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8 Bloodletters - 208
4x8 Khorne Bezerkers w/Rhino - FC, Chain Axes, Icon, AC w/powerfist, bolt pistol, Daemonic Visage ; extra armor, smoke launchers --> 1036
1x8 Khorne Bezerkers w/Rhino - FC, Chain Axes, Icon, AC/power weapon, bolt pistol, Daemonic Visage, Daemon Vessel; extra armor, smoke launchers -->254
2 Predators: Twin-linked Lascannon, lascannon sponsoons --> 290
Last edited by erommelus; July 14th, 2006 at 22:06.
looks balanced and decent enough.
Not much to say about it really.
It's as calm and calculated as World Eaters can get, I imagine.
Yeah, that's a pretty solid list. The Rhinos are not my favourite picks, but you've taken a good number of them along with Predator backup, so it should work fine. Vehicles are always better in greater numbers, so you're looking good.
The Daemonvessel bothers me slightly, though. I'm a firm believer that a Daemonvessel should always have Daemonic Chains. I would go so far as to drop the Powerweapon and Visage to help pay for the Chains, meaning you'd only need to free up one point.
You even paid for the Chainaxes on the Champions. I love when people do that.
Originally Posted by Caluin
Hehe, yep, it has Bloodletters too. I tried them one game and I fell in love with them. It's funny Cal, (going by our conversations before) it's just funny how things work better on the field than on paper. In fact this whole list, by most WE players regards (including mine about 2 weeks ago), is illogical. Most would say it is a waste of 300Pts. My contention is that I prefer to have most of my army making it into CC via the Rhinos by turn 2 with the rest still alive instead of 1/2 or more dying to enemy shooting. Yes, they rage, but I have mobile, LOS blocking cover wherever I need it when they do rage, leaving them protected.
The DV in a Rhino REALLY pisses the opponents off as they have no clue where he is (hell, even I dont know where he is hehe). If his squad does pop out I hide them behind the rhino--since it has smoke launchers, it will not cause wounds from exploding and they are safe for a turn.
Last edited by erommelus; July 15th, 2006 at 02:50.
I guess if they [rhinos] save 2 and a half bezerkers, and then go and tank shock a heavy weapons squad they've more than made their points back.
Once your enemy starts ignoring them you should have a laugh and fit a combi melta on to one.
It'll really hack him off when some crazy rhino with no one inside pops a predator open or something. heh heh.
I have noticed that phenomenon with many units. Many Daemons are like that. Just about every unit in the Dark Eldar army lists as well. While I understand not everyone is going to like all units, it is nice when someone at least tries the units out before making judgements. I'm glad to hear that you gave them a shot and decided that they were nice to have in the end.Originally Posted by erommelusAye, most WE players will probably tell you that the Rhinos aren't worth having, especially since you can't charge out of them anymore.Originally Posted by erommelus
Rhinos themselves aren't bad. It's when you take only one or two that you start running into problems, since they're easy to remove by anti-tank weaponry. However, most players only field a minimal amount of anti-tank weaponry, so by increasing your tank count, you exponentially increase your tanks survivability. It only takes a few Berzerker units to completely devestate the opponents firing lines.I wasn't trying to talk you out of removing the unit from their Rhino, just mentioning that the Chains will help you control when your Greater Daemon arrives.Originally Posted by erommelus
Originally Posted by Caluin
That's ok, I wasnt disagreeing with you. I was just stating that I like the idea of being able to decide where I want him to be without my opponent knowing where he is until he does pop.