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Made in us
Stalwart Space Marine




Core of Terra

I ask this for my chaos cultists because they make great shields for other units and I have them as kind of a central part of my army but is it worth bringing them for how weak they are? The only thing I can thing of to keep them alive longer is to keep them in really big units rather than the normal ten man squad. Also what I am typically facing off against is a infantry heavy marines list with lots of bolters and blast weapons.
   
Made in pr
Longtime Dakkanaut




Minneapolis, MN

Your basic assumption is wrong: cultists are very strong in Kill Teams.

This message was edited 2 times. Last update was at 2014/09/30 16:07:51


 
   
Made in no
Stealthy Grot Snipa





If you know you're playing kill points, then there's not much point in bringing Cultists. They're basically built for objective games; either by being cheap backfield scorers, or speed bumps.

Since there will be no objectives to take, and speed bumping is just handing VPs to your opponent, bringing Cultists to a KP game is practically the same as playing with a points deficit.

 DanielBeaver wrote:
Your basic assumption is wrong: cultists are very strong in Kill Teams.


Cool story, bro. Not really relevant to a thread about kill POINTS is it, though?

"The Emporer is a rouge trader."
- Charlie Chaplain. 
   
Made in us
Dark Angels Librarian with Book of Secrets






Depends what you're playing. In Kill Points, they lose some of their effectiveness. But if you bring a large group of them with Typhus, they're a pretty effective tar pit unit with FNP. That and Infiltrate can make them really fun. They won't kill a lot, but are a good distraction tool if that's what you need

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Made in us
Sneaky Sniper Drone






 DanielBeaver wrote:
Your basic assumption is wrong: cultists are very strong in Kill Teams.




I think I'm missing something youre getting at. If you mean they are good because they are dirt cheap and pull fire from more valuable units, then yeah. If you mean they do something other than die to a stiff breeze well, can't say that I agree.....

Back on topic though, like I just said, they are good for pulling fire from more valuable units and filling those requisite troops choices so you can put more points into the parts of the Chaos Marine codex that get stuff done.

 
   
Made in de
Swift Swooping Hawk






I underestimated them as well,until I tried a 20 blob with auto gun and flamer. The power of many dice is higher than one would expect.

My armies:
Eldar
Necron
Chaos Space Marines
Grey Knights
Imperial Knights
Death Guard
 
   
Made in us
Stalwart Space Marine




Core of Terra

Thanks for your thoughts and stuff. So all in all they should just go home when it comes to a kill point game. Are there any other CSM units that you can think of that just aren't worth it? Most of them excluding the cultists don't seem to weak.
   
Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

Guys...

Kill Points =/= Kill Teams

Come play games in West Michigan at https://www.facebook.com/tcpgrwarroom 
   
Made in us
Douglas Bader






This is why you're supposed to roll for the mission objectives at the start of the game.

There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in pr
Longtime Dakkanaut




Minneapolis, MN

Yeah, I looked at the thread quick and thought that the OP was talking about Kill Teams...

...but they're still good as 35 man blobs in Kill Points games. At that squad size, they're not so easy to break (need to kill 9 before it even triggers a morale test), and can deliver an lot of S3 shots and be fairly threatening in close combat to boot.

Obviously their core strengths lie in cheap objective-holding, but they bring a deceptive amount offensive capability for how little you pay for them. Chaos tac squads have better mobility (with rhinos), and better AP2 options... but a squad of cultists at equivalent point cost will actually out-shoot them. For paying the troop tax, they're a decent choice even when playing for kill points.

This message was edited 4 times. Last update was at 2014/10/01 00:34:19


 
   
Made in us
Stalwart Space Marine




Core of Terra

Another quick question about them and it's a bit less general. Is it worth putting a mark of any kind on them or just get more cultists?
   
Made in us
Hellacious Havoc





Everywhere at once..

The MoT on cultist isn't necessarily GOOD but annoying for your opponent? F&%@ yes! MoN is meh at best. MoS is okay if you wanna give the unit FNP, idk why you would do that but whatever floats your boat. Finally the MoK is probably the most handy if you MUST have marks on them. But the base unmarked is probably the way to go, don't want to sink to many points into a squad that plays to die

I am changed . . . an outcast now.  
   
Made in us
Stalwart Space Marine




Core of Terra

Well I'm satisfied with these answers. What are some units from other armies that are just absolutely useless in a kill point game? Just wondering.
   
Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

What...unit...useless...

Answer is always Pyrovore.

Come play games in West Michigan at https://www.facebook.com/tcpgrwarroom 
   
Made in us
Hellacious Havoc





Everywhere at once..

or the possessed

I am changed . . . an outcast now.  
   
Made in us
Auspicious Daemonic Herald





Or Mutilators
   
Made in ca
Dour Wolf Priest with Iron Wolf Amulet






Canada

Spore Mines?

   
Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

Spore mines are much better than the others listed and I wouldn't fault someone for bringing a couple.

Come play games in West Michigan at https://www.facebook.com/tcpgrwarroom 
   
Made in us
Hellacious Havoc





Everywhere at once..

 ductvader wrote:
Spore mines are much better than the others listed


Dude, spore mines would be soooo much better then everything else on this list right now.

I am changed . . . an outcast now.  
   
Made in us
Stalwart Space Marine




Core of Terra

You know I have seen a lot of hate for spore mines but have never seen them fielded so I wonder just how bad they really are. Like on a scale of 1 out of 10 just how awful?
   
 
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