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Irondeath?s World Eaters Fanlist v1.4

 Post subject: Irondeath?s World Eaters Fanlist v1.4
PostPosted: Sat Dec 18, 2004 3:12 am 
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EA weapon stats added 19/12/04 CC stats added 20/12/04
Ok, I finally got my codexes from home. They are not the new ones that just came out but to compare different units in EA they should be close. This is to help in the evaluation of units when converting to EA or adjusting for new "Chapters".
I was very supprised at the number of people arguing about squad weapons that didn't seem to know what they were talking about. I have not put point cost in because to be frank, weapons cost are not consistant even in the same codex. I will try to add other information as time permits. Old time Epic players (including me) please note the differences in "Space Wolf" organization. This is meant to be a reference not a bible. I hope it is useful.

Tactical[5-10] ? ? [bolters]
? ? ? ? ? ? ? ? ? ? ? ?>1 Hvy Bltr, msl lnchr, lascannon:
? ? ? ? ? ? ? ? ? ? ? ?>1 flamer, ?meltagun or plasma gun: ?
Grey Hunters [6-10][bolt pistol & CC wpn or Bolter & CC wpn]
? ? ? ? ? ? ? ? ? ? ? ?>2 PwrWpn or powerfist:
? ? ? ? ? ? ? ? ? ? ? ?>2 plasma pistols:
? ? ? ? ? ? ? ? ? ? ? ?>1 Flamer, ?meltagun or plasma gun: ?
-----------------------------------------------------------------------------------------
Devastator [5-10] ?[bolters] ?
? ? ? ? ? ? ? ? ? ? ? ?>4 Hvy bltr, msl lnchr, lascannon, multi-melta or plasma cannon:
? ? ? ? [Sergeant: bolter or bolt pistol & CC wpn]
Long Fangs [3-5]* ?[bolters] ?
? ? ? ? ? ? ? ? ? ? ? ?>4 Hvy bltr, msl lnchr, lascannon, multi-melta or plasma cannon:
? ? ? ? [Pack Leader: Blt Pstl & (CC Wpn, PwWpn or plasma pstl) or bltr &CC wpn
? ? ? ? ? ? ? ? ? ? ? ?or flamer,meltagun or plasma gun]
-----------------------------------------------------------------------------------------
Assault [5-10] ? ? [bolt pistol, CC wpn & frag grenades: jump packs]
? ? ? ? ? ? ? ? ? ? ? ?>2 plasma pistols
Blood Claws[8-15] ?[bolt pistol, CC wpn & grenades]
? ? ? ? ? ? ? ? ? ? ? ?>1 in 5 ?PwrWpn or powerfist: and plasma pistol:
? ? ? ? ? ? ? ? ? ? ? ?>1 ? ? ? Flamer, melta gun or plasma gun:
-----------------------------------------------------------------------------------------
Death Company ? ? ?[bolter or bolt pistol & CC wpn and grenades]
? ? ? ? ? ? ? ? ? ? ? ??Rhinos? or ?jump packs? ?
-----------------------------------------------------------------------------------------
Scout [5-10] ? ? ? [bolt pistol & CC wpn or bolter or shotgun or sniper rifle]
? ? ? ? ? ? ? ? ? ? ? ?>1 Hvy Bltr, autocannon or msl lnchr: ?
Wolf Scout [4-6] ? [bolt pistol & CC wpn or bolter or shotgun]
? ? ? ? ? ? ? ? ? ? ? ?>2 sniper rifle or plasma pistol:
? ? ? ? ? ? ? ? ? ? ? ?>2 Power weapons:
? ? ? ? ? ? ? ? ? ? ? ?>1 flamer, melta gun or plasma gun:
-----------------------------------------------------------------------------------------
Bike [3-5] ? ? ? ? ? ?[twin-linked bolters][bolters]
? ? ? ? ? ? ? ? ? ? ? ?>2 flamers, meltaguns or plasma guns: ?
Blood Claws Bike [3-8][twin-linked bolters][bolt pistol or CC Wpn]
? ? ? ? ? ? ? ? ? ? ? ?>2 PwrWpn, power fist or plasma pistol
? ? ? ? ? ? ? ? ? ? ? ?>1 flamer, meltagun or plasma gun ?
Scout Bike ? [3-5] ? ?[twin-linked bolters][bolt pistol, bolter or shotgun] [?Walker?] ?
Attack Bike ?[1-3] ? ?[twin-linked bolters & Hvy bolter or multi-melta][bolt pistol]
-----------------------------------------------------------------------------------------
Dreadnought
? ? ? ? ?left arm - ?[CC wpn w/storm bolter]
? ? ? ? ? ? ? ? ? ? ? ?replace strm bltr with Hvy Flamer
? ? ? ? ? ? ? ? ? ? ? ?replace CCwpn with missile launcher
? ? ? ? ?right arm - assault cannon, twin-linked Hvy bolter, twin-linked autocannon, multi-melta,
? ? ? ? ? ? ? ? ? ? ? ?plasma cannon or twin-linked lascannon
Venerable Dreadnought
? ? ? ? ? left arm - [CC wpn w/storm bolter]
? ? ? ? ? ? ? ? ? ? ? ?replace strm bltr with Hvy Flamer:
? ? ? ? ? ? ? ? ? ? ? ?replace CCwpn with missile launcher
? ? ? ? ?right arm - assault cannon, twin-linked Hvy bolter, twin-linked autocannon, multi-melta,
? ? ? ? ? ? ? ? ? ? ? ?plasma cannon or twin-linked lascannon
Furioso Dreadnought
? ? ? ? ?left arm ?- [CC wpn w/storm bolter]
? ? ? ? ? ? ? ? ? ? ? ?replace strm bltr with Hvy Flamer
? ? ? ? ?right arm - [CC wpn w/meltagun]

