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Made in us
Committed Chaos Cult Marine





Well at least Kill Team cultists are still 4 points...for now.

It seems like GW has been listening to players like me griping about how CSM armies aren't really CSM armies but Chaos Cultist armies. I have long felt that Chaos cultists are a blight in what you primarily be a marine fielded faction. I am not against army being built based on cultists, just that should be a different viable option not the obviously better of the two one. But instead of making a player like me not feel kinda like a chump fielding marines instead of cultists, they just make cultists a little more of pain to field in huge numbers. Not that it really stops cultists from being the go to troop choice if you don't want to hamstring yourself, now you just have to pay extra.

I can't help to think Primaris are to blame. There very existence limits what normal marine, loyal and chaos alike, design space as without bumping into these FNGs. I wasn't a fan of the Primaris model design myself and even less the background for their introduction, but this apparent stat ceiling they have placed on normal marines is really getting me to hate them. So as a Chaos Space Marine player, flavor win? I can share my disdain of Parmaris with my Black Legion army now.

Again, I don't want to field cultists often or in large amounts. I do want to field marines. However, I do want my marines to be a worthwhile element of my army and not just a tax to get CPs or unlock other units. Ultimately, I don't want cheaper marines. I want better marines that field a little more like the super-soldier, transhuman walking tanks with some of the most powerful small arms available to mankind. I am not looking for movie marines or anything just something a little more elite. I also feel all legions need a 3rd troop choice like the end of 7th had of either cult marine or chosen option type thing.

For now, I am sticking with Kill Team. I can't say normal marines are an outstanding choice in it, but since every faction is somewhat limited, I don't feel like they are too bad of choice (yet) either. I will say that 5 point Kill Team cultists feels too expensive since I mostly just use mine as mobile cover since they can't seem to hit gak if it is cover and/or long ranged.
   
Made in fi
Locked in the Tower of Amareo





 Valkyrie wrote:
 Trickstick wrote:
 Valkyrie wrote:
Is a 1pt increase really that much of a big deal?


Well it is 20% increase, so it is relatively large. Not game breaking but it does have an effect.


Yes it's 20% but it's still only 1pt. I would agree that a 20% increase on a 100pt model is a lot, yes, but on a 4pt model?


Would you like to play with 1800 pts vs my 2000?

20% is 20%. And you seem to be assuming people play 1 cultist in the army. Sure if you have exactly 1 cultist the 1 pts is no big deal. What about if you have 200?

This message was edited 1 time. Last update was at 2018/12/10 20:59:56


2024 painted/bought: 109/109 
   
Made in us
Decrepit Dakkanaut




 Daedalus81 wrote:
Slayer-Fan123 wrote:
 Daedalus81 wrote:
HoundsofDemos wrote:


If GW simply wants to reduce giant squads of cultists it should start with why are people not taking the other troop choices and make them better and then in that context see if cultists still need a tweak. What I meant though is due to a unit not getting a point decrease or increase depending on chapter tactics/ available stratagems.

This makes balancing it really difficult because unit A might be worth it's points with one CT but totally not worth it with three others and way to powerful with another. I can't see GW getting a unit's points right with there being so many variables to even mono army construction.


You would not be able to make CSM cheap enough.

That's the power of force multipliers - cultists get everything x 40 for very few points.

Well they already nerfed Tide Of Traitors, everyone knows that VotLW needs an adjustment, and...yeah that's about it.


Bumping VotLW cost takes it out of range of usefulness for other units. Removing it from cultists makes the far less useful. Restricting cultists to 20 would be a better option, perhaps.

Hardly. Deathwatch have similar Strategems priced at 2CP and they're fair.


Automatically Appended Next Post:
 BoomWolf wrote:
 Daedalus81 wrote:
 Sir Heckington wrote:


Why? It's just the spike tax, nothing wrong here!


You joke, but it could very well be relevant. If chaos termies were 23 then you'd get double tapping plasma monsters for 39 points each.

If cultists got nerfed, because of available stratagems then it's equally likely terminators were given the same consideration.



