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Irondeath?s World Eaters Fanlist v1.4

 Post subject: Irondeath?s World Eaters Fanlist v1.4
PostPosted: Tue Oct 04, 2005 9:09 pm 
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[quote="Jow,Oct. 04 2005,06:35"][/quote]
I just had an idea after reading "Double Eagle" for your chaos navy units. Say that your fighters have the mark of Khorne....they wouldn't like to just run around on CAP now would they? Perhaps the same rule that the Orks have? Your AC activate on a 3+ normally, but get +2 to activate if you give them a ground attack or intercept order.


That sounds like an excellent idea, Jow! The only drawback is that this would mean extra rules, but that?s it. Makes great sense otherwise!

As for the fearless problem, I think it would just be easier to say they don't get to move. It makes fluff sense(no fleeing), and its easy as a game mechanic(one less step). If you make people check to see where and how they can flee by avoiding ZOC, it adds an extra step.

It also doesn't address the problem of units getting broken but getting the extra moves to get closer to the enemy. Units broken at long range would suffer no penalty for rushing forward with their free moves.


Exactly. I?ll try no free move at all.


Hows the list play so far Irondeath?

It?s overpowered, due to the all-fearless problems.

I?ll give it a go next time I meet up with my regular opponent, I?ve recently enlarged my pool of opponents but don?t feel like smashing them with a home-grown list... yet :p


Any comments on Angron anyone? What do you think?

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 Post subject: Irondeath?s World Eaters Fanlist v1.4
PostPosted: Wed Oct 05, 2005 4:58 am 
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Well I think the Raptors with Slann and Oblits with Undivided works for me ... :;):   But of course, a Task Force from Hammer's Rgt could handle the lot ! :laugh:

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 Post subject: Irondeath?s World Eaters Fanlist v1.4
PostPosted: Sat Dec 10, 2005 8:59 pm 
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I actually got around to doing some playtesting last weekend with my World Eaters, playing 4000Pts vs IG.

IG:
My opponent stated explicitly that he was trying to make a very tough army to offer maximum resistance:

Warlord Titan
1x Reg HQ
1x Mech Inf
1x SSword Coy
1x Valkyries
1x Deathstrikes
1x Armoured Coy
1x Inf Coy
2x T-Bolts


World Eaters:

I was eager to try another drop list, something that had mangled IG very badly in the past and that I wanted to look at again:

1x Devastation Class Cruiser

2x Berzerker Retinue (Champion, Daemonic Pact, Icon Bearer, Dreadclaws)

1x Berzerker Forlorn Hope(Daemonic Pact, Icon Bearer, Dreadclaws)

1x Chosen of Khorne (Champion, Daemonic Pact, Icon Bearer, ?Daemon Prince)

2x Juggers Warband (Daemonic Pact, Icon Bearer)

1x Lord of Battles

Daemon Pool was 3 Bloodthirsters, 20something Lessers

Short version:

The IG blew the LoB straight away, they had been expecting a Banelord and dealt with the lesser machine easily. In retaliation, I activated the Cruiser and nuked the Reg HQ with the bombardment, then proceeded to land 2 Berzerker retinues and the Forlorn Hope directly before the enemy battline. Next, the larger Berzerker retinues were in position to assault the Walord Titan and nearby mech Inf and, with daemonic assistance, totally trashed the imperials. This was possibly the most successful assault I?ve ever pulled off, with the Warlord saving really bad and the IG getting totally overrun, Daemonic Beasts dragging 90% into CC, and only the fearless Commissar escpaing (I HATE that).

With the Titan down, Chaos seemed triumphant. However, my opponent must be getting used to being totally wasted by chaotic assaults and was quick to organize his defences. The weaker Retinue (having lost 2 stands in the assault) was crossfired and wiped out by the Armoured Coy the SSwords.

My other dreadclawed formation, the Forlorn Hope Berzerkers, suffered a fate discussed elsewhere. The Juggers marched towards the garrsioned IG Inf on the most forward IG objective.

