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Made in gb
Potent Possessed Daemonvessel





Why Aye Ya Canny Dakkanaughts!

I've got a lot of Khornate stuff lying around and I "DON'T" have any of the 8th ed rules yet ( )so here we go:

World Eaters Battalion detachment:

HQ

Chaos Lord
- Power Axe
- Plasma Pistol
- 86pts

Chaos Lord
- Terminator Armour
- Power Axe
- Plasma Pistol
- 142pts

Troops

Khorne Bezerkers
- Chain Swords
- Chain Axes
- Icon of Wrath
- 95pts

Khorne Bezerkers
- Chain Swords
- Chain Axes
- Icon of Wrath
- 95pts

Khorne Bezerkers
- Chain Swords
- Chain Axes
- 85pts

Chaos Rhino
- Combi-bolter
-72pts

Chaos Rhino
- Combi-bolter
-72pts

Elites

Chaos Terminators
- Power Axes
- Combi-Plasmas
- Icon of Wrath
- 265pts

Raptors
- Plasma Pistols x3
- Chainswords
- Icon of Wrath
- 116pts


Super Heavy Detachment


Renegade Knight
- Rapid Fire Battle Cannon
- Reaper Chainsword
- Meltagun
- 467pts


- 1495pts

The idea is to have one Lord stay within 6" of the two Zerker units and have another drop down with the Raptors and Terminators so that all my World Eaters have the re-roll 1s to hit, I've given most units some form of plasma weapon because with the re-roll 1s plasma is looking rather tasty. I've given all the units Icon of Wrath to help them get into cc (make those 9" charges) but the Lords are lacking icons so I'm worried they'll be left open if they don't make the charge. Of course the Knight is there to deal with anything big and to draw a lot of fire away from the steal traps carrying my zerkers.

What do you think? Anyone else who has played some 8th test games think it will hold up?

This message was edited 1 time. Last update was at 2017/06/04 15:30:25


Ghorros wrote:
The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
 Marmatag wrote:
All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
 
   
Made in us
Lead-Footed Trukkboy Driver







3 Troops and 2 HQ minimum for Battalion
   
Made in gb
Longtime Dakkanaut




So irritating that they arbitrarily changed the CAD.

This looks pleasant.. I would want to try and bring Kharn. and the precious jugger lord. I guess add in some cultists to make the minimum troop requirement? (or wait til FW release the rules for mutants)

DFTT 
   
Made in gb
Potent Possessed Daemonvessel





Why Aye Ya Canny Dakkanaughts!

 Madness! wrote:
3 Troops and 2 HQ minimum for Battalion

Ah my mistake, I saw that before so thought to split the 10 man zerker unit in two but I forgot.


Automatically Appended Next Post:
Captyn_Bob wrote:
So irritating that they arbitrarily changed the CAD.

This looks pleasant.. I would want to try and bring Kharn. and the precious jugger lord. I guess add in some cultists to make the minimum troop requirement? (or wait til FW release the rules for mutants)

Khan and the juggerlord will see their day in the light I might bring khan at 2000pts. Don't know what I'll do about the Juggerlord, I was gonna wait for a Khorne Daemonkin codex again but it would seem hounds and crushers are quite expensive for what they are. :/

This message was edited 1 time. Last update was at 2017/06/04 15:35:20


Ghorros wrote:
The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
 Marmatag wrote:
All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
 
   
Made in gb
Been Around the Block




Kharn is an absolute beast in CC but try to run him on his own due to the damage he can do to his own guys.

Hell Brutes are pretty damn amazing as well if you have any. Very durable, Crazy strength CC weapons that throw out lots of damage and the crazed rule which is pretty much a free shooting/charge phase on a 6+ when ever it takes a wound.

This message was edited 1 time. Last update was at 2017/06/04 23:33:08


 
   
Made in ie
Fresh-Faced New User



Ireland

I think you have to pay the additional 4 points for the heavy stubber on the battle cannon.
I wanna gIve a list like this a go.

Think I'd slap in a Jugger lord and/or a jump pack lord

I like it though

Praise be to Papa Nurgle  
   
Made in us
Unbalanced Fanatic




Atlanta, Ga

I would also like to suggest actually putting the launchers on the rhinos. The extra anti infantry power can do some good work, as well as hit well against other lite vehicles.

The jugger lord or a mauler fiend. I love mauler fiends...

One has to wonder. Do the Tyranids consider drop-assault troops... fast food? 
   
Made in us
Fresh-Faced New User




First Time Poster, got back into Warhammer 40k (played it 17 years ago) and have been told to wait for the 8th edition before I start. Now it is here, I have a question about Kharn and would be grateful if someone can help:

He has 6 attacks, yet it says he can fight twice so that means 12 attacks in one sitting, or two rounds of 6?

Also his Gorechild weapon seems insane, so I want to make sure I am right in thinking this:

He needs a 2+ to hit, then needs to wound, then rolls a D3 for a multiplier? With a -4Ap (?!?!).

Does this mean that he can roll 6 (or 12) attacks, lets say they all hit and wound and he gets a 3 multiplier - that's 36 attacks with a -4ap? It sounds too good to be true!

Thanks in advance - love the site!
   
Made in gb
Potent Possessed Daemonvessel





Why Aye Ya Canny Dakkanaughts!

Finndark wrote:
First Time Poster, got back into Warhammer 40k (played it 17 years ago) and have been told to wait for the 8th edition before I start. Now it is here, I have a question about Kharn and would be grateful if someone can help:

He has 6 attacks, yet it says he can fight twice so that means 12 attacks in one sitting, or two rounds of 6?

Also his Gorechild weapon seems insane, so I want to make sure I am right in thinking this:

He needs a 2+ to hit, then needs to wound, then rolls a D3 for a multiplier? With a -4Ap (?!?!).

Does this mean that he can roll 6 (or 12) attacks, lets say they all hit and wound and he gets a 3 multiplier - that's 36 attacks with a -4ap? It sounds too good to be true!

Thanks in advance - love the site!

Here is how the fight phase works now in 8th: anyone who charges carries out all of their attacks, then the two players alternate activating units to attack. This means Khorne units can be activated twice in one fight phase.

You're right about Gorechild, just remember saves come before damage multipliers. Kharn is going to wreck in cc.

Ghorros wrote:
The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
 Marmatag wrote:
All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
 
   
Made in ca
Fresh-Faced New User




Troops

Khorne Bezerkers
- Chain Swords
- Chain Axes
- Icon of Wrath
- 95pts

Khorne Bezerkers
- Chain Swords
- Chain Axes
- Icon of Wrath
- 95pts

Khorne Bezerkers
- Chain Swords
- Chain Axes
- 85pts

Curious as to why you're running min size berzerkers. Wouldn't you want larger squads?

This message was edited 1 time. Last update was at 2017/06/08 07:38:54


 
   
Made in ru
Potent Possessed Daemonvessel





Why Aye Ya Canny Dakkanaughts!

Hroth the Blooded wrote:

Curious as to why you're running min size berzerkers. Wouldn't you want larger squads?

I need a minimum of 3 troops and don't have the points for more, unless you think I should drop the raptors?

Ghorros wrote:
The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
 Marmatag wrote:
All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
 
   
 
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