89127
Post by: Matthew
Title says it all. You have one HQ unit vs 50 Cultists armed with Autoguns, and you're fighting in a small city, so lots of cover saves.
The rules are: No bodyguards, no Daemon summoning, and no vehichles.
Mine would be:
Chaos Lord
with Space Marine Bike, Combi-Bolter, Power Sword and Aura of Dark Glory.
I'd just do hit-and-run attacks, booyah!
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Post by: Peregrine
The Tau Riptide character. Out-range any return fire, and move faster than a cultist to keep them from ever getting to do anything.
Alternatively, screw your "no vehicles" rule, I'm taking my ABG command tank and laughing as the cultists can't even roll dice against me.
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Post by: ImAGeek
Can I take Primarchs from 30k?
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Post by: nosferatu1001
Juggerlord with AOBF. With up to 13attacks + HOW @ S6 AP2 on the charge and T5, 4W, he wipes a unit of ten in one go.
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Post by: CrownAxe
Great Unclean One. At T7 none of the S3 attacks from the cultists will hurt it
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Post by: Mr.Omega
Lelith Hesperax.
If default warlord traits are allowed, she has something stupid like 11-12~ attacks on the charge, all hitting on 3's, wounding on 4's, re-rolls for both, all ignoring armour saves. To top that, she only gets hit on 5's, has a 3+ invulnerable save, and I'm pretty sure Hit and Run. So every time she hits a Cultist unit, she'll probably wipe it, if not outright in melee, with the morale test and the fact there'll be a "dead pile gap" so large noone, or very few models will probably be able to attack back, even with pile ins.
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Post by: Makumba
Riptide or WK warlord. out range the cultists and are so much faster that cultists will never reach the, and str 3 vs t8 is bad.
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Post by: Reinokarite
I like the idea with Chaos Lord on Jugernaut with the Axe of Blind Fury. But instead of Aura of Dark Glory you can use Sigil of Corraption. Also add Combat Familiar to add 4 more attacks.
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Post by: Wulfmar
Good way to spot the difference between those who want carnage where the cultists stand a chance and... those who want to face-roll them with cheese.
I'd go Sorcerer on disk of Tzeentch for some speed-boarding and Tzeentch-bolting
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Post by: Doctadeth
Asmodai, if just for the lolz.
"Ahh, more fallen to slay"
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Post by: Furyou Miko
Seth.
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Post by: Verviedi
Flyrant w/ TL BL Devs + eGrubs.
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Post by: Cptskillet
Gabriel Seth? He's not a HQ anymore sadly a LoW :(
I would take either Logan Grimnar and reap a tally that would make the all-father proud! Or maybe Kharne. Cause blood for the blood god!
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Post by: Paradigm
Probably Thunderwolf Lord, Black Death, Lightning Claw, The Wooden Stone Runic Armour. Can hit at initiative if he wants, or at I1 with 10 S8 AP2 attacks on the charge.
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Post by: necron_warrior_198465
Trazyn The Infinite
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Post by: Quickjager
Matthew wrote:Title says it all. You have one HQ unit vs 50 Cultists armed with Autoguns, and you're fighting in a small city, so lots of cover saves.
The rules are: No bodyguards, no Daemon summoning, and no vehichles.
Mine would be:
Chaos Lord
with Space Marine Bike, Combi-Bolter, Power Sword and Aura of Dark Glory.
I'd just do hit-and-run attacks, booyah!
I'd say Bjorn, yea its got hp but he us a legit HQ.
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Post by: Spetulhu
St Celestine of course. The cultists might think they have a chance (it's just a girl) but will quickly see the error in their thinking.
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Post by: vipoid
Well, of the armies I play:
DE: Urien Rakarth. T5, 4++, FNP (4+) and IWND means he has a decent chance of surviving their multitude of attacks/shots and gradually whittling them down.
IG: Yarrick! Because he's the toughest non-tank in the book, and can keep reviving if killed.
Genius.
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Post by: necron_warrior_198465
Thanks
17748
Post by: Dark Lord Seanron
Always go Ghazkull!!
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Post by: Overlord Thraka
Warboss with Mega armor, Skorcha, Lukky stikk, and Cybork Body.
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Post by: niv-mizzet
Any librarian with a terrify-type malediction. Mephiston with fear of the darkness probably being the best. One ld check away from a win.
