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Games Workshop - Warhammer 40,000 - World Eaters: Dice Set

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A Warlord (or Field Commander) from this Detachment with the Bloodblessed Warlord Trait would work well alongside a Master of Executions, making for a pretty terrifying tag team that can cut their way through even the toughest Characters. Double 3+: Martial Excellence – Models in this unit have the [SUSTAINED HITS 1] ability on their melee weapons.

World Eaters Land Raiders are here for one reason, and that reason is to have an Assault Ramp, which means the 12 models inside can charge after disembarking. It’s a T12, 16W, 2+ save beast that rolls forward 10” and can hold either 12 regular infantry or 6 Terminators/Eightbound. It’s worth taking both to be a vehicle for a big Berzerker squad and to give you a few anti-vehicle guns with its four lascannon shots. The betrayal took Shabran’s mind, sending him into a kill-frenzy and taking as many Traitor skulls as he could. And then there’s Angron, daemon Primarch of the World Eaters. He’s a veritable woodchipper for enemy models, just as he was in ninth edition, and can deploy his choice of three Wrathful Presence auras in the Charge phase, providing his force with buffs after he arrives via Deep Strike. The World Eaters Lord on Juggernaut can run around on his own, enjoying a 10″ movement speed. He can also join units of Eightbound, Exalted Eightbound, and Khorne Berzerkers as a leader. His ‘Aggressive Advance’ grants his bodyguard re-rolls on Advance rolls, Charge rolls, and Blood Surge rolls, while he’ll gain the benefit of any movement abilities his unit might have. Their Objective Control characteristic of 2 and horrifying melee capabilities make Berzerkers well-suited to brawling over objectives – and once they’re in range, an Icon of Khorne will make your Blessings of Khorne rolls more reliable.From the very earliest days of the Great Crusade, the World Eaters had a reputation for overkill, mercilessly suppressing worlds that refused compliance, and always by direct assault rather than faceless bombardment. Though the victories of Angron’s Legion were many, tales of bloody massacres and the slaughter of defeated foes ever followed in their wake. For his part, the Primarch of the World Eaters cared little for mercy, for he had been raised on a gladiatorial world and fought only to kill – a trait which he passed on to the rest of his Legion. But don’t just take our word for it – the author himself had plenty to say about Angron: The Red Angel when we interviewed him in February . Red Butchers are, even by the standards of the Traitor Legions, a pretty horrific concept. Their Terminator Armour is as much a prison cell as it is a suit of armour, bolting and sealing in an insane, screaming warrior who is completely and utterly lost to the Nails. Red Butchers are not so much deployed, as they are unleashed and set free, recaptured at the battle’s end (assuming, of course, they survive). The monstrous lords of the World Eaters legion are so despicable, we’ve given two of them their own guides: Favoured of Khorne –Each time you make a Blessings of Khorne roll, before you do anything else, you can use this to just discard all the dice and roll a new Blessing roll. This doesn’t count as a re-roll, so you can still manipulate individual dice after. This is amazing. Just bonkers good. You need this in every World Eaters army you build as a way to smooth variance and ensure you get those turn 1/2 Advance-and-Charge results, which are pretty likely but can sometimes fail you. The risk of getting a bad early roll is too high to not take this.

Overally, Surlak is an amazing support character for a mere 110pts. I would say he is an easy “must-take” for the 4+ Feel No Pain alone, but the Inductii are an amazing add-on as well. He is very popular in World Eaters lists, for good reason. Canny Khornates will also notice that his Wrathful Presence now triggers in the Charge phase, allowing you to choose exactly the right Aura for the Fight phase to come. Crucially you can use these in the same turn that he Deep Strikes, immediately bolstering your nearby warriors upon his bloody manifestation. Weapon SpotlightThe World Eaters are one of my favourite Legions to play against – you end up in a desperate scrabble to try to gun them down before they hit you, and then it comes down to a Marine-on-Marine fight in the dirt. It screams “Horus Heresy” to me!

Next up are the Blessings of Khorne. Two effects here – Rage-Fuelled Invigoration gives units in your army +2” to their move characteristics for a turn. Unbridled Bloodlust lets units Advance and Charge in the same turn. The Lord of Juggernaut alternatively offers Aggressive Advance, which lets you re-roll advance, charge, and Blood surge rolls for the unit he joins.

World Eaters combat patrol

While the skulking cowards of the Night Lords figure out how to sneak around toting oversized chainglaives, the World Eaters prefer a less elegant weapon, befitting a more brutal age. The XII Legion pioneered the use of the chainaxe, which trades the balance of a chainsword for a heftier biting edge – perfect for putting the full force of their transhuman musculature and Savage Fervour behind every swing. OK, lets be very up-front about this. World Eaters armies can be quite expensive in terms of money, time, and psychological strain – as you are painting a lot of Infantry. It is probably going to be mostly, if not entirely, Infantry and Transports. I have seen different kinds of World Eaters forces, but these play heavily to fluff and still had massive cores of Troops. Finally there’s the Khorne Lord of Skulls, a massive T13, 24-wound TOWERING vehicle which grinds forward 8” per turn. The Lord of Skulls is incredibly nasty in melee, with five 8-damage strikes or 15 2-damage sweeps he can throw out, and all of his ranged weapons are solid anti-tank except for the Ichor cannon. The Blood Slaughterer ability is interesting here, letting you modify your blessing of khorne rolls by 1 up or down for each unit the Lord of Skulls destroyed in the previous battle round. Angron’s story is the bleakest of all the known Primarchs. He landed upon the red sands of Nuceria as a child and was – uniquely amongst his brothers – captured and enslaved. Not exalted as a leader, but a mutilated gladiator, implanted with barbaric xenotech known as the Butcher’s Nails , which wove themselves into his brain and complex genehanced nervous system. The physical and psychological damage done by the Nails was irreversible, and deadened all sensations save those associated with pain and aggression. If Angron did not kill or maim, he could not feel. It was the only way to ease his suffering, even for a time. Little wonder this slowly drove him insane. Following the Isstvan campaign, the World Eaters became a roving force, murdering their way towards Terra. Horus directed Angron towards Ultramar, the blessed realm of Guilliman, and the World Eaters are then best known for their work in the Shadow Crusade with Lorgar. Between them, the Word Bearers and World Eaters, slaughtered billions in the Five Hundred Worlds, killing numerous planets such as Armatura and, eventually, Nuceria.

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