lol. It feels really nice to be able to put him on the table again, and with Wings + the 2D6" move, he's across the table super fast.

I know the Maulerfiends don't get the pre-game move, but they still move 12" and ignore terrain. They are very speedy, and being able to give a helbrute the 4++ is pretty sweet. The warpsmith was an unfortunate tax, but I was planning on giving him the Talisman of Burning Blood and then I somehow ran out of points. If I could find a way to get that in there, I think he'd still be solid.

I'm not really sold on bikes. I mean, is charging 10 bikes across the board better than one maulerfiend?

Automatically Appended Next Post:
Just something about your strategy: I played KDK a lot and that is the general strat behind that army as well. I.E. everything rushes forward at high speeds and gets into combat turn two. The thing about KDK is that Hounds made a barrier between you and the enemy, and most of your heavy lifters were Maulerfiends, bikes, and D-Thirsters. Maybe some heldrakes, deamon princes, juggerlords, but mostly it was those bikes and maulers. The reason this worked was because of the combination of the Hound screen and the Bike Jink and Mauler AV12 + Deamon save.

Your list has no screen. You could say your possessed are the screen, but they aren't all that much stronger than your normal CSM. They could be your heavy lifters being S6 on the charge, but they'll only do that if they're near the Prince. You have one unit of bikes and one unit of termies, who can take a bit more of a punch than normal CSM, but not by much. The maulers will be left in the dust while your infantry rushes forward, potentially getting into a turn one charge. So you've got no screen, and you've got only a few units that can take a punch.

If you go second, your important units (prince, lord, termies, maulers in that order) will be singled out and destroyed by shooting. There needs to be something else in the list to divert attention. OR, like Tsilber said, if you make EVERYTHING scary, then it doesn't matter if one or two units get nuked from shooting because the other units are still rushing forward chainaxe's reving.


I'm not really sure that any of the CSM units are tough enough to walk across the board, MSU style really. It's one of the main things I don't really like every time I try to build a Chaos list. My buddy was telling me about how he was spamming scatterlaser jetbikes, and even with the extra speed I don't think this list can handle fire of that magnitude.

Adding a few more wounds of bikers and another lord at the expense of 2 Maulerfiends and a Dread doesn't seem like it would really help all that much, but I don't know where else to get more bodies.

Veriamp wrote:I have emerged from my lurking to say one thing. When Mat taught the Necrons to feel, he taught me to love.

Whitedragon Paints! http://www.dakkadakka.com/dakkaforum/posts/list/613745.page 
   
Made in us
Longtime Dakkanaut




Northridge, CA

You aren't going to be on par with scatterlaser jetbikes with World Eaters unless you go with a CAD with drop podding CSM,and even then you'll most likely still lose. Death Guard and Emperors Children are better equipped to deal with jetbikes.

Maybe several blobs of max cultists could pin down the jetbikes long enough for something else to get close to them.
   
Made in us
Banelord Titan Princeps of Khorne






 andysonic1 wrote:
You aren't going to be on par with scatterlaser jetbikes with World Eaters unless you go with a CAD with drop podding CSM,and even then you'll most likely still lose. Death Guard and Emperors Children are better equipped to deal with jetbikes.

Maybe several blobs of max cultists could pin down the jetbikes long enough for something else to get close to them.


So I just played a game against only 15 Scat bikes, on hammer and anvil, and I got the first turn luckily, and my opponent had them in squads of 5 instead of 3, which was a small mercy, and I was still hanging on by a thread. The infantry pre-game move didn't really help at all, while the fast movers were definitely charging turn 1. The problem was, after they charged turn 1, there was nothing to follow up with until turn 3 or so anyway! I was able to carve out a win just barely, but it wasn't pretty. My list wasn't quite what I had about, I had 3x Helbrutes in the Warband instead of the Helforged Warpack, and I had 2 squads of terminators instead of 1. They didn't really make a difference, but the bikes, Lord + Spawn and the Demon Prince were really the units doing the heavy lifting. Also, I've been toying with the idea of adding in KDK to get a Dthirster and Khorne Dogs! Moving 12" is way better than moving 6!

So I have alot of thoughts buzzing in my head, and I'm not sure they are all coherent toghether, but here's a couple more lists I also now want to try.

**************************
Butcher Horde

Maelstrom of Gore
- Chaos Lord on Juggernaught with Powerfist/Lightning Claw, Sigil, Talisman of Burning Blood
- 5x Berzerkers
- 5x Berzerkers
- 5x Berzerkers
- 5x Berzerkers

Favored of Chaos
- Demon Prince of Khorne with Wings, Armor and Berzerker's Glaive
- 5x Possessed
- 5x Possessed
- 5x Possessed

KDK CAD
- Dthirster
- 8 Cultists
- 8 Cultists
- 10 Fleshhounds
**********************************************
Lord goes with Fleshhounds most of the time, foregoing scout to move extra from the Talisman of Burning Blood and hopefully get a 1st turn charge. Some of the Berzerkers may get it as well with their pre-game movement plus the Maelstrom of Gore bonus. Dthirster and Possessed hopefully show up around turn 2 and the cultists hide. KDK becomes primary for Blood Tithe and hopefully late game summoning.

2nd Idea basically just trades the Possessed for a Khorne Knight in the KDK's LoW slot and that super sweet dirge caster.

Thoughts?


Veriamp wrote:I have emerged from my lurking to say one thing. When Mat taught the Necrons to feel, he taught me to love.

Whitedragon Paints! http://www.dakkadakka.com/dakkaforum/posts/list/613745.page 
   
Made in us
Longtime Dakkanaut




Northridge, CA

My first thought is why take a CAD when you can take an allied detachment and save some points. It's not like cultists aren't going to buckle under the first sign of pressure anyways, they don't need objective secured and are super expensive in a KDK detachment.

After playing two games with Maelstrom of Gore, I can conclude that it takes a lot to get the Berzerkers into first turn combat. The unit with the talisman will get into combat, the others are about 50/50. It's not guaranteed and leaves you a bit wanting. I honestly feel the warband is the best choice for first turn charges with bikes and either the termies or one of the csm units with the talisman. The bikes will get the first turn charge, and the talisman unit will as well. I completely dominated when I did this in my last game. The zerkers simply didn't make back their points. CSM with ranged shooting or simply to get a lord into combat made their points back.

You're actually getting me to warm up to the favored of chaos, I may run them next game. I think a ton of spawn would be better, though. They would get into first turn combats without an issue and clog up the enemies line.
   
 
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