* note: (1) normal full strength "Long Fang" squad is 5 men or one unit/stand in "Epic".
? ? ? ?(2) normal full strength "Devastator" squad is 10 men or two units/stands in "Epic".
? ? ? ?(3) normal full strength "Blood Claw squad is 15 men or three units/stands in "Epic".
? ? ? ?(4) "Wolf Guard" are bodyguards for "command units" and added to Units as "Wolf Guard Battle Leaders". They are not used in Detachments (including "Terminators").
:l

Here are some other stats from EA units. Only have SM, IG, Ork, Eldar, BL and Squat weapons.
I will add others as time permits.

Small Arms weapons:

FF
6+ ?Laspistol; Shoota;
5+ ?Bolt Pistol; Shotgun; Ripper Gun; Shuriken Pistol; Nobz Shootas;
4+ ?Bolter; Lasgun; Hellgun; Shuriken Catapult; Las Blaster; Death Spinner;
3+ ?Storm Bolter; Sonic Blaster; Combi-Bolter;

15cm Range Heavy Weapons:

AP5+/AT5+ Plasma Gun;
AP4+ ? ? ? ? ? Heavy Flamer; Skorcha; (Ignore cover & FF+1Attack)
MW5+ ? ? ? ? ?Multi-Melta; Fusion Gun; Wraith Cannon-2Attacks; (FFMW)

30cm Range Heavy Weapons:

AP6+/AT6+ ? ? ? ? ?Big Shoota;
AP5+ ? ? ? ? ? ? ? ? ? Heavy Bolter; Heavy Stubber; Sniper Rifle;
AP5+/AT6+ ? ? ? ? ?Multilaser;
AP5+/AT5+ ? ? ? ? ?Assault Cannon; Twin-Big Shoota; Scatter Laser; Kombat A'mmer-also CCweapon;
AP5+/AT5+/AA6+ ? ? Flak Gun-2 Attacks;
AP4+ ? ? ? ? ? ? ? ? ? Twin-Heavy Bolter;
AP4+/AT6+ ? ? ? ? ?Reaper Autocannon;
AP4+/AT5+ ? ? ? ? ?Blast Master;
AP4+/AT4+ ? ? ? ? ?Twin-Assault Cannon; Plasma Cannon-slow fire;
AP3+ ? ? ?? ? ? ? ? ? ? Inferno Cannon- Ignore cover;
AP3+/AT4+ ? ? ? ? ?Demolisher- Ignore cover;
MW5+ ? ? ? ? ? ? ? ? ? D-Cannon; Wailing Doom-also MWCC;
MW4+ ? ? ? ? ? ? ? ? ? Gaze of Mork- TK;

45cm Range Heavy Weapons:

