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![[Post New]](/s/i/i.gif) 2014/04/04 00:55:14
Subject: Helbrute or dark apostle for making cultist squads feerless
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Savage Khorne Berserker Biker
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The biggest problem that I see with cultist squads is the fact of them not being fearless. You can add a dark apostle to the squad thereby making them fearless, but with the addition of the new Helbrute dataslate (the Helcult formation specifically), you get (2) squads of fearless cultists and a Helbrute. Now being that the Helbrute and the dark apostle are roughly the same price 100 vs.105 respectively, which is the preferred method to make cultists fearless?
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It is the 3rd Millennium. For more than a hundred months Games Workshop has sat immobile on the Golden Throne of Nottingham. It is the foremost of wargames by the will of the neckbeards, and master of a million tabletops by the might of their inexhaustible wallets. It is a rotting carcass writhing invisibly with business strategies from the early Industrial Revolution Age. It is the Carrion Lord of the wargaming scene for whom a thousand veteran players are sacrificed every day, so that it may never truly die. Yet even in its deathless state, GW continues its eternal vigilance. Mighty battleforce starter-sets cross the online-store-infested miasma of the internet, the only route between distant countries, their way lit by a draconian retail trade-agreement, the legal manifestation of the GW's will. Vast armies of lawyers give battle in GW's name on uncounted websites. Greatest amongst its soldiers are the Guardians of the IP, the Legal Team, bio-engineered super-donkey-caves. Their comrades in arms are legion: the writing team and countless untested rulebooks, the ever vigilant redshirts, and the writers of White Dwarf, to name only a few. But for all their multitudes, they are barely enough to hold off the ever-present threat from other games, their own incompetence, Based Chinaman - and worse. To support Games Workshop in such times is to spend untold billions. It is to support the cruelest and most dickish company imaginable. These are the tales of those times. Forget the power of sales discounts and Warhammer Fantasy Battle, for so much has been dropped, never to be re-published again. Forget the promise of cheaper digital content and caring about the fanbase, for in the GW HQ there is only profit-seeking, Space Marines and Sigmarines. There is no fun amongst the hobby shops, only an eternity of raging and spending, and the laughter of former employees who left GW to join better companies. |
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![[Post New]](/s/i/i.gif) 2014/04/04 00:57:23
Subject: Helbrute or dark apostle for making cultist squads feerless
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Purposeful Hammerhead Pilot
Newcastle, NSW ,Australia
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A helbrute is 100 points base per the FAQ, why would they put it back up to 105 in the dataslate
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![[Post New]](/s/i/i.gif) 2014/04/04 01:02:30
Subject: Helbrute or dark apostle for making cultist squads feerless
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Archmagos Veneratus Extremis
On the Internet
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sub-zero wrote:The biggest problem that I see with cultist squads is the fact of them not being fearless. You can add a dark apostle to the squad thereby making them fearless, but with the addition of the new Helbrute dataslate (the Helcult formation specifically), you get (2) squads of fearless cultists and a Helbrute. Now being that the Helbrute and the dark apostle are roughly the same price 100 vs.105 respectively, which is the preferred method to make cultists fearless?
If you play in an area with dataslates, I'd say the Helcult because even if the 'Brute dies the Cultists don't stop being fearless (instead they get zealot which gives them fearless and hatred). Otherwise the Apostle.
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![[Post New]](/s/i/i.gif) 2014/04/04 01:10:29
Subject: Re:Helbrute or dark apostle for making cultist squads feerless
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Sword-Wielding Bloodletter of Khorne
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Helcult gives you a survivable Chaos Dreadnought and 2 squads of fearless cultists free of additional charge, and doesn't even take a FOC slot. The only downside is the cultists don't count toward your primary detachment troop requirement, so if you don't actually need more cultists, it's pointless.
Dark Apostle takes up an HQ slot, which for me puts the nail in its coffin. DAs should be Elites, and cost about 30 points less. That doesn't mean I don't use them for fun, or that they're Warp Talon level bad, but if your goal to win games I'd say neither a DA or Helcult are an efficient way to make cultists fearless.
