Warhammer 40K: The World Eater’s Best 5 Units In 10th Edition

Goatboy here with the best 5 units from the new 40K World Eater Codex.
It is a new 10th Edition Codex for the World Eaters, with a whole slew of different options to bring to the tabletop. While it isn’t the crazy first turn assault-fest that the 9th Edition codex was, it does have a lot of awesome things in it – we just need to figure things out and practice a bunch before we become true War Masters for Khorne.
Let’s go over the top 5 units and why I think they are the best. This is mostly in order, but there really is one extremely powerful option in the book with a pile of other neat stuff. I am excited to start playing these bad boys in a week or two and see what I can get working.
5. Chaos Spawn
Did these guys get a glow-up or what? I know I have talked about them in the past, but this 80-point unit is a 2 model unit that scouts 8 inches before the game begins. Then it can move 10 inches as well as advance and charge. On top of that, it has more attacks than other Spawn like it and still has a 5+ Feel No Pain. It is still also OC1 so it can score and contest objectives will being a pain in the butt. I can see 3 units of these showing up in so many armies.
4. Helbrute
This is a weird one, and I don’t know if it will actually be good. This guy for World Eaters is faster than its other counterparts, hits harder, and has the new ability to keep on attacking. If it only had the ability to advance and charge, could it be something interesting, but I will have to see if it shows up.
The World Eaters Helbrute has dreams of hitting a unit, getting the 6” consolidate power, moving into 2 other units, and then repeating the whole process again. Just coming in with 8+ attacks seems good and the ability to “ensure” death by charging, hitting, and then hitting again if it didn’t kill everything.
3. Maulerfiend
Just like the Helbrute, this guy seems poised to be usable. The World Eaters Maulerfiend has more wounds, moves faster, and can punch extremely hard with its fists. I like the idea of him, and while I have used the model in the past, it might be time to bring it back out again. It is one of those units that takes a bit longer to remove, and if you get close, it can just pour out a ton of damage into the enemy. It also helps going into those tough things like Deathwing Knights and other hard to remove enemy units.
2. Chaos Daemon Prince on Foot
The combo rule of gaining Lone Operative if nearby an infantry unit, mixed with the CP discount aura rule, means Foot Princes might be heading to a tabletop near you. I love the idea of the Daemon Prince discounting an Overwatch on your Forgefiend who happens to be within 18” of an enemy and allowing it to explode with a ton of rerolling hits. This guy is also another source of 3 damage, which is an important thing in this new World Eater army and allows you to punch up into tough enemies that you might not have.
1. Forgefiends
This is the poster child for a unit that will probably get more expensive when GW updates points again. This model alone will keep people honest when playing against World Eaters. The ability to reroll their hits when you are within 18” of the enemy, as well as having a ton of shots, means this model could just stare at a unit and explode them into oblivion.
The stat of Damage 3 is extremely important in any army, and this guy is going to give you a ton of it. I am so happy I have three painted already as I get ready to rock the World Eaters on the tabletop.
What do you think? Did I pick a cool set of 5 models from the new World Eaters line? Are there other things missing? The Lord of Skulls looks pretty good, but GW decided not to give me the book points when updating our army costs. I think if they came in at the old cost of 445, you would see one in a lot of lists.
Skulls for the Brass Throne!