AP6+/At4+ ? ? ? ? ?Tarantula;
AP6+/AT5+/AA5+ ? ? Thunderfire- 2 Attacks
AP5+ ? ? ? ? ? ? ? ? ? Reaper Missile Launcher- 2 Attacks;
AP5+/AT6+ ? ? ? ? ?Missile Launcher; Autocannon; Heavy Weapon;
AP5+/AT5+/AA5+ ? ? Body Weapons- 3 AttACKS;
AP4+/AT6+ ? ? ? ? ?Thudd Gun;
AP4+/AT5+ ? ? ? ? ?Twin-Autocannon;
AP4+/AT5+/AA5+ ? ? Hydra;
AP3+/AT5+ ? ? ? ? ?Twin-Typhoon Missile;
AT5+ ? ? ? ? ? ?? ? ? ? Lascannon;
AT4+ ? ? ? ? ? ? ?? ? ? Twin-Lascannon;
MW5+/AA5+ ? ? ? ? ?Fist of Gork;
1BP ? ? ? ? ? ? ? ? ? ? ?Whirlwind-Indirect Fire; Squig Katapult-Disrupt;
2BP ? ? ? ? ? ? ? ? ? ??Siege Mortar- Indirect Fire, Ignore cover, Slow fire;

60cm Range Heavy Weapons

AT4+/AA4+ ? ? ? ? ?Hunter-Killer
2BP MW ? ? ? ? ? ? ? Soopa Gun
3BP MW ? ? ? ? ? ? ? Twin-Soopa Gun;

75cm Range Heavy Weapons:

AP4+/AT4+ ? ? ? ? ?Battle Cannon; Defiler Cannon- or 1BP Indirect Fire;
AP4+/AT2+ ? ? ? ? ?Vanquisher Cannon;

90cm Range Heavy Weapons:

MW2+ ? ? ? ? ? ? ? ? ? Volcano Cannon-TK(D3)

120cm Range Heavy Weapons:

AP4+/AT4+ 0r 1BP ? Earth Shaker Cannon;

150cm Range Heavy Weapons:

2BP ? ? ? ? ? ? ? ? ?? ?Rocket Launcher-Disrupt, Slow Fire;

Close Combat Weapons: EA CC values and weapons:
[weapons combinations are entered as they "may"
or "may not" effect the CC value]

cc

6+ ? ? ? Sniper Rifle; Shuriken Catapult; Scatter Laser;
? ? ? ? Grotz Shootas;Reaper Missile Launchers:

5+ ? ? ? Lasgun; Death Spinner; Lasblaster; Fusion Guns; Hellgun & Plasgun;
? ? ? ? Dier Avengers Shuriken Catapult; 2 Heavy Weapons; 2 Missile Launchers:

4+ ? ? ? Bolter; Bolt Pistol & Shotgun; Chain Sword & Laspistol; Choppers;
? ? ? ? Ogryn Close Combat Weapon; Sonic Blaster; Power Lance; Wraith Cannon;
? ? ? ? Mandiblaster & Shuriken Pistol(+1A):

4+MW+1A ?Power Weapon; Wichblade & Shuriken Pistol:

3+ ? ? ? Chain Sword & Bolt Pistol; Chain Sword & Bolter; Big Choppa;
? ? ? ? Plaque Knives & Bolter; Bansheemask & Shuriken Pistol(1st Strike):
? ? ? ? Body Weapons;

3+MW+1A ?Power Weapon & Combi-Bolter; Power Axe:

3+MW+2A TK Daemeon Weapons:

2+ ? ? ? Chain Axe & Polt Pistol:

2+MW+1A ?Wailing doom:





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 Post subject: Irondeath?s World Eaters Fanlist v1.4
PostPosted: Thu Dec 30, 2004 4:10 pm 
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:cool: ?My codexes are "new" but may not be the latest. It's a pain but if anyone has time to check for differences and either e-mail or post here, and I will update the info. I didn't really intend for this to be a discussion thread but more of an information one. Would welcome any updates or stats and coments about usefulness but please keep the focus on stats not ..."I thinks". I would like to do the same for the other codexes but it may be a while before I can get any. Anyone that has access to them and could e=mail them to me (even copies) would be nice (just the Infantry and weapons data and any "special traits they may have".) Thanks in advance for any help.:D

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 Post subject: Irondeath?s World Eaters Fanlist v1.4
PostPosted: Mon Sep 26, 2005 8:54 pm 
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WE1.0 World Eaters Chaos Space Marine Legion v1.4

WE1.1 Chaos Special Rules
The following special rules apply ?World Eaters Legion armies.

WE1.1.1 Initiative & Strategy Rating

Initiative:
World Eater Legionnaires.1+
Legio Sanguinus Titans...1+
Daemon Engines....... ....2+
Chaos Navy............ ? ...2+

All World Eater Legionnaires and Legio Sanguinus Titans formations have an initiative rating of 1+.
All Khorne Daemon Engine and Chaos Navy formations have an initiative rating of 2+.

