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![[Post New]](/s/i/i.gif) 2016/03/27 23:38:00
Subject: Usefulness of 200 cultists.
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Regular Dakkanaut
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So hypothetically, whag if Unending Host and The Purge are banned. What can you do with 200 cultists? What tricks can you do with 200 Cultists in RH. What tricks can you do with CSM?
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This message was edited 1 time. Last update was at 2016/03/29 01:41:45
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![[Post New]](/s/i/i.gif) 2016/03/28 00:01:27
Subject: Usefulness of 200 cultists.
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Auspicious Daemonic Herald
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Well with IA13 you're 5pt Chaos Sigils are basically psuedo fearless since they ignore the first failed morale or pinning check each game turn. Plus you can give the entire blob krak grenades for 10 pts flat which is great since it lets you counter assault drop pods, MCs, and some walkers. Thats the baseline I find as it makes them versatile and hard to move for almost nothing. Also you still have Master of Hordes (its just the normal 5+ recycle) and that lets you take squads up to 30 which is pretty good.
From there if comes down to how you want to spec your units. You could go shooting focused and take a special weapon per 5 guys (the sigil takes of these) and take Militia Training for BS3. This can give you 3-5 plasma or meltas just roaming around being a neusance. Or you could go the HWT right and and take a heayv weapon every 10 guys for a bunch of support fire
Or you could go combat focused with CCW+Pistol for a ton of S3 attacks for very cheap. Take covenant of khorne on a champ for rerolls to wound and you could also ally some cheap Khorne heralds from KDK for Fearless and some power sword attacks. Also could take a Locus on that herald for Rage or Hatred.
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![[Post New]](/s/i/i.gif) 2016/03/28 00:50:32
Subject: Re:Usefulness of 200 cultists.
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Spawn of Chaos
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well, thats 40 flamers, so just use 3 rows of ten as shields and the rest to replenish them, when ever they get near an enemy move the flamers forward, and since most ordinary things will not survive 40 strength 4 templates, and if the flamers die, there are now at most 160 cultists ready to slowly pound in the face of whatever is nearby.
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![[Post New]](/s/i/i.gif) 2016/03/28 01:20:43
Subject: Usefulness of 200 cultists.
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Mekboy Hammerin' Somethin'
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Crownaxe covered it pretty well; 200 cultists can still be a great annoyance / surprisingly large threat given the upgrades (and cost for them) which Renegades and Heretics are allowed to field.
Adding onto that you also have the option to field them as mutant rambles (just throw a few mutated bits onto some of them) and add an Enforcer with Combat Stims. This turns them into a massive tarpit which is surpirisingly dangerous.
Lastly, demagogue devotions. If you're running Renegades of Vraks then you have access to Artillery Tyrant. This means that you can use your cultist squads to hold enemies in place with assaults / draw them out of cover (again with assaults) so that you can blast them to bits with arty fire.
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![[Post New]](/s/i/i.gif) 2016/03/28 16:11:04
Subject: Usefulness of 200 cultists.
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Nurgle Chosen Marine on a Palanquin
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Purge and Unending host banned? WTF is this kind of discrimination?
Outrage aside. Bring IA:13 and make your platoon squads the following.
Renegade champ/demagogue with mark of tzeentch
11 cultists with lasguns
Chaos sigil (pseudo fearless!)
Vox caster (optional - does take special weapon slot. If you don't take it, grab another meltagun.
2 melta guns
2 auto cannon teams
Krak Grenades
Militia training
Unit comes out to have about 20 wounds, and is capable of fighting just about everything. I say vox caster is optional because your opponent has to force moral in shooting, then again in assault to make you fall back. I like it because psychic shriek pops up pretty often around here, and LD5 stinks big time.
Tzeentch demagogue/champion needs to live, decline challenges, hide him well. He lets your squad snap shot at BS2. So your meltaguns can pop shots at fliers that get too close, as can your autoguns, which will move when you plan to shoot fliers, and not move when you plan to shoot vehicles.
2 platoons of that is pretty nasty. You can still bring a master of the horde, which is on a +5 your dudes come back. Not the best, but if you have 200, might as well run it!
