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Requizen wrote: This is the Cabal list I was thinking of running (Spawn over Hounds because I have them)
Crimson Slaughter CAD
Lord - MoN, Fist/Claw, Daemonheart, Sigil of Corruption, Blight Grenade, Melta Bomb
Cultists
Cultists
Spawn x5 - MoN Daemon CAD
Fatey
LoC - Impossible Robes, Greater Reward, Exalted Reward, ML3
Horrors x12
Horrors x11
Cabal Sorc - Bike, ML3, Sigil, Force Axe, Familiar, VotLW Sorc - Bike, ML3, Sigil, Force Axe, Familiar, VotLW Sorc - Bike, ML3, Sigil, Force Axe, Familiar, VotLW
1847/1850
20 Psychic Dice to start, two FMCs, LoC has Grim to give Fatey 2++. Summoning is an option as well, thanks to Daemons being Daemons. What do you think?
I'd swap votlw for melta bombs since spawn make you fearless anyway (will help against imperial knights and other AV 13 dreadnoughts and what not). Why not make crimson slaughter an allied detachment and drop 50 pts of cultists?
Edit: forgot you had to buy votlw because of being black legion, still I'd find some points to buy them meltabombs.
This message was edited 1 time. Last update was at 2016/06/02 17:33:03
Requizen wrote: This is the Cabal list I was thinking of running (Spawn over Hounds because I have them)
Crimson Slaughter CAD
Lord - MoN, Fist/Claw, Daemonheart, Sigil of Corruption, Blight Grenade, Melta Bomb
Cultists
Cultists
Spawn x5 - MoN Daemon CAD
Fatey
LoC - Impossible Robes, Greater Reward, Exalted Reward, ML3
Horrors x12
Horrors x11
Cabal Sorc - Bike, ML3, Sigil, Force Axe, Familiar, VotLW Sorc - Bike, ML3, Sigil, Force Axe, Familiar, VotLW Sorc - Bike, ML3, Sigil, Force Axe, Familiar, VotLW
1847/1850
20 Psychic Dice to start, two FMCs, LoC has Grim to give Fatey 2++. Summoning is an option as well, thanks to Daemons being Daemons. What do you think?
I like it. Hounds are probably better because of Scout, more wounds and and reliability of attacks but overall it looks good. Majority T6 on the star is one bonus over the hounds. Chaos Hounds from the Fantasy range are a really cheap way to get a bunch but youd have to change your list considerably to fit them instead of the spawn. The other (and probably biggest) argument for hounds is that they are able to benefit from the Grimoire and Cursed Earth. My only suggestion for the list as is would be to swap the greater on the LoC for a Lesser. The +2S from the staff is too good to pass up IMO especially since it should be rather easy to have it rocking a 2++ rerollable which is plenty durable.
Slayer-Fan123 wrote:Is the Impossible Robe entirely necessary? It is a good artifact, but it could save you some points not taking it.
It's sick good. T6 FMC with 3++ rerolling 1s (and is very easy to bump to 2++) is really, really hard to kill.
Vomikron Noxis wrote:You won't be able to take the impossible robes and the grimoire either.
Whoops, good point. Fatey wants to fly anyway, so whatever.
wtnind wrote:
Requizen wrote: This is the Cabal list I was thinking of running (Spawn over Hounds because I have them)
Crimson Slaughter CAD
Lord - MoN, Fist/Claw, Daemonheart, Sigil of Corruption, Blight Grenade, Melta Bomb
Cultists
Cultists
Spawn x5 - MoN Daemon CAD
Fatey
LoC - Impossible Robes, Greater Reward, Exalted Reward, ML3
Horrors x12
Horrors x11
Cabal Sorc - Bike, ML3, Sigil, Force Axe, Familiar, VotLW Sorc - Bike, ML3, Sigil, Force Axe, Familiar, VotLW Sorc - Bike, ML3, Sigil, Force Axe, Familiar, VotLW
1847/1850
20 Psychic Dice to start, two FMCs, LoC has Grim to give Fatey 2++. Summoning is an option as well, thanks to Daemons being Daemons. What do you think?
I'd swap votlw for melta bombs since spawn make you fearless anyway (will help against imperial knights and other AV 13 dreadnoughts and what not). Why not make crimson slaughter an allied detachment and drop 50 pts of cultists?
Edit: forgot you had to buy votlw because of being black legion, still I'd find some points to buy them meltabombs.
With the new FAQ saying only 1 Melta Bomb per Assault Phase, having it on the Lord is enough.
i think cabal work better with lot of psy dice so your list could work but still think is better put cabal into units like KDK hounds, 15-20 hounds+cabal with proper psy power is nearly unkillable e deal lot of damage and it is so large it cant be avoided, 2nd turn you can always charge into something.
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blackmage wrote: i think cabal work better with lot of psy dice so your list could work but still think is better put cabal into units like KDK hounds, 15-20 hounds+cabal with proper psy power is nearly unkillable e deal lot of damage and it is so large it cant be avoided, 2nd turn you can always charge into something.
I definitely agree, but like I said I have Spawn and don't have Hounds. Maybe in a month or so when I have cash.