World Eaters Chaos Space Marine Legion armies have a strategy rating of 1.

Khorne is quick to punish or reward his champions. In the strategy phase if the World Eaters player rolls a 6 they are rewarded for their tactical acumen with an additional Sacrifice point. If the World Eaters player rolls 1 Khorne withdraws his support and the World Eaters player ?must remove a Sacrifice from one of his/her formations. If the World Eaters player has no remaining Sacrifice points then there is no further effect.


WE1.1.2 Summoned Units

Formations that purchase the Daemonic Pact upgrade (see the army list below) are able to summon daemons to the battlefield. In order to summon daemons a players must first purchase a single Daemon Pool from which all formations with the Daemonic Pact upgrade will summon. Daemons in the Daemon Pool are purchased and noted only as being lesser or greater daemons, not by their faction. The summoning formation’s faction dictates what types of daemons may be summoned (see below). Players should either write down the contents of their Daemon Pool or use tokens to indicate the number of each lesser and greater daemon they have available to summon during a game. The Chaos player’s opponent is always able to view the number and type of daemons remaining in the Daemon Pool. The Daemon Pool is kept off the board and daemons are removed from it as formations summon daemons onto the board.

At the start of that formation’s action, before the action test dice roll is made, the formation may summon daemonic units from the Daemon Pool. Summoning allows you to call 2D3 summoning points worth of daemonic units to the battlefield (the number of summoning points it costs to summon a unit will be listed on its data sheet, but as a general rule greater daemons cost 8 summoning points and all other units cost 1 summoning point each). Summoning points must be used to summon daemonic units from the Daemon Pool and summoned units are brought into play immediately.

If for any reason any summoning points generated are not used, they are lost and may not be carried over into subsequent turns. You may only summon as many daemons as you have left in your Daemon Pool. Left over daemonic units may be summoned during a later turn. Daemonic units that are destroyed are removed from play and are not put back into the Daemon Pool. Formations that have not bought a Daemonic Pact may not summon daemons.

Players may only have one greater daemon on the board at one time. For example, if you already have a summoned Bloodthirster on the board you are not allowed to summon another Bloodthirster until that first greater daemon has been removed from play.Summoned units must be set up with their base within 5cm of any unit from their formation, apart from other summoned units that have already been placed (i.e. you cannot place a "chain" of summoned units). They may not be set up in the Zone of Control of an enemy unit or in impassable terrain.


The following daemons can be summoned by units in the World Eaters Legion Army:

Bloodthirster, Bloodletters, Daemonic Beasts

Summoned units count as part of the formation for all rules purposes as long as they remain on the battlefield. The only exception to the normal rules is that the loss of a summoned unit does not cause a blastmarker to be placed on the forrmation. They are otherwise counted as normal units, and are included when working out if a formation outnumbers an opponent in an assault or is broken by blast markers,etc.

Note that Daemons that are killed in an assault do count towards the number of units killed by the enemy when working out modifiers tothe result dice roll.

Summoned units remain on the battlefield until the end phase of the turn in which they are summoned. In the rally phase, after a formation has attempted to rally, all summoned units in the formation vanish back to the warp and are removed from play unless the formation has a unit with Daemonic Focus (see WE1.1.3 below). Summoned units that are removed from play are not put back into the Daemon Pool. Note that this may lead to the formation breaking if the number of Blast Markers on the formation is greater than the number of units left in play after the
summoned units have been removed. Any summoned units will vanish back to the warp when a formation breaks.

Special Rule
WE1.1.3 Augment Summoning


Some chaos units are noted as having Augment Summoning (+x). Units with this ability add a number of summoning points equal to "x" when the formation they are in summons daemons (see 1.1.2 Summoning Units). For example, a unit noted as having Augment Summoning (+2D3) would allow a formation with a Daemonic Pact to roll 4D3 for summoning points as opposed to the usual 2D3. Note you only receive the augment summoning bonus if you bought a Daemonic Pact for the formation.


Special Rule
WE1.1.4 Daemonic Focus


Certain Chaos units are noted as having Daemonic Focus. Units with this ability may keep any or all summoned units that belong to the formation in play. Summoned units do not vanish back into the warp after the formation has attempted to rally. Chaos units with Daemonic Focus may not be used to keep summoned units in play if the formation is broken.

Special Rule
WE1.1.5: Blood for the Blood God!


