Warhammer 40,000/10th Edition Tactics/World Eaters

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This is the current 10th Edition's World Eaters tactics. 9th Edition Tactics are here.

Why Play World Eaters

Pros

  • 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.

Cons

  • Still very few unique kits.
  • Do not expect any shooting beyond pistols and the odd loaner from the CSM.

Faction Rules

  • 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%.

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:

  1. 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
  2. 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.
  3. Buy Wrathful Devotion if possible and then Total Carnage if possible.

Detachments

Berzerker Warband

Special Rules

  • Relentless Rage: +1 to Strength and Attacks for all melee weapons when charging. Were you expecting anything more?

Stratagems

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  • 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.

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  • 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.

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  • 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.

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Enhancements

  • 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.

Equipment

Unit Analysis

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. 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 CSM Detachment).

Characters

Epic Heroes

  • 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 World Eaters units below their starting strength (or, for single-model units, below their starting W) get an additional attack, and Righteous Slaughter gives all friendly World Eaters 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.

Battleline

  • 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

Vehicles

  • Helbrute:
  • Chaos Land Raider:

Dedicated Transports

  • Chaos Rhino:


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