That's idiotic though
If the reason to "fix" everything chaos is that they might be double tapping monsters MAYBE the issue is in the double tapping stratagem, rather than nerfing every single unit to the point they are useless without it?

Not like they didnt up the CP cost of things already in FAQs, and to be frank whoever thought a fight twice stratagem is worth 3cp yet shoot twice is worth 2cp to begin with should have been fired for incompetence as its so absurdly slowed its not even funny.

You also forgot that those fighting twice Strategems happen at the end of the phase too!

This message was edited 1 time. Last update was at 2018/12/10 21:04:02


CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Decrepit Dakkanaut





 BoomWolf wrote:
 Daedalus81 wrote:
 Sir Heckington wrote:


Why? It's just the spike tax, nothing wrong here!


You joke, but it could very well be relevant. If chaos termies were 23 then you'd get double tapping plasma monsters for 39 points each.

If cultists got nerfed, because of available stratagems then it's equally likely terminators were given the same consideration.



That's idiotic though
If the reason to "fix" everything chaos is that they might be double tapping monsters MAYBE the issue is in the double tapping stratagem, rather than nerfing every single unit to the point they are useless without it?

Not like they didnt up the CP cost of things already in FAQs, and to be frank whoever thought a fight twice stratagem is worth 3cp yet shoot twice is worth 2cp to begin with should have been fired for incompetence as its so absurdly slowed its not even funny.


Fight twice also involve a considerable potential amount of movement and the further tie up units forcing them to flee next turn.

I'm not going to make any claims to the right answer, but 3CP shoot twice means it's inaccessible to all but the biggest units.

Let's say we scale with unit size.

1 to 10 = 1CP
11 to 20 = 2CP
21+ = 3CP

Easy, right? Ok, well you just made shoot twice 1 CP for 10 terminators.

Let's try again:

1 to 5 = 1CP
6 to 20 = 2CP
21+ = 3CP

Ok, so MSU terminators get buffed and cultists really pay for the top end. Then again 10 terminators are really benefiting here, which leads us to still increasing their cost.

I know - let's do power level!

40 Cultists = 12 PL
5 Terminators = 14 PL

Oh...that' won't work.

It's not simple.
   
Made in us
Deathwing Terminator with Assault Cannon






It's quite obvious CA 2018 was rushed. The point changes don't address a single thing externally, and maybe ever so slightly internally.

All of the armies got cheaper by 10-20%, which means you get to field more models, which means GW sells more figures. That's literally ONLY thing GW acconplished here.
   
Made in us
Longtime Dakkanaut





"Cultists get all these buffs that guardsmen don't!"
-They should have been changed to not get so many ridiculous buffs. They're a chaff unit made of rabble.

"Cultists needed to be nerfed to make Chaos Marines stand out!"
-Chaos Marines still suck and should have been made better instead of cultists made worse.

But you know the real reason? GW only has a 5-model cultist box out right now and nothing else. Model-wise, they're almost entirely out of print.
   
Made in us
Decrepit Dakkanaut





drbored wrote:
"Cultists get all these buffs that guardsmen don't!"
-They should have been changed to not get so many ridiculous buffs. They're a chaff unit made of rabble.

"Cultists needed to be nerfed to make Chaos Marines stand out!"
-Chaos Marines still suck and should have been made better instead of cultists made worse.

But you know the real reason? GW only has a 5-model cultist box out right now and nothing else. Model-wise, they're almost entirely out of print.


So they nerfed a unit that they weren't able to sell anyway? The absolute geniuses! Diabolical even.

This message was edited 1 time. Last update was at 2018/12/10 21:47:17


 
   
Made in gb
Battlefortress Driver with Krusha Wheel






 Daedalus81 wrote:
drbored wrote:
"Cultists get all these buffs that guardsmen don't!"
-They should have been changed to not get so many ridiculous buffs. They're a chaff unit made of rabble.

"Cultists needed to be nerfed to make Chaos Marines stand out!"
-Chaos Marines still suck and should have been made better instead of cultists made worse.

But you know the real reason? GW only has a 5-model cultist box out right now and nothing else. Model-wise, they're almost entirely out of print.


So they nerfed a unit that they weren't able to sell anyway? The absolute geniuses! Diabolical even.