So besides minor tweaks on the Houndstar and its supporting cast, what is the best way to play the Houndstar? More specifically how do you deploy against alpha strike armies (read: pretty much any shooty army nowadays) if not going first? Ive yet to see a list in this thread with reserve roll mitigation so even if choosing to outflank with reroll via a Slaanesh mounted Sorc, do you really chance coming in on 3+ reserve rolls? I suppose if youre bringing Fatey (which I do since I want the Grimoire in my list) you can dedicate his reroll to the reserve roll if its failed. If failed it sort of rules out using the Grimoire for that turn which is more or less acceptable I guess. If not Fatey or something along the lines of Bastion+Comms Relay then what? Leaving an unbuffed Houndstar on the table, even very conservatively deployed, against scatbike heavy eldar, Tau, Ad Mech, certain Marine builds etc, seems VERY risky. Unlike its Imperial counterpart, the Houndstar doesnt have anything like a buffed FNP Chapter Master to tank a lot of shooting. How do you guys deal with it?
I kind of want to run this formation allied to a Crimson Slaughter detachment with a Bike Sorc with the Prophet of Voices. Even if he has to ride solo, he's gonna have a 2+ inv/jink most of the time with the right spells/mutations, and being a daemon he can do all the heavy lifting when it comes to summoning with a familiar.
Also, how well would the Cabal work hiding behind rhinos and working their way up the field first turn? Cast Shroud, have the rhinos pop smoke, and you've got a 3+ wall of LOS breaking cover before they can hit your bikes. 3 rhinos going 12" then turning sideways should be able to cover a large amount of models.
I absolutely love the Cabal. It is the perfect formation against Tau.
I drop a Dreadclaw with a cabal in it into a gunline, split them all up and threw psychic Shrieks left and right.
Killed 3 riptides on the first turn, he didn't kill all of them (because quite frankly he had more pressing matters, seeing as an Infernal Tetrad was making its way to him) and the turn after they made a unit of broadsides run off the table and killed 2 units off pathfinders bare one model.
This message was edited 1 time. Last update was at 2016/06/07 21:00:08
You don't have to be happy when you lose, just don't make winning the condition of your happiness.
I ran against my friend's Houndstar Cabal list last week. It wasn't that effective against me - I ran Renegade Knight alongside a Decurion with 2 Canoptek Harvests, but he did manage to shoot a unit of Warriors into the side and Gauss off a couple hull points before I locked the Knight in with the Deathstar.
It's a very scary army against the right list. Tau and Eldar (especially with Stormsurges and Skathach Wraithknights respectfully) just cry against them. Assault armies are less worried, however. MSU armies aren't affected by Shroud of Deceit, but the Deathstar does Deathstar things and you have 3 Psykers with Spell Familiars to kill things in the Psychic Phase. I will expect to see this in a lot of events very soon.
- Cabal
Sorceror: ML3, VoLW, Bike, Spell Familiar, Axe, Melta Bombs
Sorceror: ML3, VoLW, Bike, Spell Familiar, Axe, Melta Bombs
Sorceror: ML3, VoLW, Bike, Spell Familiar, Axe, Melta Bombs
Sorceror: ML3, VoLW, Bike, Spell Familiar, Axe,
- KDK Allied
Herald: Juggernaut, Locus of Wrath
8 Cultist
18 Hounds
- Daemons CAD
Tzerald: ML3, Paradox
Tzerald: ML3
11 Horrors
11 Horrors
Fairly solid, but I do have a couple of recommendations. I'd put a jump pack on one of the sorcerors so that if he moves 6", he can use it in the assault phase to give reroll charge to the unit. Also, if possible, I would slap the Grimoire onto the other herald. Dropping a single ML and a bike to JP would give you points needed, or dropping 2 dogs. Looks good overall though.
I don't think the new FAQs are in effect so no rerolls from the jump pack. I am also reticent to bother with the Grimoire with out Fateweaver since a failed test is really detrimental. Hope to buff invuln with some combination of Cursed Earth, Sanctuary, and Forewarning
This message was edited 1 time. Last update was at 2016/07/12 23:38:36
Still, if you're running a hound-cabal star you have 3 issues, knights, invis death stars and tar-pitting. My own solution would be to add both Kharn and Cypher.
Wow, another formation of 3-5 models falls to a massive, table-spanning deathstar.
Exactly, you can make a cabal for 195 points, trying to turn 2 wound models into an unkillable death machine is not the best idea just keep em cheapish and get some value out of them.
Wow, another formation of 3-5 models falls to a massive, table-spanning deathstar.
Exactly, you can make a cabal for 195 points, trying to turn 2 wound models into an unkillable death machine is not the best idea just keep em cheapish and get some value out of them.
Would that even be good? You're essentially then just using them as a dice battery. With 30" range on their formation power, you're probably still able to throw it out most turns, but I'm not taking the formation just for that - it's just an easy way to put 3 sorcerers in a list. Shroud is not to be underestimated but I'd maybe just take one sorcerer and beef him up if I were going to run this formation under 200 points.