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Made in us
Incorporating Wet-Blending





Houston, TX

Crimson-King2120 wrote:
i always run 30 with autoguns as a meatshield for my my noise marines they always do an excellent job massed str3 shooting is very effective


I lol'ed!

-James
 
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

 jmurph wrote:
Crimson-King2120 wrote:
i always run 30 with autoguns as a meatshield for my my noise marines they always do an excellent job massed str3 shooting is very effective


I lol'ed!


once you have 30 with autoguns you really should be taking guard allies. a platoon is so much better and costs about the same.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in us
Fresh-Faced New User





Really any size unit with autoguns and you are better of with IG allies. You are now paying the same price and IG are better given the options/orders.

Cultists are best naked at 4pts each. (14pts for the cultist champion is ridiculous btw..) Either min squads camping in the back or big squads pushing forward with your choice of IC.
   
Made in gb
Junior Officer with Laspistol





ers126 wrote:
Really any size unit with autoguns and you are better of with IG allies. You are now paying the same price and IG are better given the options/orders.

Cultists are best naked at 4pts each. (14pts for the cultist champion is ridiculous btw..) Either min squads camping in the back or big squads pushing forward with your choice of IC.


I certainly agree that guard are flat out better than cultists, but taking a minimum squad seems like a waste of points.
It's just going to get shot up and run if it's anywhere near an objective. Big squad, or don't bother...or just get IG allies like everyone else.


Star Trek taught me so much. Like, how you should accept people, whether they be black, white, Klingon or even female...

FAQs 
   
Made in us
Regular Dakkanaut




SC

50 points for 10 t3 bodies. Put them in cover and go to ground when needed on your home objective. You've now freed up 100 more points you would of spent on a mandatory troop choice to buy another heldrake. Or some Obliterators.

This message was edited 2 times. Last update was at 2013/03/08 23:26:47


 
   
Made in us
Nurgle Veteran Marine with the Flu





Eaton Rapids, MI

I don't always take cultists, but when I do I hold them in reserve and they walk on in turn 2 and get shot off the board.

Seriously though, last game I played, I spent 55pts to get the flamer, they walked on and flamed/shot off a squad of sneaky infiltrating snipers that camped out on an objective right near my long board edge. That was the first game that unit ever did any killing for me. Ever.

Fly Molo of Dark Future Gaming!
http://darkfuturegaming.blogspot.com/ 
   
Made in us
Haemonculi Flesh Apprentice






 VorpalBunny74 wrote:
I know marks largely aren't popular, but I like the MoT on large groups of cultists

30 naked cultists is 130 points
30 cultist with 6++ is 160 points

I don't mind paying that extra 1 point per model for the 1/6 chance of the cultist shrugging off a bolter round (or vindicator blast) while on the move


30 saves will buy you 5 guys on a 6++ why not just take a 35 man squad? Marks are totally pointless on cultists IMO
   
Made in us
Blood Angel Terminator with Lightning Claws





New Jersey

MoN not worth it on a nurgle themed chaos army?

   
Made in au
Dakka Veteran






Canberra

 Red Corsair wrote:
30 saves will buy you 5 guys on a 6++ why not just take a 35 man squad? Marks are totally pointless on cultists IMO


I prefer the 30 guys with a 6++ save, worth it IMO

Besides, if memory serves a combat shield 6++ save is usually 5 points for other armies. That's a savings of 4 points, whatadeal!

I can't speak for the other marks though.
   
Made in us
Battleship Captain




Oregon

Of all of the marks, Tzeentch and Slaanesh are the only two that are semi-worth it.

Slaanesh is nice if you bury a Fearless HQ in the squad and use them aggressively. Hitting before IG and at the same time as Marines helps. Tzeentch is also helpful in an aggressive squad. You won't be hugging cover since it will only slow you down and this way, you get a save against almost anything in the game. Sure its tiny, but the point of the squad is to be disposable wounds for that buried HQ.

If all you care about is holding an objective, naked (maybe with flamer) or as zombies is all you need.
   
Made in gb
Stubborn Dark Angels Veteran Sergeant





Teesside

 VorpalBunny74 wrote:
 Red Corsair wrote:
30 saves will buy you 5 guys on a 6++ why not just take a 35 man squad? Marks are totally pointless on cultists IMO


I prefer the 30 guys with a 6++ save, worth it IMO

Besides, if memory serves a combat shield 6++ save is usually 5 points for other armies. That's a savings of 4 points, whatadeal!

I can't speak for the other marks though.


It honestly isn't worth it...

Let's say we have ideal conditions for the 6++ save, which is that you get shot, a lot, with weapons that ignore your armour, and that you never get a cover save. (I'm also assuming you're somehow Fearless or make all your morale checks...)

After you get shot enough times to kill 30 of your guys, fortunately your Mark has saved... five of them! So you bought 30 of them and have 5 left. Sweet.

