World Eaters CONVERTING TO THE NEW CODEX
THE WORLD EATERS
By Tim Pearce, crazed worshipper of the Blood God

Tim PearceTim: Greetings once again, fellow worshippers of the all-powerful Blood God, Khorne. Once again I'm here to help you convert your army list over to the new Codex rules, by showing how lists change, the gains and losses, and what new and incredibly vicious pieces of wargear can be given to your Chaos Lords and Aspiring Champions.

Let's start by looking at the units available to the World Eaters. Overall, not much has changed, unit-wise anyway. You still can take Flesh Hounds, Bloodletters, and Berzerkers (of course), your main troop and Fast Attack choices. Dreadnoughts, Predators, and Land Raiders are still available as Heavy Support choices, and you can still have Chosen, Terminators, and Possessed as Elites. Chaos Lords and Daemon Princes are still available (although they're really the same thing now), as is the mighty Bloodthirster. In addition, you may now take a Lieutenant to help back up your Chaos Lord or Daemon Prince, or to lead your army (a good idea in smaller games). Your Heavy Support choices also improve, as you may now take one or more mighty Defilers! On the downside of things, Juggernauts are no longer available as units in the Codex, only as steeds. Unfortunate, but I’m sure suitable replacements can be found, and as you'll see below, you may need the extra points!

While the types of units available didn't change much, some of the units available to a World Eaters general changed significantly. Bloodletters are now 26 points each (an 11 points increase), but now have power weapons! And at S5! In addition, they gain Daemonic Instability, which means you'll never lose a unit of them to a poor Morale check roll (which is unlikely to occur in hand-to-hand now anyway, with all those power weapons!) More importantly, they now have a 3+ Armour save, which will help them survive a little longer, both in and out of hand-to-hand.

World Eater's Squad

The mighty Bloodthirster is now even more of a hand-to-hand monster, with its 3+ regular save and 4+ Invulnerable save. And while it can now be singled out and shot at (not unlike Tyranid monstrous creatures), and is more expensive at 205 points, the ability to control where it appears, and the improved saves, more than make up for these drawbacks. No longer will the 'invincible' Bloodthirster die to a few measly bolter shells – a great deal more effort will be needed to kill one!

Chosen change a fair amount under the new rules too: they no longer get 4+ 'shrug-it-off' save like the Death Company, but instead can have more than one model upgraded to an Aspiring Champion. As well, the only way to get Terminators is by buying Chosen in Terminator armour, which is not a big deal, especially since Berzerker Terminators are 5 points cheaper than the old Cult Terminators.

Possessed are much better in the new Codex (in my humble opinion, anyway). The ability to get Daemonic Talons, combined with the extra attack and Blood Rage given to them by the Mark of Khorne makes them a very nasty hand-to-hand unit. They can be used either as a Fast attack type unit by giving them wings (very expensive though), or they can simply be kept behind Berzerkers / cover until they get to hand-to-hand.

Now that we've looked at units that changed significantly, let’s have a look at wargear, and gifts. The selection of weapons and wargear available to a Khorne general is much larger than in the previous Codex – one of Chaos' strengths. In addition to the wargear previously available, you can now take Chaos Hounds to accompany an Independent Character or Champion, and Terminator armour for your Aspiring Champions. Using Daemonic Gifts, a Lord or Champion's Strength, Toughness, or Armour save can be improved beyond their normal stats. Daemonic gifts can also be used to give a model an extra attack, an extra wound (Independent Characters only), a Daemonic Spawn as a 'pet', or one of many useful abilities.

Finally, all Khornate Champions, Lords, and Lieutenants can pick from the Gifts of Khorne. Some of them you've seen before, others are very new. For example, the Favour of Khorne allows you to shrug off wounds on a 4+ (except double Toughness and power weapons/rending claws/etc.). The Juggernaut of Khorne is a little different; it gives you +1 Attack, +1 Strength, and +1 Wounds (the only way for an Aspiring Champion to get an extra wound) – it’s a bargain at +35 points. The Talisman of Burning Blood is a useful little piece of equipment, it allows you to roll two dice for your Blood Frenzy rolls – not something to give to units in transports, but useful for Berzerkers, Possesed, and Chosen on foot. Finally, let’s not overlook the Berzerker Glaive. The glaive is a Daemon Weapon that gives you a 4+ Invulnerable save, and doubles the number of base attacks on the Independent Character it is given to, and forces the IC to Blood Frenzy every round. So a Lord of Khorne with the Berzerker Glaive will have a minimum of 7 Attacks (8 on the charge). Toss in Daemonic Mutation and/or Terminator armour, mix in a couple Daemonic Gifts, and you have an hclose combat monster on the table. Beware though, as the Lord or Lieutenant loses his Independent Character status, and can now be picked out like any other model on the table.

Well, now that we've looked at the major changes affecting a World Eaters army lists, let’s have a look at how a sample army list could change (Blood for the Blood God)!

Home World Eaters Emperor's Children Death Guard Thousand Sons

Armies of the Warhammer 40,000 Universe
Black Templars
Dark Angels Orks
Catachans
Dark Eldar Space Marines
Chapter Approved
Eldar Tau
Chaos Space Marines Imperial Guard Tyranids
Daemonhunters Necrons Witch Hunters