Warhammer 40,000/10th Edition Tactics/World Eaters: Difference between revisions
m (28 revisions imported) |
|||
(7 intermediate revisions by 4 users not shown) | |||
Line 1: | Line 1: | ||
{{stub}} | {{wh40k-stub}} | ||
This is the current [[Warhammer_40,000/10th Edition Tactics|10th Edition's]] [[World Eaters]] tactics. [[Warhammer 40,000/9th Edition Tactics/World Eaters|9th Edition Tactics are here.]] | This is the current [[Warhammer_40,000/10th Edition Tactics|10th Edition's]] [[World Eaters]] tactics. [[Warhammer 40,000/9th Edition Tactics/World Eaters|9th Edition Tactics are here.]] | ||
Line 63: | Line 63: | ||
*'''Favoured of Khorne:''' Lets you re-roll the entire Blessings pool in case you're really fishing for a certain buff like resurrecting Angron. | *'''Favoured of Khorne:''' Lets you re-roll the entire Blessings pool in case you're really fishing for a certain buff like resurrecting Angron. | ||
*'''Helm of Brazen Fire:''' Any attacks against the bearer have their damage halved. Very necessary for daemon princes since they can't hide behind anything. | *'''Helm of Brazen Fire:''' Any attacks against the bearer have their damage halved. Very necessary for daemon princes since they can't hide behind anything. | ||
===Karagar's Ravagers (Combat Patrol)=== | |||
<div class="toccolours mw-collapsible mw-collapsed> | |||
A welcome to the roid-raging world of Khorne. | |||
<div class="mw-collapsible-content"> | |||
'''Composition:''' 1 Karagar the Blooded, 20 Khorne Berzerkers, 10 Jakhals | |||
*'''Karagar the Blooded:''' Your basic JuggerLord. While they have their big attacks, they can't support anyone, which is odd since the big game lets JuggerLords join Berzerkers. | |||
*'''Khorne Berzerkers:''' Two identical units of 10, each with a plasma pistol, an eviscerator, and an icon on the second plasma - not like the icon does shit. While they remain the murder machines, they lose the ability to cap objectives to re-roll blessings. | |||
*'''Jakhals:''' Comes with a Dishonoured bearing a Skullsmasher, a Mauler and a pointless Icon. They can't keep objectives so all you can do with them is be the screen for your Berzerkers. | |||
<u>'''Enhancements'''</u> | |||
*'''Skulls for Khorne:''' Whenever Karagar the Blooded kills an enemy unit in melee, you gain 1 CP on a 2+. | |||
*'''Arch-Slaughterer:''' Karagar the Blooded gains ''[Precision]'' in melee. | |||
<u>'''Secondary Objectives'''</u> | |||
*'''Ravage and Ransack:''' 4 VP for each turn where you cap the objective closest to the enemy's table edge. | |||
*'''Blood Offering:''' 2 VP for each enemy unit you kill near an objective. | |||
<u>'''Stratagems'''</u> | |||
*'''Overwhelming Onslaught (1 CP):''' When you charge an enemy, the enemy they charged takes a battle-shock test at a -1 penalty. | |||
*'''Rage Unchecked (1 CP):''' When one pack of berzerkers below half-strength shoots or fights, they get ''[Sustained Hits 1]'' so that they can possibly make up for the missing bodies. | |||
*'''Unstoppable Fury (1 CP):''' One unit gets a 6" consolidate range instead of the default 3" so long as they're moving towards an enemy. | |||
</div> | |||
</div> | |||
==Equipment== | ==Equipment== | ||
Line 93: | Line 117: | ||
===Vehicles=== | ===Vehicles=== | ||
*'''Chaos Land Raider:''' | *'''Chaos Land Raider:''' | ||
====Walkers==== | |||
*'''Helbrute:''' Hellbrutes are undoubtedly going to see more use in World Eater lists this edition due to one simple fact: frenzy. These big bastards can fight or shoot every time they take damage. March them up the board and take some heavy firepower or two fists and go to town. Fists still remain superior to hammer by their reliability. | |||
*'''Blood Slaughterer<sup>HH Legends</sup>:''' The giant red tick remains the massive fire magnet it has, and sadly all it has to protect itself is a 3+/5++. It may have the ability to resurrect itself if it didn't blow up, but d6 wounds won't help much against an array of lascannons. What will is its nimbleness seeing that it has a 12" movement and can advance a flat 6". The Impaler Harpoon is pretty much only an opening shot, not only insta-wounding monsters and vehicles and also giving the tick a +2 to charge the victim for some ruthless Slaughter Blade. If you aren't facing any tanks too dangerous to dismiss it, you can instead grab two blades for a barrage of chops. | |||
