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Worldeaters Anti-Tank Tactics

1.9K views 9 replies 8 participants last post by  Caluin  
#1 ·
I'm planning on investing in a Worldeaters force, but one thing worries me -- anti-tank capability. I've heard of lots of stories about Khorne armies taking a hell of a licking -- losing anywhere from 1/2 to 2/3 of the Army before they get to ripping shreds in CC, but I haven't heard anything about good tactics against Armour. Any helpful insights?

Thanks in advance.
 
#2 ·
Some things to consider:

>Predator: Autocannon turret, lascannon side sponsers

Can deal with most vehicles, whether they're light or heavy.

>Obliterators

Very versitle due to its wide range of weapons. Can change weapons, so is great for destroying whatever neccesary, whether its infantry or vehicles.

>Regular Marines with heavy weapon

Another option to consider. With 1 heavy weapon, I like to have squads of 6.

>Dreadnought with Autocannon/Lascannon

Good for taking down vehicles, again.

>Chaos Lord/Lt.

Can get a good strength for popping vehicles.

>AC with Powerfist and/or Melta Bombs

Units with access to a AC, for example a Berserker squad.

Cheers!
Ben
 
#3 ·
Obliterators cant bear the Mark of Khorne, so they cant be used in World Eaters army.
Er, "regular marines with heavy weapons"....i guess you might want them to Blood Rage forward.
I suggest bikes with meltas or the Pred. config mentioned above.
 
#4 ·
A powerfisted AC with Demonic Strength is wuite effective at ripping apart a tank. At least they are with me.
 
#5 ·
Perhaps unsurprisingly in a pure WE force, most of your anti-tank potential will rest in your hth units like the bloodthirster or ACs with daemonic strength and powerfists(or melta bombs if you decided to give your ACs the AoK.)

However, against skimmer heavy armies you really need some long range firepower as trying to hit on 6s is no fun, especially when you should be fighting against troops to protect yourself from return fire.

Unfortunately you can't really get decent ranged firepower from your khorne infantry.

Your regular berserkers can't take anything better than plasma pistols, you aren't allowed to take havoks and you can't trust your terminators not to blood rage at the wrong time and lose their shooting.

Which leaves you with vehicles to do your shooting.

Namely, predators, dreadnoughts, defilers and land raiders.

Of the options, I'd typically go with predators for reliability versus point cost.

Dreadnoughts and defilers keep up the khorne theme of hth combat but their weaker armour combined with the dreadnought possibly flipping out and the defiler's battle cannons innacuracy mean that you can't count on them for their anti tank capabilities.

Land Raiders are an interesting choice but tend to be both too expensive and used as a transport rather than a tank hunter.
 
#7 ·
Go with Dreadnaughts all the way, they're designed for a Khorne World Eater army anyway.

If you want an army that doesn't have any limitations then don't play a themed army. World Eaters die horribly as they charge screaming BLOOD FOR THE BLOOD GOD.
The only way to play khorne is if at the end of the battlefield at least 90% of the figures on the table are dead.

They're great, good luck :D
 
#8 ·
If you want solid shooting shooting power, Dreadnought are bad. Go with a Predator, its a staple in any army, forget fluffy.
 
#9 ·
If you want solid shooty power, don't pick khorne :p

If you want to play a "world eater army", you're playing a themed army anyway meaning you should play it fluffy.

I don't see the point in playing a themed army, then moaning about limitations. If you want to play world eaters, you know what you're getting and you know what's going to happen to you (you either charge forward and kill everyone and get shot to pieces, or just get shot to pieces).

Tanks aren't the problem, the problem is things like Tau jump suits, landspeeders and jetbikes.
 
#10 ·
MrPink said:
If you want to play a "world eater army", you're playing a themed army anyway meaning you should play it fluffy.

I don't see the point in playing a themed army, then moaning about limitations. If you want to play world eaters, you know what you're getting and you know what's going to happen to you (you either charge forward and kill everyone and get shot to pieces, or just get shot to pieces).
That's some solid advice, really. The Cult Armies have limitations for a reason. They're meant to be fluffy and give something out of the ordinary, not necessarily be as competitive as a pure Black Legion force.

As World Eaters, you have six real choices -

1) Arm all champions with a Powerfist and possibly Daemonic Strength. You should be doing this anyways, but it's good to reiterate things sometimes. Suffers against Skimmers and Fast Vehicles.

2) Daemon Prince/Greater Daemon. Pretty good, though getting strength high enough to be consistent can be a pain. As with option #1, Skimmers will hurt you. Fast vehicles are still a pain, but can sometimes be negated by Daemonic Flight/Speed.

3) Dreads. Weak armour and expensive weaponry. Best thing is that they're not useless if the enemy doesn't field tanks, as they can participate in Close Combat.

4) Predators. Strongest option. Can make a very strong anti-tank vehicle for little investment, and can be hard to remove. Downside is that they tend to not be very mobile, and if the enemy doesn't field tanks they're often wasted points.

5) Defilers. Only strength eight, but can make up for that with Ordnance Penetrating hits and Indirect Fire. Bad side is their shots can scatter and that they're quite expensive.

6) Don't play World Eaters. This is a serious suggestion - instead, play a heavily Khorne themed Black Legion list. You lose the benefit of free Champions and bonus summoning rolls, but gain the ability to use Obliterators, Raptors, and Havocs. Obliterators alone make this option worth considering, as they are the most versatile unit in the Chaos Codex.