Actually this does kind of make sense. Look at the Admech... they sell a special £100 box for Christmas and they all get points drops nobody was expecting at all. Gw stops selling cultists on mass and suddenly they get a nerf. Hmmmm.... suspicious.
   
Made in us
Longtime Dakkanaut





Here's my tinfoil hat speculation.

A. They nerf Cultists to the point of being much less impressive in the Chaos Marine codex and try to push the "Marine" side of Chaos Marines.

B. They release a 'Renegades and Heretics' Codex that features traitor guard, cultists, and other hordes and massed militia that gives Chaos players something they've been asking for for a long time but that GW no longer sells either on their website or in Forgeworld.

C. They couple this with Emperor's Children and World Eaters releases, fully fleshing out Chaos as a faction in 40k and making them the bad guys they were always meant to be in the 40k universe.
   
Made in us
Decrepit Dakkanaut





 lolman1c wrote:


Actually this does kind of make sense. Look at the Admech... they sell a special £100 box for Christmas and they all get points drops nobody was expecting at all. Gw stops selling cultists on mass and suddenly they get a nerf. Hmmmm.... suspicious.


I must have been dreaming about all those cultists at top tables.

In what way does upping the cost of something they don't sell benefit them in any way?

Reivers are in the box - where is their point drop?
None of the points for Inceptors changed from the last CA - they're in the box.
Plague drones are in a box - where is their point drop?
   
Made in us
Crazed Spirit of the Defiler





I try to avoid being hysterical, but man this sucks. Nothing changed about the CSM unit so there's still no reason to take them outside of ascetics. At a minimum this is a 10 point tax to any list and you're more likely to see 40 to 120 points added on.

I'm a bit confused about people objecting to cultist spam from a fluff perspective. 3 legions have cultist spam as part of their established background.

Also 160 rapid firing cultists shots with +1 to wound looks scary, but if that scenario plays out you deserve to take those hits. How on earth are you letting 40 cultists get that close to anything of value? At 3CP's that tactic is going to take a good chunk of your CP's. If you're using tide of traitors it's going to take 5, which is somewhere between 1/3 and 1/2 of your CPs most likely. Obliterators, bezerkers, havoks, and chosen are all better recipients of those CP's

This message was edited 1 time. Last update was at 2018/12/11 03:00:48


Iron within, Iron without 
   
Made in us
Depraved Slaanesh Chaos Lord




Inside Yvraine

Karol wrote:
 kastelen wrote:
 Peregrine wrote:
IMO it's a great nerf. Cultists are supposed to be a minor support element for the marines that are the core of the CSM faction, they should be on the weak side to discourage cultist spam armies. Infantry squads are the core of the IG faction, so they should be one of the stronger units in the codex.

Say Peregrine, what army do you play?

Does it matter? He is right

He's not right, because appeals to fluff are meaningless when discussing army mechanics. Points are a representation of game balance, nothing more, ergo trying to use them to influence which units get taken in X capacity is dumb. If GW didn't want people using cultists as the core to a CSM army then they should have made them an elites choice or tweaked their keywords so that they don't synergize as well with other mechanics.

In any case, "why did cultists get nerfed" isn't even a real question- everyone knew they were overperforming. The real question is why they got hit but Guardsmen didn't.

This message was edited 2 times. Last update was at 2018/12/11 03:41:17


 
   
Made in us
Confessor Of Sins





Tacoma, WA, USA

 skchsan wrote:
It's quite obvious CA 2018 was rushed. The point changes don't address a single thing externally, and maybe ever so slightly internally.

All of the armies got cheaper by 10-20%, which means you get to field more models, which means GW sells more figures. That's literally ONLY thing GW acconplished here.
Actually, the problem isn't that is is rushed, but about 6 months behind the times. There are no changes to codexes for the April to June releases (Drukhari, Deathwatch, Harlequins, and Imperial Knights) except for those that fall in line with other codexes (Deathwatch and Space Wolves get the same changes as Space Marines).