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“Idleness is the enemy of the soul; and therefore the brethren ought to be employed in manual labor at certain times, at others, in devout reading.”
― St. Benedict of Nursia, The Rule of Saint Benedict
The Mendicants Polaris, Chaos Warband, Deviant Sect of Word Bearers |
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![[Post New]](/s/i/i.gif) 2014/04/04 01:10:49
Subject: Helbrute or dark apostle for making cultist squads feerless
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Savage Khorne Berserker Biker
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IXLoiero95XI wrote:A helbrute is 100 points base per the FAQ, why would they put it back up to 105 in the dataslate
"Helbrute and the dark apostle are roughly the same price 100 vs.105 respectively" Automatically Appended Next Post: ZultanQ wrote:Helcult gives you a survivable Chaos Dreadnought and 2 squads of fearless cultists free of additional charge, and doesn't even take a FOC slot. The only downside is the cultists don't count toward your primary detachment troop requirement, so if you don't actually need more cultists, it's pointless.
Dark Apostle takes up an HQ slot, which for me puts the nail in its coffin. DAs should be Elites, and cost about 30 points less. That doesn't mean I don't use them for fun, or that they're Warp Talon level bad, but if your goal to win games I'd say neither a DA or Helcult are an efficient way to make cultists fearless.
Ok, then what would be an "efficient" way to make cultists fearless?
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This message was edited 1 time. Last update was at 2014/04/04 01:12:39
It is the 3rd Millennium. For more than a hundred months Games Workshop has sat immobile on the Golden Throne of Nottingham. It is the foremost of wargames by the will of the neckbeards, and master of a million tabletops by the might of their inexhaustible wallets. It is a rotting carcass writhing invisibly with business strategies from the early Industrial Revolution Age. It is the Carrion Lord of the wargaming scene for whom a thousand veteran players are sacrificed every day, so that it may never truly die. Yet even in its deathless state, GW continues its eternal vigilance. Mighty battleforce starter-sets cross the online-store-infested miasma of the internet, the only route between distant countries, their way lit by a draconian retail trade-agreement, the legal manifestation of the GW's will. Vast armies of lawyers give battle in GW's name on uncounted websites. Greatest amongst its soldiers are the Guardians of the IP, the Legal Team, bio-engineered super-donkey-caves. Their comrades in arms are legion: the writing team and countless untested rulebooks, the ever vigilant redshirts, and the writers of White Dwarf, to name only a few. But for all their multitudes, they are barely enough to hold off the ever-present threat from other games, their own incompetence, Based Chinaman - and worse. To support Games Workshop in such times is to spend untold billions. It is to support the cruelest and most dickish company imaginable. These are the tales of those times. Forget the power of sales discounts and Warhammer Fantasy Battle, for so much has been dropped, never to be re-published again. Forget the promise of cheaper digital content and caring about the fanbase, for in the GW HQ there is only profit-seeking, Space Marines and Sigmarines. There is no fun amongst the hobby shops, only an eternity of raging and spending, and the laughter of former employees who left GW to join better companies. |
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![[Post New]](/s/i/i.gif) 2014/04/04 05:34:53
Subject: Helbrute or dark apostle for making cultist squads feerless
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Automated Rubric Marine of Tzeentch
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sub-zero wrote: IXLoiero95XI wrote:A helbrute is 100 points base per the FAQ, why would they put it back up to 105 in the dataslate
"Helbrute and the dark apostle are roughly the same price 100 vs.105 respectively"
Automatically Appended Next Post:
ZultanQ wrote:Helcult gives you a survivable Chaos Dreadnought and 2 squads of fearless cultists free of additional charge, and doesn't even take a FOC slot. The only downside is the cultists don't count toward your primary detachment troop requirement, so if you don't actually need more cultists, it's pointless.
Dark Apostle takes up an HQ slot, which for me puts the nail in its coffin. DAs should be Elites, and cost about 30 points less. That doesn't mean I don't use them for fun, or that they're Warp Talon level bad, but if your goal to win games I'd say neither a DA or Helcult are an efficient way to make cultists fearless.
Ok, then what would be an "efficient" way to make cultists fearless?