*'''Deredeo Dreadnought<sup>HH Legends</sup>:''' The Dreadnought to use if you just want to shoot, this dread can re-roll to hit enemies above half-strength. Each of their arm-guns are paired with specific purposes - the Anvilus Autocannons demolish crowds, the Arachnus Heavy Lascannons to demolish tanks, the Hellfire Plasma Cannonade to blast apart TEQs and the Volkite Falconets to burn through high toughness monsters. You can also pick up one of two different missiles, one capable of handling crowds while the other lets you easily break flyers. | |||
*'''Relic Contemptor Dreadnought<sup>HH Legends</sup>:''' The dreadnought to take if you want something that just refuses to die. Comes with all the fun guns you've ever wanted in melee or at range, curiously starting out with twin plasma cannons. Your fists and chainfists come with combi-bolters with the heavy flamer option also adding in options for plasma blasters to easily crack MEQs and the graviton blaster to annoy vehicles. You can also strap a cyclone missile launcher for additional firepower. | |||
*'''Leviathan Dreadnought<sup>HH Legends</sup>:''' The end of any tanks or monsters you see. The Cyclonic Melta Lance can easily rip through monsters and tanks all the same while the Grav-Flux Bombard gives you more reliable ways of damaging tanks at the cost of effectiveness. The Storm Cannon exists if you're up against any hordes. You can also grab a claw or drill, the difference really only being that the drill has one less attack for [Anti-Vehicle 4+], otherwise they're both almost identical and carry meltas. | |||
====Dedicated Transports==== | ====Dedicated Transports==== | ||
Line 101: | Line 130: | ||
*'''Chaos Rhino:''' | *'''Chaos Rhino:''' | ||
====Titanic==== | |||
*'''Khorne Lord of Skulls:''' | |||
*'''Blood Slaughterer<sup>HH Legends</sup>:''' | |||
*'''Greater Brass Scorpion<sup>HH Legends</sup>:''' | |||
*'''Kytan Ravager<sup>HH Legends</sup>:''' The Lord of Skulls...WITH LEGS! | |||
====Aircraft==== | |||
*'''Fire Raptor Gunship<sup>HH Legends</sup>:''' | |||
*'''Storm Eagle Gunship<sup>HH Legends</sup>:''' | |||
*'''Sokar-Pattern Stormbird<sup>HH Legends</sup>:''' | |||
*'''Xiphon Interceptor<sup>HH Legends</sup>:''' | |||
{{Warhammer 40k Tactics}} | {{Warhammer 40k Tactics}} | ||
[[Category: Warhammer 40000 Tactics (10E)]] | [[Category: Warhammer 40000 Tactics (10E)]] | ||
[[Category: World Eaters]] | [[Category: World Eaters]] |
Latest revision as of 23:04, 23 June 2023
This is the current 10th Edition's World Eaters tactics. 9th Edition Tactics are here.
Why Play World Eaters[edit]
Pros[edit]
- Melee is still our specialty. If you love the fight phase, you'll love WE.
- While the Blessings aren't as easy to stack up like the Blood Tithe, you're more likely to find something to benefit from.
- Lots of scout given out to get closer even before the game starts.
Cons[edit]
- Still very few unique kits.
- Do not expect any shooting beyond pistols and the odd loaner from the CSM.
- No Psykers. You are going to punch someone to death and you will like it.
Faction Rules[edit]
- Blessings of Khorne: Rather than feeding bodies to a blood tithe, you just roll 8d6 at the start of the round and use those rolls to give up to 2 buffs of your choice that you qualify for to your entire army for the round. You can't use the same dice to pay for both buffs. You qualify by spending doubles and triples - e.g. "triple 4+" means triple 4, triple 5, or triple 6.
- Any Double
- Rage-Fuelled Invigoration: All units add +2M. The odds of you being able to buy at least this buff are 100%, because you will always have either 1 triple or 2 doubles.
- Wrathful Devotion: All units gain a 6+++ or improve any other FNP by 1. The odds of you being able to buy at least this buff are 100%, because you will always have either 1 triple or 2 doubles.
