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Made in ca
Dakka Veteran





Not sure where to put this thread... but questions about Chaos Cultists.

Which do people think would be better?
Pistol & CCW guys with a flamer x 10, 20,or 30? (3 flamers?)
Autogun & Stubber guys x10, 20, 30? (3 stubbers?)

I hear they're 4pts a dude.

I was also wondering if anyone knew if you could mix and match in Shotguns and CCW-Pistol, I've got an old Delaque gang numbering 12 models, 2 juvies with CCW&Pistol, couple of Shotgun guys, a Heavy Stubber, and the rest Autoguns.
   
Made in gb
Guard Heavy Weapon Crewman




Obviously we don't have the rules yet, but I reckon cultists might be best when armed with autoguns. What with the buff to rapid fire in the new edition and all that. Advance and fire, then burn or whatever. I doubt the cultists would be any good in melee if they had CCWs anyway.

4pts a dude? God they must be awful. Conscript-like!!

I imagine you can mix and match, I reckon that fits in with them not being the most organised and regular of fighting units.

   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

If they can take marks, then it's up for grabs, if not, autoguns all the way.

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Made in gb
Warp-Screaming Noise Marine




England

30 with autoguns and flamers a nice meatey shield for my Noise marines, and if noise marines are only 16 pts a model i will need to change my pants. I like the idea of cultists Chaos now finally have that expendable troops choice that can sit on an objective, bubblewrap the tanks or provide a speedbump for your valuable troops and heavy wepons teams
   
Made in gb
Longtime Dakkanaut






HATE Club, East London

I wonder if they will be similar to the Tyrant's Legion from IA10.

Though guards may sleep and ships may lay at anchor, our foes know full well that big guns never tire.

Posting as Fifty_Painting on Instagram.

My blog - almost 40 pages of Badab War, Eldar, undead and other assorted projects 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Crimson-King2120 wrote:
30 with autoguns and flamers a nice meatey shield for my Noise marines, and if noise marines are only 16 pts a model i will need to change my pants. I like the idea of cultists Chaos now finally have that expendable troops choice that can sit on an objective, bubblewrap the tanks or provide a speedbump for your valuable troops and heavy wepons teams

I wonder if they run away after a few casualties or are they fearless, or can they be made fearless?

This message was edited 1 time. Last update was at 2012/08/28 09:13:48


Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Morphing Obliterator





The Frigid North of Minneapolis

In general, 6th seems to have buffed shooting at the expense of assault. So my guess, based solely on that, would be that MOAR DAKKA is the way to go over more assault troops, who will probably get shot to ribbons before they are even in variable and uncertain assault range.

But we'll have to wait and see when the Chaos Dex comes out.

-C6


Automatically Appended Next Post:
 wuestenfux wrote:
Crimson-King2120 wrote:
30 with autoguns and flamers a nice meatey shield for my Noise marines, and if noise marines are only 16 pts a model i will need to change my pants. I like the idea of cultists Chaos now finally have that expendable troops choice that can sit on an objective, bubblewrap the tanks or provide a speedbump for your valuable troops and heavy wepons teams

I wonder if they run away after a few casualties or are they fearless, or can they be made fearless?


Not sure about this, but I think there's some kind of Word Bearers-esque Dark Apostle kind of dude that buffs morale somehow. Seems he'd be a must-take with Cultists, who will likely wither under sustained fire, and have low morale.

This message was edited 1 time. Last update was at 2012/08/28 20:41:49


 
   
Made in au
Frenzied Berserker Terminator




In your squads, doing the chainsword tango

It might be cool to see allied guard with chaos for the ultimate cult experience

IG allies, take 2 vet squads for troops (veteran/blessed cultists, mutate the models a bit ) which then gives you access to guard artillery/tanks/flyers, and hordes of cultists/CSM heavy/fast support to run into the teeth of the enemy guns whilst your vets do the capping.

Whilst it wouldn't work terribly well It would be fun and look glorious on the field

   
Made in ie
Devestating Grey Knight Dreadknight





Limerick

Yay another Chaos tactics thread about a book that isn't out yet. As an example of what I mean, you say you heard Cultists are 4pts, but my sources say 6pts.

