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3000 pt World Eaters Speartip


hisdudeness

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LINK to the WIP for this army.

 

My idea for an all out in your face World Eaters force. Part of a larger game Apoc game, so balance is not the goal. Darr will be with the Destroyer Sqd and Praetor with a Rampager Sqd. Plan is to hit a point on the line with everything at once. About 2995 as is.


Updated- 3/27/2013
 

HQ

Praetor [attached to rampager squad]
+Jump pack
+2x Paragon Blades
+Iron Halo
+Rite of War: Angel's Wrath
 

Centurian Shabran Darr   Legion Centurion (Primus Medicae) [attached to an assault squad]
+Jump Pack

+Chainaxe, Refractor Field, Art. Armor, Needle Pistol, Bolt Pistol

 

Centurion (Master of Signal) [attached to destroyer squad]

+Jump Pack

+Chainaxe, Refractor Field, Art. Armor
+Nuncio-vox, Cognis-signum

 

Elite
2x Rampager Squad (10)
+Jump Packs
+SGT Artificer Armor, Power Fist, Bolt Pistol
+Caedere Weapons (4xExcoriate Chainaxe, 2x Meteor Hammer, 2x Falax Blades, 1x Bard-hook Lash)

+All Have bolt pistols

Destroyer Squad (10)
+2x Missile Launcher /Web, Bolt Pistol, Chain Axe
+SGT Artificer Armor, Thunder Hammer, Phosphex Bomb
+All the Chainaxes

+All have metabombs

+All but missle guys have twin bolt pistols

Troop
3x Legion Assault Squad (20)
+4x Handflamers

+16 Bolt Pistols
+SGT Power Fist, Bolt Pistol
+ All the Chainaxes

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  • 2 weeks later...

So I play tested the list a few times…hits like a ton of bricks.  Even the following games when my opponent knew what was coming they could not stop 20 man assault marine units from getting into Close Combat.  The World Eaters special rules are both a blessing and a curse.  Bloodlust is problematic but Furious Charge with the Hit and Run from Angel’s Wraith is scary. 


I am looking at pulling Centurion Darr to add a Centurion with Primus Medicae to add to one of the assault squads. It’s cheaper and gives 20 models Feel No Pain.   



 

So I play tested the list a few times…hits like a ton of bricks.  Even the following games when my opponent knew what was coming they could not stop 20 man assault marine units from getting into Close Combat.  The World Eaters special rules are both a blessing and a curse.  Bloodlust is problematic but Furious Charge with the Hit and Run from Angel’s Wraith is scary. 

 

I am looking at pulling Centurion Darr to add a Centurion with Primus Medicae to add to one of the assault squads. It’s cheaper and gives 20 models Feel No Pain.   

 

 

 

 

A 20 men assault squad is a great asset for combat oriented armies, add FNP and they become even more difficult to defeat. 20 men Assault Squads give their best with SoH merciless fighters but that does not mean they cannot be effective in other legions ;)

If you have the spare points I'd give the Praetor some AP2 weapon.

Personally I'd choose Primus Medicae over Darr.

I agree about Darr.  He would be good for smaller games where one only needs a single HQ, but the Primus Medicae is cheaper and is a greater force multipler.  With the addition of a Praetor, I do not need Darr.

 

I have about 70ish points to spare have not nailed down what I want on the Praetor.  He is slated on being attached to one of the Rampager squads which worked well as a hammer unit to slam in to an engaged unit. 

 

I don't plan on surviving long, my goal is to slam into the line at a single point and make people deal with me while rest of the team gets in to ideal position.  92 World Eater assault models slamming a line is hard to deal with even if you know its coming.

I agree about Darr.  He would be good for smaller games where one only needs a single HQ, but the Primus Medicae is cheaper and is a greater force multipler.  With the addition of a Praetor, I do not need Darr.

 

I have about 70ish points to spare have not nailed down what I want on the Praetor.  He is slated on being attached to one of the Rampager squads which worked well as a hammer unit to slam in to an engaged unit. 

 

I don't plan on surviving long, my goal is to slam into the line at a single point and make people deal with me while rest of the team gets in to ideal position.  92 World Eater assault models slamming a line is hard to deal with even if you know its coming.

 

Your list seems to be a lot of fun to play with. The only issue I see with this list is how to deal with vehicles? I think u should find a way to put melta-bombs on the assault squad and then it would be really frightening to play against. 

It is wicked fun to play, complete and total fluff list.