- Any Triple or Double of X+
- Total Carnage (Double 4+ or any Triple): Whenever a model that hasn't fought yet dies in melee, they can stay up on a 4+, gaining the ability to make one last attack before going down. The odds of you being able to buy at least this buff are 97.30%.
- Warp Blades (Double 5+ or any Triple): All melee weapons gain Lethal Hits (critical hits auto-wound), which works better than Sustained Hits 1 against foes you are less likely to wound. The odds of you being able to buy at least this buff are 92.65%.
- Any Double of X+
- Martial Excellence (Double 3+): All melee weapons gain Sustained Hits 1, which is identical to +1 to hit except for working better with other rules, like re-rolling hits. It is better than Warp Blades against foes you are more likely to wound. The odds of you being able to buy at least this buff are 94.30%.
- Any Double of X+ or Triple of Y+
- Unbridled Bloodlust (Double 6 or Triple 4+): All units can charge after advancing. The odds of you being able to buy at least this buff are 59.35%.
- Any Double
Because you must always have at least either 1 triple or 2 doubles, you can always afford, worst-case, either +2M and 6+++ FNP (two doubles) or your choice of one of those, Total Carnage, or Lethal Hits in melee (1 triple).
The set of 8 buffs is remarkably easy to sort by what you probably want:
- Do you need to charge the enemy? If yes, buy Unbridled Bloodlust (average +3.5 to charge distance) if possible, and then buy Rage-Fuelled Invigoration if possible (average +2 to charge distance). If you have not yet bought 2 buffs total, proceed.
- The odds of a double 6 without any other 6s are 39.53% and the odds of a 4+ Triple
- Are you already in melee and reasonably expect even a quarter of your dudes to live long enough to swing? If yes, you want Warp Blades and Martial Excellence, but which is higher priority if you can only manage 1 of the 2 depends on chance to hit and wound: if you are wounding on 5s or 6s, Warp Blades is better, and if you are wounding on 2s or 3s, Martial Excellence is better. If you are wounding on 3s the benefit is identical and so Martial Excellence is generally the better choice, because the wounds generated by Warp Blades can't crit and you might have Wounding mechanics in play (like Devastating Wounds). If you have not yet bought 2 buffs total, proceed.
- Buy Wrathful Devotion if possible and then Total Carnage if possible.
Detachments[edit]
Berzerker Warband[edit]
Special Rules[edit]
- Relentless Rage: +1 to Strength and Attacks for all melee weapons when charging. Were you expecting anything more?
Stratagems[edit]
<tabs> <tab name="Battle Tactic">
- Apoplectic Frenzy (1 CP): One unit advances a flat 6" rather than rolling.
- For the Blood God! (1 CP): When one unit wipes an enemy in melee, they can immediately make a blessings roll and add one benefit on top of the ones the rest of the army already enjoys.
- For the Skull Throne! (1 CP): One unit gets +1 to hit any Character, Monster or Vehicle in melee.
</tab> <tab name="Epic Deed">
- Blood Offering (1 CP): If the enemy destroys one of your units while they're next to an objective, their sacrifice can make the objective count as still being capped until someone threatens them.
</tab> <tab name="Strategic Ploy">
- Gory Massacre (1 CP): When a unit wipes an enemy on a turn where they charged, every enemy within 6" must test for battle-shock with any below half-strength taking -1 to their tests.
- Khorne Cares Not... (2 CP): Any attacks one unit takes reduce their incoming damage by 1. Barring any errata, this makes that squad practically immune to bolters and chainswords.
</tab> </tabs>
Enhancements[edit]
- Battle-Lust: The bearer's unit can always use Heroic Intervention for free.
- Berserker Glaive: The bearer's melee weapons gain +1 to Strength and Attacks. However, charging lets you add d3 Strength and Attacks - a 2/3 chance of actually getting better than the standard detachment buff.
- Favoured of Khorne: Lets you re-roll the entire Blessings pool in case you're really fishing for a certain buff like resurrecting Angron.
- Helm of Brazen Fire: Any attacks against the bearer have their damage halved. Very necessary for daemon princes since they can't hide behind anything.
Karagar's Ravagers (Combat Patrol)[edit]
A welcome to the roid-raging world of Khorne.
