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World Eaters List - Be Scared!

 Post subject: World Eaters List - Be Scared!
PostPosted: Tue Jan 05, 2010 4:23 am 
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Quote: (Apocolocyntosis @ Jan. 05 2010, 07:15 )

Going back to the transport ship idea, what about converted imperial drop ships?

I have to find the time to look through some options.

The easiest is to just take the 150 point Cruiser, call it a hulk, give it a Transport capacity of 70 stands and price it at about 250 points. You lose out on the shooting, but you more than make up for it in the mass drop.

It will either work gloriously, or hopelessly fail   :laugh:

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 Post subject: World Eaters List - Be Scared!
PostPosted: Wed Jan 06, 2010 12:46 pm 
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A fun game and one where the 2.0 Play Document was used. I am pretty confident by this stage that the list is quite balanced. Apart from some cosmetic changes, as well as introducing a troop carrier spaceship, I will be looking to 'freeze' the list for a while. It would be good to make this decision once the BL 2010 playtest changes are released.

I am spending my time at nights now painting up a World Eater force. It would be great to place a fully painted force up for battle reports using the list.

Version 2.x series of Playtests - 1 Game

- vs Orks - as a player vs LeanonRuss  World Eaters v2.0
 

Version 1.x series of Playtests - 11 Games

- vs Space Marines - as a player vs Drew  World Eaters V1.3.1 with December 2009 changes +  Scorpion Engines addition
- vs Imperial Guard - as a player vs Trog     World Eaters V1.3.1 with December 2009 changes
- vs Death Guard - as a player vs Blish     World Eaters V1.3.1
- vs Black Legion - as an opponent vs TRC    World Eaters V1.3.1
- vs Tau - as a player vs Morgan   World Eaters V1.3
- vs Marines - as a player vs Trog   World Eaters V1.3
- vs Iyanden - as a player vs Blish   World Eaters V1.2
- vs Imperial Guard - as a player vs LeanonRuss  World Eaters v1.2
- vs Imperial Guard - as a player vs LeanonRuss    World Eaters V1.1
- vs Orks - as a player vs TRC   World Eaters V1.1
- vs Tau - as a player vs Dobbsy   World Eaters V1.0

Version 0.9.1 Playtests - 2 Games
- vs Space Marines - as an opponent vs Blish
- vs Eldar - as a player vs LeanonRuss


Version 0.9 Playtests - 3 Games

World Eaters Post Skalathrax - 3 Games
- vs Feral Orks - as a player vs Blish
- vs Orks - as a player vs Blish
- vs Space Marines - as a player vs Drew


World Eaters Heresy/Post Heresy - Held off for V0.9.1 tests


Version 0.8 Playtests - 4 games
- vs Space Marines - as an opponent vs Morgan
- vs Tau - as a player vs Morgan
- vs Eldar - as a player vs Drew
- vs Feral Orks - as a player vs Blish

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 Post subject: World Eaters List - Be Scared!
PostPosted: Wed Jan 06, 2010 12:49 pm 
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and so it begins....



....and the jar of rage






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 Post subject: World Eaters List - Be Scared!
PostPosted: Wed Jan 06, 2010 12:57 pm 
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Quote: (Honda @ Jan. 05 2010, 06:39 )

FB,

I figured I'd just come to the source for some feedback...

After fiddling with my spreadsheets, I came up with a list that I'd think I'd like to model (always important to me) as well as play. Any thoughts or tips concerning the list I should consider?


1 Berzerkers Retinue 5 x Berserkers
Bloodpack 3 x Slaughterfiends
Onslaught 2 x Slaughterers
Skull Lord 1 x Skull Lord

2 Berzerkers Retinue 5 x Berserkers
Bloodpack 3 x Slaughterfiends
Onslaught 2 x Slaughterers
Skull Lord 1 x Skull Lord

3 Chosen (Jump) 1 x Lord Upgrade, 4 x Chosen

4 Terminator Retinue 1 x Lord Upgrade, 5 x Terminators
Scorpion King 1 x Dprince
Teleport Teleport

5 Juggers 5 x Juggernauts

6 Brass Scorpions 1 x Brass Scorpion

7 Brass Scorpions 1 x Brass Scorpion

8 Support Weapons 4 x Doomblasters

9 Hell Talon Squadron 2 x Hell Talons

I've got 9 activations which seems Ok for the time being. The force is obviously geared towards "Engage and Destroy".


