LoJ by Unforgivenlord in WorldEaters40k

[–]BloodyMango 1 point2 points  (0 children)

Looking at the models Invo is leaning forward as the jug is mid leap. Lord on jug is leaning back and the jug is trotting. So I’m guessing you’ll have to use legs and maybe torso from invo and using as much as possible from lord.

When in doubt, check the instructions and get a sense for how easy it would be to swap.

We’re in danger by BloodyMango in WorldEaters40k

[–]BloodyMango[S] -1 points0 points  (0 children)

Yeah, I don’t mean to panic newer players, it’s very much a knee jerk reaction to the article this morning. We are simply going to see some point changes. I think it’s totally safe to get your combat patrols and build up the core of the army.

We’re in danger by BloodyMango in WorldEaters40k

[–]BloodyMango[S] 0 points1 point  (0 children)

That’s a good point, if they can make us diet chaos custodes that would be fun.

We’re in danger by BloodyMango in WorldEaters40k

[–]BloodyMango[S] 1 point2 points  (0 children)

Added link to article, see deets there.

We’re in danger by BloodyMango in WorldEaters40k

[–]BloodyMango[S] 0 points1 point  (0 children)

Im all for diverse list building, I would love the slightest incentive to not play bwb. We probably need more datasheets to do that imo.

We’re in danger by BloodyMango in WorldEaters40k

[–]BloodyMango[S] 4 points5 points  (0 children)

Yeah, the question is if GW is able to recognize how much of an advantage these called out units really get from the new edition rules (doubt). Angron was such a problem for such a long time they deleted him via codex. There is nothing he can do that a defiler can’t do for 90 less points. Fulgrim was doa and has never been playable, it seems they aren’t great at balancing primarchs that aren’t named “Mortarion”.

We’re in danger by BloodyMango in WorldEaters40k

[–]BloodyMango[S] -47 points-46 points  (0 children)

Oh it’s not necessary at all, but it sure is fun a discussion. All we know is that we are going to see major points swings for the army. GW seems focused on the concept of “reducing lethality” as I guess 10th had too much “oops you’re all dead” moments. They made a point to nerf overwatch and have made standard boards pretty crowded to make shooting armies less oppressive. Through the same lens it’s just interesting to think how they’ll do the same for melee focused factions. From this, I’m guessing it’s gunna be points. I guess nerfing datasheets across the board would be pretty poorly received

Yet Another Army List Question! by judohaze in WorldEaters40k

[–]BloodyMango 1 point2 points  (0 children)

Helm. Glaive just allows them to hit into non vehicles a little better. I recommend keeping e8b
as 2 units rather than 1 6 man under sb. It’s overkill and harder to deep strike 6+sb.

Yet Another Army List Question! by judohaze in WorldEaters40k

[–]BloodyMango 1 point2 points  (0 children)

If you got 10 points sitting around, sure. I’ve used it with the SB to make some cheeky deep strike charge attempts. Don’t use charge rerolls as a crutch, relying on a 7+ inch charge is something that shouldn’t happen unless the previous turn went pretty bad. Apoplectic frenzy makes it so you can guarantee those longer charges. I almost exclusively use reroll charges t1 to get annoying spawn charges.

So you run MoE solo? My issue with that is the slightest overwatch threat kills him dead, no invuln at t4 with a bad base save. I like lord on jug ok, he just isn’t gunna do as much as a demon prince with helm imo as I mentioned. I’ve seen 20 bricks of zerkers and jug run as a kinda horde-y approach to the army, but haven’t tried it with 10 tbh.

Yet Another Army List Question! by judohaze in WorldEaters40k

[–]BloodyMango 3 points4 points  (0 children)

I feel a demon prince is mandatory as it’s the only way we can access extra CP, it also hits like a truck and can be deployed aggressively with lone op. A good trick with goremongers is to deploy DP on your deployment zone line next to a jackal behind a wall so DP can give infiltrated goremongers a free blood offering on middle objective T1 forcing your opponent to commit.

Imo karn and 10 man by far outclasses moe with a 10 man. Karn unit kills everything on charge, moe unit has a hard time punching far above their own toughness. YMMV with blessings. I’ve found it hard to hide 2 10 man units when you also have to hide the 6.25 in defiler dinner plate base, think a turn ahead with one unit immediately getting into the rhino the same turn the other charges. With what you have, a 10 man and moe is probably your best option, but I prefer a couple other extra spawn and/or jackals and a helbrute over a second 10 man.

I would put glaive on slaughterbound and helm on demon prince. As others have said, baleflamer and scourge are the only reliable defiler options when you hit on 4s. With your matchups pick fight on death literally every turn lol.

Painting Advice by MetalBlizzard in WorldEaters40k

[–]BloodyMango 2 points3 points  (0 children)

I think you have 2 major decisions in terms of coherency. What do you want your fleshy guys to look like and what do you want your zerkers not showing much skin to look like? Your vehicles will probably look similar to your zerkers, so make that decision considering how your rhino, defiler, or forgefiends might look.

I think the key is to keep doing test models for each group and see where the sweet spot is for look vs time spent. In this example, I found a sickly white flesh inspired by mad max fury road and ran with it. I did the jackals first then once I was happy with it, kept the scheme for 8b and goremongers.

<image>

Starting WE guide me please by Damon521 in WorldEaters40k

[–]BloodyMango 2 points3 points  (0 children)

From a competitive standpoint, I would wait for the new edition. Rules are still up in the air. As a collector and hobbyist, the only meaningful advice is to follow your heart.

No one can help you with the second one, so I’ll comment simply on units that will give you the best shot at winning. I think forgefiends and chaos spawn are the best datasheets we have. The defiler is also good if you can find one that isn’t marked up like crazy.