Composition: 1 Karagar the Blooded, 20 Khorne Berzerkers, 10 Jakhals
- Karagar the Blooded: Your basic JuggerLord. While they have their big attacks, they can't support anyone, which is odd since the big game lets JuggerLords join Berzerkers.
- Khorne Berzerkers: Two identical units of 10, each with a plasma pistol, an eviscerator, and an icon on the second plasma - not like the icon does shit. While they remain the murder machines, they lose the ability to cap objectives to re-roll blessings.
- Jakhals: Comes with a Dishonoured bearing a Skullsmasher, a Mauler and a pointless Icon. They can't keep objectives so all you can do with them is be the screen for your Berzerkers.
Enhancements
- Skulls for Khorne: Whenever Karagar the Blooded kills an enemy unit in melee, you gain 1 CP on a 2+.
- Arch-Slaughterer: Karagar the Blooded gains [Precision] in melee.
Secondary Objectives
- Ravage and Ransack: 4 VP for each turn where you cap the objective closest to the enemy's table edge.
- Blood Offering: 2 VP for each enemy unit you kill near an objective.
Stratagems
- Overwhelming Onslaught (1 CP): When you charge an enemy, the enemy they charged takes a battle-shock test at a -1 penalty.
- Rage Unchecked (1 CP): When one pack of berzerkers below half-strength shoots or fights, they get [Sustained Hits 1] so that they can possibly make up for the missing bodies.
- Unstoppable Fury (1 CP): One unit gets a 6" consolidate range instead of the default 3" so long as they're moving towards an enemy.
Equipment[edit]
Unit Analysis[edit]
As per the Daemon index, you can have 1/4 of your army in points be Chaos Daemons but only Khorne Deamons. As per the Adeptus Titanicus index, you can have up to 1 Chaos Titan model. As per the Chaos Knights index, you can have up to 1 titanic or 3 war dog Chaos Knights models in your army. See those tactica pages for an in-depth analysis, but remember, in both cases anything you field will lose its Faction rules (what happens in terms of Detachment rules will still be Detachment-specific, but you'll have to pick a World Eaters Detachment).
Characters[edit]
- World Eaters Daemon Prince:
- World Eaters Daemon Princewith Wings:
- World Eaters Lord on Juggernaut: While lacking any terminator lords, you do get an angry man on top of a giant daemonic rhinoceros as an equivalent, its sharp horn complementing his own on top of having [Lance]. Of course, he also does more damage on the charge (1 MW on a 2-3, d3 MW on a 4-5, d3+3 MW on a 6), all with a re-roll that his unit of Berzerkers or Eightbound can enjoy. That's not all he can re-roll, however, as he lets his squad also re-roll advances as well as Blood Surge rolls if you keep him with Berzerkers.
- World Eaters Master of Executions: Surprisingly a bit better than his undivided brethren. He's still a duelist through and through, he gets to re-roll to hit and wound his preferred prey of characters. While he won't give free CP for killing enemies, he does give his squad of Berzerkers the ever-so-precious ability to fight first.
Epic Heroes[edit]
- Angron: Got a rather significant buff in strength as well as in durability, though his ability to respawn took a hard nerf, now requiring a triple 6 from the blessings roll (13.48% chance to buy at least it, but you can buy it and 2 more buffs if you have a good enough roll). Fortunately, this respawn gives him all of his wounds back, giving him the ability to potentially overwhelm a worn-down rival primarch.
- Wrathful Presence gives you buff auras each charge phase rather during the command phase. Glorious Bloodletting lets friendly World Eaters units add +1 to charges, Infectious Rage lets friendly units below their starting strength (or, for single-model units, below their starting W) get an additional attack, and Righteous Slaughter gives all friendly units a re-roll to hit. All three of them work on Angron himself, but for that Righteous Slaughter is always better than Infectious Rage because both of his A stats are greater than 6 and his WS stats are both 2+. Because you choose in the Charge phase, you will always already know what your Blessings are; if you have both Warp Blades and Martial Excellence up ([Lethal Hits] and [Sustained Hits 1]), Righteous Slaughter becomes even more incredible on him, because you can fish for crits by re-rolling 5- to hit and come out way ahead.