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Post by: DCannon4Life
Prince Yriel would be fun.
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Post by: Warmonger2757
Yep you beat me to it. Always wanted to try him against an ork army or IG army just for the look of terror on my opponent's face.
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Post by: TheAvengingKnee
The swarmlord, his toughness, WS, and save, would mitigate the cultists to uselessness almost instantly and he could keep giving himself preferred enemy as well.
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Post by: Great White
Old blood angels Mephiston
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Post by: Ugavine
Flying Hive Tyrant.
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Post by: Renesco P. Blue
Ordos Xenos Inqusitor grenade juggler with power armor, a combiflamer, and a venom talon. psychic shriek, explode some heads, burn more fools and then rush in and pray to the emperor for a six so all those cultists kill themselves for a turn and then clean up while wounding on 2's.
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Post by: ionusx
bjorn the fellhanded cause av10 vs str3
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Post by: Bharring
Even when a WK (or Tide) is your Warlord, he's not an HQ.
Wraithseer, though... Not gonna kill a lot each round, but the Cultists literally cannot hurt it (t8).
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Post by: e.earnshaw
Abaddon the dispoiler all the way they would bend their knee and shoot  them selfs as offerings to the dark gods  .
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Post by: primalexile
Horus
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Post by: doomdreamer
Aun'Shi from the Tau Empire Codex. He is their only CC (besides Commander Farsigh), but I think he could do it. He could throw grenades, use his 4++ (re-rollable) and slice folks at I5 S5. Plus, since there isn't an AP value, the Cultists have a chance! In fact, I have a buddy who plays chaos - we might try this.....
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Post by: koooaei
Grotsnik.
As it's the only situation he's gona get use of his rampage in the nearest future.
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Post by: jhe90
Iron hands chapter master, claws or sword, sheild eternal and all those extras to make him a invincible killing machine.
Fnp, armour save at+2, sheild save, no instant death.
+ biker mobility and +1 on t value.
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Post by: Swastakowey
Company command squad. All flamers OR all CC weapons and pistols. 1 medic. Nork Deddog. All advisers. All full upgrades (even useless ones) led by ironhand straken. Just stand there trying to hit the unit with the officer of ordinance and shooting of telepathy primaris powers and then try close in for the charge and try eat the rest. Nork and ironhand should do a fair amount of damage along with the flamers. Unless the squad counts as body guard. Then its lame and I dont have any units in my army capable.
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Post by: fallinq
Keeping to my Cult of Slaanesh theme: Keeper of Secrets with Lvl 4 mastery Telepathy and Lash of Despair.
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Post by: King Pariah
Warmonger2757 wrote:
Yep you beat me to it. Always wanted to try him against an ork army or IG army just for the look of terror on my opponent's face.
Though completely situational, it is hilarious pairing Trazyn with Deathmarks when facing down a horde.
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Post by: The Internet is for Khorn
Inquisitor Karamazov, a couple orbitals should be enough to kill them.
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Post by: Experiment 626
Lord of Change w/2x Greater Gifts + Bangstick of Tzeentch + Lv3 Div.
Smack the mandatory Champion who has no choice but to accept my challenge. Watch ensuing fireworks. Profit?!
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Post by: ThatSwellFella
Tyberos the red wake OR Gabriel Seth
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Post by: SBG
Yeah, a Flyrant with tl-devourers will be untouchable, really.
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Post by: hellpato
Bloodthirser, greater daemon of khorne. BLOOD FOR THE BLOOD GOD!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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Post by: a fat guy
A Dark Apostle with the Burning Brand of Skalathrax.
"Get BACK here worms! You belong in the meat pen!"
A Black Legion Lord with The Eye of Night could pie-plate them. Then run away cackling.
Shadow Captain Shrike was BUILT for scenarios like this! Hide in the shadows and rip them apart, etc.
The Emperor's Champion would gloriously challenge the horde's leader to single combat and best them... Before drowning in bodies because he didn't think this through.
An Ork Warboss with a 'Uge Choppa and Da Dead Shiny Shoota would actually be pretty fun to play with against this kind of horde. Just run around firing off six shots a turn until they're thin enough fer a krumpin!
With Chaos Sorcerors:
A Slaanesh Sorceror with Ecstatic Seizures. Watch as the problem solves itself!
If this was an older codex, we could also use the Boon of Mutation power to Spawn-ify them one at a time. It would be interesting to see the cultists slowly tear each other apart.
