World Eaters in Warhammer 40K 10th Edition – Full Index Rules, Datasheets and Launch Detachment



Let’s talk through World Eaters and how Angron’s legion are shaping up in 10th Edition Warhammer 40K

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0:00 Intro
0:29 Contents
1:59 Blessings of Khorne
8:20 Relentless Rage
9:21 Stratagems
14:55 Enhancements
17:12 Datasheets
18:54 Infantry Units
29:39 Vehicle Units
42:07 Angron
45:08 Characters
54:27 Closing Thoughts

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26 thoughts on “World Eaters in Warhammer 40K 10th Edition – Full Index Rules, Datasheets and Launch Detachment”

  1. As a WE player. this video feels lazy and dated. MoE is not a "strong character", he's the single best unit in the entire army for the cost-utility ratio.Did you filter through three tournament lists and buid your entire thesis on that?

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  2. Not being able to access the csm codex for stuff like lords in terminator armour etc is ridiculous and doesnt line up with the fluff. There are 100s of random lords etc for every csm faction it makes no sense and doesnt let players run minis theyve had or loved to build and customised over the years such a shitty move for World Eater players. The new units are great and look amazing but we were shafted hard by GW on this army.

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  3. Ive been looking at stats about faction vs faction matchups. World eaters are quite swingy, they have a handful of excellent matchups(around 60%) but also quite a few terrible matchups (around 30%)

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  4. They're in dire need of an expansion but GW really dropped the ball with the Berzerkers. Rubric Marines and Plague Marines have quite different builds that you can further differentiate with different leaders. Berzerker units are always going to be identical so even if they expand the list of leaders (which they should) it's not going to add much variety to them.

    Still, they made a good start with the eight-fold path. I'd like to see a unit for those who failed – kind of super chaos spawn or possessed. But there's still good design space for ranged units – say some sort of harpoon type shooting unit that impale the weak so their skulls can be claimed or which can slow down vehicles or some ultra heavy shotguns that slow targets.

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  5. I think Auspex misses something very powerful when he goes over Enhancements, or maybe I'm wrong and there's been some kind of errata or clarification on how this ability works.

    B. Glaive on an executioner is insanity. The axe has devastating wounds, and a damage value of 3. With the glaive on the charge, that goes up to damage 3+d3. That becomes an average of 5 mortal wounds per attack that triggers devastating wounds. And the executioner has a built in reroll to hit and wound against characters.

    That's lotta damage!

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  6. am i the only world eaters player that has picked up on the chaos spawn can buff to 4+fnp? ive been running priority jackals for obj and chaos spawn for harassment with a Daemon Prince for the 4+ invuln aura and just TANK the field. i feel as if im the only person who has looked past the army needing tons of Berserkers to be a "World Eaters Army" and just accepted everythings pricey and embraced the "junk" units for their greatnesses
    BLOOD FOR THE BLOOD GOD!

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  7. I like that Kharn can be taken without a unit to lead, be stuck in a rhino with a separate unit of berserkers with a masters of execution. Do they just sit on the other side of the Rhino from the betrayer? Do they have him in the front while they cower in the back?

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  8. I feel like all they need is a point drop and a 2nd wave of releases to fill the range out just a bot more or let them soup with regular csm to get options they lack right now bit a point drop and some new units to fill.

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  9. Combat was overpowered in 9th vs shooting. Shooting isn't overpowered in 10th, because most gunline armies are struggling (Ad Mech and Tau, for example), whilst some are doing well (Thousand Sons, Deathwatch). Deathwatch should be doing well, fluff-wise, they are an elite SM faction, and frankly after being nerfed so hard last ed. they needed a boost. GK need a similar boost, frankly. But if shooting is only good for some armies and combat is meh for every army, that's not good. It's as bad as Combat being OP for every army that has it and Shooting being bad except as a prelude to combat, which is what 9th felt like.

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  10. I played a tournament recently and yeah. The entire army could use a 10-15% points decrease and some, mainly the Beserkers, need a solid 25% decrease. The only other option I think would be to make them harder to kill. I actually pulled away with one win but 70% of it was extremely lucky invuln rolls from my Daemon Prince and FNP rolls.

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