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The raptor talon is awesome, just kind of unfortunate that the Mark of Khorne bonuses are almost a tax on the unit, given disordered charge.

 

Well that's the thing... I intend on putting them on the table top for the 2D6 move. I want full advantage of the Mark. Like I said, I think the actual formation rule is better in KDK where you can mitigate, and almost guarantee deep strike reserves a bit. But for World Eaters the gravy is in that free move, plus Burning Blood if you can find the spot for it.

 

My first tests will not be with Raptor Talon, but I do believe there is a spot for it. I'm just starting with a Warband and LatD. I just have a lot of trouble going towards the MoG and giving up ObSec and/or recycling chaff units (cultists).

 

 

What are the consensus on our artifacts?

 

Talisman of Burning Blood is awesome but what wargear do you give a Chaos Lord with this?

He can't take another relic, so is stuck with mundane weaponry. Lightning Claw and Powerfist on a Juggernaught?

 

The Berserkers Glavie screams Daemon Prince. I can't see this work on a Chaos Lord, too squishy to be left on his own.

 

Brass Collar of Bhorghaster is nice and fluffy, but I can't see myself using most of the time, mostly due to the 1-relic-per-model-limitation.

 

I'm torn on Gorefather. It's a really cool weapon, and at first glance it looks good, but then you see "Unwieldy" and it falls apart. I cant see myself using this on a Chaos Lord for this reason alone. Granted, Unwieldy is negated on a Daemon Prince, so it looks more appealing, and suddently you have a weigh-off between Berserkers Glavie and Gorefather;

+D6 attacks, Feel No Pain and It Will Not Die vs. Armourbane and ID on 6's on a model with S8. I'd probably roll with the Glavie most of the time.

Sigh, if only Gorefather wasn't Unwieldy...

 

The Crimson Killer. A slightly more expensive plasma pistol with soulblaze that doesn't get hot? Cool, not too shabby, but as with the Brass Collar I can't see myself using this mostly for the 1-relic-per-model-limitation. Any Khorne character worth a damn prioritizes a good melee weapon over a ranged weapon!

 

Bloodfeeder is a massive letdown in my opinion. I really thought it was +2D6 attacks at first (as it was in 4th Ed.), but as it is, I can't see myself using it ...ever.

Not only is it Unwieldy (so again, not something I want on my Chaos Lord), but it's not really that great to begin with; Daemon Weapons will give you more attacks most of the time, and often with other better stats to boot. Comparing this to the Axe of Blind Fury for instance, we have (on a Chaos Lord) 4+D6 attacks at WS5 and S6, vs 2D6 attacks at WS6 and S5, Unwieldy. Most people would probably go with AoBF, and on Princes it becomes even worse since they have a higher base A that they loose.

 

I'm with you on this stuff... except I'm probably putting BB on a basic character that can leave/ join cultists/Warp Talons.

 

For sure the Gorefather (too cool to not use) is going on my DP. My DP will be Stormsurge hunting and going for multi "Murderous Strikes" on those GC's.

 

That being said, I'm considering giving him the Zerker Glaive instead. Same points, but he loses character status? (So no boons for him) However the survivability on a solo, flying MC might be a stronger sell than Gorefather if I get shot down too easily (I anticipate he will be targeted immediately. )

 

My Juggerlord is probably sticking with Axe of Blind Fury as well. I just can't see away around that right now as much as I"d like to.

 

The Brass Collar is definitely something that should be available to an IC on top of a relic. This army can and does suffer pretty badly from strong psychic armies in my experience. I am not looking forward to chasing a flying Magnus around like a dog after a flying bone while taking D beams in the melon.

Edited by Prot

Yeah, Adamantium Will just doesn't cut it when there are 5+ dice chucked at us. Adamantium Will + Flesh Hounds ain't so bad, though, for some stuff.

Edited by Venomlust

Dunno if you guys allready have it, but i got my copy of the book.

 

I din't read the fluff yet, but lets say that each Legion get 1 page of fluff , then there is the general Chaos Legion fluff, and then formations and each detachements/WT/Artefacts/Legion rules.

 

Something i've noticed, dunno if this is also written in the english version of the book, but in the french version the extra 2D6 move for WE, it doesn't make any mention of vehicles.

 

Essentially the rule says "...all units made of models entirely of this detachement, can immediatly make a 2D6" move(throw separatly for each unit). In addition , non-vehicles units and Walkers can reroll their failed charge roll during the game"

 

So yeah, you can move 2D6 with a WAlker or even a Land Raider!!!...

 

A fist of the Gods formation with 2 Vindis and a Raider that move 2D6 prior the game...oh hells balls ablaze!