1. The two Berserker units are very expensive at 525 points each. They do have alot of punch, however you have to make sure the onslaught vehicles are not left behind in a move or charge. You want these guys either up the front or in the thick of it.

2. Chosen could do with an upgrade at the cost of the berserkers maybe losing onslaught - just a thought. This is a good unit when you use it well. Maybe Daemonic Pact with some Daemons?

3. That Terminator unit will hurt people real bad   :) - What is the scorpion King?

4. Juggers. Be aware these are LV. Bikes are a better option however if they get in, they are like a cheaper Terminator. Protect them if you can. I would even suggest a unit of 6 of these.

5. Brass scorpions must be bought in units of 2-4. They cannot be bought in singles like that

6. Doomblasters - these are a massive fear factor for your opponent. Protect them and your opponent will make mistakes all game trying to deal with them. If you have the perfect shot, then expose them. If they do not do the damage on that shot, expect them to die shortly after.

7. Helltalons. I would prefer Hellblades myself. These being a unit of 2 will be highly subject to Flak, and are bound to be intercepted or Cap'd before they are of any real use by themselves.

9 activations is good, but you do need to redo the list due to the scorpions   :down:

Hope this helps

Cheers...   :agree:




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 Post subject: World Eaters List - Be Scared!
PostPosted: Wed Jan 06, 2010 1:03 pm 
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Quote: (Honda @ Jan. 05 2010, 06:39 )

Questions:

1. I am assuming that the Berzerkers can start up mounted on the Slaughterfiends. Is that correct?

I will start with the easy ones

Yes

Quote: 

2. Do they have to do a DTT for dismounting into combat?


No. Only when mounting the Slaughterfiends

Quote: 

3. Can Slaughterfiends only transport Berzerkers or are other units capable of being transported? (e.g. Ogryns)


Only Berserkers and Chosen have the ability to attempt to ride a Slaughterfiend. They are nuts that way


Quote: 

4. Doomblasters do not have Indirect, correct? Is there a reason besides fluff for mortars not having Indirect?


They do not have indirect. That is the balancing factor with these and the fluff supports the fact that these could never fire indirect.


Quote: 

5. Given what the capabilities of the D support engines are, what was the thinking behind giving them the Onslaught upgrade, which is pure CC goodness? Should that be on the other D engines instead?


It is all about what does it add to the unit. You will notice that
- the DAE have Defilers for fire support as that is what they lack
- the DSE have Blood Slaughterers to provide the CC factor which they lack

I did not see the worth in an upgrade that offered anything different than what the unit could already do.

I hope this helps

Cheers....   :agree:

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 Post subject: World Eaters List - Be Scared!
PostPosted: Thu Jan 07, 2010 1:37 am 
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I knew that about the Scorpions. I really did. I started out with two units of two, ran out points...you get the idea. Ok, I'll fix that.

Quote: 

What is the scorpion King?


In time, all will be revealed...

Quote: 

Juggers. Be aware these are LV. Bikes are a better option however if they get in, they are like a cheaper Terminator. Protect them if you can. I would even suggest a unit of 6 of these.


Yes, I knew that, which brings up another question that I missed the first time. Why LV? If anything, they are the epitome of an armored vehicle (the originals were like living metal) or more mobile terminators, so I could see them as either infantry or tanks, but not LV. I think this should be reconsidered.

Quote: 

Helltalons. I would prefer Hellblades myself. These being a unit of 2 will be highly subject to Flak, and are bound to be intercepted or Cap'd before they are of any real use by themselves.


a. I have Helltalons now
b. At least early on, I see them as hunters of broken units rather than true Close Air Support
c. I will probably shift to Hellblades at some point when I get tired of them failing at Option B

Quote: 

Quote: 

5. Given what the capabilities of the D support engines are, what was the thinking behind giving them the Onslaught upgrade, which is pure CC goodness? Should that be on the other D engines instead?

It is all about what does it add to the unit. You will notice that
- the DAE have Defilers for fire support as that is what they lack
- the DSE have Blood Slaughterers to provide the CC factor which they lack

I did not see the worth in an upgrade that offered anything different than what the unit could already do.


Ok, so you were giving them the option to cover their weaknesses, whereas I probably would have chosen to reinforce their strengths.

