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Made in us
Lead-Footed Trukkboy Driver



On the back of a hog.

Pistol/ccw or autoguns? Why?
   
Made in us
Decrepit Dakkanaut




You keep them default, because putting more points into them is a waste of time. They're there to capture objectives. Nothing more, nothing less. They can't do anything else effective anyway.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Auspicious Daemonic Herald





Why would I want to spend points on my crappy troop tax?
   
Made in au
Missionary On A Mission




Australia

Heavy Stubbers, because Heavy Stubbers are the greatest weapon in the game.


 
   
Made in za
Jovial Plaguebearer of Nurgle





South Africa

Mark of nurgle and ccw just so they are that bit harder to kill.

Facts are chains that bind perception and fetter truth. For a man can remake the world if he has a dream and no facts to cloud his mind. 
   
Made in us
Hellacious Havoc




Kansas, USA

I tend to run mine as zombies with Typhus. That being said, Cultists are really just there to get shot at and stand on objectives.

I have used them offensively once by pouring too many points into them by maxing the squad and giving them all MoK and put them in with Kharne. 35 cultists with rage makes 140 S3 attacks on the charge. Counting in overwatch, its still around 100 I think. (I'm not for certain, mostly experience, not math-hammered.) Not counting Kharne. Really, its just fun to see the look on your opponent's face when you roll all those dice. Almost as good as when the stars align on a charge with spawn and your 5 spawn have 40 attacks. Plus, cultists are fodder anyway, so there are no hurt feelings when kharne starts "red-misting" them on his backswings.

"Because we couldn't be trusted. The Emperor needed a weapon that would never obey its own desires before those of the Imperium. He needed a weapon that would never bite the hand that feeds. The World Eaters were not that weapon. We've all drawn blades purely for the sake of shedding blood, and we've all felt the exultation of winning a war that never even needed to happen. We are not the tame, reliable pets that the Emperor wanted. The Wolves obey, when we would not. The Wolves can be trusted, when we never could. They have discipline we lack, because their passions are not aflame with the Butcher's Nails buzzing in the back of their skulls.

The Wolves will always come to the heel when called. In that regard, it is a mystery why they name themselves wolves. They are tame, collared by the Emperor, obeying his every whim. But a wolf doesn't behave that way. Only a dog does.

That is why we are the Eaters of Worlds, and the War Hounds no longer."
- Eighth Captain Khârn  
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

Cultists in the backfield with autoguns and a stubber can be okay, as long as they are in ruins. At least then they can contribute to the battle (other than dying and giving you a tithe point if you're playing Daemonkin). Not much of a contribution, but then autoguns only cost 1 point each, so...eh.

My armies (re-counted and updated on 11/7/24, including modeled wargear options):
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Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2024: 40 | Total models painted in 2025: 25 | Current main painting project: Tomb Kings
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Made in us
Tzeentch Veteran Marine with Psychic Potential





 ZergSmasher wrote:
Cultists in the backfield with autoguns and a stubber can be okay, as long as they are in ruins. At least then they can contribute to the battle (other than dying and giving you a tithe point if you're playing Daemonkin). Not much of a contribution, but then autoguns only cost 1 point each, so...eh.


Autoguns only cost 25% of their default value. If you're using them as wounds, you can get another cultist for every 4 of them...

It's called a thick skin. The Jersey born have it innately. 
   
Made in us
Sword-Bearing Inquisitorial Crusader





North idaho/ Washington

As zombies or as naked cultists is my vote. Giving them marks and weapons raises their points but not their effectiveness it seems. They are not guardsmen or even cultist and so to me it seems why try to pretend? We have Renegades and Heretics who already try.

I would sign this contract but I already ate the potato

GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.  
   
Made in gb
Longtime Dakkanaut




Autopistols.

And then if I have 2/3 points left in my list, I go crazy and give them a shotgun.

DFTT 
   
Made in us
Tunneling Trygon






I give them whatever I have on the model. WYSIWYG. So 8 Autoguns per unit of 18. The Stubber sees some use, but never the Flamer. No point on 5pts for a D3 Wall of Death. Not when I can just spend that amount on most of those Autoguns. Stubber is just there to be annoying or I ran out of guys that need a melta bomb.
   
