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![[Post New]](/s/i/i.gif) 2014/03/01 00:29:49
Subject: Re:Ruddy Cultists
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Veteran Wolf Guard Squad Leader
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DA dont have the option to field TFC or whilwinds though...
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![[Post New]](/s/i/i.gif) 2014/03/01 05:18:14
Subject: Re:Ruddy Cultists
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Sadistic Inquisitorial Excruciator
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No, instead all they get is a banner that lets them fire each bolter 4 times... I'm failing to see a problem vs. cultists here.
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![[Post New]](/s/i/i.gif) 2014/03/01 07:39:55
Subject: Ruddy Cultists
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Major
Middle Earth
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Dark Angels have the bolter banner. Bolters en masse will shred GEQs. I don't want to sound condescending and I can understand how frustrating poor rolling can be but you have the tools for killing light infantry at your fingertips. Its something dark angels can be really good at if they want.
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We're watching you... scum. |
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![[Post New]](/s/i/i.gif) 2014/03/01 15:00:43
Subject: Re:Ruddy Cultists
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Stubborn Dark Angels Veteran Sergeant
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Go with a crusader over a redeemer, and it will quite easily remove 20 cultists.
20 cultists are pathetic, and shouldn't pose much of a problem for any army.
If we were talking about filling the board up with 100+ plague zombies, then its a different matter completely.
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![[Post New]](/s/i/i.gif) 2014/03/02 02:28:59
Subject: Ruddy Cultists
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Boom! Leman Russ Commander
New Zealand
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akaean wrote:Cultists are really only good with a Lord (for fearless) or as Plague Zombies (for fearless and FnP).
The thing is overall cultists are considerably less scary than Imperial Guard Infantry. Basically same cost per model (50 points gets a squad of 9 dudes and a sarge, same as cultists), except the Imperial Guard can take more weapons, better weapons, and have better special abilities and internal synergies, orders, commissars, blob squads etc. What cultists do is bring cheap light infantry into a Space Marine army, which is useful for claiming objectives and what have you, but their firepower is really pathetic, and they become overall more expensive than Guardsmen if they take Auto Guns.
The point is to keep them cheap, cultists aren't supposed to load up on heavy/special weapons, also, can Guardsmen take the Mark of Khorne? A moot point admittedly but thats due to cultists performing better without it, a common trait with pretty much all their options. CSM players should aim to spend nothing on cultists and get the mileage they need (ie distraction, tarpit, objective holder) while the 15+ ppm guys do the heavy lifting. Also not taking Guard allies as your expendable meat leaves your allies slot open for Daemons.
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![[Post New]](/s/i/i.gif) 2014/03/02 04:43:24
Subject: Ruddy Cultists
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Decrepit Dakkanaut
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The problem is that for roughly the price of two cultists with pistol+CCW and MoK, you can get a CSM with a BP+CCW with MoK
The CSM is more survivable, and the cultists get twice as many attacks, but the CSM hits better and wounds better, so doesn't do that much less damage, especially when you remember his pistol is much more likely to kill something.
And the CSM gets better leadership and access to better weapons, etc. etc.
If we were talking about 5th ed, where you had hidden weapons, then yeah, taking a big pile of combat knife cultists to ferry around a few powerfists would have been a good idea, but we're in 6th ed now, and with a different codex meta to boot. The moment you wind up playing tau and see what ignores-cover Ap5 weapons do, you'll want that power armor back...
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