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So turn 1 go second and just hide the cultist. Thus making him waste 2 turns of shooting only at cultist when the calvary comes in. Rapors go after soft troop transports and assault the guys inside.
Wrap Talons go after command squads
Hell Drakes make people at minus 3 leadership and make units in the back feild either die or run away.
Main weakness for this army would be massed knights and massed 2 plus armor. As well as mass interceptor
axisofentropy wrote: 40 cultists may not be able to survive two turns of Barrage or Drop Pods
They only need to survive 1 turn since the check to see if you have any models left on the table is at the end of a game turn, not player turn. Granted, you could fluff all of your reserve rolls, but with that many chances, it's pretty unlikely.
Peregrine wrote: What, you don't like rolling dice to see how many dice you roll? Why are you such an anti-dice bigot?