Made in gb
Dakka Veteran






A good way to run cultists if you like them and don't just want them barebones to hold objectives is the Helcult formation. At least they wont run away with fearless and can confer a nice 3+ to your Helbrute. If you max out both squads to 35 then you are not wasting 'extra wounds' on weapon upgrades after that point because the squads are maxed (and fearless). Recommend mark of Tzeentch or mark of Nurgle and three flamers.
   
Made in se
Ancient Space Wolves Venerable Dreadnought






I... actually don't know. Help?

Autoguns on objectives.

To Valhall! ~2800 points

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Made in il
Warplord Titan Princeps of Tzeentch






Earthshakers via lost and damned.

Nothing quite says "feth you loyalists" like a bunch of cultists operating an artillery battery.

can neither confirm nor deny I lost track of what I've got right now. 
   
Made in ca
Fresh-Faced New User




Sorry if I repeat anything, just tell me (or my writing just sucks).

Waste:
(So I play imperial guard, and my friend plays renegades and the worst part of the game is when I try to shoot him with my 100-150 possible shots but then he charges me turn 1 or 2 with the other uint 35 guys giving him 105 attacks followed by some lord with terminator armor to hold me up and let the remaining part of his army ruin my tanks or camp objectives.)

-(The Important part)
So that being said I believe that best choice would be basic cultist because you will never beat guard in a shooting match weather I bring conscripts or proper guardsmen because I have orders which I believe you do not have,meaning you can't possible do good when shooting unlike when you bring basics and can ruin my day with a charge.

Basic units also make great bubble wrap because they are cheap and will take a charge well.

This message was edited 1 time. Last update was at 2015/11/24 17:09:01


 
   
Made in us
Oozing Plague Marine Terminator





I give two units CCW, and two units Auto guns because that's how they come in Dark Vengeance... no other upgrades. They are just my two CAD tax. They GtG and hold objectives as long as they can.
   
Made in us
Lesser Daemon of Chaos




New England

Barebones naked- as few points as possible. They're a tax. Throw them on your backfield objectives and spend points on one of our other few units that can actually do something.
Cultists aren't good- they are a popular choice because they are a cheap option to fill your troops- you defeat the purpose of them if you spend extra points on them.
   
Made in ca
Monstrously Massive Big Mutant





Canada

They're useless with points invested into them, useless even when naked. So just run them naked and score a point for every one of them left after your first 3 rounds, because any of them left alive after that should be freaking nominated as Daemon Prince Food.

Seriously, they're bad, keep them that way and cheap. All they're good for is running towards objectives and hiding like pansies in forests and ruins. Maybe if they could take better weapons, but as is, currently they're just a tax on the CSM army.

Life: An incomprehensible, endless circle of involuntary self-destruction.

12,000
14,000
11,000

 
   
Made in gb
Jovial Plaguebearer of Nurgle




Leicester

I currently have 2 units of 20 in my mono slaanesh list one is 2 flamers pistol ccws mark of slaanesh (these 20 boys wiped out 2 5 man Grey Hunter units on sunday) and the other 20 man unit has 2 stubbers a shotgun on the champion and 17 auto guns with mark of slaanesh. Now these 20 boys with help from my level 3 Mark of Slaanesh sorceror with the balestar thanks to prescience and misfortune managed to kill 4 wolf guard bikers before my sorceror bolt pistol ed the last one to the face
   
Made in gb
Stalwart Tribune





In the Trenchs

CCW/Pistol, Why arm the meat shields?

Praise be to Dark Sphere savior of cheapskates! 
   
Made in ca
Drone without a Controller




Canada

Nothing. If I could remove their guns and armour I would...

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Made in gb
Khorne Rhino Driver with Destroyer



York

More cultists?

www.malifauxaron.blogspot.com

My hobby blog! - Please have a read! 
   
Made in us
Judgemental Grey Knight Justicar






I have to concur with everyone here. I've been toying with variations to try and make these guys do something useful besides die for the cause, but that's really all they excel at! They have a 100% record of getting run down in close combat (for me) so far, and almost never kill anything with shooting. However, since I play Alpha Legion, I need a bunch of these little buggers running around. So I have the Dark Vengeance dudes, and I end up running two squads with autoguns and Stubber to sit in cover on Objectives, and two with pistols and a flamer to run forward and die gloriously trying to go take Objectives upfield.


 
   
 
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