This is why they increased the cost of Cultist, but reduced the cost of AM Veterans. Cultist were very much a problem 6+ months ago, especial before the Spring FAQ. The Loyal 32 on the other hand were not a big deal until the Castellan/Smash Captain combo really took over the meta, which well after these points adjustments seem to have been done.

This is the real problem with once a year update to points with a hardcopy distribution method. There is too much a time lag between the decisions and their being disseminated. I'm sure there would be a whole lot more points adjustments if the go to press date was 3 months ago instead what appears to be 6 or more months ago.
   
Made in us
Water-Caste Negotiator




In any case, "why did cultists get nerfed" isn't even a real question- everyone knew they were overperforming. The real question is why they got hit but Guardsmen didn't.


Guardsmen aren't overperforming. They're there to generate CP for really powerful imperial units. If guardsmen got hit with too much of a points increase people would switch to ad mech or something for a cheap battalion and it wouldn't matter.

Cultists are actually strong, with access to large squad sizes, tide of traitors, VOTLW, and a -1 to hit legion trait.
   
Made in us
Longtime Dakkanaut




cmspano wrote:
In any case, "why did cultists get nerfed" isn't even a real question- everyone knew they were overperforming. The real question is why they got hit but Guardsmen didn't.


Guardsmen aren't overperforming. They're there to generate CP for really powerful imperial units. If guardsmen got hit with too much of a points increase people would switch to ad mech or something for a cheap battalion and it wouldn't matter.

Cultists are actually strong, with access to large squad sizes, tide of traitors, VOTLW, and a -1 to hit legion trait.


fyi, admech battalions are now cheaper than guard battalions, but I doubt people will switch over. We'll see though.
   
Made in us
Decrepit Dakkanaut





 evil_kiwi_60 wrote:


How on earth are you letting 40 cultists get that close to anything of value?


A rather silly statement when you need to kill every single model and then there's 80 more coming behind them. Not everyone has Punishers.
   
Made in jp
Regular Dakkanaut





The main reason I can see it is that Tide of Traitors allows you to get free models. A full 40 man squad could regenerate up to 156 points. Realistically you weren;t going to wait till the last man dies to regen so lets say regen 30, thats still 120points you got effectively for free over your opponent.

The 2CP cost for ToT is effectively market rate now after FAQ2. Prior to it, 1CP to pick up a squad and redeploy was fair. Now its 2CP.

So if you took up to 120 cultists you and you get a good regen, you are still getting fair value out of the the unit.


Automatically Appended Next Post:
Dandelion wrote:


fyi, admech battalions are now cheaper than guard battalions, but I doubt people will switch over. We'll see though.


They are cheaper but they also dont provide the body count and utility.

Renegades and Heretics provide the even worse Disloyal 32 at 170points for 5cp but doesnt seem a popular pick.

This message was edited 1 time. Last update was at 2018/12/11 06:01:27


 
   
Made in us
Longtime Dakkanaut




 Smirrors wrote:

They are cheaper but they also dont provide the body count and utility.

Renegades and Heretics provide the even worse Disloyal 32 at 170points for 5cp but doesnt seem a popular pick.


Which is exactly why I don't think Guard are going anywhere despite no longer being the cheapest. Guardsmen are just really useful.
   
Made in gb
Longtime Dakkanaut




Maybe I am missing it but I don't think Chaos gave been dominating the competitive scene, so all the claims that this "needed" to happen seem suspect.
   
Made in gb
Khorne Chosen Marine Riding a Juggernaut





UK

At this point i'v removed every chaos space marine unit from every list I run, they are just not worth it. I'm full proxying (and no i don't care) them as KB, TS or PM and making up some fluff to support that.

This change to 5pts for cultists is a bit of a reaction to one type of lists at tournaments and it was a while ago. Basically about 200 of them all bubbled around abby with obilts and blight trees.... that list is nerfed because its 200pts over now.

Any army i run is not really nerfed (in a vacuum) but is when compared against other factions pts drops. I'm still gonna take two or so units of 30, so now i'm 60pts over? no i'm not because everything else went down so even with a 60pts increase i'm like 60-120pts better off with some of the stuff i run. Knights barely changed so my 60 odd cultists being delightful agonized up then VOTLW and shooting twice are still viable, my army is cheapter so vs my mates knight list nothing has changed except i get some more spawn now! woo hoo.

