Pre-Heresy 'World Eaters'


Had an E-Mail about pre-heresy World Eaters using either the Space Wolves or Blood Angels Codices.

This one in fact

Hey mate, I'll try to keep this brief, I'm looking to get back into 40K I was wondering what you would suggest for an 1750 point "Pre-Heresy" World Eaters list?
I've been looking at the BA and SW Codex but can't really make up my mind.
Any suggestions?
-- Kind Regards

After some discussion we decided to ignore the fluff completely and just make up vague justifications as we went along ;-)

Lets look at the units, shall we?

HQ.
Mephiston - Well he's (quite literally) a close combat monster so he's a definite possibility plus he has a psychic hood. He can count as Kharn, or Angron himself for that matter, we'll just say that their raw hatred of psychic powers disrupts them, lol.
Seph - Well he fits the background, but without a power weapon I'm not sure he's good enough.
Librarian - We've decided they sacrificed those guys to Khorne later so we can use them, but being as Dreadnoughts are cooler and we can get psychic defence with those we'll probably use those instead if we need more hoods.
Most of the other HQ choices require builds designed around them so we'll save those for other projects.
Looks like Mephiston wins.

At this point its worth mentioning Honour Guard as another way of radiating a 'Feel no Pain' and 'Furious Charge' bubble for our troops without using an Elite slot on Sanguinary Priests.

Elites.
I think were going to stick with Dreadnoughts of various flavours and maybe a couple of priests if we can find somewhere for them to ride.

Troops.
The Assault Marine entry gives us lots of options but in the interest of keeping the theme as close as possible we'll be removing Jump Packs and buying them a Transport. 5 Man Squads in Razorbacks is a pretty good option (not least because it leaves room for a priest). Though, I'm not 100% happy about using Razorbacks in a pre-heresy list so we'll probably stick with 10 man squads in Rhino's.
Of course Death Company also come in this category and I think they're useful as a 'fuck we need to kill them' style distraction and of course they come with Furious Charge and Feel no Pain so don't need to be in range of a Priest or the Honour Guard.

Fast Attack.
Speeders are an obvious choice and as anti-grav technology was all over the place before the Heresy that's easily justified. We'll see if we need more Melta or more Missiles before we decide on configuration. Attack Bikes are also a good option in this sort of list as they'll have vehicles to hide behind before 'popping-out' and Melting some poor bastards Land Raider, lol.
I'm not a massive fan of Baal Predators due to their relatively short range making them easy targets for shots on their side armour, but we wont rule them out completely just yet.

Heavy Support
As were going to be charging headlong towards the enemy Vindicators are out. Everything else is perfectly viable. This will probably be where our anti infantry firepower will need to be, but that still gives us good options. Dreadnoughts with 2x Twin-Linked Autocannons work as both anti-infantry and are still good vs. light tanks. Predators, though slightly more expensive in a Blood Angels list are still a solid choice. And with their reduced weapons costs even Devastator squads become viable.

There are a myriad of ways of doing it (many options for which are listed above) which is the beauty of the newer codices but I'd probably do it something like this.

1750 Pts - Blood Angels Roster - Pre-Heresy World Eaters ver 1.0 250610

HQ: Mephiston, Lord of Death (1#, 250 pts)
1 Mephiston, Lord of Death @ 250 pts

: Honour Guard (6#, 215 pts)
1 Honour Guard @ 215 pts (Blood Champion; Honour Guard; Rhino)
1 Blood Champion
1 Sanguinary Novitiate
3 Honour Guard (Meltagun x1)
1 Rhino

Elite: Furioso Librarian (1#, 175 pts)
1 Furioso Librarian @ 175 pts (Blood Lance; Wings of Sanguinius)

Elite: Furioso Librarian (1#, 175 pts)
1 Furioso Librarian @ 175 pts (Blood Lance; Wings of Sanguinius)

Troops: Assault Squad (11#, 250 pts)
7 Assault Squad @ 250 pts (Remove Jump Packs; Meltagun; Meltagun; Rhino)
1 Assault Marine with Meltagun (Remove Jump Packs)
1 Assault Marine with Meltagun (Remove Jump Packs)
1 Sergeant (Remove Jump Packs; Bolt Pistol; Power Fist x1)
1 Rhino

Troops: Assault Squad (11#, 250 pts)
7 Assault Squad @ 250 pts (Remove Jump Packs; Meltagun; Meltagun; Rhino)
1 Assault Marine with Meltagun (Remove Jump Packs)
1 Assault Marine with Meltagun (Remove Jump Packs)
1 Sergeant (Remove Jump Packs; Bolt Pistol; Power Fist x1)
1 Rhino

Troops: Death Company (6#, 195 pts)
1 Death Company @ 195 pts (Death Company; Death Company; Death Company; Razorback)
3 Death Company
1 Death Company (Infernus Pistol)
1 Death Company (Power Fist)
1 Razorback (Twin Linked Heavy Flamer)

Heavy Support: Dreadnought (1#, 120 pts)
1 Dreadnought @ 120 pts (Twin Linked Autocannon; Twin Linked Autocannon)

Heavy Support: Dreadnought (1#, 120 pts)
1 Dreadnought @ 120 pts (Twin Linked Autocannon; Twin Linked Autocannon)

Total Roster Cost: 1750

Deploy a 'Rifleman' (Twin-Linked Autocannon) Dreadnought in each corner of your deployment zone to give you maximum coverage and hopefully some shots into side armour. Drive the Rhino's forward 18" and pop smoke, Jump Mephiston and the Dreadnoughts up behind them. Then whatever your opponent doesn't destroy kicks him right in the bollocks on turn 2 ;-)

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