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![[Post New]](/s/i/i.gif) 2017/09/13 00:20:50
Subject: Cultists for Thousand Sons lists?
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Dakka Veteran
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I've got about 16 AoS Kairic Acolytes leftover from a project, and was thinking of using them for some Cultists for my Thousand Sons. In AoS, they'd come equipped with stock swords and shields, so I'm tempted to stick with that and say they have "Brutal Close-Combat Weapons," but I can easily bash together some Autogun looking things. What do you think would work best if I'm bringing Ahriman, Rubrics, and some Scarab Occult Terminators?
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![[Post New]](/s/i/i.gif) 2017/09/13 01:02:33
Subject: Re:Cultists for Thousand Sons lists?
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Sinister Chaos Marine
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I always use at least one blob of my Cultists to "teleport" into my opponents backfield with the Tide of Traitors stratagem. While I generally wait a turn or so to do this (so my opponent can waste some fire at the Cultists who are sprinting up the board) when they arrive again their goal is to charge tanks or other strong shooting units so that they will be unable to fire again until they deal with the Cultists in assault. For this reason I'd go brutal close combat weapons for the extra close combat attacks. Who knows, you might even kill something with them.
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![[Post New]](/s/i/i.gif) 2017/09/13 02:13:57
Subject: Cultists for Thousand Sons lists?
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Monstrously Massive Big Mutant
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Cultists not only are great for tie up pieces, but they also have incredible value with Thousand Sons when used for actual combat as well. Using your psykers to boost their chance to hit and with the Tzeech specific psyker power, you can hilariously enough give them a 5++ save, making them much harder to kill. With the rule of 6s always succeeding, a blob of 40 empowered by a Psyker can be devestating.
And as greenterror talked about, you can refresh that blob with the tide strategem. With a few CP focused on it, you could easily turn your pitiful 40 cultist blob into a 100+ wound unit with 5 invuln and 3 BS. For give or take 250 points (Sorcerer included)
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![[Post New]](/s/i/i.gif) 2017/09/13 10:50:59
Subject: Re:Cultists for Thousand Sons lists?
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Sinister Chaos Marine
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I usually play Iron Warriors, but now that I read what vaklor4 said I am going to have to give 5++ respawning Cultists who hit on 3+ a try!
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![[Post New]](/s/i/i.gif) 2017/09/13 18:45:13
Subject: Cultists for Thousand Sons lists?
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Dakka Veteran
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So I'm assuming based on the responses that, when people take Cultists in a Thousand Sons list, they tend to equip them with Brutal Close Combat Weapons rather than Autoguns?
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![[Post New]](/s/i/i.gif) 2017/09/13 18:48:18
Subject: Cultists for Thousand Sons lists?
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Loyal Necron Lychguard
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Thousand Sons can't use Tide of Traitors, we're excluded from everything in the CSM Codex other than points values.
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![[Post New]](/s/i/i.gif) 2017/09/14 00:44:51
Subject: Re:Cultists for Thousand Sons lists?
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Sinister Chaos Marine
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Just give your Cultists mark of Tzeetch and your Chaos Sorcerer Mark of Tzeetch and then your have "Thousand Sons". Chaos Sorcerer can then take the power to give them a 5++ and since the Cultists have Mark of Tzeetch they can benefit from the power.
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![[Post New]](/s/i/i.gif) 2017/09/14 01:25:44
Subject: Cultists for Thousand Sons lists?
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Monstrously Massive Big Mutant
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This wasn't taking Thousand Sons, this is just taking Tzeech. Also, it's a toss up. 4 point guys with 2 attacks, or 4 points for guys with good range?They're both good, but not to be mixed. Thousand Sons just benefit from Autoguns, while Khorne benefit from Brutal Assault Weapons.
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![[Post New]](/s/i/i.gif) 2017/09/15 13:13:55
Subject: Cultists for Thousand Sons lists?
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Sinewy Scourge
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Is this a Tzeentch thing? And on what does 6 always succeeds. Sorry, unfamiliar with this rule.
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![[Post New]](/s/i/i.gif) 2017/09/15 13:16:39
Subject: Cultists for Thousand Sons lists?
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Longtime Dakkanaut
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Cultists? Don't you mean Prosperine Acothralls(tm)?
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![[Post New]](/s/i/i.gif) 2017/09/15 14:43:50
Subject: Re:Cultists for Thousand Sons lists?
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Decrepit Dakkanaut
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I do "Black Legion".
Stick Abaddon with Rubrics giving them rerolls to hit. Toss VotLW on them for around 10 AP2 wounds on anything T5 through T7.
Send the sorcerer with the cultists or the scarabs for the usual tricks.
I may have a real hard time letting Abaddon go when the book hits.
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This message was edited 1 time. Last update was at 2017/09/15 14:44:02
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![[Post New]](/s/i/i.gif) 2017/09/15 18:20:55
Subject: Cultists for Thousand Sons lists?
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Monstrously Massive Big Mutant
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For wounds, if you roll a 6, you get the roll. There is never an impossible roll.
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![[Post New]](/s/i/i.gif) 2017/09/15 18:28:57
Subject: Cultists for Thousand Sons lists?
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Longtime Dakkanaut
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When wounding yes 6's always wound, but you can get negatives applied in special ways making it impossible to hit something.
Example would be a unit with a heavy weapon with a bs of 5+, when they move that becomes 6+ then the target has a modifier to shooting, like that nurgle power, making it a 7+ to hit, or an auto miss since 7+ is impossible on d6.
Just being clear here.
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![[Post New]](/s/i/i.gif) 2017/09/15 19:17:42
Subject: Cultists for Thousand Sons lists?
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Longtime Dakkanaut
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vaklor4 wrote:For wounds, if you roll a 6, you get the roll. There is never an impossible roll.
Might be right for wounds, but you can definitely get impossible rolls for hits which can then end up meaning zero hits, and so wounds rolls become irrelevant (and non-existant)
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![[Post New]](/s/i/i.gif) 2017/09/16 15:51:29
Subject: Cultists for Thousand Sons lists?
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Sinewy Scourge
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Where is the 6s always succeed for wounds rule? I can't find it.
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