Turn 2 saw said Inf getting wasted, an rather pointless IG assault on the remaing Berzerker Ret, and after me winning initiative, my Chosen of Khorne arriving in a position to assault the Armoured Coy (and yes, we were using the modified teleport rules). After a one-sided massacre (again, Daemonic Beasts destroyed all hope of a proper FF defence), the Commissar?s Tank fled, the sole survivor once again.

By Turn 3, the IG was badly shaken, while the World Eaters had overrun the enemy objectives. However, their own tabel side was entirely vacated. During the turn, I tried to push the enemy away from their objectives while the IG tried to contest them. Turn ended undecided as we forgot to count the IG BTS, the Warlord had had so little impact n the game that we didn?t rememeber it!

Turn 4 devolved into a bad figure shoivng match as we were both low on unbroken formations and it was either do damage or grab ground. IG won initiative and was able to get the emptied Deathstrikes away form my Juggers and near my Blitz, and we quit there.

Conclusion:
Despite the Drop being a full success, my opponent didn?t panic and fought ably to stem the tide, I was outmaneuvered subsequently and desperately lacked troops to hold rearward ground. Those Berzerkers NEED to attack, and the army lack units useful when sitting back... with the exception of the Banelord, which is a great asset denying BTS and Blitz. If you field one, that is...

We used slightly souped up Berzerker stats, 2xCC4+ instead of 1xCC2+, and felt it was okay. (see discussion here: http://www.specialist-games.com/forum/t ... IC_ID=1892)

We also experimented with intiative, but a half-though out approach yielded unsatisfactory results (Ini 4+, +3 Engage, +2 March/Double, rallying was thus well-nigh impossible and we dropped that mid-game, on my protest).

"Not one step back!". i.e. allowing no free moves AT ALL when broken, worked very well, this leaves broken formations in the open with no move to get into cover, and goes someway to mitigating all-fearless.

Air was left out by me this time, no points for Helltalons, and my Hellblades arrived a few days late ( http://www.specialist-games.com/forum/t ... IC_ID=2514 )

Thoughts: A better ini rule, precluding sustains and marshalls, but leaving rally as-is.





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 Post subject: Irondeath?s World Eaters Fanlist v1.4
PostPosted: Wed Dec 14, 2005 4:28 pm 
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Why left you out the defilers? They are not a solely 13th black crusade phenomenon and would fit great inthe WE-list.

Angron should have Supreme Commander. He is the primarch of the legion!

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 Post subject: Irondeath?s World Eaters Fanlist v1.4
PostPosted: Wed Dec 14, 2005 11:40 pm 
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Yes, Angron should have Supreme Commander and this has already been included in my "internal" version of the list.

The fluff from "Chaos Attack" calls him a strategic mastermind, maybe the strategy rating should also be upped when Angron is present. Actually, reading said fluff I?m not sure that the stats I gave him do correctly represent the Daemon Primarch. I?m thinking of going further there, but then it would make him a very rare sight, which might be a good thing. Can?t stress the scenario use only bit enough... Angron is a mythical figure, an anathema from way back! :evil:

Concerning Defilers, they aren?t mentioned in the 40k list I based this E:A one upon. If you have a more current source than mine from 2001 I?d be happy to learn more!





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 Post subject: Irondeath?s World Eaters Fanlist v1.4
PostPosted: Fri Dec 16, 2005 10:44 am 
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It seems the WorldEater list from WD is older than the current CSM Codex. So there are no defilers mentioned in the article because GW hasn't it invented yet.

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 Post subject: Irondeath?s World Eaters Fanlist v1.4
PostPosted: Fri Dec 16, 2005 1:25 pm 
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I just had an idea after reading "Double Eagle" for your chaos navy units. Say that your fighters have the mark of Khorne....they wouldn't like to just run around on CAP now would they? Perhaps the same rule that the Orks have? Your AC activate on a 3+ normally, but get +2 to activate if you give them a ground attack or intercept order.


I agree - this sounds great!
Noiw I have to paint up a cream coloured Helltalon! :D

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