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![[Post New]](/s/i/i.gif) 2017/07/14 12:13:15
Subject: Cultists vs poxwalkers
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Regular Dakkanaut
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So i am trying to decide which unit is better.
Cultists
Pros
Cheap
Guns
Massive body count
Cons
Rubbish stats
Terrible leadership
No real save
Poxwalkers
Pros
Disgustingly resilient
Make more zombies if they kill infantry
Immune to moral
Work well with blightbringers and typhous
Cons
More expensive
Slow
No ranged attacks
Rubbish stats
Cultists can camp on objectives and shoot and have the bodies to absorb lots of damage. Poxwalkers are rubbish campers as they have no shooting. So can just be ignored until late game. Poxwalkers are to slow to reach combat unless you put lots of points into characters to help them either blight bringers or sorcerers for warptime. Plus even if they reach combat they are so pathetic they will never kill anything to create a new zombie.
What are your views on these units then dakka
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![[Post New]](/s/i/i.gif) 2017/07/14 12:14:53
Subject: Cultists vs poxwalkers
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!!Goffik Rocker!!
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both are ok for what they do. But marines are probably better.
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![[Post New]](/s/i/i.gif) 2017/07/14 13:45:05
Subject: Cultists vs poxwalkers
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Regular Dakkanaut
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The cultist are garbage, their damage output is patetic, but they are cheap! So you can use them for objectives and to protect characters from fire and deepstrikes. I tested poxwalkers a lot and they are awesome, the pox curse really change games, expecially against IG and Orks, but they need support from Typhus to work perfectly. And for 1 point more the tzaangors are even better!
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![[Post New]](/s/i/i.gif) 2017/07/14 13:46:31
Subject: Cultists vs poxwalkers
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Longtime Dakkanaut
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What about renegade mutants ?
Bit cheaper than cultists. Can use enforcers to shore up leadership (They will get character when the FAQ comes out, don't worry)
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![[Post New]](/s/i/i.gif) 2017/07/14 13:48:26
Subject: Cultists vs poxwalkers
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Regular Dakkanaut
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even if the zombies are slow, keep in mind that they still are goin to charge in the 3rd round (ur enemy cant stay in is deployment zone if he wants to take objectives), and if the enemy is more aggressive than u, movement is not a real issue.
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![[Post New]](/s/i/i.gif) 2017/07/14 14:12:01
Subject: Cultists vs poxwalkers
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Killer Klaivex
The dark behind the eyes.
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Out of interest, how many Cultists would you take in a unit?
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blood reaper wrote:I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.
the_scotsman wrote:Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"
Argive wrote:GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.
Andilus Greatsword wrote:
"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"
Akiasura wrote:I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.
insaniak wrote:
You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.
Please report to your nearest GW store for attitude readjustment. Take your wallet. |
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![[Post New]](/s/i/i.gif) 2017/07/14 14:30:01
Subject: Cultists vs poxwalkers
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Regular Dakkanaut
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Always 40 go big or go home
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![[Post New]](/s/i/i.gif) 2017/07/14 14:39:56
Subject: Cultists vs poxwalkers
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Killer Klaivex
The dark behind the eyes.
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Doesn't that lead to you being screwed by morale though?
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blood reaper wrote:I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.
the_scotsman wrote:Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"
Argive wrote:GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.
Andilus Greatsword wrote:
"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"
Akiasura wrote:I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.
insaniak wrote:
You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.
Please report to your nearest GW store for attitude readjustment. Take your wallet. |
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![[Post New]](/s/i/i.gif) 2017/07/14 15:11:28
Subject: Cultists vs poxwalkers
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Regular Dakkanaut
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20 in poxwalkers, 10 in cultist
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![[Post New]](/s/i/i.gif) 2017/07/14 15:25:29
Subject: Cultists vs poxwalkers
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Longtime Dakkanaut
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Go Poxwalkers. They are the perfect unit for taking out Astra Militarum Conscript Blobs. If they get into combat with them, you'll generate a ton more bodies!
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Galef wrote:If you refuse to use rock, you will never beat scissors. |
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![[Post New]](/s/i/i.gif) 2017/07/14 17:26:23
Subject: Re:Cultists vs poxwalkers
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Material for Haemonculus Experiments
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It's not a total solution to the morale problem for big blocks of cultists (unlike commissars and conscripts) but you can always leave a Dark Apostle nearby to up the leadership of the cultists from a 6 to a 9. Also the re-rolls in the fight phase don't hurt either.
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Inter arma enim silent legēs
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