Another demagogue unlocks grenadiers, which are basically renegade scions. They are super awesome, deep strike in with melta or plasma, hot shot, and volley guns. Tons of fun to plop them around.
Bring all that, back it up with some artillery or tanks, and have a blast! If you want some punching power, Tzeentch warlord unlocks giant chaos spawn as Lords of war (only MC, so no worries if GC are banned) you can take 3, they walk around as units of 1, and they are pretty awesome!
Like freeman said, you can also plop some enforcers in there for extra punch!
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![[Post New]](/s/i/i.gif) 2016/03/28 16:14:11
Subject: Usefulness of 200 cultists.
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Longtime Dakkanaut
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can you take a baneblade?
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DFTT |
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![[Post New]](/s/i/i.gif) 2016/03/28 17:52:19
Subject: Usefulness of 200 cultists.
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Regular Dakkanaut
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Lately with the restrictions they place on me, no. Even if the rules are free download able off of forge world, they wont allow it unless its 1500-1850pts and even then I am not interested in more future purchases as large as a baneblade.
gwarsh, crown, phantom, morganfreman, thank you for suggestions.
gwarsh, my community already have house ruled that hwt count as one model not 2 in determining the 15-20 model count to unlock 4 special gears (1 sigil, 1 vox, 2 meltaguns). Under their rules, that is at most 18 models not 20. They are forcing me to pay for 2 more bodies. no big deal but wanting to point out their nit picking me so much.
I am intriguing by the 2nd arch demigogue unlocking grenadiers.
crownaxe, for some reason my community house ruled that krak grenades can not be used in infanrty vs infantry/mc/cav/beast/biker combat. Kraks can still be used on walkers and vehicles tho.
I like the fearless khorne melee but dont want to buy daemons at the moment. Maybe in the future.
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This message was edited 1 time. Last update was at 2016/03/28 17:53:48
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![[Post New]](/s/i/i.gif) 2016/03/28 18:34:23
Subject: Usefulness of 200 cultists.
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Crushing Black Templar Crusader Pilot
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Your local community sound like massive douches
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Relapse wrote:
Baron, don't forget to talk about the SEALs and Marines you habitually beat up on 2 and 3 at a time, as you PM'd me about.
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![[Post New]](/s/i/i.gif) 2016/03/28 18:53:13
Subject: Usefulness of 200 cultists.
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Regular Dakkanaut
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The irony is that they called me out as WAAC TFG trying to destroying their fun community for trying to play an over powered and imbalanced Unending host while we got some guy with 5 Imperial Knights, another guy with 4 Wraith Knights, Another eldar with a bunch of jetbikes and 2 Wraithknights, 3 Necron Decurion, 4 ghost keels/riptide wing, 2 Gladius Player, A war convocation player are all running around etc... yeah I am a douche bag for trying to play 200 wimpy cultists.
oh and i am beating a dead horse, Owning the Rights to play said army. Just pushing me over the limit.
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This message was edited 1 time. Last update was at 2016/03/28 18:57:09
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![[Post New]](/s/i/i.gif) 2016/03/28 19:24:00
Subject: Re:Usefulness of 200 cultists.
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Nurgle Chosen Marine on a Palanquin
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Here is a chart for which HQ unlocks which units
Bloody Handed Reaver is the one.
Is this a tournament restricting the army, or just your local shop? Do they go through every army with a fine tooth comb and tear them apart? Im honestly really curious. No one where I play had ever even heard of renegades until I started playing them this year. It's crazy to hear of a place where not they have banned their detachments. Did your area just get stuck in 6th edition and seize up when the first unique detachment was released? It's like banning crimson slaughter and company of the great wolf, its bananas.
Well, you don't need the Purge for Purge shenanigans. Ordnance Tyrant from Siege of Vraks is what lets you shoot into CC and bring artillery in elite and troops. Purge is just a really nice detachment for it, and lets you salt the earth. Purge is pretty lackluster compared to unending host, which is just a pain in the butt lol.
I don't know how uptight dakka is about other forums being posted, but bolter and chainsword has a pretty active sub forum for renegades and heretics. They were really helpful when I was getting my army up and running.
