3/5 stars. The rules are average.
Background.
When World Eaters utterly succumb to their inherent madness, as happened from time to time before the coming of Angron, but very much so after the Butcher's Nails and at the Betrayal, they become savages of little more than rage. The techmarines fashioned mobile prisons for them and released them from their chains in the ship's hold when needed.
Strengths.
WS=5 along with T=5. A surprising leadership of 12 (so that they don't rout), but unsurprisingly low will power and intelligence. These are rampaging terminators made for killing the enemy.
They come with ravening madmen as standard. This means they have WS=3 for opponents attacking them - they just don't care about themselves.
The Butcher power axes and chain fists are both worthy. The axes grant I+1 and A+1 which is nice. The fists penalize I, but grant S+4 and 3 damage which is great.
They have eternal warrior which is an interesting one as well. Don't forget the Legacy options here either.
Weaknesses.
Heedless means that they cannot claim objectives. But this is also fluffy! See also Ravening Madmen above as a weakness.
Builds.
5 Red Butchers, 2 Thunder Hammers, Devoured with Grenade Harness (265 points).
Entry level butchers. Very effective and worth the points. Take a chain fist or two to taste.
A maximal squad! Take advantage of extra bodies costing less than the original 5.
8 Red Butchers, 8 Combi-Bolters, Devoured with Grenade Harness (390 points)
Take Khorne's sacred number ... or something. Take lightning claws to taste instead?
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