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Made in au
Frenzied Berserker Terminator




In your squads, doing the chainsword tango

realistically i must agree. I don't mind the new book that isn't out being discussed. But tactics is not the place for it. All we can do is go "I'd like to use cultists as a meatshield!" or "maybe there will be vet cultists?", but no real tactics/strat discussion.

   
Made in gb
Longtime Dakkanaut




For one thing for certain we can say is necromunda is an awesome game and cultists are suitable awesome models for said game.
IG would make a reasonable theme gang as well.

If only the existing necromunda models were so damn cute
   
Made in us
Heroic Senior Officer





Western Kentucky

All I know is that their stats are the same as a guardsman, barring a 6+ armor save. Add in that autoguns and pistols are just lasguns, and basically you're looking at crappier guardsmen. At least they're not LD 5 like conscripts though.

So unless they have marks, or something else going for them (which it doesn't look like when their special weapons are heavy stubbers and flamers) they'll probably be just what they are in the fluff, expendable meatshields who's only job is die first and use up the enemy's ammo.

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

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Made in au
Frenzied Berserker Terminator




In your squads, doing the chainsword tango

 MrMoustaffa wrote:
All I know is that their stats are the same as a guardsman, barring a 6+ armor save. Add in that autoguns and pistols are just lasguns, and basically you're looking at crappier guardsmen. At least they're not LD 5 like conscripts though.

So unless they have marks, or something else going for them (which it doesn't look like when their special weapons are heavy stubbers and flamers) they'll probably be just what they are in the fluff, expendable meatshields who's only job is die first and use up the enemy's ammo.


I really hope not. I mean, I can ally with guard to get cheap expendable meatshields. Those shields also grant me access to Leman russ/manticore/bassy/vendetta's.

   
Made in us
Khorne Rhino Driver with Destroyer





Depths of the Webway

I think Cultists were added because GW really wants allies to sell its failing Daemon line and not its popular Guard line. I have started a Chaos army (blog in signature) and plan to ally guard for the tanks. Cultists, while I love the models, kinda get on my nerves as another player who makes do with predators can get Marines, Guard AND Demons into a single list. They really are meat shields and present an alternative to mech lists. Can also be nice cheap objective grabbers (20 with 2 stubbers can run you about 90 pts). They won't have marks so they have little cc potential (besides running 30 into a ten man squad and tarpitting them to death). In the end, I'm thinking of running a squad. the 20+stubbers is cheap and allows my allied chaos vets to engage in midfield operations.

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Made in gb
Longtime Dakkanaut




Actually I think the cultists are nice and fluffy. Compared to just having the masses of IG and marine armies fall to chaos.

Then their weapons have been missing. Autoguns and heavy stubbers, nice to see them again(yes, IG had at least heavy stubbers.) It is fluffy to see the weapons not usually used by armies but that are still common. In particular what goes unmentioned goes the way of the squat.
   
Made in us
Killer Klaivex




Oceanside, CA

 wuestenfux wrote:
Crimson-King2120 wrote:
30 with autoguns and flamers a nice meatey shield for my Noise marines, and if noise marines are only 16 pts a model i will need to change my pants. I like the idea of cultists Chaos now finally have that expendable troops choice that can sit on an objective, bubblewrap the tanks or provide a speedbump for your valuable troops and heavy wepons teams

I wonder if they run away after a few casualties or are they fearless, or can they be made fearless?


Fearless is the big question. If you can make them fearless, they'd make a good meat shield for a chaos lord to bunker down in.

-Matt

 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
Made in us
Daemonic Dreadnought






HawaiiMatt wrote:
 wuestenfux wrote:
Crimson-King2120 wrote:
30 with autoguns and flamers a nice meatey shield for my Noise marines, and if noise marines are only 16 pts a model i will need to change my pants. I like the idea of cultists Chaos now finally have that expendable troops choice that can sit on an objective, bubblewrap the tanks or provide a speedbump for your valuable troops and heavy wepons teams

I wonder if they run away after a few casualties or are they fearless, or can they be made fearless?


Fearless is the big question. If you can make them fearless, they'd make a good meat shield for a chaos lord to bunker down in.

-Matt


Or a reroll like our current iocg. Ld 10 from the hq and a reroll doesn't tend to break.

Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.


