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![[Post New]](/s/i/i.gif) 2013/01/21 20:34:49
Subject: Ahriman with cultists 40k
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Flailing Flagellant
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Just a quick one guys if i was to put Ahriman with a Blob of 35 Cultists,
would they have to have the Mark of Tzeentch? or could i have them with any of the 4 marks?
was thinking MOK for rage. better then 6++ imo.
but not sure if it was in keeping with the rules?
Thanks
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"If you think you can do a thing or think you can't do a thing, you're right.”
- 3000 + Points
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![[Post New]](/s/i/i.gif) 2013/01/21 20:37:09
Subject: Ahriman with cultists 40k
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Decrepit Dakkanaut
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Ahriman has the Mark of Tzeentch, so he can join units with the mark of Tzeentch or no mark at all per the C:CSM. So, no Mark of Khorne if you want him to join them.
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This message was edited 1 time. Last update was at 2013/01/21 20:37:50
DA:70S+G+M+B++I++Pw40k08+D++A++/fWD-R+T(M)DM+
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![[Post New]](/s/i/i.gif) 2013/01/21 20:40:25
Subject: Re:Ahriman with cultists 40k
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Flailing Flagellant
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Thanks for the fast reply. guess the 6++ will have to do lol
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"If you think you can do a thing or think you can't do a thing, you're right.”
- 3000 + Points
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![[Post New]](/s/i/i.gif) 2013/01/21 20:47:30
Subject: Ahriman with cultists 40k
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Decrepit Dakkanaut
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Why mark them at all? That's pretty pricy for a 6++.
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DA:70S+G+M+B++I++Pw40k08+D++A++/fWD-R+T(M)DM+
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![[Post New]](/s/i/i.gif) 2013/01/21 20:54:23
Subject: Re:Ahriman with cultists 40k
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Flailing Flagellant
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Well if it was 2p per model i will 100% agree.but for 1p each, gives them a small chance to not get wiped out by small arms.
i found with my SOB, getting hit by LR battle cannon having the 6++ can save 2-3 models in a unit of 10.
keeping them little buggers alive a bit longer can only help protect HQ a bit longer right?
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"If you think you can do a thing or think you can't do a thing, you're right.”
- 3000 + Points
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![[Post New]](/s/i/i.gif) 2013/01/21 23:24:40
Subject: Ahriman with cultists 40k
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Morphing Obliterator
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Mmmm, mathematically 1 on each 6 wounds will be saved due to the MoT, that means you are paying 6 points to only save 1 cultist so... 1 cultist alone would end to be cheaper than paying 6 pts to save one. Rather pay one extra model than take your chances on 6's, you can even give him an autogun and it'll be cheaper and give you one more shot/attack as well.
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This message was edited 1 time. Last update was at 2013/01/21 23:25:53
CSM 10k points
IG 3k points
Orks 2k points
WoC 3.5k points
VC 2.5k points
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![[Post New]](/s/i/i.gif) 2013/01/22 01:04:15
Subject: Re:Ahriman with cultists 40k
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Chalice-Wielding Sanguinary High Priest
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From a pure numbers standpoint, it makes more sense to simply get more Cultists with the points. Unless you have another means of providing them with an invuln save (and I can't think of any), the MoT just isn't worth it.
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"Hard pressed on my right. My centre is yielding. Impossible to manoeuvre. Situation excellent. I am attacking." - General Ferdinand Foch |
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![[Post New]](/s/i/i.gif) 2013/01/22 08:10:08
Subject: Re:Ahriman with cultists 40k
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Flailing Flagellant
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Hmmm point made, well in that case maybe just let them all have auto guns. will help with overwatch.
they will all have Fearless from HQ, wish could have MOK it would have been sweet. "rage with 2 CC weapons/fearless" 35 of the buggers lol
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This message was edited 1 time. Last update was at 2013/01/22 08:16:17
"If you think you can do a thing or think you can't do a thing, you're right.”
- 3000 + Points
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![[Post New]](/s/i/i.gif) 2013/01/23 02:23:49
Subject: Ahriman with cultists 40k
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Twisting Tzeentch Horror
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Get typhus and give them FNP...