Another one would be to take a level 3 chaos Sorceror with the Prophet of the Voices relic to make him a Daemon. Then repeatedly summon daemons to raise your own army to fight against them! And then sacrifice him to make a greater Daemon...
The Hallucination power is another one that would be interesting to use. You could also use Terrify to just scare them all off the board.
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Post by: Slayer-Fan123
Trazyn, Tyberos, Seth, or a Detroyer Lord with a Gauntlet Of Fire, MSS, and SW.
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Post by: DarkLink
Mr.Omega wrote:Lelith Hesperax.
If default warlord traits are allowed, she has something stupid like 11-12~ attacks on the charge, all hitting on 3's, wounding on 4's, re-rolls for both, all ignoring armour saves. To top that, she only gets hit on 5's, has a 3+ invulnerable save, and I'm pretty sure Hit and Run. So every time she hits a Cultist unit, she'll probably wipe it, if not outright in melee, with the morale test and the fact there'll be a "dead pile gap" so large noone, or very few models will probably be able to attack back, even with pile ins.
They'd auto-gun her to death.
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Post by: Soo'Vah'Cha
a Elysian command squad...
So they can die surrounded by enemies just like every bit of art seems to point to as the only way true imperials should die!
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Post by: Lord Blackscale
Be'lakor. Or as others have thrown out LoWs, An'ggrath.
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Post by: skarnalaxwarlord
Flying Nurgle DP with the Burning Brand. If he also scored Plague Wind, large swathes of Cultists will be dropping dead in no time.
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Post by: jreilly89
Typhus. Get em all in CC then pop his Destroyer Hive.
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Post by: Ailaros
Well, if I just wanted to win, then there's literally only one answer: Pask. He and the three leman russes in his squad cannot be harmed by the cultists in any way, and can take up to 12 Ap4 cover-ignoring weapons.
If I wanted to give the cultists a somewhat more sporting chance, I guess a slaanesh lord with a mace, combi-bolter, etc. on a steed.
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Post by: Wildkarrde
BRAY'ARTH ASHMANTLE
What is not to love about 2x Heavy flamers and may give up one of his CC attacks for an
automatic S5 AP4 hit on every model in base contact with him.
Dude will wreck them in close combat and they are gonna be hurting on the way in for that first charge
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Post by: Mr.bacon
Furioso librarian with pyromancy or sanguinary. Rolling blood boil would be fun. The furioso canny be hurt and if anything all I need to do is get a wound which isn't hard if rolling sanguinary for the extra attacks. Otherwise smash facer can hits on sixes and then wounds on sixes again and then I have if I want to for a junk and a 2+ armor save. even if you wound me I have it will not die. For war gear the relic chainsword for rampage. also like half your guys won't be in combat range anyway. And I need to cause at Lear four wounds and then in sweeping you.
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Post by: Deadshot
Do onlookers to a challenge get to swing? If they do it could go very badly for any I1 character, as the Cultist Squad has a Champion by default, who must challenge, and being on their own, any HQ will have to accept, and then all the cultists will get a free round of attacks.
Best answer is a Black Mace Level 3 Daemon Prince with Nurgle Powers to try and get those AoE powers, and the Black Mace just slaughters everything.
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Post by: mekugi
Biovores...Should mess them up before they get into CC range. Otherwise a flyrant with twinlinked devs and brainleech worms would just gobble them up.
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Post by: Deadshot
mekugi wrote:Biovores...Should mess them up before they get into CC range. Otherwise a flyrant with twinlinked devs and brainleech worms would just gobble them up.
Biovores are HQ right? Uh, no...
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Post by: Poly Ranger
Warmonger2757 wrote:
Yep you beat me to it. Always wanted to try him against an ork army or IG army just for the look of terror on my opponent's face.
There is absolutely no point in any other character contending for its points. Tryzan is the hands down winner against a cultist blob AS LONG as he's in a squad that takes the hits due to his I2.
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Post by: ImAGeek
Poly Ranger wrote:Warmonger2757 wrote:
Yep you beat me to it. Always wanted to try him against an ork army or IG army just for the look of terror on my opponent's face.
There is absolutely no point in any other character contending for its points. Tryzan is the hands down winner against a cultist blob AS LONG as he's in a squad that takes the hits due to his I2.
Well then he's not the best in this scenario, as you don't have a squad...
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Post by: Poly Ranger
Ah yes, good point. However in a game, there is no better model to clear tarpitting cultists in assault now BA blood talons have been nerfed.
Would have to go for Bray'arth Ashmantle as Wildkarrde suggests (also another great first post). I've always wanted to use the salamander dread HQ. He looks like he is actually worth the cost of a Landraider.
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Post by: Deadshot
Flyrant with 2x TL Devourers wins, because he is not a vehicle and is an HQ (unlike Seth, Bjorn, Pask, etc, who are either LoW or vehicles), but is literally untouchable due to being a FMC, and having about 12 Str 6 shots per turn as BS4. 12 shots 8 hits 6.6666 wounds 5.5555 unsaved Roughly 6 cultists dead per turn. Not to mention Vector Strike. Edit: Actually, it wound be better just to keep flying and shoot than to charge.
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Post by: Franko
I love these sorts of scenarios but only if the enemy has a chance to win as well or there would be no joy in the victory.
I'd put the BA Captain from the Deathstorm boxset into the cultists as he has just enough to make the fight interesting. He'd probably go down but it's the sort of fight i'd try best of three.
May have to give a friend a shout after work and see if he fancies some who would win fights tonight.
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Post by: Matt.Kingsley
ImAGeek wrote:Poly Ranger wrote:Warmonger2757 wrote: Yep you beat me to it. Always wanted to try him against an ork army or IG army just for the look of terror on my opponent's face. There is absolutely no point in any other character contending for its points. Tryzan is the hands down winner against a cultist blob AS LONG as he's in a squad that takes the hits due to his I2. Well then he's not the best in this scenario, as you don't have a squad... I just tried this situation, best case I could get about 40 cultists in B2B or within 2" of a model in B2B with Trazyn. Assuming the Cultists charged, and the the Champion is able to attack that's 81 attacks. 40.5 hit 6.75 wound And Traz suffers 2.25 unsaved wounds... ouch If Traz did survives, he can only attack the champion because the champion must issue a challenge and as he's a lone model he must accept But that's best case in Melee, and all things considered that's actually not too bad. Typically that many Cultists won't be able to attack him. Of course, he has to survive 50 autoguns pointed at his face to get to close combat first... sheesh. EDIT Realised I has messed up my maths... derp.
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Post by: e.earnshaw
If including 30k typhon sweep attack orbital bombardment and a hand flamer.
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Post by: RFHolloway
Tervagon - could your swarm overpower my swarm, should be a decent fight
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Post by: gwarsh41
Any greater daemon, but a GUO with T7 would be best for the cultists being unable to fight back. Black mace DP could be good for the extra attacks though.
5th Ed Blackmane or Canis wolfborn would have been sweet too.
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Post by: juraigamer
Yarrick
In the event they get lucky enough to kill him, he can come right back!
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Post by: NauticalKendall
Bharring wrote:Even when a WK (or Tide) is your Warlord, he's not an HQ.
Wraithseer, though... Not gonna kill a lot each round, but the Cultists literally cannot hurt it (t8).
The riptide Warlord is infact an HQ, the wraithknight on the other hand is still heavy. Automatically Appended Next Post: I'd probably take Drazhar, nothing like cleaving through hordes of guys to remind you you're still bad ass.
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Post by: Desubot
Is this a single unit?
Trollzian the infinite
One smack in close combat they all die. gg wp
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Post by: WarbossDakka
Tank Commander Pask.
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Post by: Unit1126PLL
An Adeptus Mechanicus Archmagos with the Lachrimallus Order, Machinator Array, Abeyance, Cyber-familiar, and other gubbins. That's a basically invulnerable goon (T6, 5+ FNP, 2+/3++ saves, IWND, 4 wounds) with a flamer and Move Through Cover.
He's slow, but MTC means he will eventually catch them, and a Flamer plus five Power Weapon (of whatever sort) attacks standing means he will crush them when he does. Also, he has less than 2% chance of suffering a single wound from any given Cultist attack, and has IWND.
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Post by: Cothonian
Tau Crysis Suit Commander. 2+ Saves, twin burst cannons, jet pack, very powerful in melee.
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Post by: Banzaimash
Mega Armour Ork Warboss with Kombi-Skorcha, Bioniks and Attack Squig
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Post by: vipoid
Banzaimash wrote:Mega Armour Ork Warboss with Kombi-Skorcha, Bioniks and Attack Squig
No Lucky Stikk?