World Eaters Legionnaires are infamous for their utter ferocity in combat and the determination of their attacks. These frenzied warriors are known to push onwards even in the face of withering fire, their feared battlecry "Blood for the Blood God! Skulls for the Skull Throne!" piercing the din of explosions and the chatter of weapons fire. Their unit records claim that it was they, and not the Sons of Horus, that first breached the Outer Walls of the Imperial Palace during the Heresy.

To represent this drive to get at the enemy and slay in Khorne?s name, all formations in the World Eaters Legion list, including Titans and Daemon Engines, receive a +1 modifier to engage action intiative tests.

Special Rule
WE1.1.6 World Eaters Teleport

With every conscious thought focused on doing Khorne?s work some of the finer techniques of warfare have suffered. The Teleporters that are used to tranport the elite Chosen of Khorne into battle lack the refined targetting computations commonly employed and their use is a precarious affair. Hence, the coordinates of the teleport must be planned carefully and cannot be easily adapted to a changing battlefield.

Write down the area and the turn you want to teleport your Chosen of Khorne in before the battle, as for a formation using drop pods. The formation is then placed before iniative rolls are made on its turn of arrival.

Since teleporting is an inherently dangerous business, and doesn?t always go as planned. To represent this roll a D6 for each unit that teleports into play. On a roll of a 1 the formation that the unit belongs to receives a Blast marker.


WE2.0 World Eaters Chaos Space Marine Legion Army List

WE2.1 Using The Army List
The following army list allows you to field a Chaos Space Marine army based on the World Eaters.


Chaos Space Marines are organised into formations called retinues or companies. Each retinue or company is made up of four or more units, and may also include a number of extra units called upgrades. The companies that may be taken are shown on the chart below. The chart also shows what units comprise the company, what upgrades are allowed, and its points cost. For example, an Berzerkers Retinue consists of eight Berzerker units and a Chaos Lord character for 300 points, and may include a number of upgrades at an additional cost in points.

Each upgrade that is taken adds to the cost of the retinue or company, as shown on the upgrade chart. The upgrade chart also lists the units that make up the upgrade. Note that these will sometimes replace units in the detachment they are taking for, and sometimes take the form of additional units for the detachment. Any number of upgrades may be taken for each formation, but each upgrade may only be taken once per formation.

World Eaters Legion armies may be supported by Legio Sanguinus Titans, Daemon Engines, Aircraft and Spacecraft. Up to a third of the points available to the army may be spent on these formations. A number of units is taken from the BL list, use the stats given there for reference. New units are profiled below.

WE2.1.1 Chaos Warlord
One Chaos Lord character in the army must be upgraded to a Chaos Warlord character. This additional upgrade does not cost any additional points.

World Eaters Legion Formations
Formation Type
Units
Upgrades
Cost

0-1 Chosen of Khorne
One Chaos Lord character upgrade and eight Chosen of Khorne units
Dreadnought, Chaos Land Raiders, Dreadclaws,
Daemonic Pact, Champion, Icon Bearer, Daemon Prince
500 points

Berzerkers Retinue
One Chaos Lord character upgrade and eight Berzerkers units.
Rhinos, Dreadnought, Dreadclaws, Chaos Land Raiders, Daemonic Pact, Champion, Icon Bearer, Daemon Prince
300 points

Juggers of Khorne Warband
One Chaos Lord character upgrade and eight Juggers of Khorne units
Daemonic Pact, Champion, Icon Bearer
350 points

0-1 World Eaters Forlorn Hope per Berzerkers Retinue
Four Berzerkers
Dreadclaws, Rhinos,Daemonic Pact
150 points

World Eaters Berzerker Bikers
One Chaos Lord character upgrade and eight World Eaters Berzerker Bikers units
Daemonic Pact, Champion, Icon Bearer
350 points





Daemon Engine Formations

Lord of Battles
One or two Lord of Battles
450 points each

Daemon Assault Engines
Four Daemonic Assault Engines
350 points




Legio Sanguinus Titans

Banelord Titan 800 points each
Ravager 650 points each
Feral 300 points each



Chaos Navy and Aerospace Units

Swiftdeath Interceptors 200 points for three
Helltalon Fighter-Bombers 300 points for two

Devastation Class Cruiser 150 points
Despoiler Class Battleship 250 points


New Units

Chosen of Khorne
Type Speed Armour Close Combat Firefight
Infantry 15cm 4+ 2+ 5+
Weapon Range Firepower Notes
Combi-bolters (15cm) Small Arms
Power Weapons (base) Assault Weapons Macro Weapon, Extra Attacks(+1)
Notes: Fearless. Reinforced Armour. Thick Rear Armour. World EatersTeleport