Now a 5+ saves a third of them and if you running another HQ anyway, Typhus is prob better.
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Mess with the best, Die like the rest. |
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![[Post New]](/s/i/i.gif) 2013/01/23 02:59:46
Subject: Re:Ahriman with cultists 40k
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Khorne Chosen Marine Riding a Juggernaut
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Super Ready wrote:From a pure numbers standpoint, it makes more sense to simply get more Cultists with the points. Unless you have another means of providing them with an invuln save (and I can't think of any), the MoT just isn't worth it.
Second Power in Divination powers, gives an ally unit a 4++.
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![[Post New]](/s/i/i.gif) 2013/01/23 04:03:42
Subject: Ahriman with cultists 40k
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Blood-Raging Khorne Berserker
South Chicago burbs
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jegsar wrote:Get typhus and give them FNP...
Now a 5+ saves a third of them and if you running another HQ anyway, Typhus is prob better.
FnP does not confer to the unit. Only typhus has FnP if he joins a unit of cultists.
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![[Post New]](/s/i/i.gif) 2013/01/23 04:10:34
Subject: Ahriman with cultists 40k
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Longtime Dakkanaut
Aizuwakamatsu, Fukushima, Japan
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Typhus makes them Zombies, which have FnP. But don't have the Mark of Nurgle, so Ahriman can still join them.
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![[Post New]](/s/i/i.gif) 2013/01/23 04:14:35
Subject: Ahriman with cultists 40k
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Blood-Raging Khorne Berserker
South Chicago burbs
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Oh yeah.... Brain fart on my part... Sad part being I run typhus :(
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![[Post New]](/s/i/i.gif) 2013/01/23 05:33:13
Subject: Ahriman with cultists 40k
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Twisting Tzeentch Horror
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 Typhus good, only thing is nurgle powers bad :(
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Mess with the best, Die like the rest. |
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![[Post New]](/s/i/i.gif) 2013/01/23 05:53:00
Subject: Re:Ahriman with cultists 40k
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Longtime Dakkanaut
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Weapon Virus can be good.
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![[Post New]](/s/i/i.gif) 2013/01/23 07:03:38
Subject: Ahriman with cultists 40k
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Twisting Tzeentch Horror
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eh, 1 in 6 per shot at 24 inch range take armor save... on average kills a 12th-16th of a unit and stops a 6th of it's shots from firing... that's only slightly better then a combi-bolter vs a 10 man TAC squad. Needs to be longer range to hit their heavy support.
Gift is plain bad at long range... and enfeeble is just better at short range.
Plague wing would be good if it costed 1 warp charge.
both the other tables in the CSM book are just better.
Though Bio is still the best for Chaos to roll on in 99% of circumstances. It hurts not having the 3+ but i take a mark-less sorcerer often for this.
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Mess with the best, Die like the rest. |
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![[Post New]](/s/i/i.gif) 2013/01/23 07:29:03
Subject: Ahriman with cultists 40k
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Longtime Dakkanaut
Aizuwakamatsu, Fukushima, Japan
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jegsar wrote:
both the other tables in the CSM book are just better.
This is how we know you're joking, because the Tzeentch table is laughably bad.
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![[Post New]](/s/i/i.gif) 2013/01/23 14:12:57
Subject: Re:Ahriman with cultists 40k
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Decrepit Dakkanaut
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Slayer le boucher wrote: Super Ready wrote:From a pure numbers standpoint, it makes more sense to simply get more Cultists with the points. Unless you have another means of providing them with an invuln save (and I can't think of any), the MoT just isn't worth it.
Second Power in Divination powers, gives an ally unit a 4++.
Chaos Space Marines don't get Divination.
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DA:70S+G+M+B++I++Pw40k08+D++A++/fWD-R+T(M)DM+
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![[Post New]](/s/i/i.gif) 2013/01/23 16:02:55
Subject: Re:Ahriman with cultists 40k
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Sure Space Wolves Land Raider Pilot
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Ahriman should probably be in a Rhino, firing out of the fire points, UNLESS, you can manage to roll 2 units for your Master of Deception Infiltrating. Then you can Infiltrate Ahriman in a huge max size Cultist blob and fire/use 4 powers per turn (that's 4 Perils of the Warp chances too with no psychic familiar).