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Post by: Matt.Kingsley
Looking back at the maths I did for how Traz would hold up worst case in Melee I screwed up and actually worked out the number of saved wounds, not unsaved... derp
so Traz would suffer 2.25 unsaved wounds... not too bad all thing considered. Although that was assuming the Champion was engaged (and therefore Traz would be in a challenge)
As it is unlikely the maximum number of cultists will be engaged Traz typically has a good chance of winning melee, of course surviving the Autoguns aimed at his face is less likely, he'd most likely never make it to melee assuming there's no LOS blocking terrain... Though as the OP says cityfight terrain there's likely to be a lot of LOS blocking terrain.
Traz has a way better chance than I originally thought as long as he stays out of the cultist's LOS until he can charge in...
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Post by: Unit1126PLL
Here's the maths for the Archmagos's survivability.
Outside of 12": 50 Autogun shots - 25 hits, 4.1666 wounds, .69 wounds after armor, then .46 wounds past FNP.
Inside of 12": 100 Autogun shots - double everything. .92 wounds.
Assault without Cultists charging: 52 attacks - 26 hits, 4.33 wounds, .72 wounds after armor, .48 wounds after FNP.
Assault with Cultists charging: 102 attacks - 56 hits, 9.33 wounds, 1.5 wounds after armor, 1.0 wounds after FNP.
So the Archmagos is likely to survive the whole game, adding in IWND and remembering he has 4 wounds.
Additionally, with a template weapon, it is unlikely that all 50 Cultists would survive to the assault phase.
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Post by: jhe90
Its a cheat but vulkan 30k rules.
Grenade template attacks, insane armour and immune probbly to every attack, t7, 6 wounds, high armour save + invunrable save. Nothing getting past that.
Next to immune to plasma weapons.
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Post by: kingbobbito
CrownAxe wrote:Great Unclean One. At T7 none of the S3 attacks from the cultists will hurt it
I was going to do the same but with a wraithseer, T8.
Alternately, I'd go with a good librarian, maybe Ezekiel from DA, spam psychic shrieks or maybe some pyromancy.
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Post by: Desubot
Well actually if it is 1 unit then a single terrify might just send them off the board
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Post by: kingbobbito
Do you have to take farsight to be able to take one of his bodyguards (the riptide)? And I was under the impression that it didn't take up a slot, so not an HQ.
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Post by: Jayden63
I like the chances of a tooled up Wolf Lord on thunderwolf. It would be a very interesting fight.
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Post by: Poly Ranger
Got it! Can we pick powers?
If so - BA librarian (may as well be mephy), with fear of darkness. Very likely chance that the cultist blob will disappear in just one roll (well 2 if you also consider passing the psychic test).
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Post by: CREEEEEEEEED
Crisis suit commander with nueroweb system jammer, and watch the ones roll in
but just to be sure I d take iridium armour stim injectors shield gen a flamer and a burst cannon.
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Post by: Desubot
CREEEEEEEEED wrote:Crisis suit commander with nueroweb system jammer, and watch the ones roll in
but just to be sure I d take iridium armour stim injectors shield gen a flamer and a burst cannon.
Why shield gen? they wont have anything past autoguns.
Iridium armor, Stims, 2x burst cannons, two gundrones.
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Post by: CREEEEEEEEED
Desubot wrote: CREEEEEEEEED wrote:Crisis suit commander with nueroweb system jammer, and watch the ones roll in
but just to be sure I d take iridium armour stim injectors shield gen a flamer and a burst cannon.
Why shield gen? they wont have anything past autoguns.
Iridium armor, Stims, 2x burst cannons, two gundrones.
Oh yeah, then I'd take another burst cannon, and 2 gun drones.
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Post by: skolirvarden
Chapter master with storm bolter, teeth of terra and jetpack.
It's not the killiest of combinations, but I think it would make for some fun in this instance.
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Post by: ChocletEyeOfTerror
Marbo.
They would be dead before they would know it.
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Post by: Da krimson barun
Can I use a HQ from my new fandex?(its codex:Grots)the unit is....a single grot.
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Post by: 40KNobz11
Ork Warboss...
Mega armour, lucky stick, powerclaw, etc etc
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Post by: Reinokarite
I suggest Sammael on Sableclaw.
If cultist have mark of Khorne and Icon of Wrath they are actually have descent chance of killing him in cc unless he will move smartly.
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Post by: sub-zero
Khorne Deamon Prince with the axe of blind fury......done.
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Post by: Panzer1944
Canis Wolfborn. He would be like a kid in a candy store. So many things to kill.
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Post by: techsoldaten
Ahriman, of course. He just psychic screams them to death from across the board.
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Post by: Iapedus
CREEEEEEEEEEEEEEEEEEEEED!
Would apply his tactical nuance to a series of 'home alone' style bobby traps, lead them a merry chase around the board and whittle them down to a handful of cultists, then use his superior reasoning skills to convince the remainder that they themselves are in fact the enemy and watch as they promptly punch themselves to death.
Or, a DEATHLEAPER.
If scenery was a dense urban ruin it could actually be very cinematic, with both sides having a fair chance of winning but requiring their tactics to be spot on to do so.
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Post by: Talon of Anathrax
vipoid wrote:Well, of the armies I play:
DE: Urien Rakarth. T5, 4++, FNP (4+) and IWND means he has a decent chance of surviving their multitude of attacks/shots and gradually whittling them down.
IG: Yarrick! Because he's the toughest non-tank in the book, and can keep reviving if killed.
Genius.
Nurgle DP or Nurgle Lord.
He's even harder to kill than Urien, killier, and faster: he can catch those cultists that would outrun the GUO.
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Post by: Trondheim
Swarmlord would be my go to choice, that or Canis Wolfborn. Just sitt back and watch the blood fly
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Post by: Argive
Eldrad Ultharan.. Go on death mission and lots and lots crazy psyhic goodness..
Surely he could just open up a rift and throw them all into the void with he flick of his finger... but... death mission is so much more fun
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Post by: niv-mizzet
Not sure if it was said since the BA dex came out, but furioso Libby ftw?
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Post by: moogy
Chaplain Dreadnought from FW, sporting a nice plasma cannon for blast-marker goodness before slamming down a 6 foot-crozius on their heads!
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Post by: NauticalKendall
kingbobbito wrote:
Do you have to take farsight to be able to take one of his bodyguards (the riptide)? And I was under the impression that it didn't take up a slot, so not an HQ.
The eight optionally replace his body guard squad, and yes, Farsight is required to take any of the 8. you can take any one of them if you have farsight in the army. just like the body guard squad, they're HQ's but don't take up any HQ slots.
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Post by: Ashiraya
Vulkan.
Because there's no kill like overkill.
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Post by: IHateNids
Royal Court of 5 Necron lords all with Gauntlets of fire, 2+ save and mindshackles, and 5 generic crypteks
much dakka. many dead clutists
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Post by: Kangodo
I once killed 15 Ork Boyz with Trazyn, that was great.
Old Mephiston with Biomancy could be nice for T7.
Another dice-mania would be a Necron Overlord with the new Relic. A rerollable 2+ with T5 and Reanimation Protocols could keep the battle going on almost forever.
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Post by: CthuluIsSpy
Finally! A use for Trazyn!
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Post by: NauticalKendall
Played an apoc game where a fireblade was the last man in a firewarrior squad and continued to rapid fire + storm of fire + volley fire down gaunts. BS5 and S5, now he wouldn't get so many shots by himself but it would be cool just to have him stand in a tower holding off till the last.
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Post by: th3maninblak
Captain with a hand flamer, artificer armor, jump pack and valour's edge. Get into a good position, flame a bunch of cultists, charge in and begin to cut them down.
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Post by: Freman Bloodglaive
Wolf Lord taken from the Champions of Fenris.
Thunderwolf, Runic Armour, Morkai's Claws, Fellclaw's Teeth.
Throwing out between six and eight attacks (seven and nine if charging/counter-charging) re-rolling failed to hit and to wound rolls with strength 6, AP3 and rending, he's a fun 235 points.
When attacked he has four toughness five wounds, protected by a 2+ armour and 4+ invulnerable save.
I realise that some people prefer shooting, but I think it more sporting to kill the enemies in melee.
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Post by: casvalremdeikun
I am going with Furioso Librarian with Sanguinary Discipline with a heavy flamer.
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Post by: koooaei
Slaanesh sorc fishing for hallucination (or whatever this "Why are you hitting yourself" power is) and finishing it off with some telepathy power for even more psy raep. He'd be wearing regular power armor and wielding a force stave. Spell familliar + combat familliar (same little demonic imp) running around him in circles and laughing maniacally.