- Kharn the Betrayer:
- Lord Invocatus:
Battleline[edit]
- Jakhals:
- Khorne Berzerkers: After so many editions where the World Eaters had the advantage of chainaxes being better than mere chainswords like the others, now we're just stuck with generic chainblades with S5 AP-1, meaning they're either chainswords or axes without any benefit. The Eviscerator has similarly been nerfed hard by the AP cut to -2. Blood Surge remains a costly but vital way to keep your troops mobile when enemies are shooting them to death. Unfortunately, you need to get used to your Berzerkers being worse in melee with Eviscerators than CSM Legionaries - same weapon profile, but they re-roll 1s to wound in melee, sometimes with full re-rolls.
- Icons may no longer affect Leadership for the berzerkers, but it does allow you to re-roll one blessing die if the unit's near an objective. The best use of this ability is in quantity if you have a dead Angron you're trying to bring back, as it stacks - multiple units in range will let you re-roll multiple dice.
Infantry[edit]
- Eightbound:
- Exalted Eightbound:
- World Eaters Terminators:
Vehicles[edit]
- Chaos Land Raider:
Walkers[edit]
- Helbrute: Hellbrutes are undoubtedly going to see more use in World Eater lists this edition due to one simple fact: frenzy. These big bastards can fight or shoot every time they take damage. March them up the board and take some heavy firepower or two fists and go to town. Fists still remain superior to hammer by their reliability.
- Blood SlaughtererHH Legends: The giant red tick remains the massive fire magnet it has, and sadly all it has to protect itself is a 3+/5++. It may have the ability to resurrect itself if it didn't blow up, but d6 wounds won't help much against an array of lascannons. What will is its nimbleness seeing that it has a 12" movement and can advance a flat 6". The Impaler Harpoon is pretty much only an opening shot, not only insta-wounding monsters and vehicles and also giving the tick a +2 to charge the victim for some ruthless Slaughter Blade. If you aren't facing any tanks too dangerous to dismiss it, you can instead grab two blades for a barrage of chops.
- Deredeo DreadnoughtHH Legends: The Dreadnought to use if you just want to shoot, this dread can re-roll to hit enemies above half-strength. Each of their arm-guns are paired with specific purposes - the Anvilus Autocannons demolish crowds, the Arachnus Heavy Lascannons to demolish tanks, the Hellfire Plasma Cannonade to blast apart TEQs and the Volkite Falconets to burn through high toughness monsters. You can also pick up one of two different missiles, one capable of handling crowds while the other lets you easily break flyers.
- Relic Contemptor DreadnoughtHH Legends: The dreadnought to take if you want something that just refuses to die. Comes with all the fun guns you've ever wanted in melee or at range, curiously starting out with twin plasma cannons. Your fists and chainfists come with combi-bolters with the heavy flamer option also adding in options for plasma blasters to easily crack MEQs and the graviton blaster to annoy vehicles. You can also strap a cyclone missile launcher for additional firepower.
- Leviathan DreadnoughtHH Legends: The end of any tanks or monsters you see. The Cyclonic Melta Lance can easily rip through monsters and tanks all the same while the Grav-Flux Bombard gives you more reliable ways of damaging tanks at the cost of effectiveness. The Storm Cannon exists if you're up against any hordes. You can also grab a claw or drill, the difference really only being that the drill has one less attack for [Anti-Vehicle 4+], otherwise they're both almost identical and carry meltas.
Dedicated Transports[edit]
- Chaos Rhino:
Titanic[edit]
- Khorne Lord of Skulls:
- Blood SlaughtererHH Legends:
- Greater Brass ScorpionHH Legends:
- Kytan RavagerHH Legends: The Lord of Skulls...WITH LEGS!
Aircraft[edit]
- Fire Raptor GunshipHH Legends:
- Storm Eagle GunshipHH Legends:
- Sokar-Pattern StormbirdHH Legends:
- Xiphon InterceptorHH Legends:
<tabs>
<tab name="10th">
General Tactics | |
---|---|
Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids | |
Votann |
</tab>
<tab name="9th">
General Tactics | |
---|---|
Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids | |
Votann |
</tab>
<tab name="8th">
General Tactics | |
---|---|
Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids |
</tab>
<tab name="7th">
General Tactics | |
---|---|
Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids |
</tab>
<tab name="6th">
General Tactics | |
---|---|
Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids |
</tab>
<tab name="All">
General Tactics |
|
---|---|
Imperium (8th) |
|
Chaos | |
Eldar |
|
Necrons | |
Orks | |
Tau | |
Tyranids |
</tab>
</tabs>