They should of made CSM 10pts and made cultists non legion/h-astartes and applied the same rule they already have in place for fabius/cypher so they don't break battle forged. Edit: heck even if they stayed 4, got nerfed with legion stuff and marines went down to 10 i think i'd still take 25 cultists over 10 marines! thats how bad marines are

'Maybe I am missing it but I don't think Chaos gave been dominating the competitive scene, so all the claims that this "needed" to happen seem suspect.'

yea, maybe 6 months to a year ago, go to any tournament atm and its knights and IG soup. If i go to a tourney again next year my chaos knights and cultists are proxying as normal IG and knights.... again could not care less .

This message was edited 5 times. Last update was at 2018/12/11 10:36:12


 
   
Made in no
Committed Chaos Cult Marine






Wayniac wrote:
 ChazSexington wrote:
While I agree Cultists should be 5pt, Guardsmen should be 5pt as well. Cultists should also lose access to VotLW, while CSMs/SMs (the units) should be dropped to 11 or 12pt.

Secondly, Heretic Astartes can't be removed as a Keyword, because it's their Faction Keyword and us CSM player would never be able to make a Battleforged Army with Cultists.


I believe Cultists also get <LEGION> which I'm pretty sure can also count as a keyword for Battleforged.


I stand corrected! Double checked the BRB and Codex - thanks
 lolman1c wrote:
As I learn't with my Orks, a 1pts increase was about 100+ points added to my army. In general I didn't actually lose any points and my army went up a little. XD


Automatically Appended Next Post:
Asmodios wrote:
 ChazSexington wrote:

1 - Kill 23 Cultists and the last die to Battleshock unless the Chaos player uses 2 CP, barring Abaddon and Iron Warrior Warlords.
2. Absolutely baller Stratagem that Cultists in no way should be able to use as they're not Veterans of the Long War.
3. Cultists can do it once.
4. That's the Alpha Legion only.
5. 3 CPs, something that Chaos doesn't have that much access due to zero CP regen.
6. Sure, but also requires 3 CPs per turn, which CSMs can't sustain.
7. See 1.

1. So still a massively good ability and can be fearless/ come back and cn be made harder to kill with -1 hit
2. Yup amazing strategem that they still have
3. Yup they can do it once guard can do it 0 times
4. Yup its alpha legion only and guard cant be alpha legion soooooo...
5. 3cp for an amazing ability when you need it
6.once again 3cp for an amazing ability
7. see 1

I Mean your list kinda just proves what i said on all of mine


Soup player can easily hold out long enough for the chaos player to run out of CP. You can have a command point ability that says "Play this and win the game" but it's useless if it's 1000cp and you only have 8.


This pretty much answers it - we run out of CP real fast as our entire army is incredibly CP intensive. From Dark Matter Crystal to Cultist bombs to Bloodletter bombs, it all costs CPs, and we're not getting any back.

Tyel wrote:
Maybe I am missing it but I don't think Chaos gave been dominating the competitive scene, so all the claims that this "needed" to happen seem suspect.


They haven't; Ynnari, Drew Carey, and Imperial Soup has dominated for the last while. However, CA was written just after the IK release, so CA addresses the pre-Castellan meta.

This message was edited 1 time. Last update was at 2018/12/11 10:53:30


 
   
Made in pl
Longtime Dakkanaut





 skchsan wrote:
All of the armies got cheaper by 10-20%, which means you get to field more models, which means GW sells more figures. That's literally ONLY thing GW acconplished here.

Except for the fact that unless you count the 2-3 armies that got buffs on core stuff (that were desperately needed, TBH) most of armies got buffs on stuff no one took making them internally more balanced, so the above is absolutely wrong. How does point cut on say Sternguard that saw little play (and are much more viable now) translate to 20% cheaper army? Mind explaining that bit?
   
Made in au
Furious Raptor




Sydney, Australia

Is it possible that there will be a CSM FAQ release alongside the official release of Chapter Approved that subtly adds the line "remove the Heretic Astartes keyword from the Cultist entry" on top of the points increase?