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Post by: Crazy Jay
Ravenwing command squad with Banner of fortitude and apothecary. Plasma, plus good cc and hit and run.
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Post by: Lord Blackscale
I gotta say, I love how we all threw out the "no vehicles and no bodyguard" concept right out the window. I would love to see some of these fights, but not the 'special dreadnought/super suit/ mechwarrior' HQs because I want to see the ones where there is a chance the cultists would win, even with the slightest hope. I may have to try some of thses out, in fact!
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Post by: SteelWorks
Either Marneaus Calgar or Abbadon the Despoiler
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Post by: LazzurusMan
How many points is 50 cultists? And would I be able to afford a punisher command tank?
Oh no, autoguns???? Automatically Appended Next Post: Oh, no vehicles.......
I don't know then, I only play guard and our other HQ choices wouldn't fare well against 50 cultists...
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Post by: Desubot
LazzurusMan wrote:How many points is 50 cultists? And would I be able to afford a punisher command tank? Oh no, autoguns???? Its a single HQ unit so a paskisher with 2 more punisher bolter boats would be legit. Edit Bleh nvm no vehicles.
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Post by: EmpNortonII
Clearly, there's a lot that can do it- but what is the cheapest one?
A Crisis Commander with two flamers, Iridium armor, neuroweb system jammer, and a repulsor impact field clocks in at 132 points- 122 without the field (maybe she doesn't need it). Jump in, flame, jump out of LoS. If they charge, the field and wall of flame'll likely stop the charge by killing off those in range to melee. He'd only take 1.3 wounds or so from rapid fire range shooting, and kill off a good number of them on their turn when they tried because of Gets hot on their weapons.
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Post by: Melissia
3rd edition Canoness. I joke of course, but it's not really as bad a choice as you'd think.
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Post by: Happyjew
I think a GUO would be best bet. Not sure of too many HQ units with T 7+.
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Post by: AnomanderRake
Similar principle: Wraithseer. T8 vs Str3.
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Post by: SirDonlad
i thought the wraithseer can only be taken as a secondary HQ choice? has something changed?
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Post by: SilverDevilfish
For absolutely no chance of victory for the Cultists.
Seneschal Cerastus Knight-Castigator or Seneschal Cerastus Knight-Acheron.
Ack missed the no vehicle restriction, that's no fun.
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Post by: trollmeat
This sounds like a fun scenario. Are you asking because you plan to do a battle-report using the most popular choice?
Put the most popular choices up in a poll, do eeet! :-D
Matthew wrote:
The rules are: No bodyguards, no Daemon summoning, and no vehichles.
Mine would be: Chaos Lord with Space Marine Bike, Combi-Bolter, Power Sword and Aura of Dark Glory.
Meh, I still think that a bike is a Vehicle. :-)
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Post by: Frankenberry
Oooooh! The last stand of a HQ/Character! I likey.
I'd probably go with my homebew CM with dual LC's and Artificer armor.
Blood Angels would probably be similarly designed load out.
Guard? Yeesh...don't have many HQ's that'd stand up to fifty guys...maybe a fully decked out CCS with Straken, a medic, and the veterans with pistols/ccws.
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Post by: Drakeslayer
Batman...
Konrad Curze: they'll never see it coming.
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Post by: Deadshot
I love how people are ignoring the OP's rule against vehicles for the purposes of the Cultists being unable to hurt it.
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Post by: Lord Blackscale
Deadshot wrote:
I love how people are ignoring the OP's rule against vehicles for the purposes of the Cultists being unable to hurt it.
Yeah. I have said something along those lines. Besides, watching a vehicle tear through them with no threat would be no fun. Send in the lone Succubus and let the good times roll!
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Post by: Ashiraya
Deadshot wrote:
I love how people are ignoring the OP's rule against vehicles for the purposes of the Cultists being unable to hurt it.
The Wraithseer isn't a vehicle
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Post by: Deadshot
Ashiraya wrote: Deadshot wrote:
I love how people are ignoring the OP's rule against vehicles for the purposes of the Cultists being unable to hurt it.
The Wraithseer isn't a vehicle
I was quoting the entire conversation. On the other hand, by extension of the rule T8 and higher should be barred as being invulerable to anything the Cultists have in the same vein as vehicles being immune.