Sometimes when you split capabilities, it can be akin to swimming half way across the lake. It will be interesting to see if WoE players take upgrades for the DAE/DAS. Personally, I not sure I would want to risk the Doomblasters in an engagement, preferring to keep them at range...which I can do without the upgrade now, but their isn't a way to make them better fire support units.

Interesting...and many thanx on the list tips.

I'll be back...

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 Post subject: World Eaters List - Be Scared!
PostPosted: Thu Jan 07, 2010 2:46 am 
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 Post subject: World Eaters List - Be Scared!
PostPosted: Thu Jan 07, 2010 3:01 am 
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Quote: (Honda @ Jan. 07 2010, 09:37 )

Quote: 

What is the scorpion King?


In time, all will be revealed...



Interesting...and many thanx on the list tips.

I'll be back...

Some crazy mix between a World eater and a Tau no doubt   :glare:

Quote: 

Quote: 

Juggers. Be aware these are LV. Bikes are a better option however if they get in, they are like a cheaper Terminator. Protect them if you can. I would even suggest a unit of 6 of these.


Yes, I knew that, which brings up another question that I missed the first time. Why LV? If anything, they are the epitome of an armored vehicle (the originals were like living metal) or more mobile terminators, so I could see them as either infantry or tanks, but not LV. I think this should be reconsidered.


Thing is that they do have a rider on top which could be considered an open topped vehicle. Open topped vehicles are LV. As the thing can be effected by both AP and AT, we thought it reasonable that LV was appropriate. It also helps to keep the price down on these units.

They are effective with a 3+ save and INV. If they draw the attention of the opponent, then for 250-300 points, I would say they are doing their job. Afterall, if the opponent leaves them, they will hit hard. So drop the termies and have these guys within charge range (40cm) and watch him squirm in making a decision. LV is not a death sentence.

Quote: 

a. I have Helltalons now
b. At least early on, I see them as hunters of broken units rather than true Close Air Support


Not bad. I have always used them incorrectly so you may find a better use for them than I did.

Quote: 

Ok, so you were giving them the option to cover their weaknesses, whereas I probably would have chosen to reinforce their strengths.

Sometimes when you split capabilities, it can be akin to swimming half way across the lake. It will be interesting to see if WoE players take upgrades for the DAE/DAS. Personally, I not sure I would want to risk the Doomblasters in an engagement, preferring to keep them at range...which I can do without the upgrade now, but their isn't a way to make them better fire support units.


I have yet to take upgrades for the DAE or the DSE as they are fine for what they are and I could use the points elsewhere. Effectively, I would not even care if they had no upgrades available, yet they are there as an option. I may playtest these upgrades to these formations, however complimenting 4x5+ MW IG or 4x2BP is overkill would you not think? I would much prefer the 3+ Save, INV, and +2MW attack CC to help them survive an inevitable assault as the opponent moves heaven and earth to get these guys into BtB or at least within range to blow them out of existence. The suggestion is taken on board however   :;):

Cheers dude, and I cannot wait to see this "Scorpion King"    :yay:

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 Post subject: World Eaters List - Be Scared!
PostPosted: Thu Jan 07, 2010 6:55 am 
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With the removal of Fearless as a skill that took too much away from the opponent, we adopted the 'Stubborn' ability.

Recently we determined that the Stubborn ability has a flaw wherin certain circumstances, it is better to be broken and have an assault than have an assault while being unbroken. We feel this also has an 'unfair' element where the opponent is 'robbed' of a basic rule in EpicA

With the decision to change the name from Stubborn and agree on a joint skill for other chaos lists, the indescision to adjust the skill to take into acount the above flaw does not sit well with our idea of fairness and balance. Due to this we have developed the Frenzy ability which I will be looking to introduce  into the World Eater list. This will be a non-specific ability that I would hope to use for any future such lists and is not World Eater Specific.

This is just a draft of the idea, and I would welcome any constructive feedback. A re-write may still be required if it is not understood easily.

-----------------------------

Frenzy

Khorne's followers are incensed with rage and the need to slay in his name. Thier numbers consist of psychotic fighters with little care for their own safety. Due to this, their battle prowess is legendary. Through reckless abandon and the rush of adrenalin such warriors ignore horrendous wounds and can be oblivious to battle around them. Many times they do not realise that the combat is lost and fight on to the death.