That wouldn't do anything to make CSM a more viable troops choice, but might make people think twice about using Cultists any more than as their minimum unit sizes to fill out the troops tax in the Battalion detachment.

I would sorely like to see a proper R&H codex with *proper* Cultists. In the Word Bearers books I'm basing my army around, the Cultists in the mountains of Tankareg are a gurrella militia force armed with missile launchers and heavy bolters, and they ambush the Imperial scout units. I'd love to see some proper traitor guard that we can soup with to be honest. Yeah sure it would be a cheap Battalion, but totally in theme for my army, and hopefully wouldn't include orders or command point generating relics/warlord traits. Because I really don't like them.
   
Made in no
Committed Chaos Cult Marine






 Raichase wrote:
Is it possible that there will be a CSM FAQ release alongside the official release of Chapter Approved that subtly adds the line "remove the Heretic Astartes keyword from the Cultist entry" on top of the points increase?

That wouldn't do anything to make CSM a more viable troops choice, but might make people think twice about using Cultists any more than as their minimum unit sizes to fill out the troops tax in the Battalion detachment.

I would sorely like to see a proper R&H codex with *proper* Cultists. In the Word Bearers books I'm basing my army around, the Cultists in the mountains of Tankareg are a gurrella militia force armed with missile launchers and heavy bolters, and they ambush the Imperial scout units. I'd love to see some proper traitor guard that we can soup with to be honest. Yeah sure it would be a cheap Battalion, but totally in theme for my army, and hopefully wouldn't include orders or command point generating relics/warlord traits. Because I really don't like them.


We can? There's the Index R&H from FW, though it's awful.
   
Made in us
Shrieking Traitor Sentinel Pilot




USA

 ChazSexington wrote:
 Raichase wrote:
Is it possible that there will be a CSM FAQ release alongside the official release of Chapter Approved that subtly adds the line "remove the Heretic Astartes keyword from the Cultist entry" on top of the points increase?

That wouldn't do anything to make CSM a more viable troops choice, but might make people think twice about using Cultists any more than as their minimum unit sizes to fill out the troops tax in the Battalion detachment.

I would sorely like to see a proper R&H codex with *proper* Cultists. In the Word Bearers books I'm basing my army around, the Cultists in the mountains of Tankareg are a gurrella militia force armed with missile launchers and heavy bolters, and they ambush the Imperial scout units. I'd love to see some proper traitor guard that we can soup with to be honest. Yeah sure it would be a cheap Battalion, but totally in theme for my army, and hopefully wouldn't include orders or command point generating relics/warlord traits. Because I really don't like them.


We can? There's the Index R&H from FW, though it's awful.


Cultists are the only good troop choice, or at least were. They got the point increase even though they dont get any of the strats/traits of the CSM ones so er... all of our troops are trash now?

"For the dark gods!" - A traitor guardsmen, probably before being killed. 
   
Made in us
Enigmatic Chaos Sorcerer




Tampa, FL

 Raichase wrote:
Is it possible that there will be a CSM FAQ release alongside the official release of Chapter Approved that subtly adds the line "remove the Heretic Astartes keyword from the Cultist entry" on top of the points increase?

That wouldn't do anything to make CSM a more viable troops choice, but might make people think twice about using Cultists any more than as their minimum unit sizes to fill out the troops tax in the Battalion detachment.

I would sorely like to see a proper R&H codex with *proper* Cultists. In the Word Bearers books I'm basing my army around, the Cultists in the mountains of Tankareg are a gurrella militia force armed with missile launchers and heavy bolters, and they ambush the Imperial scout units. I'd love to see some proper traitor guard that we can soup with to be honest. Yeah sure it would be a cheap Battalion, but totally in theme for my army, and hopefully wouldn't include orders or command point generating relics/warlord traits. Because I really don't like them.


No, because that would entail GW actually understanding the problem. They don't (and ITC missions exacerbates it) so they can't fix what they don't "get". All they see is people are taking an inordinate amount of Cultists across lists. They don't get why that is the case (otherwise we would have seen CSM drops/improvements). It's part of the age-old issue. GW designers just don't understand the game as it's played outside of their bubble, so how can you expect them to properly balance and correct things when they never see the problem?

