Hello fans of Frontline Gaming, SaltyJohn, and TFGRadio today I bring you a bloody mess of a formation, the Maelstrom of Gore! For more reviews, bat reps, tactics discussions, and analysis check out the Tactics Corner!
The World Eaters, the Emperor’s XII Legion Astartes, known throughout the Great Crusade as one of the most violent Legions, whose martial savagery was enhanced by the Butcher’s Nails. These implants turned the already gladiatorial level violent Space Marines into near mindless whirlwinds of death. The Butchers’ Nails were implemented into the Legion after their Primarch Angron took control of the World Eaters. The World Eaters would be among the first Legions to fall to Chaos and devote themselves, unsurprisingly, to Khorne. The Khorne Berzerkers still rampage across the Galaxy sowing death and destruction in their wake.
The Maelstrom of Gore is a wonderful formation for a World Eaters detachment using the Traitor Legions book. I see no reason why anyone would use the Maelstrom of Gore outside of a World Eaters Butcherhorde. The two go hand in had with one another rule wise, if you want to know more about the Butcherhorde check out this article by fellow TFGRadio contributor Danny. The Maelstrom of Gore has some distinct advantages in game that really require it to work as a part of a Butcherhorde so for the remainder of this article you’ll notice I am assuming it is taken as a Core choice for a World Eaters detachment.
Formation Requirements:
- 1 Chaos Lord or Kharn the Betrayer.
- 4-8 units of Khorne Berzerkers
- Restrictions: Chaos Lord must be given the Mark of Khorne at no additional cost.
Special Rules:
- Blood Crazed: Units from Maelstrom of Gore have Fleet and add 3″ to their charge distances.
- Red Rain: Once per battle at the start of your movement phase a Maelstrom can summon the Red Rain. When it does so all units locked in combat are allowed to pile in and fight as if it were a Fight sub-phase but enemy units may not strike back. Using this ability does not preclude the units from fighting in the subsequent Assault phase of the same turn. You get a free round of combat.
Tactics:
The World Eaters Butcherhorde has a special rule Blood Mad!: After deployment and Infiltrate but before the first turn begins, all non-vehicle models may immediately move 2d6 inches (roll for each individual unit). Also, all non-vehicles (except for Walkers) get to reroll failed charges. This means if you have the Maelstrom of Gore you will be moving all those units of Berzerkers an extra 2-12″ before the game begins. Combine that with their Fleet and additional 3″ of charge range you have multiple units that can threaten a charge of 16 inches. If you add in a Talisman of Burning Blood you’re piling on an additonal 3″ of movement in each phase for the unit the bearer is a part of.
The foundation of the Formation is the Khorne Berzerker. Weapon Skill 5 base, 2 Attacks (BP/CCW), Fearless, Furious Charge, Rage, and Counter Attack all standard. The only thing Berzerkers lack in terms of special rules was a way to get to grips with the enemy. That is taken care of by the Formation and Detachment rules where you have units that could potentially be in the enemies face turn 1, they have a potential 32″ of movement turn 1, and if you build the list right this formation will have back up following close behind. The Maelstrom of Gore is 420 points for the 4 5 man units and a stock Khorne Lord. Doing the formation up correctly is going to be rather expensive but it will be worth it.
This is a Formation and Detachment that is dying to get into Close Combat with the enemy. As such they get a lot of movement bonuses. The way to get there is to survive to get there so you’ll need larger units. The best part of this formation is it lacks the nerf built into the other “Cult” specific formations. Unlike Plague Colony, Kakophoni, or the 1k sons formations, you don’t have to take the maximum number of units to gain any additional benefits. So rather than spending points on a lot of small units you could spend points on a few rather large units. Let’s take a look at some list potential.
- Khorne Lord (remember you don’t pay for the mark) Fist, Lightning Claw, Sigil, Talisman of Burning Blood
- 3x 10 Khorne Berzerkers with Power Axe on the Champ
- 20 Khorne Berzerkers with Power Axe on the Champ.
- 1205 points.
That doesn’t leave a lot of room for other things in an 1850 list so perhaps you dial things back. 4 10 man units instead of the above. Or a few 5 man squads and a few 10. Fitting in a Chaos Warband and the obligatory single Spawn Auxiliary isn’t impossible.
- Maelstrom of Gore:
- Lord: Bike, Sigil, Claw/Fist, Talisman of Burning Blood.
- 3x 10 Berzerkers with Axe and Meltabomb on Champ
- 1x 5 Berzerkers with Axe on Champ
- World Eaters Chaos Warband
- Lord: Bike, Sigil, Claw/Fist
- Chosen with 4 meltaguns, MoK
- 2x 5 CSM squads meltagun, MoK
- 9 Bikers, 2 meltaguns, MoK, Axe and meltabomb on Champ
- Havocs 4 Autocannons MoK
- 1 Spawn MoK
- 1850 points.
While this list isn’t crazy over the top OP take a moment to think about what it can do. All the units get to move 2d6 inches before the battle begins (this is not an infiltrate or scout move and canot be blocked by servo skulls etc.), they’re all Fearless and have Furious Charge and they all have Adamantium Will. (Spawn don’t have VotLW so they’re an exception here). This army will be in your face fast, if you have the first turn your Bike squad can get you a first turn charge easily. Assuming averages here. 7 inch Blood Mad movement. Move 15 in the movement phase, due to Talisman. Charge 13 inches due to 7 inch average + Talisman + 3 from Blood-Crazed (assuming it confers from the Lord to the Bikers). That’s 35 inches of charge range threat turn one on average, 32 if Blood Craze doesn’t confer. The rest of the army is right behind that unit too. A couple of lucky rolls plus first turn and you can be into your opponents line and deployment zone before they know what hit them. Don’t forget all those units from the Warband are also Objective secured. Those Berzerkers from the Maelstrom of Gore will easily clear off objectives and mop up survivors from the Bike Star, and they provide a good number of units that must be dealt with because if they aren’t in your face turn 1 they will be on turn 2. Don’t forget to use the Red Rain either. A well timed Red Rain on a turn of yours when most of your Maelstrom of Gore is locked in combat could free up a few that need freeing up or give that little edge to some in the ensuing Assault phase that might need it. Adding additional phases to your turn that other players don’t get is a really good mechanic. Just ask Eldar.
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