Juggers of Khorne
Type Speed Armour Close Combat Firefight
Infantry 20cm 3+ 3+ 5+
Weapon Range Firepower Notes
Bolters (15cm) Small Arms
Crush (base) Assault Weapons, Extra Attacks(+1)
Notes: Fearless. Infiltrators. Mounted

World Eaters Berzerker Bikers
Type Speed Armour Close Combat Firefight
Infantry 35cm 4+ 2+ 5+
Weapon Range Firepower Notes
Bolters (15cm) Small Arms
Chainswords (base) Assault Weapons
Notes: Fearless. Mounted




Appendix Model

Angron, Daemon Primarch of the World Eaters Legion
Type Speed Armour Close Combat Firefight
War Engine 30cm 3+ 2+ -
Weapon Range Firepower Notes
Murderous Rage (base) Assault Weapon, Macro Weapon
Huge Daemon Sword (base) Assault Weapon, EA+1 (TKD6)

Notes: Damage Capacity 4. Augment Summoning. Fearless. Inspiring. Invulnerable. Leader. Reinforced Armour. Thick Rear Armour. Wings (Count as JumpPack)

CriticalHit: With a tremendous roar and a deafening crash the Primarch goes down in the most spectacular fashion, bursting into flames, howling in frustration and bloodlust unquenched, fading into a thick red mist as his phyiscal manifestations is shattered. All World Eater formations within 45 cms receive a BM, all enemy formations on the table receive a +1 Inspiring bonus during Combat Resolution for this turn only until the End Phase.

No points are given, scenario use only. Probably ~500+ points, could feasibly have a Daemonic Pact and do his own summoning. Don't add to a formation, let him fight on his own.
Yes, the DC-CC attacks are MW and the Sword attack is EA+1-TK(D6). The Crit is rather nasty, but so is 3+RA +Invulnerable






Designer?s Notes:

The list is based on BL 3.6 and LatD3.1 as well as an old Index Astartes 3rd Ed. 40k World Eaters army list (11/2001). A quick study of the 40k list gleaned the following information:

-Pretty much everything would be fearless (Blood Frenzy)
-There is little armoured support (0-1 Predator)
-There are Berzerker Bikers
-Juggernauts are available
-No Havocs

Of course, something had to go from the BL list:

-The Defilers are 13th Crusade gear, and have no place in a generic WE list
-Obliterators and Raptors are independant cults, no reason to include them in a khornate list
-Doomwheels and Decimators out, Lord of Battles and Daemon Engines of Assault in
-Armoured Companies are eliminated as they detract from the focus of the list. Land Raiders are still allowed as troop transports.

Khorne?s sacred number is eight, which translates easily into formations of eight units. Having fixed formation sizes also allowed for pricing whole formations instead of individual stands, resulting in ?even costs (300, 350, 500). Prices were generally rounded up ?to compensate for Fearless and Blood for the Blood God.

Blood for the Blood God: I wanted to keep the special rule as simple as possible, and after thinking about extra charge move cm, bonus hits and even better CC decided on a flat +1 to engage actions. Result is that World Eater ?formations and Legio Sanguinus Titans will not have to roll for engage actions even when having Blast Markers, while LoBs and DEAs are at 2+.
Looks good to me.


Edit: Changed Daemon Engines to 1/3 allowance to better focus the army

Edit: Juggers CC went from 2+ to 3+ to balance against Bikers

Edit: Angron added for scenario use

Edit 1.3->1.4: Updated Summoning to match the new system intorduced in BL3.6 and LatD3.1.
Helltalons priced as in BL3.6
Nerfed Chosen of Khorne teleport. They were just too easy to use.




Feel free to critique/comment!

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 Post subject: Irondeath?s World Eaters Fanlist v1.4
PostPosted: Tue Sep 27, 2005 1:55 am 
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I don't really think its a good idea for your units to be cheaper then their counterparts in the BL list.

8 Chosen for 500 pts comes out too 62.5 points a piece, less than Marine Terminators, Rubric Terminators and BL terminators. They're in a bigger formation to boot. I'd jack up that price significantly.

Overall, I think you'll find that an entire army of fearless units is incredibly good, far better than the 25-50 points more you've generally charged.