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Post by: The Home Nuggeteer
Vehicle hqs disallowed, the paskisher is the only thing guard has to fight them!
Cmon man!
That Barred I would take Sammeal from the da and shoot at 24", if they didn't have autoguns it would be a piece of cake.
For guard I would take Straken, a medipack vet, two flamers, and a heavy flamer. As usual carapace armour on everyone.
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Post by: Deadshot
The Home Nuggeteer wrote:Vehicle hqs disallowed, the paskisher is the only thing guard has to fight them!
Cmon man!
That Barred I would take Sammeal from the da and shoot at 24", if they didn't have autoguns it would be a piece of cake.
For guard I would take Straken, a medipack vet, two flamers, and a heavy flamer. As usual carapace armour on everyone.
The thread is not about what army can fight 50 Cultists without being immune to threat. Its about the optimal unit to kill as many Cultists before/without death without being invulnerable across all armies.
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Post by: EmpNortonII
Deadshot wrote: The Home Nuggeteer wrote:Vehicle hqs disallowed, the paskisher is the only thing guard has to fight them!
Cmon man!
That Barred I would take Sammeal from the da and shoot at 24", if they didn't have autoguns it would be a piece of cake.
For guard I would take Straken, a medipack vet, two flamers, and a heavy flamer. As usual carapace armour on everyone.
The thread is not about what army can fight 50 Cultists without being immune to threat. Its about the optimal unit to kill as many Cultists before/without death without being invulnerable across all armies.
I think I have this. A Crisis Commander with two flamers, Iridium armor, vectored retro-thrusters, and a neuroweb system jammer clocks in at 127 points, can clean off maybe a dozen or more models a turn, avoid return fire in most instances, survive multiple rounds of shooting, kill enemies on their turn, and leave melee at will, preventing her from being tar-pitted. No vehicle, no accompanying units, no invulnerability in the literal sense of the word, as cheap and quickly as possible. For the Greater Good!
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Post by: Quickjager
Well then we should change the parameters...
instead of just 50 cultist and thats it, make it 50 constantly reinforcing cultists, game goes on till HQ is dead.
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Post by: EmpNortonII
Quickjager wrote:Well then we should change the parameters...
instead of just 50 cultist and thats it, make it 50 constantly reinforcing cultists, game goes on till HQ is dead.
That's a wee goofy when one the the parameters outlaw things that are invulnerable.
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Post by: Izural
I'll use my standard Chapter Master, Teeth of Terra (Rampage ftw), jump pack, shield eternal, storm bolter, artificer armour and Black Templar tactics.
Never failed me nor died in a game yet. He may be meh shooting, but the Rampage from Teeth and 2+/3++ make him a monster in CQC, even better in challenges due to BT tactics.
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Post by: Timeshadow
Flying Hive tyrant meets all reqs (HQ, not a vechicle, single model, killable, no summoning) clocks in at 240 pts and would kill/roast/eat an endless tide of cultists untill he gets unlucky.
Flying so needs 6's to hit, ML2 Psyker with a good selection of powers vs hords, T6 so needs 6+ to wound him possable FNP from catalist. Elecreoshock grubs for in close flamieness and 2x TL Dev fireing 12 S6 shots at 18' add to this Fighter ace for evin more shanagins. I think he will steal the show.
For cheap and cinimatic Deathleaper with needing 6's to hit him and all his other cool rules. :-)
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Post by: EmpNortonII
Timeshadow wrote:Flying Hive tyrant meets all reqs ( HQ, not a vechicle, single model, killable, no summoning) clocks in at 240 pts and would kill/roast/eat an endless tide of cultists untill he gets unlucky.
Flying so needs 6's to hit, ML2 Psyker with a good selection of powers vs hords, T6 so needs 6+ to wound him possable FNP from catalist. Elecreoshock grubs for in close flamieness and 2x TL Dev fireing 12 S6 shots at 18' add to this Fighter ace for evin more shanagins. I think he will steal the show.
For cheap and cinimatic Deathleaper with needing 6's to hit him and all his other cool rules. :-)
My Crisis commander can do it for half the points of a flyrant.
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Post by: Cptskillet
How has Angron not been mentioned yet? Or even Kharn? They would just rip through those cultists.
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Post by: NauticalKendall
Because Angron is a Lord of War.
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