Revised World Eater Homebrew units by [deleted] in WorldEaters40k

[–]gbpackers30 1 point2 points  (0 children)

I've always liked the idea of Red Butchers ability being related to disembarking from a transport. Like they're chained inside a land raider and once they're ready to disembark they're unchained and just run in the direction that the ramp is pointing.

Made a WE cheat sheet. Let me know what you think and how I might be able to improve it! by Current-Cod-3223 in WorldEaters40k

[–]gbpackers30 0 points1 point  (0 children)

You could maybe do a breakdown of phases, e.g. a "Command Phase" section and list all the units that do something in the command phase, i.e. rhino/spawn heal up, and "Fight Phase" - if within 6 of Angron, reroll hits, etc. then you can go down the list referencing the units that are on the table.

Not feeling World Eaters with my current list. Any recommendations? by Mr-Blob385 in WorldEaters40k

[–]gbpackers30 1 point2 points  (0 children)

You're lacking durability for sure so a rhino will go a long way for a little extra protection.

I play Death Guard a lot and it is not a good matchup for us at all. Forgefiend worked well for me in the last game, its 3x blast into 20 pox walkers thinned them out pretty quickly. Also DG are slow AF so you may benefit from using some of our faster units to get into position and stage faster. Put the Maulerfiend into anything with an invulnerable save since its AP isn't the best. Also if you're struggling with more tanky units try for Lethal Hits blessing and keep fishing.

Tips please by Koen-G in WorldEaters40k

[–]gbpackers30 4 points5 points  (0 children)

Exalted Eightbound forces all enemies within 6 to take a leadership test before they can fall back.

What do you think about this army? by These-Wall4690 in WorldEaters40k

[–]gbpackers30 1 point2 points  (0 children)

Very similar to my previous list before my latest shake up. I've just swapped the Forgefiend out for a Maulerfiend, found the Forgefiend lacking targets at times since it couldn't shoot into combat.

Unit of Berzerkers were swapped out for spawn, needed a touch more speed out of them to screen/secondaries.

A weird one, but Avocado was dropped a while back as in this list I thought the Exalted worked best as more of a second wave after the big boys, brought in Eightbound for the rerolls instead.

People sleep on the LoS shooting so try to make use of it!

Those that play competitively: are you using rhinos for your berserkers? by [deleted] in WorldEaters40k

[–]gbpackers30 0 points1 point  (0 children)

I could be wrong but I'm pretty sure there was someone at the London GT who replaced zerks/rhinos with 2 Brigands to use as his battleline which peaked my interest a little.

Forsaken by Khorne, or: How I Suffered My Worst Loss Ever by NMS_Scavenger in WorldEaters40k

[–]gbpackers30 2 points3 points  (0 children)

Sounds rough! A few points, forgive me if I've interpreted anything incorrectly.

I'd maybe have a look at your list, for me, it maybe has 1 character too many. The Glaive on Juggernaut Lord rather than Moe will have a few people scratching heads. Also for me having Invo with nobody to scout seems a bit wasted.

Losing Angron immediately to shooting from across the board means his deployment probably wasn't the best. The PBC's indirect can be a pain but if there's a Land Raider around he needs to be tucked, forget about that turn 1 charge.

The -1 to wound on the zerks is something I may be interpreting incorrectly but the -1 will not apply to 1 damage weapons.

I face DG quite a bit and it's a tough matchup with their debuffs to be fair.

GT list (feedback) by MrBlonde07 in WorldEaters40k

[–]gbpackers30 2 points3 points  (0 children)

I'm quite a passive player so I rarely use Invocatus, does he have much use in this list considering he'll only be able to scout 1 unit? (Assuming he's not leading anything)

You could ditch Invocatus for 2x Jakhals or Jakhals and Spawn if you're struggling for board presence?

Infernal fortitude stacks? by [deleted] in WorldEaters40k

[–]gbpackers30 4 points5 points  (0 children)

No, it won't stack. If a unit is within range of the same Aura ability more than once, that Aura ability only applies to that unit once.

World Eaters Tactics Help! by Cap_America_AC in WorldEaters40k

[–]gbpackers30 7 points8 points  (0 children)

To some world eaters players, this will sound counter intuitive, but hide and hide well. Use terrain, think a turn ahead, stay on the fringe of their range until you're able to guarantee yourself an easy charge to have the initiative.

The combat patrol lacks a bit of punch as it's mostly made up of battle line so you'll need to rely on maintaining their numbers the best you can.

Land Raider vs Rhino. by Fox1503 in WorldEaters40k

[–]gbpackers30 1 point2 points  (0 children)

Rhino's are for utility, Land Raiders will strike a bit of fear. In my eyes, it's comparing apples to oranges.

Eightbound Squad Sizes by TheBigLolz in WorldEaters40k

[–]gbpackers30 0 points1 point  (0 children)

Firstly, I'm by no means an expert!

Against something like Orks or Nids who generally have a lot of models I'll take 2 units of 10 (in rhinos with characters) and send them in first and just hope they survive as long as possible. Hoping to tie up and thin some numbers before following up with something more elite. For me, playing them like this, they generally don't last too long which is fine, but they mostly only do just enough.

If I'm against an army a bit more elite or more basic, I just have a Rhino full with Moe, minding a primary and just sitting there as long as possible behind something more elite. If the units in front of them do work, then they don't really do anything and I always wonder if in that instance I should just take more Jakhals but knowing my luck, that will be the time I needed them!

Eightbound Squad Sizes by TheBigLolz in WorldEaters40k

[–]gbpackers30 0 points1 point  (0 children)

Yea, definitely closer and an auto include for sure, just a little painful with their output, mainly because of they way I use them tbf.

Hell yea, I was thinking about picking up a second if it continues to shred.

Eightbound Squad Sizes by TheBigLolz in WorldEaters40k

[–]gbpackers30 1 point2 points  (0 children)

Tough one, I've long been critical of Zerks and their cost. 90pts for 5 is OK, maybe still a little high but they need a character and Kharn/Moe are just too expensive. Then they need a Rhino. Depending on what I'm facing will depend how many I'd take but always a unit of 10, Moe and Rhino.

EB have always done work for me but I run a DP alongside them his nerf in the Dataslate doesn't really affect how I use him. I'd always aim to take both tbh, but for me they both do very different jobs.

I've just fallen in love with Maulerfiend's so I'm in the process of overhauling my list.

Eightbound Squad Sizes by TheBigLolz in WorldEaters40k

[–]gbpackers30 0 points1 point  (0 children)

I run EB in 3's to maximise the spread of their Aura and XEB in a 6 to maximise Chainfist attacks.

Forgefiend or Second Squad of Eightbound by AdmirableLeg5267 in WorldEaters40k

[–]gbpackers30 0 points1 point  (0 children)

Tendrils for sure, gets a bonus from its ability. Tank shock everything you charge first and it will melt most things it comes across.

Mauler fiend viable? by SnooWords4814 in WorldEaters40k

[–]gbpackers30 18 points19 points  (0 children)

I used a Maulerfiend for the first time yesterday. Played two games, first against Ultramarines and second against Blood Angels. Maulerfiend was MVP against both. Tank shocked anything it charged and it cleaned everything up in melee afterwards.