And then if you wanna take Typhus as well you can CHOOSE to nominate the Cultists as zombies. Zombies suck at everything, at least Cultists can shoot something (ie, Overwatch) and Run. And if you use zombies, always always always max out their squad size and spread their asses out to avoid easy template destruction. They die so easily even with FNP (which they don't get at S6 weapons).
Plague Wind can be really nice against Terminators or blob units, and generally Typhus wouldn't need to activate his Force Weapon anyway. If I was assaulting Thunderwolves or other multi-wound models with Typhus, Plague Wind wouldn't be worth casting, so then I'd have the Warp Charge to activate the FW if needed. The main problem with Typhus is he's I1, so one must be really careful what to assault with him, and if the opponent's character is too big of a threat, take the Challenge with whatever little champion he's joined with. I've found Typhus is best at Deepstriking with either Terminators, or even Obliterators.
I haven't tried Ahriman yet, but the new Doombolt looks kinda cool. 18" Beam, S8/AP1, not too shabby....certainly better than S4/AP3 assault 3. The new Wind of Chaos/Change, whatever, is bad at Warp Charge 2, especially with Flamers being so cheap and plentiful now (I really hope they don't nerf those).
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![[Post New]](/s/i/i.gif) 2013/01/23 21:23:11
Subject: Ahriman with cultists 40k
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Twisting Tzeentch Horror
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I wish Ahriman was better but without the re-roll and no protection from perils he is almost unusable.
Typhus will win most challenges with S6 T5 Ap2 force daemon weapon.
Average of 6 or 7 attacks hitting on 4s at worst, wounding on 2s MAYBE 3s and saves on 3s/4s. get one through, force and they are dead.
Plague wind would be good if it had a longer range, or only cost 1 warp charge. As it stands it wounds half the models it hits, about 2 or 3 wounds in most chases where it'll matter.
On the other hand Ecstasy jsut effects an entire unit so spread doesn't matter and well breath is worse but doombolt is good.
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Mess with the best, Die like the rest. |
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![[Post New]](/s/i/i.gif) 2013/01/23 23:06:25
Subject: Ahriman with cultists 40k
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Morphing Obliterator
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jegsar wrote:I wish Ahriman was better but without the re-roll and no protection from perils he is almost unusable.
Typhus will win most challenges with S6 T5 Ap2 force daemon weapon.
Average of 6 or 7 attacks hitting on 4s at worst, wounding on 2s MAYBE 3s and saves on 3s/4s. get one through, force and they are dead.
Plague wind would be good if it had a longer range, or only cost 1 warp charge. As it stands it wounds half the models it hits, about 2 or 3 wounds in most chases where it'll matter.
On the other hand Ecstasy jsut effects an entire unit so spread doesn't matter and well breath is worse but doombolt is good.
Sadly those attacks are at I1, meaning he need to survive the higher Iniative, any MC will destroy him before he can hit, a Jugger Lord would take care of him as well before he is able to strike. Against your avg HQ sure he is good but I wouldn't say most challenges, there are some nasty HQs out there.
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CSM 10k points
IG 3k points
Orks 2k points
WoC 3.5k points
VC 2.5k points
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![[Post New]](/s/i/i.gif) 2013/01/23 23:22:39
Subject: Ahriman with cultists 40k
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Twisting Tzeentch Horror
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not all are at Init 1 if played properly!
MC's don't have nades for the most part, neither do termis.
Jugger lord could even lose a wound on the way in and sure with the Axe he CAN do 11 attacks but he can also do 6, hitting on 4s so even with 11 thats 6 and wounding on 3s, 4 wounds, then 5+ save 3 then FNP, Typhus takes 2 wounds...
Typhus goes, rolls low average with 6 attacks, 4 hits (WS 1 higher), 3 wounds 4+ saves, 1/2 gets through force test and jugger lord is dead with Typhus at 2 wounds and rolling on the boon table. This is assuming 11 attacks for the jugger lord and only 6 for typhus.
With an average of 9 with the charge it's more like 5 hits 3/4 wounds 1.4 get through, so i'll take my chances with typhus.
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Mess with the best, Die like the rest. |
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