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This message was edited 1 time. Last update was at 2016/03/28 19:29:53
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![[Post New]](/s/i/i.gif) 2016/03/29 00:45:56
Subject: Usefulness of 200 cultists.
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Noise Marine Terminator with Sonic Blaster
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Anyone who is willing to deploy and field that many models should be allowed to play.
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![[Post New]](/s/i/i.gif) 2016/03/29 01:38:56
Subject: Usefulness of 200 cultists.
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Regular Dakkanaut
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Lols, this guy who plays a little bit of each army decided to buy the Imperial Armor: Siege of Vraks book a bout a week ago and it arrived. He told me he quicklh skimmed thru the book and said I played it wrong. So I dunno if he is right because i thought i was playing it right by the pdf and watching battle reports.
First he told me the 2 mandatory platoon squads must be a maximum of 30 each. So according to him I was supposed to have 2x30 platoon Command Squads, and 4x30 infantry squads.
Then he goes to tell me that if the Arch demigogue dies then the revive is no longer in play because he is the one confering the power to the infantry squads.
Then he tells me that if the slain infantry squad goes into on going reserves then they can never have out flanking. Not sure if he is right about that because RAI should allow outflanking.
For laughs I asked if I can borrow it the book for any up coming tournament. Lols, he told me, "No, buy your own. I bought this so I can play RH in the next tournament." I asked him how much had he collected. He smugly told me 0% but he just likes having the option to play it by owning the book. He ask me then why wont I just be a man and buy the book like an adult would. I told him its just not important to play in a tournament anymore.
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This message was edited 2 times. Last update was at 2016/03/29 01:51:36
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![[Post New]](/s/i/i.gif) 2016/03/29 02:04:21
Subject: Usefulness of 200 cultists.
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Auspicious Daemonic Herald
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Grief wrote:Lols, this guy who plays a little bit of each army decided to buy the Imperial Armor: Siege of Vraks book a bout a week ago and it arrived. He told me he quicklh skimmed thru the book and said I played it wrong. So I dunno if he is right because i thought i was playing it right by the pdf and watching battle reports.
First he told me the 2 mandatory platoon squads must be a maximum of 30 each. So according to him I was supposed to have 2x30 platoon Command Squads, and 4x30 infantry squads.
That's wrong. They get the option to take 30 man squads, its not mandatory. He's misreading the sentence (the "and" makes them seperate clauses)
Then he goes to tell me that if the Arch demigogue dies then the revive is no longer in play because he is the one confering the power to the infantry squads.
This one is debatable, it's not very clear. I've seen it ruled both ways
Then he tells me that if the slain infantry squad goes into on going reserves then they can never have out flanking. Not sure if he is right about that because RAI should allow outflanking.
The rule specifically says they get outflank when re-entering play after being destroyed. They don't have outflank otherwise.
Like I said in a different thread, I suggest find other people to play with.
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![[Post New]](/s/i/i.gif) 2016/03/29 07:20:28
Subject: Usefulness of 200 cultists.
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Furious Raptor
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Two squads of mutants, Enforcers with combat drugs, covenant of khorne, shotguns. These are a moving screaming shield of dead men. Laugh at their impending doom.
Go Ordnance Tyrant, The Purge. Quad Mortars, and Medusa with Breacher Shells. Everywhere. Use the rest of the cultist to make as many msu squads as possible, tie up the first things you can reach, then start dropping pie plates on people. You get cover saves from the mutants, so just screen forward. Take convenant of tzeentch and you can get autocannons that shoot on the move at 5+, so not a bad deal since your BS sucks anyway. They actually shoot flyers on a 5 also.
Heavy Mortars make all kinds of difficult terrain, the Purge leaves gas clouds everywhere, and you can drop 1-3 Soul Grinders and a Tzeentch herald in the back with a few horrors for some divination. Prescience on your Medusa Cannons will basically ruin any clusters of matter and 2 Soul Grinders can charge anything that gets close to your artillery core while spitting on things.
Bonus if you fit in an Aegis.
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This message was edited 1 time. Last update was at 2016/03/29 07:22:28
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