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 Post subject: Irondeath?s World Eaters Fanlist v1.4
PostPosted: Tue Sep 27, 2005 9:52 am 
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I?m very much aware of the problems all-fearless creates, having played v1.3 of the list. This might be a structural deficiency all Cult list have and that is difficult to overcome.

One balancing factor is the lack of shooting attacks in infantry formations, including the Chosen of Khorne. Problem is that little shooting/weak FF affects performance against certain opponents (say Eldar, Tau) significiantly while you?ll still roll over IG.

With regards to the points cost, you are probably correct with regards to the Chosen pre v1.4, but with the changed Teleport they could be closer to the mark. I?ll definitely keep an eye on them, as they are a trademark formation.

Thanks for your comments!


P.S.: Mysteriously, two old posts referring to 40k/E:A weapons conversion appear in this thread. Seems the forum is still buggy?

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 Post subject: Irondeath?s World Eaters Fanlist v1.4
PostPosted: Wed Sep 28, 2005 8:56 pm 
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Quote (Irondeath @ Sep. 27 2005,09:52)
I?m very much aware of the problems all-fearless creates, having played v1.3 of the list. This might be a structural deficiency all Cult list have and that is difficult to overcome.

One balancing factor is the lack of shooting attacks in infantry formations, including the Chosen of Khorne. Problem is that little shooting/weak FF affects performance against certain opponents (say Eldar, Tau) significiantly while you?ll still roll over IG.

With regards to the points cost, you are probably correct with regards to the Chosen pre v1.4, but with the changed Teleport they could be closer to the mark. I?ll definitely keep an eye on them, as they are a trademark formation.

Thanks for your comments!


P.S.: Mysteriously, two old posts referring to 40k/E:A weapons conversion appear in this thread. Seems the forum is still buggy?

I don't mean to pick on your list at all, as its amazingly similar to what I'd like to do with my "soon to be" Death Guard list.

I've just had a number friends express concern about some uber army teleporting/drop podding on them in the first turn, effectively giving them no hope.

Maybe we could come up with essentially one solution to fix this problem across all the cult specific lists.  :)

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 Post subject: Irondeath?s World Eaters Fanlist v1.4
PostPosted: Wed Sep 28, 2005 9:38 pm 
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Yep, that first-turn-in-their-face is indeed the major problem here and having formations isolated or broken isn?t that much of a problem with all-fearless.

I actually like Baduin?s suggestion of only one withdrawal move, and yours (or was it LI?s?) of no free move at all. This could be worked into the "Blood for the Blood God" paragraph, with some fluff on how the World Eaters would rather be cut down to the last legionnaire than retreat. This is slightly off in game terms, as the "free" move is of course used to get closer to the enemy, but that?s the kind of abuse we want to avoid...

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 Post subject: Irondeath?s World Eaters Fanlist v1.4
PostPosted: Thu Sep 29, 2005 4:24 pm 
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I think the list is going to have some problems.  Specifically, none of the core formations have access to ranged fire uness they take a land Raider upgrade.  That means the army as a whole will be woefully lacking in the ability to place BMs and prep for an assault.

With a standard deployment, you could probably add in enough support formations to do so, but with the teleport-in-their-faces plan, it seems like that would be a serious issue.  Drop pods would at least get some deathwind attacks, but have other limitations (like you just used an activation to drop and can only retain once before the enemy reacts).


On Fearless:
I think having broken fearless units destroyed if they end up in an enemy ZoC (as opposed to the normal 15cm radius) would be sufficient.  That was the rule for a long time during development and it seemed to work fine.  It still makes Fearless units much better, but prevents them from withdrawal-charging enemy formations.

Another option would be to drop the "ignore ZoC" on a withdrawal move.  According to Jervis, that was put in so that units could retreat from a lost assault.  However, as written it also applies to units broken from fire and units which fail to rally.  Making it apply only to lost assaults would also stop the withdrawal-charge in most cases.

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 Post subject: Irondeath?s World Eaters Fanlist v1.4
PostPosted: Fri Sep 30, 2005 12:43 pm 
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Well, lack of shooting attacks is both a balancing feature and seems quite fitting. I see nothing wrong/problematic with this as there are sufficient ways to place those all-important prep BMs: Land Raiders, as you mentionen, Daemon Engines (remember the LoB has 75cm on the Battlecannons), Titans, Air...


Fearless:

I do believe that cutting the free moves is the way to go here, there is just no justification for this when the troops are supposedly not fleeing as they don?t care. So why give them extra moves that just beg to be abused? Fiddly rules will make this more difficult, yes, but the underlying problem is that out-of-sequence bonus move.