Regarding Bloodfeeder, don't write it off just yet. It replaces your Attacks value with 2D6. A Chaos Lord's Attacks value is only 3, so the Bloodfeeder has a pretty damn good chance of giving a reasonable bonus. The real question is whether the "rolls of 1 = wound on the bearer" applies only to the 2D6 roll or to the model's To Hit rolls in combat.

 

Also, I noticed something strange: in the enhanced digital edition of the Traitor Legions book, there is no page for the World Eaters in the "Legions of the Dark Gods" section (the part in the middle that showcases the miniatures for each Legion). All 8 other Legions are represented.

 

Is that the same in the physical book?

Its 1s on the number of attacks roll, just like a demon weapon...and yes, its pretty excellent since you are going to be rolling better than 3 most of the time.  You still add rage, rampage, and whatever else applies on top of it.

I'm thinking that it does apply to the To Hit rolls, by the wording:

 

"...the bearer makes 2D6 Attacks...which can be increased as normal if the bearer charged, etc. However, for each roll of 1..."

 

Also, I forgot that it's Unwieldy :( That makes it decidedly less useful.

Yeah. Thinking on it, though, the Bloodfeeder could be useful on a Dark Apostle if the self-hurting rule is indeed on the To Hit rolls. His Zealot rule will give some much-needed protection, and he only has 2 Attacks base so loses nothing from a bad 2D6 roll. Only problem is Unwieldy and cost. Edited by Cheexsta

The issue with Bloodfeeder though (apart from Unwieldy), is that while it on average gives you 7 attacks (3,5+3,5; avg. of two D6), a regular Daemon Weapon such as AoBF on a Chaos Lord will give you on average 6,5 attacks (3+3,5). 0,5 attacks less, but at +2 Strenght instead of +1, and without Unwieldy.

Not sure if Unwieldy is a oversight, 2 of the 3 new relics for WE are Unwieldy, very unfitting for a aggressive "glasscannon" army (compared to the other 3 god-specific legions.)

 

I also read it as you only suffers wounds on 1's on the number of attack roll's, i.e. roll two 1's for checking how many attacks you get and suffer two wounds. Roll a 3 and a 5, get 8 attacks but suffer no wounds. No where in the text for Bloodfeeder does it mention to-hit rolls.

I'll quote the rule:

 

 

 

Bloodfeeder;
S +1, AP2, Melee, Specialist Weapon, Unwieldy.
Whirlwind of Blood: When using Bloodfeeder in close combat, the bearer's Attacks characteristic is not used; instead, the bearer makes 2D6 Attacks (roll before making Attacks with the bearer each time they use it), which can be increased as normal if the bearer charged, etc. However, for each roll of 1, the bearer immediately suffers a Wound with no armour saves allowed.

 

No to hit-rolls are mentioned, only rolls for the number of Attacks.

It's basically works as a Daemon Weapon, except you roll two dice, and so can suffer two wounds if you roll snake eyes.

Problem is that you can never roll a 1 on 2D6, and the rule is in the context of making X number of attacks.

 

Either way, it needs clarification from GW, IMHO.

 

No it really doesn't, it's very clear what the intention is. You roll two D6, and for every 1 rolled on theese D6's, you suffer a wound. 

 

One small upside with Bloodfeeder is that since it's not an actual Daemon Weapon, you can always count on your WS to remain the same.

It works pretty much the same as in 4th Ed actualy, throw 2D6 for each one's you make you suffer a wound, then you make your attacks.

 

Now why they bothered to put unwieldy on this, while it din't have it back then?, no clue...


Regarding Bloodfeeder, don't write it off just yet. It replaces your Attacks value with 2D6. A Chaos Lord's Attacks value is only 3, so the Bloodfeeder has a pretty damn good chance of giving a reasonable bonus. The real question is whether the "rolls of 1 = wound on the bearer" applies only to the 2D6 roll or to the model's To Hit rolls in combat.

Also, I noticed something strange: in the enhanced digital edition of the Traitor Legions book, there is no page for the World Eaters in the "Legions of the Dark Gods" section (the part in the middle that showcases the miniatures for each Legion). All 8 other Legions are represented.

Is that the same in the physical book?

 

Well in my book i spotted at least 4 pictures where you see Khârn with zerkers around him and a LoS in the background.
 

 

Problem is that you can never roll a 1 on 2D6, and the rule is in the context of making X number of attacks.

Either way, it needs clarification from GW, IMHO.

 

No it really doesn't, it's very clear what the intention is. You roll two D6, and for every 1 rolled on theese D6's, you suffer a wound.

 

One small upside with Bloodfeeder is that since it's not an actual Daemon Weapon, you can always count on your WS to remain the same.

You say that the intention is clear, but I disagree.

