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![[Post New]](/s/i/i.gif) 2016/05/18 23:44:53
Subject: Cultists vs Conscripts
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Focused Dark Angels Land Raider Pilot
Calgary
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So a friend of mine and I were thinking of starting up a campaign and we were having a bit of a disagreement regarding the power of cultsits vs conscripts.
He feels that if we were doing a straight battle between cultists and conscripts or regular guard units then it would be too one sided (against the cultists). I'm having a hard time accepting that because, IMO cultists are basically guard models with access to marks and conscripts seem to be fodder. As I'm not a long time guard player or chaos player, I'd like to open it up to the veterans here and see what you guys think.
Are conscripts too much of a match for cultists, and if so what would you recommend to balance the scales?
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Anyone who is married knows that Khorne is really a woman. |
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![[Post New]](/s/i/i.gif) 2016/05/18 23:59:29
Subject: Re:Cultists vs Conscripts
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Veteran Wolf Guard Squad Leader
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Regular guard units > Cultists
Cultists > Conscripts
The advantage of 5+ save is outweighed by the inferior WS, BS and Ld of the conscripts, even without Marks being taken into account. The cultists are hitting them on 3s in cc, and have access to 2 cc weapons. The conscripts also need 5s to hit when shootiing.
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I let the dogs out |
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![[Post New]](/s/i/i.gif) 2016/05/19 00:00:58
Subject: Re:Cultists vs Conscripts
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Veteran Knight Baron in a Crusader
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thegreatchimp wrote:Regular guard units > Cultists
Cultists > Conscripts
The advantage of 5+ save is outweighed by the inferior WS, BS and Ld of the conscripts, even without Marks being taken into account. The cultists are hitting them on 3s in cc, and have access to 2 cc weapons. The conscripts also need 5s to hit when shootiing.
Couldn't say it better myself.
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3000pts Blood Angels (4th Company) - 2000pts Skitarii (Voss Prime) - 2500pts Imperial Knights (Unnamed House) - 1000pts Imperial Guard (Household Retainers)
2000pts Free Peoples (Edlynd Fusiliers) - 2000pts Kharadron Overlords (Barak Zilfin) - 500pts Ironweld Arsenal (Edlynd Ironwork Federation) - 1000pts Duardin (Grongrok Powderheads)
Wargaming's no fun when you have a plan! |
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![[Post New]](/s/i/i.gif) 2016/05/19 00:21:55
Subject: Cultists vs Conscripts
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Focused Dark Angels Land Raider Pilot
Calgary
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What about the fact that conscripts have access to higher numbers and frag grenades
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Anyone who is married knows that Khorne is really a woman. |
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![[Post New]](/s/i/i.gif) 2016/05/19 00:36:30
Subject: Re:Cultists vs Conscripts
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Rough Rider with Boomstick
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From a fluff standpoint, I'd put my money on the Guard conscripts over the cultists any day.
On the tabletop, no idea lol. I have no idea what a cultist's stats are...
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You say Fiery Crash! I say Dynamic Entry!
*Increases Game Point Limit by 100*: Tau get two Crisis Suits and a Firewarrior. Imperial Guard get two infantry companies, artillery support, and APCs. |
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![[Post New]](/s/i/i.gif) 2016/05/19 02:12:31
Subject: Cultists vs Conscripts
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Missionary On A Mission
Australia
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Cultists have Guardsmen stats, but with an Autopistol/CCW, 6+ save and no Frag Grenades. Cultists are 1pt more expensive than a Conscript, or 2pts more if you swap their Autopistol to an Autogun.
Conscripts have Guardsmen stats, but with WS/BS2 and Ld5.
If you use mathhammer to average it out with 20 Conscript vs 15 Pistol Cultists (equal points) then its pretty even. If the situation favours the Conscripts (cultists closing from max-range in an attempt to charge), the Conscripts should win out by virtue of thinning down the Cultists with shooting and then having superior numbers in combat. If the situation favours the Cultists (cultists get the charge at full strength), then the Conscripts will be needing snake-eyes to survive the morale check in the 1st round of combat.
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![[Post New]](/s/i/i.gif) 2016/05/19 05:35:28
Subject: Cultists vs Conscripts
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!!Goffik Rocker!!
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Conscripts have way more going on for them. First of all, they're never without a character that solves their main problem - their low ld. And they have good shooting. That becomes great with orders considering their cost. Than, they have armor and nades.
Cultists have an edge in melee if they charge but if they get charged by conscripts, they loose and might get swept.
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![[Post New]](/s/i/i.gif) 2016/05/19 07:59:37
Subject: Cultists vs Conscripts
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Devious Space Marine dedicated to Tzeentch
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And if you add in Marks, cultists get better even. T4 Cultists baby!
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12k+ pts Chaos Marines, Heretic Guard and Daemons (The Scourged)
2k pts Tyranids (Hive Fleet Hornet) |
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![[Post New]](/s/i/i.gif) 2016/05/19 08:06:52
Subject: Cultists vs Conscripts
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!!Goffik Rocker!!
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For 6 ppm? They just become worse ork boyz.
