Dakkapedia

How to play World Eaters

Khorne's berserk melee specialists: a hyper-aggressive close-combat army built around charging and killing. Almost no shooting and little staying power; they win by deleting the enemy so objectives fall by default.

Army rule: Blessings of Khorne (confirmed 11th rule): at the start of each battle round roll eight D6 and spend them to activate up to two Blessings, each needing a specific result, buffing melee with Sustained/Lethal Hits, Devastating Wounds, fight-on-death, or charge/move boosts. Blood Tithe survives as the Khorne Daemonkin detachment resource. Plan which two Blessings your dice can enable around your charge turn.

Strengths

  • Devastating melee output; Berzerker Warband adds +2 Strength and +1 Attack on the charge, stacking with Blessings
  • Reliable, flexible buff engine with two tailored Blessings every round plus Blood Tithe in Daemonkin
  • Resilient assault elites in Eightbound and Exalted Eightbound, with an apex threat in Angron

Weaknesses

  • Bad ranged game; BS4+ is badly hurt by 11th's cover-as-hit-penalty
  • Poor objective staying power; they clear units well but struggle to hold
  • Fight-phase changes make big Berzerker blobs harder to fully connect

Signature combos

Gameplan

Get into combat fast and delete enemy units so objectives follow from a cleared board. Pick your two Blessings each round around the turn's key charges, screen against being shot off the table on the way in, and commit hammers the moment you can guarantee charges. You're on a clock.

Playing against World Eaters

Use range, mobility, and screening to make them charge throwaway units and shoot them down before they connect, sit on objectives out of charge range to exploit their weak holding, and disrupt their melee math with fight-on-death and fall-back-and-shoot.

Next steps

Browse all World Eaters datasheets → · What to buy → · General tactics →