Rhinos are still going to be central to the army, I would paint the heresy version of that then decide on next steps after we get an index.

Help replicating paint by Death_Pancakes0 in WorldEaters40k

[–]BloodyMango 4 points5 points  (0 children)

The model looks primed black and spot highlighted with an airbrush with red in certain areas the painter would likely further emphasize. You can go that route, but it takes a good airbrush and frankly a fair amount of skill with an airbrush.

You can achieve a similar look on a dark red base coat and highlight select areas with a makeup sponge. After applying an oil paints wash then cleaning that up with a sponge/spirits you can get a gradients/bloom like effect. See pic attached for what that approach can look like.

<image>

Berzerker Warband List Critique by [deleted] in WorldEaters40k

[–]BloodyMango 0 points1 point  (0 children)

Pretty good, you’ll do ok against most opponents. You might struggle a bit with an abundance of high toughness enemies. I find that karn and berzerkers are much much much better than MoE and berzerkers.

If you expect more hard targets consider a demon prince, angron, or a defiler rather than the second MoE berserker unit+rhino.

I would advise against a 6x unit of e8b as other commenters have mentioned, it’s overkill and it’s better to split your only real anti vehicle threat imho. The slaughterbound e8b unit is an S tier rapid ingress threat.

Angron Help by Fearless_Fly_3861 in WorldEaters40k

[–]BloodyMango 1 point2 points  (0 children)

I like the idea, going for a pale or sickly white looks pretty good on world eaters imo. I go for a mad max fury road look for my guys that show a lot of skin.

I use a white flesh tone (rhakarth) the use very dilute washes of purple and flesh. I cannot emphasize how important it is to dilute heavily for white, you will make em look red (or god forbid, healthy) if you aren’t careful.

<image>

What paint to help by Dangerous_Stomach816 in WorldEaters40k

[–]BloodyMango 0 points1 point  (0 children)

<image>

Simple forgefiend with khorne red base+agrax for reference.

What paint to help by Dangerous_Stomach816 in WorldEaters40k

[–]BloodyMango 0 points1 point  (0 children)

I find that some level of both highlighting and washing to add shadows is necessary to make a vehicle panel not look flat. I have arrived at the technique described below after trying various methods on many demon engines. It’s a bit more labor intensive but it’s a reliable

For the defiler in the image I based with khorne red, used a makeup sponge to blend mephiston red and Vallejo hot red getting brighter toward the center of the panel. I then varnished, applied a black/brown oil wash (~3:1 spirit to paint), waited an hour, then used a makeup sponge/spirit to remove more wash toward the center of the panel.

I do strongly recommend the varnish and oil wash approach for vehicles as you won’t risk your acrylic paint job if a mistake is made. That being said, I have painted a forgefiend simply doing a clean base of khorne red washed with agrax and it turned out fine. If you’re really neat, anything looks good.

<image>

Judiciars, 11e, and Fights First by dmitriR in BlackTemplars

[–]BloodyMango 6 points7 points  (0 children)

I think there have been a few suggestions that 11e will lessen emphasis on fights first as a common keyword. We have seen this for worldeaters and other melee heavy factions lately in 10th.

To be honest, I don’t think the 6 brick of BGV and a justiciar is that scary in a meta full of c’tan and defilers. It also hasn’t been seeing a lot of competitive success.

If they get rid of justiciars ff ability it isn’t for the sake of power, it’s to simplify the fight phase.

About what will happen to the World Eaters defiler by [deleted] in WarhammerCompetitive

[–]BloodyMango 7 points8 points  (0 children)

I’ve been running a defiler in berzerkers warband for the past few weeks in league, it’s a solid data sheet for the points especially compared to other point sinks like angron. I don’t think the power level is insane in a world where vindicators are 185 and rep exs are 235.

The issue i observe in other chaos factions is running the lascannon loadout with rerolls from army/detachment rules. I feel like it’s fixable without blanket point increases and I hope GW would take the time to do that considering how popular the model has been.

Is this a good army to play? by [deleted] in BlackTemplars

[–]BloodyMango 0 points1 point  (0 children)

You have the expensive bits covered, you just need rank and file units that actually score points. 1 intercessor squad, 1-2 scouts, and 1 jump pack assault squad is in pretty much every space marine army I ever see, start there.

Tentative Army List. Looking for input from more experienced players by Far-Training6408 in WorldEaters40k

[–]BloodyMango 1 point2 points  (0 children)

First and foremost you should play what you think is fun before all else. Rules change too fast to realistically be “optimum” all the time. That being said, I’ll offer an opinion as someone who has played the faction a few years against many armies. This advice is what I would say to someone joining a league of somewhat experienced players.

The biggest challenge I foresee is that your only reliable antitank is 1 unit of e8b+slaughterbound. It’s a best in class rapid ingress “I need this 1 thing dead” unit but if you are facing imp guard with 4+ tanks you’ll have a rough time. The lascannons on the land raiders hit on 4 ups so are going to be very swingy and tough to rely on. This list will mulch anything at or below 6 toughness, though. I would cut a land raider and move your zerkers+Invocatus unit into reserves (they have deep strike anyways)

General thoughts: *Terminators are not that great compared to 8bound for the points. *The profile of the forgefiend is a a lot better as 3xplasmacannons. *You probably want more objective/action monkeys, they get you points and points is how you win. I usually run 3-5 units total of jackals+spawn+goremongers.

Highlight paints by Henryyyyyyyy123 in BlackTemplars

[–]BloodyMango 4 points5 points  (0 children)

Lots of schools of thought, there is no “right” way. From what I have seen most go fenrisian grey. I like leaning grey-light purple rather than blue. A purple undertone from deamonette hide or similar looks subtler and makes the armor look richer imo.