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f all the Space Marine Legions created by the Emperor to reconquer the galaxy during the Great Crusade, none were more feared than the World Eaters. At the forefront of the bloodiest assaults and most vicious battles, the name of World Eaters became a byword for bloodshed and terror on a horrifying scale.

he best way I've found to play a World Eaters army is to run up to the nearest enemy unit and start swinging. There's only one thing you need to know about the World Eaters - you don't control them, you release them upon your enemies.

The Blood God is ultimately in control of your army. Don't forget to thank him when you win, as he has quite a temper.
Sounds simple enough but there are several things you'll need to consider if you want to actually win.

A wily opponent will know that when Blood Rage strikes, you'll give chase to the nearest unit. They'll bait you with small, expendable squads or powerhouse vehicles. You'll find your units chasing them around the board in all the wrong directions for the entire game. 

Properly equipping your units can help you counter this baiting tactic. Plasma pistols can cause glancing blows up to AV13. Each squad can take at least two, so take them. True, they may overheat but it will make you opponent wary of offering up armored vehicles as bait. Also, a bezerking champion with a powerfist is like a child with a Christmas present when it comes to opening armor. Give them powerfists and watch like a proud parent as he rips through the enemy's tanks and dreadnaughts.

Also, any turn you're not in close combat is a turn you're losing. Your units are sitting ducks and as such, will be shot. Cover is your friend here. Learn to use it to protect your units until they can charge.

Empty transports and terrain should provide you with enough cover to get within charge range quickly. However, don't sacrifice a charge to remain in cover. You need to charge to use your units to their fullest extent.

A favored unit without an Aspiring Campion will get 32 attacks on the charge. Given a 50% chance to hit, and generously allowing for a 50% chance to save, you're looking at ripping apart 8 enemies on the turn you charge. On the topic of ripping things apart, give everyone Khornate Chainaxes. They are the bane of 3+ Armor Saves everywhere.
Deployment is very important to counteracting both being baited and being shot by the cowards. Always deploy as close to the enemy as possible. There's a chance that mounting your units in transports will get them past your opponent's baiting tactics. However, using your empty transports to block LOS to the bait will work just as well and has the added benefit of giving your opponent something besides your units to shoot at. An empty rhino isn't going to win you the game and is a good sacrifice.

During deployment, analyze where your opponent is placing the heavy support. Generally, this will need to be countered with something that can destroy it in combat. Powerfist and plasma pistol wielding units should ideally be place opposite such attractions.

If they lead with small baiting units, use your empty transports to counter them. The transports can block line-of-sight on your approach and prevent your troops from falling into the trap.

If they are creating a fire-base, so much the better. Most players think that it is a good thing to plop all of their models down in a tightly grouped clump when facing an army without template weapons. However, this mistake will cost them the game. Using your empty transports as shields, your berserkers should be well protected and nearly whole when they reach the enemy line. At this point, it's all over for your enemy.

Give your biker unit a champion and give him a personal icon. On turn two your bikers should be near enough to the enemy to bring on your demons and charge into close combat. This will generally get the ball rolling for the rest of your army.

Your enemy will have three considerations to make every turn now. Do they move units into or away from the close combat that is now engaged? Do they shoot the psychos that are bearing down on them with chainaxes buzzing? Do they target your transports that are surely going to run right through the front lines? By turn two, you should have sufficiently thrown you opponent off his or her battle plan.

Yours, however, should always remain unchanged - get the charge!
 

