Goatboy here and with 11th quickly approaching it’s time for a meat and potatoes list – Khârn and a crushing wave of Berserkers!
Goatboy here and with 11th quickly approaching I have to think about the future of my World Eaters and what I want to do with them. I still love playing them so what kind of stuff do I want to mess with? I think the army will shift heavily away from shooting platforms and go back to what the army used to be – a crushing wave of Berserkers.
With the World Eater bits we have heard we can expect the new edition to try and push away from the old standbys we see in the current World Eater design. The shooting platforms you relied on to get you thru the day will most likely not work any longer with the -1 to hit. A rerollable 5+ isn’t nearly as good as a rerollable 4+. This means we have to shift things around a bit and look at ways we can pressure, stage, and crush the enemy.
World Eater Building Blocks
I’ve already shifted my Defilers I have right now to the Baleflamer variant in hopes to get ahead of that curve. I don’t think will see heavy use of them but maybe 1 to help push as another pressure piece for the army. I also think the same ideas of using the Defiler to pressure we could see Angron coming back a bit more as well. The changes to Fly lets this guy go just about anywhere he wants right now and getting a chance to get him back sometimes seems like a good bonus.
I think the biggest annoyance in all of this is that most likely the Beserker Warband will stay the best option to play but there is no way you will get to use any of the new stuff with that detachment. It feels like anything that has already been chosen as the “solved” choice for your army will cost 3 points. This means you will be stuck with that choice which is bad as where the army is shifting too is more Zerkers for the buzzsaw machine.
Khârn and Friends
I really think the starting point for the army will be 30-50 Zerks. You will see Kharn in a Rhino with his boys as that is one of the best utility pieces in the game. It comes out, it kills things, and can be a pain to remove. You take that with a unit of 20 Zerks to be a surging piece of annoyance. The 2 Inch engagement range mixed with the auto 8 surge rule lets this army have a 10 inch threat bubble where ever it is. That is a huge pain to deal with and lets you get out and tag some things quickly.
It lets me think another unit of 20 with Invocatus to deep strike in or ingress in might be a great use as well. You can come in and show up in an annoying place to “bait” the enemy into shooting you. A surge later you now have a unit in combat ready to chew thru the enemy or at least keep them locked down for a bit as you hold a terrain piece for the skull god. Will this be the new shell of a list we see showing up?
Putting The List’s Units Together (without points)
Kharn
Juggerlord
Invocatus
Foot Prince
10 Zerks
20 Zerks
20 Zerks
Jakhals
Spawn
Spawn
Defiler
Rhino
Desired Points (@2000)
Can Khârn Win in 11th?
Will this work in the new points will be getting? Does it give enough pressure and waves to get into the enemy? Will we see Eightbound come back or is it time for the Zerker rush to live and breathe? Are spawn going to be needed or we shift things around? It is going to be an interesting time as everyone tries to shift their expectations of the army and figure out what will work.
SKULLS FOR THE SKULL THRONE
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Thomas Reidy, aka Goatboy, the ever-evil member of BoLS. I do arts, play 40k, and even paint a lot of stuff. I have been playing Warhammer 40K since the 1990s, and have won multiple national events including Adepticon and GW GTs. I’ve been writing for BoLS for 15 years. Look at my Instagram to see what I am working on – or working on for someone. I am always doing something hobby related.
Source: Bell of Lost Souls















