Thursday, 23 September 2010

Chaos Space Marines: World Eaters Tactica | Games Workshop

Chaos Space Marines: World Eaters Tactica | Games Workshop

So this past Monday a W40k article on the Astronomican, how dare they – doesn’t Games Workshop know that they can only release articles on their new 8th edition Warhammer Fantasy Battle, just like White Dwarf? Only kidding, although it was a shock so see an article for W40K on the website after nearly a month of WFB, well it feels like a month or longer, perhaps the upcoming Games Day has reminded GW that there is more than one string to their bow?

So you can catch the link to the article above my rant, and if you are curious and click the link you will end up reading how a ‘gamer’ Wade Pryce plays his well painted/ modelled World Eaters army. Lots of pics, some useful chicken nugget sized and an armylist of 2492 points, I presume for all those 2500 point games we gamers regularly play? It does look to more a case of this is what I own and have painted it costs 2492 points, which is fine but the list would struggle against a more conservative list in any arena.

I will first comment on the four sound bites of advice he makes in reference to his army:
Footsoldiers of Khorne, charge the enemy as quickly as possible in ranks rather than columns so that the squads can screen each other. All sensible advice, however I do find that the first rank which is closest to the enemy is normally targeted first in preference to the rear rank, and it is normally targeted until it either dies or makes contact with the enemy. I would have thought advising stringing out the units across the board creating multiple targets that all cannot be eliminated and have more chance of hiding would be beneficial. In rows you are just lining up casualties for the blast template gods!

Exalted of the Blood God, a Daemon Prince with wings hides behind a squad of Berserkers to gain a 4+ cover save? The ruling for Monstrous Creatures is that they need to be 50% covered in order to gain a cover save; it was 4th edition that ruled cover just needed to be up to their knee. The Chaos Rhino he refers to as being cover for the Khorne Berserkers is more useful, although it would be even more useful if there was more than one.

Deep Striking, there are a total of three squads that deepstrike in this list, two Terminator squads with Khorne Banner and one Obliterator. Given the lack of firepower in the list the Obliterators should always start on the table, if they roll poorly and do not turn up until turns three or four the battle could already be over at this point. They can advance using their lascannons if needed in order to get in multi-melta range, better yet hide them in terrain and hope to immobilise or destroy a vehicle each turn. The Terminators are expensive and the tactic of deep striking in the right spot due to the icons so they can unleash hell is pretty until you realise that anything with a template is going to have a field day, especially an AP2 template. I always find that Deep Striking squads need to move on the turn they impact otherwise they quickly leave the table.

Fire Support, a Chaos Dreadnought and two tanks is the sum of fire support. Only one of the tanks has lascannons, the first weapon destroyed result against either tank and they are just moving scenery. For a themed 2.5k list the firepower is poor, surely Khorne would see fit to arm a couple of Defilers and take one of the two firepower weapons off the Chaos Dreadnought to that it can collect skulls in the more traditional manner, close combat.

The complaints over tactics lead us onto the armylist itself:

HQ

Despite being told that the Daemon Prince is a beast in close combat, the listed Chaos Lord could have been given a Juggernaut giving a potential seventeen strength five attacks on the charge, it will kill on average over five Space Marines on the charge compared to over two off the beast.

Elite

For a themed list the Chaos Dreadnought needs to be armed either with two close combat weapons, or one and a good gun. The listed Chaos Dreadnought feels unnatural with two shooting weapons.

I like Chaos Terminators; I like them even more with an Icon of Khorne; however the mix of additional weapons is here and there. They should be kitted out to fight in close combat so a sprinkling of lightening claws can be added along with an anti-vehicle (Dreadnought) element, so a couple of combi-meltas and/ or chainfists. Everything else is just gravy and there is too much gravy in this army.

Troops

I have no complaints about the make-up of any of the Berserker squads, eight dudes with a champion. The Champion has a powerfist or melta bomb/ power weapon combo, along with an icon bearer in each squad. One squad has a Chaos Rhino for transport, why? The Chaos Spawn taken as a Fast (see below) could have been traded in for a second Chaos Rhino. Four in total is better, each allowing a potential second turn charge. And while I am ranting, if the points were better co-ordinated throughout this list I am sure we could have seen a fifth Berserker squad, even if it is sans Chaos Rhino.


Fast Attack

A Chaos Spawn, why? One is going to add nothing to the army and the points could be spend batter on anything else.

Heavy Support

Obliterators are a great option, having Deep Striked them in several battles I have come to the conclusion that unless you have other firepower available for the first couple of turns set them up on the table from the start. Each tank is effectively destroyed on a 3, 5 or 6 as they only have a single weapon. Sponson lascannons are expensive, but points better spent than on extra armour.

To conclude the army is pretty, but please…

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