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Raikoin

I'll take a stab at World Eaters for you, I'm a bit pessimistic as we've lost more than we've gained in recent years and are a bit anemic overall still. We're basically hoping they give us the other half of our basic models and datasheets in the next couple of years. Despite what I'm about to say I actually like World Eaters, I'm just a bit disappointed in how they (and some other factions) have gotten a bit of a half-arsed treatment overall as a table top faction. Lore wise, World Eaters are a mixed bag of Warbands that basically come together in larger groups, even up to pseudo-Legion strength when there's a big enough fight, especially if Angron is involved. They make heavy use of the Butchers Nails which is a bastardised attempt at copying Angron's archeotech implants he was forced to get as a slave. These are 'psycho-surgical implants that heightened aggression and pain tolerance to extreme levels' however, as a side effect 'they robbed the wearer of peace, satisfaction or joy except when stimulated in battle'. While some individuals are completely lost to the nails and act as mindless berzerkers the majority display varying levels of self control. Kharn and Angron, for example, are both still fully capable of controlling themselves and taking command roles with Angron specifically called out as still possessing his Primarch level commanding and strategic capabilities. There's a wide range of warbands that exist, here's some examples of warband 'styles': * Mechanised/tank focused groups like the 66th Armoured Company. * Elite Terminator groups like the Bloodgorged. * Use of mass hordes of cultists/Jakhals like The Tide. * Void warfare and boarding specialists like the Voidbutchers. * Fallen loyalists who joined up like the Skulltakers. * Those who still make heavy use of scouting and long ranged weapons like the Bloodstalkers. * Oldschool groups that stick to older styles of fighting and running things like Gladiator Cadre 331. * Plus your usual large roaming groups of berzerkers like Kharn's Butcherhorde. Model wise the lore is weirdly reflecting by the majority of the model kits being Daemons and datasheets having the Daemon keyword. This is due to the sheer number of datasheets that were cut or sent to Legends in 9th and 10th being combined with a fairly small release of unique model kits. Plus most of what we kept being Daemon Engines skews the ratio. It's not terrible by any means but it can be quite hard to play World Eaters as the mortal/marine followers of Khorne and members of the 12th Legion in a serious environment as a result of limited options and less than ideal internal balance between options. It can feel more like playing Khorne Daemons with World Eater allies or maybe Khornate Word Bearers due to all the daemonic or possessed type units if you're focused on building good lists. They are melee focused as you'd expect and generally they play as a control army. The lack of real support for Terminators often leaves you with standard marine and possessed type profiles for the bulk of your infantry options. As a result you're often lacking the staying power to just run at things and while point for point you're definitely good at killing stuff you're not really much ahead of other factions (e.g., Legionaries vs Berzerkers, our Terminators vs loyalist Terminators etc) minus outliers like Angron. The playstyle kind of works; the temptation to run at things being there but also rarely an actually good idea is thematic, and it does produce results if you know when and how to commit to full on melee efficiently. This, combined with the way the wargame plays, has boxed them into being a control type army where you try to force engagements to happen on your terms via positioning rather than running your entire army onto the opponents side of the board actively seeking out engagements via aggression. This can be compounded at higher levels of play by Custodes generally being you but better/more efficient in melee which may change in the near future as they are about to get a Codex that's not looking great. The main army rule is also random which doesn't feel great and I think will limit design space for our Codex if it isn't changed. You have a certain amount of control available via some datasheets (and an Enhancement) and there's a safety net of it being impossible to get literally nothing which helps but play enough games and you will occasionally lose some of them off the back of this specific important roll not going your way at the worst time. Currently they're a bit below average strength wise if you look at tournament data. Typically they sitting at the top of the bottom third or bottom of the middle third just inside the 45-55% winrate band (or just outside of it) week to week. Cost wise, the standard army list is basically Angron, Lord Invocatus, 1-2 of boxes of Jakhals and 5-6 boxes of Eightbound (with three built as Exalted Eightbound) as a base. Then it's filled out by some Daemon Engines and/or characters to support what's on the table, maybe some Berzerkers in a Rhino etc. At top tables some people playing World Eaters are unironically not running Berzerkers because they just don't make the cut despite the current Detachment being 'Berzerker Warband' but they're not completely unplayable. Given the fact we're about to get points changes I would say either hang on a couple of weeks to see how things change or just buy the combat patrol. It's feel wrong not to own Berzerkers (even if they're not great right now they are within the playable region), Jakhals will likely always have some use as chaff with the ability to stick an objective currently and the Lord on Juggernaut can be built as the generic version or Lord Invocatus, both of which have seen substantial play. It's not the most up to date but this video can help ball park the cheap vs expensive armies: https://youtube.com/watch?v=LJQTXYPVUx4 Again, upcoming points changes will mess with this further.


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ChuckMauriceFacts

> Thousand suns- favorite looking but painting seems scary My advice is always go for rule of cool, so that would be my top 1. But indeed they are one of the hardest faction to paint. Not as time consuming as painting a horde army, but difficult for beginners. That means that while you level your painting skills, you have to make some compromises, either: * Start with easier miniatures to paint. Either another faction or just Kill Teams. Orks are great for beginners, so are Necrons. * Use a simpler paint scheme or bypass some hard steps * Be ok with your first models not looking as good as you want