Alternatively you could've bought 35 guys, so would have lost 30 of them and have... 5 left. Still.

So under *ideal conditions*, the Mark is no better than 5 extra guys, for survivability. How often do you have ideal conditions in any game?

Plus, the Mark is WORSE than 5 extra guys for almost all purposes other than survivability, because those 5 extra guys are also 5 or 10 extra shots, and 5, 10, or even 15 extra CC attacks.
   
Made in au
Dakka Veteran






Canberra

 Ian Sturrock wrote:
It honestly isn't worth it...

Let's say we have ideal conditions for the 6++ save, which is that you get shot, a lot, with weapons that ignore your armour, and that you never get a cover save. (I'm also assuming you're somehow Fearless or make all your morale checks...)

After you get shot enough times to kill 30 of your guys, fortunately your Mark has saved... five of them! So you bought 30 of them and have 5 left. Sweet.

Alternatively you could've bought 35 guys, so would have lost 30 of them and have... 5 left. Still.

So under *ideal conditions*, the Mark is no better than 5 extra guys, for survivability. How often do you have ideal conditions in any game?

Plus, the Mark is WORSE than 5 extra guys for almost all purposes other than survivability, because those 5 extra guys are also 5 or 10 extra shots, and 5, 10, or even 15 extra CC attacks.


Getting shot, a lot, isn't ideal conditions!

Improving survivability is the only thing I want for my cultists. Shooting and close combat are done better by pretty much everything else, so the extra CC attacks or autopistol/autogun shots aren't of interest to me. A cultist with the MoT can potentially survive a bolter round in the open, one without it can't. Sure, they can go to ground, but then they can't move, run or charge the next turn. My MoT cultists have a moving GtG save.

Also bringing up leadership is silly - the 35 cultists will have pretty much the same leadership issues as the 30 cultists.

I personally have no problem whatsoever paying that single point to make their 6+ armour save invulnerable. They're still cheap as chips, only my chips have a 6++
   
Made in us
Blood Angel Terminator with Lightning Claws





New Jersey

I was at the convention in Lancaster PA today, picked up two boxes of manti zombies (60 total) for $28. Now I have 90 zombies.... Mmmmm braaaaiinssssss

   
Made in au
Squishy Oil Squig



Mount Cotton, Redlands (BRISBANE)

Like most people say either don't bother with them or take zombies.

I take 1 unit of 20 zombies to hold back field and one 25-35 with Typhus. Spread them out behind you fast stuff then walk forward casting with Typhus as you go. When something tasty comes in range charge it the Zombies will die but Old mate Typhus will munch his way through assault terminators characters with no problem and he will usually be able to cast Maledictions whilst in CC. A lot of people spend a huge amount of firepower shooting the Zombies to kill Typhus before he gets into CC. All this while the rest of your army goes unmolested.

 
   
Made in us
Perfect Shot Dark Angels Predator Pilot




TN

Ok, I'm gonna start this out by saying that I have never seen anyone play like I do, but it works for me.

I run a mostly thousand sons army. My army lacked CC and the ability to pour out tons of dice, so a big horde of cultists with a character seemed the perfect fit.

I use 35 Khornate cultists accompanied by a Khornate Dark Apostle with the Axe of Blind Fury.
On top of that, I use Ahriman's psychic awesomeness on the telepathy powers and hope for invisibility (%50 chance, 3 rolls, 6 possible results). I don't mind having the other telepathy powers either. But if I get invisibility and have more powers to roll, I roll the rest on the pyromancy table.

To sum it all up, That is a blob of 35 fearless, invisible, cultists with rage, counter-attack, and hatred. Accompanied by a Dark Apostle with a S7 ap 2 initiative 4 weapon. This immovable force has won me the game multiple times.

- Moron
1k sons: in progress
Necrons: 3000
deathwing: 8000
ravenwing: 2000
3rd co: 2000
tyranids: 2500
a ton of extra boyz and stuff up for trading/selling
Lizardmen: 2500 
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

 TheLionOfTheForest wrote:
MoN not worth it on a nurgle themed chaos army?


no, ally in ork boyz if you want T4 green hordes. They are far better than cultists with MoN


Automatically Appended Next Post:
Moronic Nonsense wrote:


I use 35 Khornate cultists accompanied by a Khornate Dark Apostle with the Axe of Blind Fury.

To sum it all up, That is a blob of 35 fearless, invisible, cultists with rage, counter-attack, and hatred. Accompanied by a Dark Apostle with a S7 ap 2 initiative 4 weapon. This immovable force has won me the game multiple times.


so 340 points for a slow moving easily shot to death blob. Your character strikes at init4 and WS4 so there will be plenty of people who can strike before him, and hit him well. Then he only has T4, 3+/4++ and 2 W so he can be easily killed before he gets to strike.

Why is the DA, str7, should be str6, no?

This message was edited 1 time. Last update was at 2013/03/10 19:11:02


Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
 
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