The above is represented by the use of the 'Frenzy' special ability.

All units that have the 'Frenzy' ability may make their normal armour saves (including any re-rolls that may apply) against hackdown hits due to losing close combat or hits caused by suffering Blast Markers when broken. (Note that units are still destroyed outright if they are within 15cm of enemy at the end of a Withdrawal move)

Broken units with 'Frenzy' who lose an assault are not wiped out. Instead they treat the result as a normal combat with extra hits being counted as hackdown hits for purposes of saves under this rule. In effect, units with 'Frenzy' always recieve their armour saves from the result of a lost combat.

Furthermore, if the formation was broken before the assault, each surviving unit with 'Frenzy' must take a further armour save (including any RA and INV) for losing the combat.




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 Post subject: World Eaters List - Be Scared!
PostPosted: Thu Jan 07, 2010 9:54 am 
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Quote: (frogbear @ Jan. 06 2010, 11:49 )

....and the jar of rage

:O How many have you got in there?! ...and, will there be any spares?  :laugh:

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 Post subject: World Eaters List - Be Scared!
PostPosted: Thu Jan 07, 2010 12:50 pm 
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Quote: (Apocolocyntosis @ Jan. 07 2010, 17:54 )

Quote: (frogbear @ Jan. 06 2010, 11:49 )

....and the jar of rage

:O How many have you got in there?! ...and, will there be any spares?  :laugh:

It has taken me a year to get this many.

I am short 8 bases to make 8 formations so unfortunately at this time I cannot offer any. I may be able to in the near future however.

I just need to have a drop army of 8 formations just to say that I did it....  :;):

Sorry dude.

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 Post subject: World Eaters List - Be Scared!
PostPosted: Thu Jan 07, 2010 2:35 pm 
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Quote: (frogbear @ Jan. 07 2010, 05:55 )

Broken units with 'Frenzy' who lose an assault are not wiped out. Instead they treat the result as a normal combat with extra hits being counted as hackdown hits for purposes of saves under this rule. In effect, units with 'Frenzy' always recieve their armour saves from the result of a lost combat.

Furthermore, if the formation was broken before the assault, each surviving unit with 'Frenzy' must take a further armour save (including any RA and INV) for losing the combat.

These two appear to be saying the same thing. Do broken units resolve the combat normally, including hackdowns, then everyone takes an additional save for being broken? It is not clear. This second interpretation would seem indifferentaible from everyone taking a save to begin with. Also, with no armor save (normally), 'hackdown hits' are more properly classified as 'hackdown losses.'

Therefore the rule can be rewritten as (changes in caps):

All units that have the 'Frenzy' ability may make their normal armour saves (including any re-rolls that may apply) against hackdown LOSSES due to losing close combat, LOSSES DUE TO LOSING CLOSE COMBAT WHILE BROKEN, or LOSSES caused by suffering Blast Markers when broken. (Note that units are still destroyed outright if they are within 15cm of enemy at the end of a Withdrawal move)

SG

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 Post subject: World Eaters List - Be Scared!
PostPosted: Thu Jan 07, 2010 3:33 pm 
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I'd just like to point out that having the rule be Frenzied makes it a lot easier to talk about - you just say "units that are Frenzied" instead of "units that have the frenzy ability".  Both quicker and more natural.

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 Post subject: World Eaters List - Be Scared!
PostPosted: Thu Jan 07, 2010 4:22 pm 
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Quote: (frogbear @ Jan. 07 2010, 06:50 )

Quote: (Apocolocyntosis @ Jan. 07 2010, 17:54 )

Quote: (frogbear @ Jan. 06 2010, 11:49 )

....and the jar of rage

:O How many have you got in there?! ...and, will there be any spares?  :laugh:

It has taken me a year to get this many.

I am short 8 bases to make 8 formations so unfortunately at this time I cannot offer any. I may be able to in the near future however.

I just need to have a drop army of 8 formations just to say that I did it....  :;):

Sorry dude.

what are they? I have a bunch of old Chaos sprues if there's anything you need off them?

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 Post subject: World Eaters List - Be Scared!
PostPosted: Thu Jan 07, 2010 5:35 pm 
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khorne berserkers from the current EA chaos sprues. Im also after chaos terminators :agree:




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