 

I'm not overly concerned about vehicles and will steer clear of them.  My plan was to sprinkle melta bombs in the specialist units to deal with any walkers that get in the way. My only fear is during the advance to the line and facing a Fury of the Legion volley.  Or template weapons...

 

I sat down and looked at the weapon list for the Praetor again...I believe I will drop the Twin Claws and add a Paragon Blade (+1S and AP 2) for the same cost.  Keep the ideas coming.

No the Legion Assault sqds have bolt pistols, just like Codex Assault sqds. 

 

The Destroyers do have jump packs.  They started as a unit that had jump packs and filled points.  After using them, I really like them.  They are pretty good in CC and with the rad grenades, rad missiles, and the Phosphex bomb they can put some hurt on just about anything.  I use them as most people use normal assault marines in a standard list, as a quick reaction force to help a failing part of the line.  They just do it in an all assault list.  Assaulting after 2 Rad missile shots is kind cool, also. 

 

After working on the painting side, I might drop an Assault sqd and add Land Speeders just because I'm not looking forward to painting another 60+ jump packs.  I'm using Raptor jump packs and heads for the Rampagers.  Just the 20 of them is taking quite a bit of time.

  • 2 weeks later...
An idea would be to have no jump packs on the assault squads but use Dreadclaw Drop Pods to assault out of the turn they arrive! It'd be very fluffy in a World Eaters army and get your boys close enough to first turn assault. You could have some tactical squads in Storm Eagles to pick up objectives or have terminators be placed right where you need them. Add an Angron and BOOM Istavaan 3 fluff list!

While good ideas, they don't fit with the goal of the tournament.  It is a fluff Apoc game based on Betrayal.  I've chosen loyalist, so drop pods and Argon don't work.  I also don't want to rely on Deep Strike to get units to the front line.  I want all 93 models hitting the line at one time.  Even if the brace for it there won't be much they can do. 

 

After playing a few games with Land Speeders to fill out the list, I don't like them.  They don't feel right and didn't do much.  So I dropped them and added another Centurian (Master of Signal) and put some shine on a few units.  Placing the MoS with the destroyers with the Cognis-signum will be fun.

 

With the Rampagers being released the Raptor Heads will now be used for the Destroyers.  The 3 HQs are pretty much painted, just need Heads and weapons.

That MoS with destroyers will be painful to face! Understanding that this list is based off of the survivors of the initial viral bombing it makes total sense. Your changes with, while a bummer, are completely justified. I really don't see the loyalists having much armored support on Istavaan so if you were to add anything like that I'd go with Contemptors (I want a Dark Angels specific contemptor so bad!). Also lets see some pictures of them mate!!!!!

Ask and thy shall recieve:

 

 

http://i560.photobucket.com/albums/ss48/hisdudeness69/WestBrazos-20130212-00032_zps3717fd18.jpg

 

 

http://i560.photobucket.com/albums/ss48/hisdudeness69/WestBrazos-20130212-00030_zps9b6f872c.jpg

 

 

I have also removed the Twin Claws from the Praetor and added 2 Paragon Blades (which will be large meat cleavers if I can find some).

I love them also, I think an entire army with invisible bases will really stand out over the tons of other great Heresy armies on the table.  And pretty cheap, 100 bases ended up being just shy of $50.  For the fogging, I bought the recommended glue designed for clear acrylic.  Down side is it takes about 30 mins to bond and 24 hours to set...and I do not believe I will ever be able to remove the bases without shaving some of the feet off.  They are spot on the correct diameter and about half a mm off the thickness from a normal GW base. I am testing how sealants work on them to see if I have to seal my models before attaching bases.

 

I did find where you can order colored clear bases (about 14 colors), but they cost more. 

The clear is cool! I'm not sure about a colored base, I think I would stick with the clear and maybe paint the rim instead.

 

Can't wait to see the whole force on them. Much better than my water based guys fighting on an asteroid. Why yes, we did bring our water into space.

The clear looks even better on a dark table...the shadows blend in and they really look like they have no bases.  I believe the list is pretty set, only need to play with the load out of the units.  Then play the list as much as I can before I go live!!  Half the models should be here this week and the rest will be in bound next month.

A moritat was my first thought, but the limits on Chain Fire will limit the destroyer Squad.  If I'm close enough for Chain Fire I'm close enough to assault, which is the point.  Also, there is a pretty good chance to kill off the unit and then my destroyer squad is high and dry unable to do anything.

 

The next best thing is an orbital strike that can murder a line long before the unit get there.  And up the Destroyers to BS5...

Nice work dude! I'm enthusiastic to put together a jump pack madness angel's wrath list - the rite of war that all the treadheads look at and go "... meh". I'm also thinking about the moritat + destoyer squad dilemma. You always could split him off to chain fire, (possibly targeting a different unit), and rejoin him next turn ... if he survives. Probably not - pinch.gif. But if you did split him away, at least he'll draw a lot of fire after his glorious split-fire suicide mission! I'm guessing he was designed to provide such a dilemma to balance out his ability.

I'm considering going with the vigilator to give an assault blob a scout/infiltrate deployment option that complements that of the destroyer squads' scout rule. The primus medicae also looks like a great option for an assault blob.

Can I ask what weapon upgrades you put on the land speeders? Surely it must be the graviton guns!! Need that haywire armour-busting goodness, and messing up the terrain under the enemies' feet that your guys can all basically ignore looks like a nice little added synergy.

Did they really suck that much? sweat.gif

Thanks, I really lke the clear bases the more I look at them.  I can't wait for the next orders to get here so I can finish the HQs and get to the other units. 

 

I thought long and hard on the moritat as he just screams to be tag teamed with the destroyers.  But looking at what could happen when using his core ability and the goal of my list his usefulness feel apart.  My biggest fear with this build is to be stuck in the open with any of my units...and a Fury of the Legio volley, that scares me.  The only solution is to add the Medicae to the leading assault squad to increase survivability, hopefully enough will survive that the next turn they can slam the line pretty hard.  If not there are 2 other squads following to lend support.   

 

The medicae is the best force multipler for the assault squads, so much so I almost took a second instead of the Master of Signal.  After reading the MoS closer I liked the idea of a -5 to scatter of the rad missles for a unit that will be firing them danger close most of the time. 

 

In my head, I see the 3 assault squads foring the spear tip.  The Ramagers will follow and either jump over the line that is now locked in combat and assault from rear or push past to hit a softer, meatier target and just run amuck of things.  Think of a Hyper Penetrator round from a tank...the softer shell weakens the armor and the denser core rips in to the crunchy bits. The Destroyers are there to shore up any part that looks like it may fall (and have the MoS drop that big plate of doom).   Once any unit murders a target the rage and counter-attack rules will kick in.  Blood flows and skulls cracked. 

 

I don't plan on being on the table for too many turns, but i hope it will make a big enough mess of a defensive line that other members of my team can follow up while I am being dealt with. The two worst cases are I'm murdered in the open (in which I will still have spounged damage from other units/armies) or a come face to face with another assault army (which I should at least pin them for the game...unless they are Emperors Children.)

 

I tried one game with heavy flamers and one with the grav guns.  Both loadouts worked but didn't shine.  The flamer version I pushed them way ahead of the jump troops to unleash fire...they lasted 1.5 turns.   I tried one game with the grav guns,  might have been more useful if the other team was not a static army.  Both times they did soften the line and draw fire from the following assault units but I didn't feel like they made their points back. Melta bombs and the MoS seem to work better.

  • 5 weeks later...

An idea would be to have no jump packs on the assault squads but use Dreadclaw Drop Pods to assault out of the turn they arrive! It'd be very fluffy in a World Eaters army and get your boys close enough to first turn assault. You could have some tactical squads in Storm Eagles to pick up objectives or have terminators be placed right where you need them. Add an Angron and BOOM Istavaan 3 fluff list!

WE can't have dread claws... And you can't assault the turn they deep strike...

You are correct, no Dreadclaws. 

 

Additionally, I want all 93 models hitting a single point at the sametime.  Being flyers or deepstriking, Dreadclaws will be off table and randomly come on. And since only my 'specialist' squads will fit in one I will be lacking the needed support when I hit the line.

 

Using count as models for play testing, even 1-on-1 and my opponent know what I am bring it was hard for him to deal with that many fast moving assault models.  With 'Hit and Run' I could attempt to pulll out my smaller units and move them to a point that was having issues. 

 

One game I pinned a unit with my Destoyers for an assult squad to hit easier.  Next turn I pulled out my Destroyers and hit a dread that drop poded in and was going to tear into a unit that was limited in ablility to respond.

 

Effectively, smaller units bounce in and out of fights either to handle a dangerous target or to strengthen a failing point.  My goal is to wreak as much shop as I can as soon as I can so forces have to be diverted to deal with me (weaking other areas) and pin a point of the line so other teammates can shift if needed.

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