Even if we all wrote in explaining the real issue and suggest they remove Heretic Astartes from Cultists, they likely wouldn't do it. And I highly doubt Reece and crew are telling them what the actual issues are (if they are even allowed to; from what I understood GW's playtesting during 8th consisted of them saying "Here try out this premade list and see how it feels" without letting the issues with listbuilding rear their ugly heads. It could be that GW isn't actually using playtesters for feedback on what to change, just test what they've already decided)

This message was edited 1 time. Last update was at 2018/12/11 14:01:09


- Wayne
Formerly WayneTheGame 
   
Made in gb
Horrific Hive Tyrant





 Sir Heckington wrote:
 ChazSexington wrote:
 Raichase wrote:
Is it possible that there will be a CSM FAQ release alongside the official release of Chapter Approved that subtly adds the line "remove the Heretic Astartes keyword from the Cultist entry" on top of the points increase?

That wouldn't do anything to make CSM a more viable troops choice, but might make people think twice about using Cultists any more than as their minimum unit sizes to fill out the troops tax in the Battalion detachment.

I would sorely like to see a proper R&H codex with *proper* Cultists. In the Word Bearers books I'm basing my army around, the Cultists in the mountains of Tankareg are a gurrella militia force armed with missile launchers and heavy bolters, and they ambush the Imperial scout units. I'd love to see some proper traitor guard that we can soup with to be honest. Yeah sure it would be a cheap Battalion, but totally in theme for my army, and hopefully wouldn't include orders or command point generating relics/warlord traits. Because I really don't like them.


We can? There's the Index R&H from FW, though it's awful.


Cultists are the only good troop choice, or at least were. They got the point increase even though they dont get any of the strats/traits of the CSM ones so er... all of our troops are trash now?


I'd still take cultists over any of the loyalist Marine troops.
   
Made in us
Deathwing Terminator with Assault Cannon






 Irbis wrote:
 skchsan wrote:
All of the armies got cheaper by 10-20%, which means you get to field more models, which means GW sells more figures. That's literally ONLY thing GW acconplished here.

Except for the fact that unless you count the 2-3 armies that got buffs on core stuff (that were desperately needed, TBH) most of armies got buffs on stuff no one took making them internally more balanced, so the above is absolutely wrong. How does point cut on say Sternguard that saw little play (and are much more viable now) translate to 20% cheaper army? Mind explaining that bit?
So what do you plan on doing with leftover 200-400 points (from 2k standpoint) if not add more units?
   
Made in us
Decrepit Dakkanaut




 Smirrors wrote:
The main reason I can see it is that Tide of Traitors allows you to get free models. A full 40 man squad could regenerate up to 156 points. Realistically you weren;t going to wait till the last man dies to regen so lets say regen 30, thats still 120points you got effectively for free over your opponent.

The 2CP cost for ToT is effectively market rate now after FAQ2. Prior to it, 1CP to pick up a squad and redeploy was fair. Now its 2CP.

So if you took up to 120 cultists you and you get a good regen, you are still getting fair value out of the the unit.


Automatically Appended Next Post:
Dandelion wrote:


fyi, admech battalions are now cheaper than guard battalions, but I doubt people will switch over. We'll see though.


They are cheaper but they also dont provide the body count and utility.

Renegades and Heretics provide the even worse Disloyal 32 at 170points for 5cp but doesnt seem a popular pick.

...then raise the CP cost for Tide Of Traitors. They already limited it to once per game, you might as well do that too. Cultists themselves aren't 5 point models.

Units shouldn't be balanced around Strategems. Strategems need to be balanced around units.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Enigmatic Chaos Sorcerer




Tampa, FL

Slayer-Fan123 wrote:
Units shouldn't be balanced around Strategems. Strategems need to be balanced around units.


Amen to this. Stratagems are already causing a ton of problems just like formations did in the last two editions. Great idea, terrible execution because it gets used as a dumping ground for "Oh this would be cool" without legit thought.

- Wayne
Formerly WayneTheGame 
   
 
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