My Sample World Eaters 2000 point Army


Unit Name ## WS BS St To Wo In At Ld Save
Chaos Lord (HQ) 1 5 5 4 4 3 5 4/5* 10 3+
Independent Character; Mark of Khorne; Blood Frenzy; Plasma Pistol (x1)
  Feel No Pain Ignore wounds on a D6 roll of 4+. Extra rules.
  Axe of Khorne Power weapon that allows extra attacks
  Rage of Khorne Model gets +D3 bonus attacks when charging instead of the usual +1
  Talisman of Burning Blood Bonuses for entering Blood Frenzy
Chaos Lieutenant (HQ) 1 5 5 4 4 2 5 4/5 10 3+
Independent Character; Mark of Khorne; Blood Frenzy; Lightning Claws (pair)
  Feel No Pain Ignore wounds on a D6 roll of 4+. Extra rules.
  Talisman of Burning Blood Bonuses for entering Blood Frenzy
Bloodletter (Troops) 8 4 - 5 4 1 4 2 10 3/5+
Summoned; Invulnerable; Instability; +1 to Summoning roll if the unit contains 8 members.; Bloodletter; Hellblade
Khorne Berzerkers Chaos Space Marines (Troops) 7 4 4 4 4 1 4 2/3 9 3+
Favoured Unit; Mark of Khorne; Blood Frenzy; Chainaxe (x7); Bolt Pistol (x5); Plasma Pistol (x2)
  #Furious Charge During the assult phase in which this unit charges, they will be at +1In and +1S.
  Free Aspiring Champion 1 4 4 4 4 1 4 3/4 10 3+
Free Aspiring Champion; Mark of Khorne; Blood Frenzy; Bolt Pistol (x1)
    Khornate Chainaxe No armour saves.
  Chaos Rhino 1 BS: 4 Front: 11 Side: 11 Rear: 10
Fire Points:1; Access Points:3; If immobilized may spend 1 Chaos turn without firing weapons, and will be mobile on a D6 roll of 6.; Combi-Bolter
    Havoc Launcher (Range 48", S4, AP6, Heavy 2 Blast.)
Khorne Berzerkers Chaos Space Marines (Troops) 7 4 4 4 4 1 4 2/3 9 3+
Favoured Unit; Mark of Khorne; Blood Frenzy; Chainaxe (x7); Bolt Pistol (x5); Plasma Pistol (x2)
  #Furious Charge During the assult phase in which this unit charges, they will be at +1In and +1S.
  Free Aspiring Champion 1 4 4 4 4 1 4 3/4 10 3+
Free Aspiring Champion; Mark of Khorne; Blood Frenzy; Bolt Pistol (x1)
    Khornate Chainaxe No armour saves.
  Chaos Rhino 1 BS: 4 Front: 11 Side: 11 Rear: 10
Fire Points:1; Access Points:3; If immobilized may spend 1 Chaos turn without firing weapons, and will be mobile on a D6 roll of 6.; Combi-Bolter
    Havoc Launcher (Range 48", S4, AP6, Heavy 2 Blast.)
Khorne Berzerkers Chaos Space Marines (Troops) 7 4 4 4 4 1 4 2/3 9 3+
Favoured Unit; Mark of Khorne; Blood Frenzy; Chainaxe (x7); Bolt Pistol (x5); Plasma Pistol (x2)
  #Furious Charge During the assult phase in which this unit charges, they will be at +1In and +1S.
  Free Aspiring Champion 1 4 4 4 4 1 4 3/4 10 3+
Free Aspiring Champion; Mark of Khorne; Blood Frenzy; Bolt Pistol (x1)
    Khornate Chainaxe No armour saves.
  Chaos Rhino 1 BS: 4 Front: 11 Side: 11 Rear: 10
Fire Points:1; Access Points:3; If immobilized may spend 1 Chaos turn without firing weapons, and will be mobile on a D6 roll of 6.; Combi-Bolter
    Havoc Launcher (Range 48", S4, AP6, Heavy 2 Blast.)
Khorne Berzerkers Chaos Space Marines (Troops) 6 4 4 4 4 1 4 2 9 3+
Mark of Khorne; Blood Frenzy; Chainaxe (x6); Bolter (x6)
  #Furious Charge During the assult phase in which this unit charges, they will be at +1In and +1S.
  Aspiring Champion 1 4 4 4/8 4 1 4 3/4 10 3+
Mark of Khorne; Blood Frenzy; Power Fist (x1); Plasma Pistol (x1)
Khorne Berzerkers Chaos Space Marines (Troops) 7 4 4 4 4 1 4 2 9 3+
Mark of Khorne; Blood Frenzy; Chainaxe (x7); Bolter (x7)
  #Furious Charge During the assult phase in which this unit charges, they will be at +1In and +1S.
Khorne Berzerkers Bikers (Fast Attack) 3 4 4 4 4/5 1 4 3 9 3+
Iron Steeds; Mark of Khorne; Blood Frenzy; Chainaxe (x3); Combi-Bolter (x3)
  #Chaos Marine Bike
  Aspiring Champion 1 4 4 4 4/5 1 4 4 10 3+
Mark of Khorne; Blood Frenzy; Power Weapon (x1); Combi-Bolter
    #Chaos Marine Bike
    Personal Icon The model bears a Personal Icon. The Icon is aligned with the same Chaos power as the model.
Chaos Predator (Heavy Support) 1 BS: 4 Front: 13 Side: 11 Rear: 10
TL Lascannons; Lascannon Sponsons
  Daemonic Possession Vehicle may not act as a transport. Ignores "Stunned" and "Shaken" results.
Option Footnotes:
  Bolt Pistol 12" R, S4, AP5, Pistol
  Bolter 24" R, S4, AP5, Rapid Fire
  Chainaxe The best armor save available against a Khornate Chainaxe is 4+
  Combi-Bolter 24" R, S4, AP5, Rapid Fire, Twin-linked
  Lascannon Sponsons 48" R, S9, AP2, Heavy 1, Sponson Mounted
  Lightning Claws (pair) Power Weapon; Re-roll failed to-wound rolls; Bonus attack only when used as a pair
  Plasma Pistol 12" R, S7, AP2, Pistol, Gets hot
  Power Fist No Armour Save; Strikes last; Doubles Strength
  Power Weapon No Armour Save
  TL Lascannons 48" R, S9, AP2, Heavy 1, Twin-Linked


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