Depends really... iv used them as a blob meat shield around a lord to absorb wounds,
is there a reason you REALLY want these guys fearless?
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CSM 20,000 Pts
Daemons 4,000 (ish)
WoC over 10,000
6000+ Pts
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![[Post New]](/s/i/i.gif) 2014/04/04 06:47:56
Subject: Helbrute or dark apostle for making cultist squads feerless
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Wicked Canoptek Wraith
The Golden Throne
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Are you kidding me? 35 man squads with fearless can tarpit near on anything!
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Build a man a fire, he will be warm for a night. Set a man on fire, and he will be warm for the rest of his life. |
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![[Post New]](/s/i/i.gif) 2014/04/04 07:24:53
Subject: Helbrute or dark apostle for making cultist squads feerless
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Automated Rubric Marine of Tzeentch
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sure ok then your locking a HQ slot in to tarpit something... are the points not better spent on killing things? or achieving your own goals, hell you might tarpit them, but your gigantic scoring units doing nothing at the same time as well.. oh and if you DO lose a challenge with your chaos HQ, overrun.... and bye bye.. that lord isnt gonna stand their forever unless you gear him out, Then he gets challenged by everything or nothing to waste his time in the combat... cos when they die... and they usually will... not fearless anymore and bye bye goes whats left of the 35man unit
if you want a tarpit, bring typhus make them zombies and GG... but really... better things to be doing with those points id say... almost lol
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This message was edited 2 times. Last update was at 2014/04/04 07:32:31
CSM 20,000 Pts
Daemons 4,000 (ish)
WoC over 10,000
6000+ Pts
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![[Post New]](/s/i/i.gif) 2014/04/04 08:39:10
Subject: Helbrute or dark apostle for making cultist squads feerless
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Fixture of Dakka
Temple Prime
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Except cover ignoring pie-plates.
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Midnightdeathblade wrote:Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
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![[Post New]](/s/i/i.gif) 2014/04/04 15:44:20
Subject: Helbrute or dark apostle for making cultist squads feerless
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Archmagos Veneratus Extremis
On the Internet
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And that's why you take two of said units so you have 70 of the ill-equipped buggers running up the board in a giant mob screaming obscenities at your opponent's army.
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![[Post New]](/s/i/i.gif) 2014/04/04 22:35:28
Subject: Helbrute or dark apostle for making cultist squads feerless
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Savage Khorne Berserker Biker
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ausYenLoWang wrote:
sure ok then your locking a HQ slot in to tarpit something... are the points not better spent on killing things? or achieving your own goals, hell you might tarpit them, but your gigantic scoring units doing nothing at the same time as well.. oh and if you DO lose a challenge with your chaos HQ, overrun.... and bye bye.. that lord isnt gonna stand their forever unless you gear him out, Then he gets challenged by everything or nothing to waste his time in the combat... cos when they die... and they usually will... not fearless anymore and bye bye goes whats left of the 35man unit
if you want a tarpit, bring typhus make them zombies and GG... but really... better things to be doing with those points id say... almost lol
Actually...The Helcult formation makes the cultists fearless and if and when the Helbrute dies, the cultists then have the zealot rule, which is fearless AND hatred. So the cultists squads actually get better if the Helbrute dies.
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It is the 3rd Millennium. For more than a hundred months Games Workshop has sat immobile on the Golden Throne of Nottingham. It is the foremost of wargames by the will of the neckbeards, and master of a million tabletops by the might of their inexhaustible wallets. It is a rotting carcass writhing invisibly with business strategies from the early Industrial Revolution Age. It is the Carrion Lord of the wargaming scene for whom a thousand veteran players are sacrificed every day, so that it may never truly die. Yet even in its deathless state, GW continues its eternal vigilance. Mighty battleforce starter-sets cross the online-store-infested miasma of the internet, the only route between distant countries, their way lit by a draconian retail trade-agreement, the legal manifestation of the GW's will. Vast armies of lawyers give battle in GW's name on uncounted websites. Greatest amongst its soldiers are the Guardians of the IP, the Legal Team, bio-engineered super-donkey-caves. Their comrades in arms are legion: the writing team and countless untested rulebooks, the ever vigilant redshirts, and the writers of White Dwarf, to name only a few. But for all their multitudes, they are barely enough to hold off the ever-present threat from other games, their own incompetence, Based Chinaman - and worse. To support Games Workshop in such times is to spend untold billions. It is to support the cruelest and most dickish company imaginable. These are the tales of those times. Forget the power of sales discounts and Warhammer Fantasy Battle, for so much has been dropped, never to be re-published again. Forget the promise of cheaper digital content and caring about the fanbase, for in the GW HQ there is only profit-seeking, Space Marines and Sigmarines. There is no fun amongst the hobby shops, only an eternity of raging and spending, and the laughter of former employees who left GW to join better companies. |
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![[Post New]](/s/i/i.gif) 2014/04/04 23:11:56
Subject: Helbrute or dark apostle for making cultist squads feerless
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Decrepit Dakkanaut
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Hellbrute 10 times out of 10.
