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@prot I would argue that plauges will be used for their ability to msu since they get 2 specials.

 

Honestly I'm kind of envious of your guys rules compared to mine. Might just have to try out world eaters. How do world eaters compare to daemonkin?

Daemonkin are good if you like Daemons, bringing in extra units via summoning, and Hounds.

 

A large hounds unit is central to most KDK lists.

 

World Eaters, imo, are going to be many infantry units on the ground, rushing at the enemy with some advantages.

 

ob sec, special weapons, fearless, counter attack..there is a lot to like there.

 

Proof will be in the play testing but they are going to play very differently I think.

@prot I would argue that plauges will be used for their ability to msu since they get 2 specials.

Honestly I'm kind of envious of your guys rules compared to mine. Might just have to try out world eaters. How do world eaters compare to daemonkin?

Why bother? Take Warband chosen with 4 specials, or multi Havok squads. I still think the score of this entire book is not having to take cult troops.

Daemonkin are good if you like Daemons, bringing in extra units via summoning, and Hounds.

 

A large hounds unit is central to most KDK lists.

 

World Eaters, imo, are going to be many infantry units on the ground, rushing at the enemy with some advantages.

 

ob sec, special weapons, fearless, counter attack..there is a lot to like there.

 

Proof will be in the play testing but they are going to play very differently I think.

Yea, my most efficient KDK lists had lots of hounds and some Daemons with the detachment. But I still think KDK might be more competitive but I have to see for myself. My big issue with KDK is I never felt like I was playing any sense of World Eaters.

 

Warband is going to be big. I just wish I could squeeze in LatD as I still feel they're valuable. But now they require MoK and I guess they won't get the bonus move .

That would be kind of cool if cultists could also get the bonus move. The wording in VeteranNoob's review seems to suggest they can.

 

I've started tinkering with a Warband/LatD list, with the cultists swarming the front, backed by havocs and bikers, with Khârn, CSM and chosen dropping in with dreadclaws. Could be a fun list.

Berzerkers get additional movement, and movement, delivery, is one of the biggest issues they have?

 

I honestly couldnt have asked for more.

 

I wanted an actual World Eater army, and now I have one. Berzerkers? My whole army is berzerkers, and they actually have OPTIONS, and more depth than the one note, boring unit that we have had for 20 years.

 

Berzerker Terminators? Gottem!

Teeth of Khorne? Gottem!

 

I dug out what I had left for Chaos, sold a bunch off...again, so I cant game till I get an order in, but honestly this is what I wanted since 4.0 came in and RUINED our faction.

 

Yeah thats one way to see it, i'm gonna make some test runs anyway before taking any definite decisions about it, but i'll admit i'm a little biased.

 

World Eaters get Adamantium Will too don't they? Honestly I like that. The Psychic phase in my meta can be pretty gross and it's at a point where having a single sort is just a waste of points.

 

 

Since when is Adamentium will usefull?

 

Most of the guys who targets you with Psy, have between at least 4 and 22 Warp Charges, and thats not even counting on the random dice.

 

You..., you only have that random dice to make up for your Warp charge pool, you'll never DtW anything, except maybe for some powers that the guy makes last and can only throw 1 or 2 dices on it.

 

Only times i've succesfully DtW something is when Khârn's involved, or when i allied some Black Legion Cabale and thus had 6 extra dices.

 

Another problem i have is that, while taking a Maelstrom with lots of MSU zerkers units, might be a way to go at it, there is just too many troops units with huge volume of fire that can wipe out 5 models for the same points.

 

Might work a few times, and you'd get 2 or 3 of them getting where you need it, but against most armies, i don't think the guy on hte other side will juste watch them hauling in his direction.

 

And you would have to heavely depend on the 2d6 move, and at this very moment, your whole strategy rest on this role, you roll something like 3"...

 

Thats whats bothers me, once again we depends on a random roll *sight*

Edited by Slayer le Boucher

I was just mentioning bonuses. It's not useless. Trust me. In real games it helps to have -something- nowadays. Even those stupid GSC army powers. Psychic Shriek is always a factor... pick any handful of Witchfires out of the game and give me the option to roll 5's against it or 6's and I'll take the 5's.

 

It's a bonus. I didn't say I'd base an army on it.

 

I'm not too fussed about the Cult troops not getting a huge boost. I still stand by the fact that most of the cult troops in this book are obviously being out classed at a cheaper price point in this supplement. To me it further points to possible evidence of a rewrite on all Cult Troops in coming months/editions.

 

+EDIT+

I hope someone does try the Maelstrom of Gore with the addition of Detachment rules.... Basically  nothing changes there except you get 2D6 on top of the rest of the rules.

Edited by Prot

so what are you guys thinking in terms of lists...warband with bikers, havoks, and...combimelta terminators?  Maybe a raptor talon as the aux and the rest of the points in CSM units running forward with the warband lord?

so what are you guys thinking in terms of lists...warband with bikers, havoks, and...combimelta terminators?  Maybe a raptor talon as the aux and the rest of the points in CSM units running forward with the warband lord?

 

Yep, thats me. Though I wont be getting raptors, I'll use my Spawn for low points games (and add 4xMelta Havoc) or 2 x Drakes for games over 1500.

so what are you guys thinking in terms of lists...warband with bikers, havoks, and...combimelta terminators?  Maybe a raptor talon as the aux and the rest of the points in CSM units running forward with the warband lord?

 

On the surface I think that is the golden base to launch your WE lists from. Raptor Talon I've been saying since the leaks is something I intend to try... on the table (not deepstriking).

 

I know WE are not going to be amazing. I just want to see if they can hang in there with my KDK. ;)

 

IMO the only way they can do that is by running recycling Cultsts, or have a plethora of ObSec.

Why not deep striking the raptors, worried about reserve rolls?

 

I'm trying to figure out what i want to do re CSM...i'm not sure that running 40k world eaters is something i would enjoy as much as my 30k eaters and i have a KDK army also, so i'm thinking about other legions, but i kind of like the WE legion rules and most of my CSM models are already red and gold, lol.

I have a bunch of zerkers & CSM from 3rd edition, that with very little work can see some play and potentially be okay. Probably just run the zerkers as CSM with bolt pistol & CC weapon, as they still look overpriced, even within the butcher horde. 

 

Not sure, but I think the route i'd go at 1850pt range is two Warbands, chock full of objective secure MSU CSM squads and spawn as the auxiliary choice. Take an armory worth of meltaguns & flamers, play the objective game. That said, competitive wise, I wouldn't be overly confident, the pre-game move, without manipulation, is on average a scout move, except no outflank option, but you get to assault if something is in range. The re-roll on charges is very nice, but infantry on foot, aren't exactly rocking 40k these days! 

Why not deep striking the raptors, worried about reserve rolls?

 

I'm trying to figure out what i want to do re CSM...i'm not sure that running 40k world eaters is something i would enjoy as much as my 30k eaters and i have a KDK army also, so i'm thinking about other legions, but i kind of like the WE legion rules and most of my CSM models are already red and gold, lol.

 

Well the Raptors would get 2D6 free move before game start. Why trouble yourself with wonky reserve rolls and no guidance?

 

heck I think the KDK version is better, because I can guide in my raptors in KDK with the Bloodletters banner.

 

I don't blame you. if I were starting over with Chaos I might be inclined to try a different Legion. It's no secret assault is extremely difficult in 7th and with KDK you (and I) already have a 'capable' assault army with MoK everywhere. It's just the marine element is fun. ;)

My problem with the Raptor Talon is that it doesn't do anything that Warband bikers do better if you intend to simply run up the field with them. Plus there's also the Lord tax.

 

Deep striking them still has its uses though - Fearless units tying up enemy shooters is still useful.

My problem with the Raptor Talon is that it doesn't do anything that Warband bikers do better if you intend to simply run up the field with them. Plus there's also the Lord tax.

 

Deep striking them still has its uses though - Fearless units tying up enemy shooters is still useful.

 

Well I would compliment the Bikes with Raptor Wing, not replace it. I prefer the Warband for ObSec over a CAD to get the full detachment bonus plus I don't mind the taxes in the Warband.

 

I think the Deep Striking is still an option too, but it depends on my opponent, and now with 2D6 'free' move it's just opening up options. 

 

Overall I feel like my flavour of Raptor Talon has been  1 Raptor Squad, 2  squads of Talons. will be what I go with.... 

 

So a biker squad with an attached Jugg Lord moving 2D6, plus 3 jump squads moving up 2D6 in T1 , plus my DP doing the same.... that's a LOT to shoot at. The Talons will probably be secondary targets, the DP with the Bloodfeeder (I think that's what it's called) is going to be a brutal mistake to ignore....

 

I'm just spit balling here based on my KDK / Traitor's Hate experiences, so it's all subject to change. ;)

My initial thoughts are something like this but i'm not sure how i feel about it, lol.

 

Mark of Khorne, VotLW on everything

 

edit: 1848pts assuming 35pt weapon on the raptor lord

 

Warband

Khârn

 

3x Terminators - Combimeltas, power mauls, chainfist

 

3x Bikers - 2 meltaguns, lightning claw/melta bomb on sarge

3x Bikers - 2 meltaguns, lightning claw/melta bomb on sarge

 

5x Havocs - either meltaguns or autocannons

5x Havocs - either meltaguns or autocannons

 

8x CSM swap bolter for CCW

6x CSM add CCW, plasma gun

6x CSM add CCW, plasma gun

6x CSM add CCW, plasma gun

 

Raptor Talon

Raptor Lord - Sigil of Corruption, some artifact, maybe gorefather or the crazy 2d6 attack axe?

 

5x Raptors - 2 meltaguns, lightning claw/melta bomb on sargent

5x Raptors - 2 meltaguns, lightning claw/melta bomb on sargent

5x Raptors - 2 meltaguns, lightning claw/melta bomb on sargent

Edited by Guiltysparc

Mmh...i think i like the idea of WE Talon formation with loads of bikes next to it...

 

But then would'n it be just a Khorne Night Lords army, would'n it better to make them Night Lords?...

 

Mmh, wait, after verification, the only thing Nigh Lords raptors and warptalons gets more then WE ones are Night vision and stealth, since they also reroll charge...

 

Might wanna try that one then...

 

BAse with a Warband, then Raptor Talon.

 

Still i think i'd miss Army wide FnP from my KDK, a lot of my latest games was won because of good FnP rolls.

 

Last game 2Vs2 i tarpitted 30 Ork boyz and 5 GK's termies for 2 turns with ONE SINGLE Biker Champion, never saw so many succesfull FnP in my entire gaming career...

I feel like the furious charge and rage are going to huge for the WE raptors and also terminators.  Those power maul terminators are going to be throwing S7 in combat making them able to pummel just about any vehicle into little bits if the salvo of melta doesn't get the job done.

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