I'm talking from my experience of running and facing both. Cultists are troop fillers. They have ld problems, can't tarpit, can't really kill anything - they have only limited potential of bauble-wrapping something due to the fact that you don't want to take too many cultists due to them not being too great for the points. They do score and they can survive going to ground in a ruin. I've seen blobs of 35 cultists accompanying Kharn. And they can't do their stuff. You're almost always better off with flesh hounds in that role.
Conscripts on the other hand are a steal for 3 ppm. They can tarpit almost anything, they definitely can bauble wrap and there's lots of stuff to bauble wrap for them. They're way more durable point-to-point and they can shoot well (for the points). Their downside is that you still have to take a platoon but if you do take one, there's no downside to taking a blob of 20-50 conscripts aside from their real money cost and the fact that fielding hordes sucks.
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This message was edited 1 time. Last update was at 2016/05/19 08:21:00
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![[Post New]](/s/i/i.gif) 2016/05/19 17:37:08
Subject: Cultists vs Conscripts
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Boom! Leman Russ Commander
New Zealand
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Hansisaf wrote:And if you add in Marks, cultists get better even. T4 Cultists baby!
Then to be fair the conscripts should be able to tool themselves up with either a commissar or a priest for stubborn/ld9 or zealot/ld7.
Still giving it to the conscripts
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![[Post New]](/s/i/i.gif) 2016/05/19 17:40:10
Subject: Cultists vs Conscripts
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Charging Dragon Prince
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Yup, Conscripts all the way.
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![[Post New]](/s/i/i.gif) 2016/05/19 17:40:21
Subject: Cultists vs Conscripts
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Cackling Chaos Conscript
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Voted cultists just because I love them.
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![[Post New]](/s/i/i.gif) 2016/05/19 18:19:09
Subject: Cultists vs Conscripts
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Veteran Inquisitor with Xenos Alliances
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I think it really comes down to the rest of their respective books and how they fit into armies. Whether the conscripts sit in cover or charge out into the open as fodder they complement the IG codex's static gun line play style. Cultists are taken mostly as an economy troop choice to try and balance out the over cost of Chaos elites; they are generally just used for holding an objective and camping in cover. If cultists leave cover they are dead. Cultist however have a variety of ways to end up fearless or otherwise mitigate the possibility of running away... Conscripts less so.
Ultimately conscripts seem redundant in an army already known for its economical troop choice, while cultists bring something necessary. I think Cultist are better, but to use them properly requires you to think more carefully. All of the Cultists short comings are relatively easy to mitigate and improve longevity.
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![[Post New]](/s/i/i.gif) 2016/05/23 04:30:10
Subject: Cultists vs Conscripts
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Heroic Senior Officer
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Inkubas wrote:So a friend of mine and I were thinking of starting up a campaign and we were having a bit of a disagreement regarding the power of cultsits vs conscripts.
He feels that if we were doing a straight battle between cultists and conscripts or regular guard units then it would be too one sided (against the cultists). I'm having a hard time accepting that because, IMO cultists are basically guard models with access to marks and conscripts seem to be fodder. As I'm not a long time guard player or chaos player, I'd like to open it up to the veterans here and see what you guys think.
Are conscripts too much of a match for cultists, and if so what would you recommend to balance the scales?
Do the conscripts get access to commissars or, even better, Priests?
Because that's what they're for. You buy a cheap character to massively boost their stats, and they'll do far better.
Heck, a 35pt priest will make them fearless and a heck of a lot scarier in melee, not to mention if the guard player has officers nearby as well.
Of course, this would mean the cultists would have characters too, so I guess you're back at square one.
Are you purely just taking conscripts vs cultists? Because Conscripts have to be bought as part of a platoon, which means the guard player would have regular guardsmen and an officer team backing the conscripts up bare minimum.
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'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
"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell |
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![[Post New]](/s/i/i.gif) 2016/05/23 05:55:51
Subject: Cultists vs Conscripts
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Boom! Leman Russ Commander
New Zealand
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aka_mythos wrote:Cultist however have a variety of ways to end up fearless or otherwise mitigate the possibility of running away... Conscripts less so.
Being Imperial, conscripts probably have more options to mitigate poor leadership. There are two extremely cost-effective solutions in the AM dex, plus you can ally in something from like a dozen other books.
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![[Post New]](/s/i/i.gif) 2016/05/23 15:17:41
Subject: Cultists vs Conscripts
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Pyromaniac Hellhound Pilot
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If they get access to priests + orders then roughly even points of conscripts will destroy cultists!
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Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights |
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![[Post New]](/s/i/i.gif) 2016/05/23 15:22:32
Subject: Cultists vs Conscripts
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Decrepit Dakkanaut
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DoomMouse wrote:If they get access to priests + orders then roughly even points of conscripts will destroy cultists!
Will the cultists get psychic leadership?
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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) 2016/05/23 15:31:03
Subject: Cultists vs Conscripts
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Shadowy Grot Kommittee Memba
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Conscripts are almost never without their dirt-cheap 25PPM Ministorum Priest (3 of which can be attached to any detachment, don't take up any kind of force org slot)
with that, they re-roll to hit and to wound generally and with their superior armor they will win.
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"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!" |
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