 
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

 schadenfreude wrote:
HawaiiMatt wrote:
 wuestenfux wrote:
Crimson-King2120 wrote:
30 with autoguns and flamers a nice meatey shield for my Noise marines, and if noise marines are only 16 pts a model i will need to change my pants. I like the idea of cultists Chaos now finally have that expendable troops choice that can sit on an objective, bubblewrap the tanks or provide a speedbump for your valuable troops and heavy wepons teams

I wonder if they run away after a few casualties or are they fearless, or can they be made fearless?


Fearless is the big question. If you can make them fearless, they'd make a good meat shield for a chaos lord to bunker down in.

-Matt


Or a reroll like our current iocg. Ld 10 from the hq and a reroll doesn't tend to break.


if you are WS3 T3 6+ save, you can end up leaking a TON of wounds and getting down to Ld 2 with a reroll or some such


Automatically Appended Next Post:
 Godless-Mimicry wrote:
Yay another Chaos tactics thread about a book that isn't out yet. As an example of what I mean, you say you heard Cultists are 4pts, but my sources say 6pts.


I saw 4pt/model as well. I dont seem them being worse than vanilla guardsmen AND more expensive.

This message was edited 1 time. Last update was at 2012/09/02 00:58:05


Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in nz
Longtime Dakkanaut





New Zealand

My guess is that they'll be slightly cheaper than the IG equivalent, but have some "officer" options (at additional cost) to do something useful/interesting that IG don't have. Fearless or Infiltrate or something? One would like to think GW haven't produced close combat cultist models without some rules to make them actually worth taking...
   
Made in us
Killer Klaivex




Oceanside, CA

 Clang wrote:
My guess is that they'll be slightly cheaper than the IG equivalent, but have some "officer" options (at additional cost) to do something useful/interesting that IG don't have. Fearless or Infiltrate or something? One would like to think GW haven't produced close combat cultist models without some rules to make them actually worth taking...

10 Chaos Cultist with close combat weapons; they fight like 20 guardsmen! Or, like 4 orks.

-Matt

 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Well, I like the look of the models. If GW is able to provide decent rules for them, they will also be purchased regularly, not only the starter box.

Its funny that GW sells models for which there are no rules out at the moment.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in gb
Warp-Screaming Noise Marine




England

i thought the rules for them were in the DV boxset
   
Made in gb
Renegade Inquisitor de Marche






Elephant Graveyard

Allying with IG might be interesting...
Grab a deathstrike for a shiny time...
Unless Chaos get something shinier...

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Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Crimson-King2120 wrote:
i thought the rules for them were in the DV boxset

Smart move.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

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Made in gb
Longtime Dakkanaut




The rules in AoBR didn't give all the ork and marine rules.
How about just waiting until the new codex when a new thread be started I am sure?
   
Made in us
Lone Wolf Sentinel Pilot




I say pistol/CCW might be better, either way their shooting will be terrible, but with the CCW/pistol they can be slightly better in assaults and be a fine tarpit or living shield for valuable units, which is both useful and fluffy.
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

Buttons wrote:
I say pistol/CCW might be better, either way their shooting will be terrible, but with the CCW/pistol they can be slightly better in assaults and be a fine tarpit or living shield for valuable units, which is both useful and fluffy.


their shooting wont nessisarily be terrible. take a unit of 20(a unit of 10 comes out to the same cost as an IG squad with worse saves/order) 20 shots at 12-24" or 40 shots <12". Half hit and you are talking a lot of chances to wound for 90 points.

If they cannot get fearless, or stubborn, their CC ability is severely questioned. On the charge you get 3 attacks, but you are going to take so many casualties before you strike it will make your head spin.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in gb
Warp-Screaming Noise Marine




England

to be frank i play orks if you have enough bodies BS2 is not a problem 20-30 cultists can still cough out some serious firepower
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

Crimson-King2120 wrote:
to be frank i play orks if you have enough bodies BS2 is not a problem 20-30 cultists can still cough out some serious firepower


the Str3 is going to hurt the overall damage a bit but yeah, cheap models with rapid fire weapons can be scary.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in us
Dakka Veteran





I'd really like to see Cultists as an upgrade for chaos marine squads. They can attack and die like a standard model of squad, but they can also be sacrificed by the marine squad to gain special abilities (even random ones).

So, the number of times a squad could get a random power is limited to the number of cultists a squad has, and the cultists could even be used to soak up hits. Isn't that what cultists are for anyway? heh.




 
   
 
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