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Made in us
5th God of Chaos! (Ho-hum)





Curb stomping in the Eye of Terror!

Am I being irrationally too excited about the Soulforge detachment?

In this edition of having decent terrains, an all vehicle list suffers because of said terrain.

This strat largely mitigates this:
Unstoppable Rampage - One Vehicle from your phase that hasn’t moved yet can make a Normal, Advance or Charge move and when they do they can move through horizontal terrain features as if they weren’t there.



Live Ork, Be Ork. or D'Ork!


 
   
Made in us
Twisting Tzeentch Horror





 whembly wrote:
Am I being irrationally too excited about the Soulforge detachment?

In this edition of having decent terrains, an all vehicle list suffers because of said terrain.

This strat largely mitigates this:
Unstoppable Rampage - One Vehicle from your phase that hasn’t moved yet can make a Normal, Advance or Charge move and when they do they can move through horizontal terrain features as if they weren’t there.




No that ability is very good. Not just for CC oriented units but imagine having a forgefiend well hidden behind LOS terrain then jumping out turn one to incinerate something. Or jump through a wall to grab an objective. That ability is S tier. That whole detachment is going to be great as long as you maximize the engines. Even maulerfiends are going to be good in it.
   
Made in us
Dakka Veteran





 xeen wrote:
I am very disappointed with the cult detachment. That was the one I was most excited for but between the crap rules and removing ranged cultists and no guard allies like brood brothers. I am like meh.

Some of the other detachments look cool though. And veterans is gonna be fire.


Eh. Predators are still competitive versus Russ tanks with orders. I think I'll still use it, just gotta bring 6xTraitor Guard squads and use CSM vehicles instead of Russes. Besides, I gotta bring a squad in a Rhino to dunk on the loyalists on what they're missing out on.

(There's a non-zero chance I'm coping because nothing else fits a theme of A.I. Worshipping Cultists that wouldn't require a massive amount of conversions ).
   
Made in us
Longtime Dakkanaut




I'm not sure anyone would ever run it - but in terms of the Cult Detachment I think:

1*5 Dark Commune
3*16 Accursed Cultists
6*20 Cultists
6*10 Traitor Guard
3*10 Fellgor

Is 2k points, and nets you 263 models and 302 wounds.

The obvious strategy is to just drown the Primary objectives in bodies, and you are making just about any weapon profile better than a boltgun a waste of points. (Admittedly, actually deploying this many models might prove an issue - but that's what reserves are for...)
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Southern New Hampshire

Tyel wrote:
I'm not sure anyone would ever run it - but in terms of the Cult Detachment I think:

1*5 Dark Commune
3*16 Accursed Cultists
6*20 Cultists
6*10 Traitor Guard
3*10 Fellgor

Is 2k points, and nets you 263 models and 302 wounds.

The obvious strategy is to just drown the Primary objectives in bodies, and you are making just about any weapon profile better than a boltgun a waste of points. (Admittedly, actually deploying this many models might prove an issue - but that's what reserves are for...)


I'm trying to decide if I want to accept that challenge, though I know for a fact that I don't want to paint it...

She/Her

"There are no problems that cannot be solved with cannons." - Chief Engineer Boris Krauss of Nuln

Kid_Kyoto wrote:"Don't be a dick" and "This is a family wargame" are good rules of thumb.


DR:80S++G++M--B+IPwhfb01#+D+++A+++/fWD258R++T(D)DM+++
 
   
Made in us
Irked Necron Immortal




Traitor Guard are not Battleline so you can only bring 3 not 6

Leaves room for Rhinos though
   
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Arch Magos w/ 4 Meg of RAM






BomBomHotdog wrote:
Traitor Guard are not Battleline so you can only bring 3 not 6

Leaves room for Rhinos though


The chaos cult detachment makes them battleline
   
Made in au
Longtime Dakkanaut




 Manfred von Drakken wrote:
Tyel wrote:
I'm not sure anyone would ever run it - but in terms of the Cult Detachment I think:

1*5 Dark Commune
3*16 Accursed Cultists
6*20 Cultists
6*10 Traitor Guard
3*10 Fellgor

Is 2k points, and nets you 263 models and 302 wounds.

The obvious strategy is to just drown the Primary objectives in bodies, and you are making just about any weapon profile better than a boltgun a waste of points. (Admittedly, actually deploying this many models might prove an issue - but that's what reserves are for...)


I'm trying to decide if I want to accept that challenge, though I know for a fact that I don't want to paint it...


But you would make a store very happy if you need to buy even half, that’s not a cheap army.
   
Made in us
Stealthy Warhound Titan Princeps






 VladimirHerzog wrote:
BomBomHotdog wrote:
Traitor Guard are not Battleline so you can only bring 3 not 6

Leaves room for Rhinos though


The chaos cult detachment makes them battleline


Well, it will after an FAQ makes it.

(right now the detachment gives units with the TRAITOR GUARDSMEN keyword BATTLELINE, but Traitor Guardsmen only have the TRAITOR GUARDSMEN SQUAD keyword...)

(And of course, to be clear, the intent is obvious and I would not argue that a list is invalid for including 4-6 squads of Traitor Guardsmen before the FAQ)

I'm on a podcast about (video) game design:
https://anchor.fm/makethatgame

And I also stream tabletop painting/playing Mon&Thurs 8PM EST
https://twitch.tv/tableitgaming
And make YouTube videos for that sometimes!
https://www.youtube.com/@tableitgaming 
   
Made in ca
Longtime Dakkanaut





Somewhere in Canada

Sigh...

Just read the Goonhammer review. Legion specific Crusade content is out.

On the plus side, it means my 9th ed dex still has game value, because feth GW if they think I'm not going force flavour into subfaction even if I have to use chainsword to do it.
   
Made in us
Twisting Tzeentch Horror





Tyel wrote:
I'm not sure anyone would ever run it - but in terms of the Cult Detachment I think:

1*5 Dark Commune
3*16 Accursed Cultists
6*20 Cultists
6*10 Traitor Guard
3*10 Fellgor

Is 2k points, and nets you 263 models and 302 wounds.

The obvious strategy is to just drown the Primary objectives in bodies, and you are making just about any weapon profile better than a boltgun a waste of points. (Admittedly, actually deploying this many models might prove an issue - but that's what reserves are for...)


So I think you could make something like this work. I would not bring fellgor (they suck) and maybe cut down the traiter guard to three squads which is still 150 bodies. I think to make it playable and not just meme, you would need some fire support like forgefiends, vindicators etc. Also one solid brick of CC marines/terminators would help, you could use the strat to block shooting with a big cultist squad. Abaddon with chosen would probably fit that nicely. You would probably have to reduce the cultists a bit or maybe one of the accursed, but I think you could squeze some fire support in, depending on final points. I just played a Nid player who used the endless swarm and swamped the board with bodies supported by a few big stuff and it was a tough game. I think this kind of list would be great against some armies, but get killed by anyone with the firepower to chew though it, like TS with all the flamers.

Also I think chosen with Abbadon will be central to a lot of lists. It works in basically every detachment and having advance and charge on Abbadon is money to get him into kill range.

The renegade detachment is going to be awesome. The advance and shoot it great for making obliterators and terminators actually fast so you can just start them on the board (advance and charge strat helps here too), helps with allowing chosen to fire and charge, and has some nice tricks for infantry out of transports. Also, if you bring a 10 man Rubric squad with flamers, they can advance and shoot, which will make them super deadly.

I can't wait to get the codex.


   
 
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