Cutting it erases the problem smoothly.

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 Post subject: Irondeath?s World Eaters Fanlist v1.4
PostPosted: Sat Oct 01, 2005 4:47 am 
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So where do Obliterators and Raptors go, then ? ???? ?I see both your point about ranged weapons, but that has always been Chao's weakness generally - lack of firepower, IMO ... ?I understand the fluff, but don't turn Chaos into WHFB. ?Most of you who have been on this site for awhile know my predilection for ranged heavy weapons ... and firepower ... ?




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 Post subject: Irondeath?s World Eaters Fanlist v1.4
PostPosted: Sat Oct 01, 2005 3:07 pm 
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I have to agree with Legion 4 , an army with no arty or flak is going to get hammered in campaign play.

It would be useful to draw up a TO+E for a CSM army ,work out how it deals with different situations ,its command structure, and then write the army list .
Rather than just scale everything up from the skirmish level.
Look at the Eldar, they have a Farseer in every platoon in the Eldar Army...ridiculous.

To Legion 4;

I like the Lion Rampant , it makes me feel home (being a Scot and a' :D )

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 Post subject: Irondeath?s World Eaters Fanlist v1.4
PostPosted: Tue Oct 04, 2005 5:35 am 
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Quote (Legion 4 @ Oct. 01 2005,04:47)
So where do Obliterators and Raptors go, then ? ???? ?I see both your point about ranged weapons, but that has always been Chao's weakness generally - lack of firepower, IMO ... ?I understand the fluff, but don't turn Chaos into WHFB. ?Most of you who have been on this site for awhile know my predilection for ranged heavy weapons ... and firepower ... ?

But the world eaters don't exactly like to stand back and shoot  :;):  

Raptors are Slanneshi aren't they? As for Obliterators, this is a cult list. Undivided units don't really belong, as it ruins all your fun  :D  

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.

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.

Hows the list play so far Irondeath?

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 Post subject: Irondeath?s World Eaters Fanlist v1.4
PostPosted: Tue Oct 04, 2005 5:37 am 
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I have to agree with Legion 4 , an army with no arty or flak is going to get hammered in campaign play.

It would be useful to draw up a TO+E for a CSM army ,work out how it deals with different situations ,its command structure, and then write the army list .
Rather than just scale everything up from the skirmish level.
Look at the Eldar, they have a Farseer in every platoon in the Eldar Army...ridiculous.

To Legion 4;


They did that by making the two different Chaos lists though. Cultist(Lost and the Damned) would work with Chaos(Black Legion). By using them in concert in your campaign, you get AC, Flak, tanks, infantry, etc.

Having those things doesn't exactly make for a fair tourny list though.




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 Post subject: Irondeath?s World Eaters Fanlist v1.4
PostPosted: Tue Oct 04, 2005 4:11 pm 
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Well the Lion is Hammer's Regimental insignia (Hammer's Slammers )!  Glad  you like it, Zak !  We use modified SM1 and 2 templates/TO&Es for all our armies (9+), including Chaos.  So if that is correct, then if and when Raptors are made they'll go to Slann !  We have units, CSM Legions, for all for Powers plus Undidvided ... so I guess the Obliterators will go there, if they see the light of day ... The TO&Es we use are based on SM fluff, SM1, SM2 and E40K.  Deamon Engines gives each Power some fire power and all can choose L/Raiders, Preds and Rhinos ... within limits ...  And all CSM Infantry = Dev. (based on SM1 &2).  But as always do what works for you all ...   We're sold on the Modified SM1 TO&Es for all armies and we fight combined arms ...      :;):

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 Post subject: Irondeath?s World Eaters Fanlist v1.4
PostPosted: Tue Oct 04, 2005 9:02 pm 
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Quote (Legion 4 @ Oct. 01 2005,05:47)
So where do Obliterators and Raptors go, then ? ???? ?I see both your point about ranged weapons, but that has always been Chao's weakness generally - lack of firepower, IMO ... ?I understand the fluff, but don't turn Chaos into WHFB. ?Most of you who have been on this site for awhile know my predilection for ranged heavy weapons ... and firepower ... ?

Oblits and Raptors weren?t included in the World Eaters 40k list I used as a basis, and from what I can tell are Chaos Undivided. Hence, no reason to include them in a World Eaters Cult list.

With regards to lack of firepower/AA: We are not talking about a campaign force here at all! This is meant to be a Tourney list whose aim it is to be balanced against other tournament lists. Please bear this in mind.

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