A throng of cultists following a particularly charismatic space marine is interesting.
A throng of cultists following a demonically possessed vehicle that they worship as a god that, when it dies, causes them to go into a homicidal frenzy? Much more interesting.
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![[Post New]](/s/i/i.gif) 2014/04/05 02:32:38
Subject: Helbrute or dark apostle for making cultist squads feerless
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Fixture of Dakka
Chicago, Illinois
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I think a super fun and someone has posted it before would be the deep striking Helbrute Squad in a Nurgle army with deep striking Oblits and other units that kind of get in your face.
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If I lose it is because I had bad luck, if you win it is because you cheated. |
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![[Post New]](/s/i/i.gif) 2014/04/06 07:47:35
Subject: Helbrute or dark apostle for making cultist squads feerless
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Khorne Veteran Marine with Chain-Axe
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Helcult > Dark Apostle
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This message was edited 1 time. Last update was at 2014/04/06 07:47:57
-I dedicate these deaths to Odin Allfather, Spearshaker, One Eye.
Rock hard, ride free, and hold the heathen hammer high!
"Orkses is never beaten in battle; if we win, we win, if we die, we died fightin' so it doesn't count, and if we leg it, we always come back for anuvver go, see?"
God, I'd love to shunt the Hulk into the Eye of Terror and see what comes out. -Reiner
"Sons of the Last Breath"
"Host of Shattered Purity"
"Kabal of the Dying Sun, Cult of Marrow Excised, Coven of Lambent Hunger" |
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![[Post New]](/s/i/i.gif) 2014/04/06 08:38:06
Subject: Helbrute or dark apostle for making cultist squads feerless
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Longtime Dakkanaut
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If the apostol was an elite like sm chaplains , it would be harder to pick between them. Him being an HQ makes the hellbrute formation much better.
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![[Post New]](/s/i/i.gif) 2014/04/06 09:27:46
Subject: Helbrute or dark apostle for making cultist squads feerless
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Regular Dakkanaut
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How about themeing it up and going apostle and HB?
I mean who doesn't want a frothing horde of gibbering cultists and psychotic robots and the preacher who tainted their world's rebel populations.
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![[Post New]](/s/i/i.gif) 2014/04/06 15:57:23
Subject: Helbrute or dark apostle for making cultist squads feerless
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Longtime Dakkanaut
Cheyenne WY
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sub-zero wrote:The biggest problem that I see with cultist squads is the fact of them not being fearless. You can add a dark apostle to the squad thereby making them fearless, but with the addition of the new Helbrute dataslate (the Helcult formation specifically), you get (2) squads of fearless cultists and a Helbrute. Now being that the Helbrute and the dark apostle are roughly the same price 100 vs.105 respectively, which is the preferred method to make cultists fearless?
I'd say the Helbrute Cult is a better buy, it is outside FOC, so it's extra stuff...  The only "other" way to get fearless Cultists is to Zombiefy them, I believe....Also I think that adding a HQ not only takes a slot, but it can be challenged/snipered away...
Helbrute cultist seek to avenge their fallen idol.... So... I'd reccomend Chaos marines for Inf in the main force, and Helbrute Cult as a formation add on...
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The will of the hive is always the same: HUNGER |
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