 

2D6 is being used here as an adjectival number, not an instruction. If the rule was "roll 2D6 and substitute this number for the model's Attacks characteristic", then I'd be more inclined to agree.

 

But instead, the rule is that the model makes 2D6 attacks. If you substituted "2D6" for any other number, the drawback part of the rule would inarguably refer to the To Hit rolls, so why not here?

 

It's only ambiguous here because the rules have two separate instances where you roll dice: once for the 2D6, and once for the Attacks.

 

And hey, I could be wrong, and that's why I think GW should clarify this.

 

It works pretty much the same as in 4th Ed actualy, throw 2D6 for each one's you make you suffer a wound, then you make your attacks.

 

Now why they bothered to put unwieldy on this, while it din't have it back then?, no clue...

 

Regarding Bloodfeeder, don't write it off just yet. It replaces your Attacks value with 2D6. A Chaos Lord's Attacks value is only 3, so the Bloodfeeder has a pretty damn good chance of giving a reasonable bonus. The real question is whether the "rolls of 1 = wound on the bearer" applies only to the 2D6 roll or to the model's To Hit rolls in combat.

Also, I noticed something strange: in the enhanced digital edition of the Traitor Legions book, there is no page for the World Eaters in the "Legions of the Dark Gods" section (the part in the middle that showcases the miniatures for each Legion). All 8 other Legions are represented.

Is that the same in the physical book?

 

Well in my book i spotted at least 4 pictures where you see Khârn with zerkers around him and a LoS in the background.

Yes, I've seen pictures of them throughout the book as well, but what I'm saying is that in the "Legions of the Dark Gods" section of the book, there are a couple of pictures and a short blurb for 8 of the Legions, but not the World Eaters. I was just curious about whether that was true in the physical book, or if that was simply an oversight in the digital book. Edited by Cheexsta

If it would be on 1 to hit for the Bloodfeeder then GW forgot to add character+bloodfeeder=no point cost

Yeah, there is that. It can be mitigated somewhat with Hated or Zealot this way, but the other way means you can only lose a maximum of two wounds per turn.

 

It's also worth remembering that you still get invulnerable saves against Bloodfeeder self-mutilation, so at least that's something.

Thoughts on this for 1500pts?


 


Warband


Juggerlord - fist, claw, Sigil of Corruption, talisman of blood


 


3x Terminators - Combimeltas, power mauls, chainfist


 


5x Bikers - 2 meltaguns, lightning claw on sarge


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


 


5x Havocs - autocannons


 


5x CSM add CCW, plasma gun


5x CSM add CCW, plasma gun


 


Raptor Talon


Raptor Lord - Sigil of Corruption, Gorefather 


 


5x Raptors - 2 flamers, lightning claw on sargent


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


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


 


 


Everything starts on the board except the termicide squad.  Strategy would be pretty straightforward, lol


Alright guys so I tried out my first game with some count as world eaters. I got annihalted but it was fun regardless though what do you expect when you are fighting against 30k wolves with leman Russ and custodes.

 

I took the list as a spur of the moment thing so I ended up just taking a list similar to prots.

 

Game was 1850 I took:

 

Butcherhorde

Warband

Khârn

Chosen with melta guns and an axe

x2 CSM with melta guns 10 men in a rhino. Sarg with power sword.

 

Raptors

 

Havocs with missles

 

LATD

1 20 man cult squad, rest 10 men

DA with tailsman in Khârn s Unit

 

Allied detachment of Death guard

 

Sorcerer with poxwalker

Cultist squad 20 men

Predator

 

My entire list was made up of a mix of Templars and blood angels units so I didn't have any of the traditionally good and fun chaos units.

 

Thoughts:

First time using Khârn and I'm impressed by how deadly he is in combat. He has the Defence of a wet noodle though and be was promptly killed by custodes. His retinue died pretty quickly though. I think a chaos lord would serve me better for the points. Dude killed 3 custodes, a 5 man termies squad and a praetor.

 

Tailsman is awesome. we were doing the relic itc mission and I was on the objective turn one with the unit.

 

The CSM squad were my heavy hitters for a lot of the game. I wasn't expecting much of the them but they were able to just annihilate most of the things they went to combat with. This included custodes and even Russ! I managed to deal 2 wounds to Russ with 2 of these bad boys.

 

Cultists OP :D? For serious though it was my first time ever using a non fearless/ATSKNF unit and it felt pretty bad to have my unit completely sweeped. I'm so sorry you've had to deal with it. On the other hand on the charge a 10 man squad completely annihalted a custodes squad.

 

The pre movement phase was okay as i didn't really have anything that it could have effected easily.

 

Conclusion:

I did pretty decently considering what I was up against and what I had at my disposal. I need bikes and spawn I think. Are there any other staple units I should look into? Also how large of a bike unit should I go with?

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