Switch Theme:

1500 CSM Best cultist build  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Painlord Titan Princeps of Slaanesh





Okay, it doesnt look like anyone wanted to help me ally with guard.
IG guardsmen are just plain better than cultist, but there has to be one aspect cultist thrumps guardsmen in. I hope that it is not just Typhus turning them to zombies.

I need help creating a list to run 6 squads of 35 cultists the best way possible. If I use Typhus then I am going to want to use plague marines and maybe 1 or 2 cultists squads. So I wanna know what most people have tried and worked out.
   
Made in us
Secretive Dark Angels Veteran






I personally see no reason to run that many cultists. They are not good any anything but objective holding and they typically run and get cut down. I prefer 1-2 smaller scoring units to accompany a good CSM list.

I dont think you will find a tourney winning style list using cultists when IG allies add so much more to your army. Better guys, with heavy and assualt weapons. Dont forget vendettas and/ artillery.

Good luck man, hope you work out a good list.

~Ice~
Da' Burnin Couch 2018 Best Overall
Beef and Wing ITC Major GT Best Overall 2018
2019 ITC #1 Overall Best Admech
LVO 2019 #1 Admech 
   
Made in us
Stalwart Veteran Guard Sergeant





 Icelord wrote:
I personally see no reason to run that many cultists. They are not good any anything but objective holding and they typically run and get cut down. I prefer 1-2 smaller scoring units to accompany a good CSM list.

I dont think you will find a tourney winning style list using cultists when IG allies add so much more to your army. Better guys, with heavy and assualt weapons. Dont forget vendettas and/ artillery.


This +1

This is my Leman Russ. There are many out there like it, but this one is mine. Without it, I am useless. Without me, it is useless.

Obliterators: They've got a gun for that.  
   
Made in us
Veteran Wolf Guard Squad Leader





Massachusetts

I suppose you could just use your cultist models and call them renegade IG.

2500 pts

Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.



 
   
Made in us
Regular Dakkanaut





There is no real way to make cultists good without turning them fearless. 2 ways to do this, Zombies or a Fearless HQ running with them.

So you spend 230 points on Typhus, and 900 on cultists (6 units of 35). Leaving you with 370 to spend, or you take 2 HQs and 4 of your cultist groups aren't fearless. They're going to break, run, or get cut down in CC.

Now for the 370 points. You're going to have to bet that the weight of dice will be on your side when attacking. Because you won't be able to finish off a group by chasing them down. So I would reccomend some heavy shooting to be able to pop rhinos and take down big nasties.

for 345 you can get 3 sets of havocs with autocannons. that's 24 S7 AP4 shots if you get to keep them. One of the groups could be marked nurgle to get the extra toughness. Not sure anything else would be worth taking for 15 pts.

So:

Typhus 230

Zombies (35 models) 150
Zombies (35 models) 150
Zombies (35 models) 150
Zombies (35 models) 150
Zombies (35 models) 150
Zombies (35 models) 150

Havocs (5 models) 115
4x Autocannons
Havocs (5 models) 115
4x Autocannons

Havocs (5 models) 130
Mark of Nurgle
4x Autocannons

That's about as good as it gets from my perspective. Hope you go up against another horde army, and not mech :p
   
Made in gb
Towering Hierophant Bio-Titan



UK

Eboncrow wrote:
Typhus 230

Zombies (35 models) 150
Zombies (35 models) 150
etc...
This. This is horrendous.

You need to manage your expectations. Often 20-30 zombies will be enough, maxing out on 35 will just leave more at the end of the game. It is extremely gruelling and slow to whittle down zombies with 5+ cover/6+ armour & 5+ fnp. When causing 10 whole casualties is only making a dent, its off-putting.

Combining zombies... Berserk Catachans with TEQ HQ's, It turns a single squad into a massive beatstick. All other squads become 2-4 turn tarpits that could still whittle down squads to death.

Other things I've seen work well;
MoN Termicide Squads
Mauler Fiends

So no guard Allies? Why not, pray tell?

 H.B.M.C. wrote:
Friend of mine just sent me this:

"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ."
Too be fair.. it's all worked out quite well!

Heh.  
   
Made in us
Jovial Plaguebearer of Nurgle





North Carolina

Lemme know how it goes. May be get an adl


"You can't convince a believer of anything; for their belief is not based on evidence, it's based on a deep-seated need to believe." - Carl Sagan - 
   
Made in us
Snotty Snotling




I run two squads of cultists, soon to be three, I split the cultists up into ranged and assault. Make sure you know exactly what you want your cultist unit for. Making them Fearless is a big plus and I highly recommend that.

For the Lion Knowledge is Power Our eyes are everywhere Waaaaaaaaagh!!!!!!! Yum Ulthuan the protector from Chaos.  
   
Made in us
Regular Dakkanaut





Filch wrote:Okay, it doesnt look like anyone wanted to help me ally with guard.
IG guardsmen are just plain better than cultist, but there has to be one aspect cultist thrumps guardsmen in. I hope that it is not just Typhus turning them to zombies.

I need help creating a list to run 6 squads of 35 cultists the best way possible. If I use Typhus then I am going to want to use plague marines and maybe 1 or 2 cultists squads. So I wanna know what most people have tried and worked out.


Razerous wrote:This. This is horrendous.

You need to manage your expectations. Often 20-30 zombies will be enough, maxing out on 35 will just leave more at the end of the game. It is extremely gruelling and slow to whittle down zombies with 5+ cover/6+ armour & 5+ fnp. When causing 10 whole casualties is only making a dent, its off-putting.


I agree, but I followed what the OP was asking for. And filled in what I thought would be the best all-around backup to the massive horde he wanted to field. Within the confines of the point value he set.

Can you come up with a better list while following those items?

   
Made in us
Painlord Titan Princeps of Slaanesh





Oh, I meant, I would like to know the optimal use of as many squads of cultist possible.

Minimum of 2 squads of cultists. Anywhere from 10-35 bodies. Any kind of upgrades or lack of. Any units from other slots to complement cultist.

So I hear that killing 35 zombies is horrendous.

Why not just play guard? I thought about buying if fully painted platoons sold for cheap on ebay. They are still a sizable cash investment that I am just not ready to take.

I plan on buying bags of army men from the dollar toy store and figure out a way to pressurize them to make them smaller. If I cant figure out a cheap and easy process then I am putting them in a microwave and melting them a bit. I will then buy bags of 25mm round or square bases to glue them on to. They are already green and I could just paint some brown and skull white to make them look zombiefied.
   
Made in us
Devious Space Marine dedicated to Tzeentch




I personally have played against a very similar army.

He had a squad of bikers and 2 mauler fiends.

I couldnt even put a significant dent in any of his cultist units.
At the same time they moved all of what 30 inches the entire game.

Things 2 consider .... you need a fast attack unit. Biker Marines with Mark of Nurgle are the best for this. Shave 5~10 zombies off each squad to invest in Hell Drakes or Bikers or Both. Hell even DP or DS Termies work wonders. Start your Zombies as close 2 your opponent as possible. Remember you have 2 get to your opponents objectives moving 6" a turn.

The way i won was i killed everything i could reliably kill ... then prepared to tarpit his zombies to prevent them from getting to my objectives. Blob up my IG, Flamer with SoB, Insert St. Celestine for Fearless.

This message was edited 1 time. Last update was at 2013/02/27 05:39:51


 
   
 
Forum Index » 40K Army Lists
Go to: