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				<title>cultists close combat or ranged?</title>
				<description><![CDATA[ which is best? what are your thoughts?<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 10 Nov 2012 21:24:40]]> GMT</pubDate>
				<author><![CDATA[ muleyyy]]></author>
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				<title>cultists close combat or ranged?</title>
				<description><![CDATA[ Unless you are running them as a bodyguard or with a Dark Apostole, then shooty is infinately better.<br /> <br /> The main weakness is that Cultists have really low <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>. That means that even if they are making their points in combat manyfold due to sheer number of attacks, they are still likely to run and get sweeped if they lose more men than the opponent, which they generally do. <br /> <br /> So if you killed 2 terminators and lost 4 cultists, you are still 50% likely to run away. It's silly, but true. <br /> <br /> Hence, you really need a Chaos Lord or Dark Apostole to give them, Fearless or high <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>. Once they do get that, a mob of 35 cultsts with 3 flames and marks of Khorne are actuallly fairly terrifying, for quite a small price.<br /> <br /> So yeah, generally you want your Cultists in the back of the board with autoguns and heavy stubbers, being dificult to put down, rather than risk flamers. They might not be as good as the <span class="glossaryitem" onmouseover='gp(69);'>IG</span>, but they do really well as a cheap scoring unit that's hard to kill.]]></description>
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				<pubDate><![CDATA[Sun, 11 Nov 2012 00:19:44]]> GMT</pubDate>
				<author><![CDATA[ DrDuckman]]></author>
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				<title>cultists close combat or ranged?</title>
				<description><![CDATA[ i'm starting a wordbearers army and i was thinking of using them with a dark apostle to herd them and boost leadership<br /> <br /> i figured having a unit of 20+ would create a nice big annoying unit which costs hardly any points but can hold an objective if needed.<br /> <br /> from what you have said for that purpose it should be pistols and flamers plus mark of khorne <br /> <br /> thanks for the info, its certainly food for thought]]></description>
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				<pubDate><![CDATA[Sun, 11 Nov 2012 01:40:57]]> GMT</pubDate>
				<author><![CDATA[ muleyyy]]></author>
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				<title>cultists close combat or ranged?</title>
				<description><![CDATA[ - If holding a objective the autoguns will give you more millage and versatility. <br /> <br /> - While a <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> blob of them are a option, the <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> codex is filled will so many <span class="glossaryitem" onmouseover='gp(19);'>CC</span> options that they dont really stand up to it even if your break it down in points. <br /> <br /> - So it can become a case of what will the cultists perform better against then all the other choices I have? The answer? <span class="glossaryitem" onmouseover='gp(224);'>TH</span>-Terminiators, and any <span class="glossaryitem" onmouseover='gp(19);'>CC</span> unit that is either heavily 2+ or sporting ap2 weaponry. <br /> <br /> - If you are planning on a melee blob another option is take Typus for Plague Zombies. They get fearless, <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>, and slow and purposeful. However they cannot purchase any upgrades or fire there guns.<br /> ]]></description>
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				<pubDate><![CDATA[Sun, 11 Nov 2012 06:45:44]]> GMT</pubDate>
				<author><![CDATA[ hazal]]></author>
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				<title>cultists close combat or ranged?</title>
				<description><![CDATA[ hmmm ok thats annother interesting opinion<br /> <br /> so you think a ranged combo would be better? run up to enemy or grab objective and overwatch anything that tries to assult, and come in with a better close combat unit later to finish the enemy off?<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 11 Nov 2012 07:48:25]]> GMT</pubDate>
				<author><![CDATA[ muleyyy]]></author>
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				<title>Re:cultists close combat or ranged?</title>
				<description><![CDATA[ I find cultists work well to follow your marines into combat. On their own, they'll probably break and be run down, but with a tougher unit to support them the weight of attacks can seriously turn the tides in your favour. I had a game against a grey knight player in which he charged my marines with his paladins and started cutting me down. Luckily he mostly whiffed his attacks, and then I charged into the fray with 20 cultists with <span class="glossaryitem" onmouseover='gp(20);'>ccw</span>/pistol. That's 60 attacks, and while I was hitting on 4s and wounding on 5s, the sheer number of attacks was enough to actually allow me to win the combat that round (I think I dealt 3 wounds with them when all was said and done).<br /> <br /> My experience with the auto gun has been less than stellar. <span class="glossaryitem" onmouseover='gp(123);'>str</span> 3 <span class="glossaryitem" onmouseover='gp(6);'>ap</span> - is all but useless against marines, and it has pretty limited range. If you're able to shoot at them, they're able to shoot at you, and they're gonna win that firefight. Even if you have tons of guys, it's not gonna take a lot to force a leadership test, and while there's no negative modifiers associated with it, you still only have 7 leadership. You'll also presumably be fairly close to the edge of the board if you're taking them to hold back field objectives, so if you do fail that leadership test, there is a very real chance that they'll be fleeing of the table edge.]]></description>
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				<pubDate><![CDATA[Sun, 11 Nov 2012 09:28:05]]> GMT</pubDate>
				<author><![CDATA[ GimbleMuggernaught]]></author>
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				<title>cultists close combat or ranged?</title>
				<description><![CDATA[ For objective holding, a shooty unit is better.]]></description>
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				<pubDate><![CDATA[Sun, 11 Nov 2012 14:34:23]]> GMT</pubDate>
				<author><![CDATA[ wuestenfux]]></author>
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				<title>cultists close combat or ranged?</title>
				<description><![CDATA[ some excellant idea's here, i appreciate the input, particularily from those who have actually used this unit in combat<br /> <br /> as i previously mentioned, my original thought was to put a dark apostle in the unit to stop them from running so i guess that pidgeonholes them for combat, it would also be more characteristic of the word bearers<br /> <br /> ideally they wouldnt be assulting on their own, just taking the brunt of the attack and allowing assult specialists to charge in without getting shot at on the way in<br /> <br /> i get what you say about losing a straight firefight, the heavy stubber is a little feeble, not worth saying still for a turn to shoot with flamers are probably better all round]]></description>
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				<pubDate><![CDATA[Sun, 11 Nov 2012 14:57:40]]> GMT</pubDate>
				<author><![CDATA[ muleyyy]]></author>
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				<title>cultists close combat or ranged?</title>
				<description><![CDATA[ the shooty option is much much better but it costs more.<br /> <br /> if you just want chaff to run around and grab objectives keep them cheap, <span class="glossaryitem" onmouseover='gp(20);'>ccw</span> and pistol<br /> <br /> if they are going to hare a fearless character with them, <span class="glossaryitem" onmouseover='gp(20);'>ccw</span> and pistol<br /> <br /> if you want them to do something, take the rifles, but then you are paying 25% more points than guard for troops that are worse than guard.  Ally in <span class="glossaryitem" onmouseover='gp(69);'>IG</span>]]></description>
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				<pubDate><![CDATA[Sun, 11 Nov 2012 15:22:36]]> GMT</pubDate>
				<author><![CDATA[ Exergy]]></author>
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				<title>cultists close combat or ranged?</title>
				<description><![CDATA[ hmmm throwing chaff at the enemy is probably the best use for a word bearers themed army<br /> <br /> maybe in a large army a second, shooty unit may be an option, but i could always convert those from cadians/catachan models<br /> <br /> OR take an allied contingent of imperial guard<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 11 Nov 2012 19:16:20]]> GMT</pubDate>
				<author><![CDATA[ muleyyy]]></author>
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				<title>cultists close combat or ranged?</title>
				<description><![CDATA[ What I have found workswell is Typhus, 1x 35 man squads of Zombies, lead by Typhus and a Nurgle Lord on Palaquin with the Brand, and a a second 10 man squad in a daemon Land Raider with Dirge Caster. Tha land Raider with Daemon Possesion is hard to kills or stop, and the Flat out loows speedy progress to prevent overwatch wile the cultists are there to feed the POossession and maybe claim and objective late game,while the massive horde ploughs upfield. The trick is to make the Lord your warlord in the hope of getting good Warlord traits like the Masterof Deception or Soul Blaze for the uinit. Those Zombies are scarly tough to kill, as is Typhus and a Lord with T 5-6 and 5 wounds.<br /> <br /> If used right the <span class="glossaryitem" onmouseover='gp(87);'>LR</span> should prevent that large mob from being victims of Overwatch, and the Champion or Typhus can take up challenges to protect you're warlord.]]></description>
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				<pubDate><![CDATA[Sun, 11 Nov 2012 23:34:04]]> GMT</pubDate>
				<author><![CDATA[ Deadshot]]></author>
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				<title>cultists close combat or ranged?</title>
				<description><![CDATA[ I run a 30.man shooty blob as a screen.for 2 noise marine squads a sorcerer with 2 mastery levels and 3 biomancy powers makes my noise marines relentless abd ny cultists T4 with <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> ]]></description>
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				<pubDate><![CDATA[Mon, 12 Nov 2012 01:49:03]]> GMT</pubDate>
				<author><![CDATA[ Crimson-King2120]]></author>
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				<title>cultists close combat or ranged?</title>
				<description><![CDATA[ To be fair, 30 shooty cultists on rapid fire range put 10 wounds on <span class="glossaryitem" onmouseover='gp(388);'>SMs</span>, which generally means 3.33 dead marines. Closer to 4 with heavy Stubbers. That is pretty good for a throaway unit. Even at long range, you are killing 2.<br /> <br /> You get 2-3 more kills if you assault with ALL your cultists, AND with the shooting at assault. Around 2-3 more from flamers. <br /> <br /> So yeah, 30 cultists can potentially kill a unit of <span class="glossaryitem" onmouseover='gp(119);'>SM</span> on the charge, or put a serious dent on nearby marines. With Mark of Khorne assault cultists, you most definitely kill the marine unit, and probably make a great anti terminator unit too. The problem is, if you DONT kill them on the charge, you expect to kill 3, and they expect to kill more than that. so they might rout you with like 1-2 marines remaining. <br /> <br /> With a duelist lord, cultist are actually amazing melee units, since they make such great bodyguards due to the 35 wounds and fearless, while giving you masses of attacks, which means they are good at taking down elites like terminators. We are talking potentially 140 <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 4 attacks on a charge! And that's WITHOUT the 32 autopistol shots on the way in, and the 3 flamers! For 235 points. With 35 wounds. That's not bad at all. It will take ages for people to shoot all these off, and you don't particularly care about it either. You are pretty much guaranteed to get your lord into melee.<br /> <br /> Basically, with mark of Khorne, you have your very own Ork Boyz with slightly worse melee, but much better shooting due to the 3 flamers.<br /> <br /> The main issue is, like others have said, is that the Lord NEEDS to survive, so he needs to be an umber killy duelst, like a Khorne Lord with Axe of Blinding Fury, or Lucious/Kharn/Slaneesh Lord. Ironically enough, a Dark Apostle does not work very well in such a unit, due to the powermaul not being a good dueling weapon. <br /> <br /> If you ARE set on running a Dark Apostle, you need to have him close but in a different squad for the <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> 10 6" bubble. Possibly on a squad of shooty cultists, following two squads of assault cultists. He's clearly meant to lead a cultist horde army from the back, not doing duels himself. <br /> <br /> Also Ironically enough, I dont think Typhus's zombies are as good at all. As mentioned, they do make good tarpits, but frankly with slow and purposeful they dont really make good bodyguards, and with 1 <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> they make terrible melee units as well. And ofcourse, they dont really work with everybody's favorite Epidermus+Typhus's ally list.<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 12 Nov 2012 03:46:26]]> GMT</pubDate>
				<author><![CDATA[ DrDuckman]]></author>
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				<title>cultists close combat or ranged?</title>
				<description><![CDATA[ Another reason the cultists are good bodyguard units for beatstick lords is because they have a sacrificial champion to soak challenges and let your lord go to town.]]></description>
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				<pubDate><![CDATA[Mon, 12 Nov 2012 05:17:48]]> GMT</pubDate>
				<author><![CDATA[ loota boy]]></author>
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				<title>cultists close combat or ranged?</title>
				<description><![CDATA[ Cultists are freaking amazing as a shooting line. They give guns to your army for dirt cheap. I use as a great 300 point utility troop choice for when i might get matched up vs a non <span class="glossaryitem" onmouseover='gp(95);'>meq</span> list. The amount of shots in the air is just dumb. let me break it down. 35 cultists vs <span class="glossaryitem" onmouseover='gp(69);'>ig</span>. 70 shots. 35 hits. 17 wounds. 11 kils.<br /> vs marines 35 hits 12 wounds 4 kills.]]></description>
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				<pubDate><![CDATA[Mon, 12 Nov 2012 12:28:51]]> GMT</pubDate>
				<author><![CDATA[ firl21]]></author>
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				<title>Re:cultists close combat or ranged?</title>
				<description><![CDATA[ I have been pondering this same question and am still undecided on which way I want to go with my 35 cultists<br /> <br /> I was thinking Melee with 3x flamers and <span class="glossaryitem" onmouseover='gp(99);'>MoK</span><br /> Possibly have Abaddon attached for Fearless<br /> <br /> Or<br /> <br /> Have them all with Autoguns and either no mark or <span class="glossaryitem" onmouseover='gp(100);'>MoN</span><br /> With this I would bring Dark Apostle or Ahriman for some ranged or sorcery<br /> <br /> A quest I have though for going melee, if you have a cultist champion and an <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> attached, can you decide on which one does the challenges or does it have to be the <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>?]]></description>
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				<pubDate><![CDATA[Mon, 12 Nov 2012 19:15:05]]> GMT</pubDate>
				<author><![CDATA[ Solomongrundy]]></author>
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				<title>cultists close combat or ranged?</title>
				<description><![CDATA[ Ranged is best. Chaos has better <span class="glossaryitem" onmouseover='gp(19);'>CC</span> options than them.]]></description>
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				<pubDate><![CDATA[Mon, 12 Nov 2012 19:21:42]]> GMT</pubDate>
				<author><![CDATA[ CuddlySquig]]></author>
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				<title>cultists close combat or ranged?</title>
				<description><![CDATA[ Keep them cheap and keep them ranged.]]></description>
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				<pubDate><![CDATA[Mon, 12 Nov 2012 20:18:40]]> GMT</pubDate>
				<author><![CDATA[ kronk]]></author>
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				<title>Re:cultists close combat or ranged?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/be7bdd7504ab6284b1782c08b00c0577.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/488220/4972415.page"><b>Solomongrundy wrote:</b></a><br/><br /> <br /> A quest I have though for going melee, if you have a cultist champion and an <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> attached, can you decide on which one does the challenges or does it have to be the <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>?</div></blockquote><br /> <br /> according to the codex you get to choose who accepts any challenge<br /> <br /> really it all comes down to, are the overwatch shots + ranged attacks better than the extra attacks and less points<br /> <br /> i dont think you can realistically expect to charge all the time, also i imagine it would be hard to get all 35 attacking in close combat, however a stinging round of overwatch might reduce the impact of any charge<br /> <br /> however, having never fielded them or played <span class="glossaryitem" onmouseover='gp(3);'>40k</span> since 4th edition i'm not really sure, hence starting the thread, i'm really interested to hear how others have actually used this unit<br /> <br /> i'm sure plenty of people have got dark vengance and therefore have the cultist models]]></description>
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				<pubDate><![CDATA[Mon, 12 Nov 2012 20:56:06]]> GMT</pubDate>
				<author><![CDATA[ muleyyy]]></author>
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				<title>Re:cultists close combat or ranged?</title>
				<description><![CDATA[ Yea I split the Dark Vengeance box for the Chaos side and also picked up 50 more cultists <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> So I can do 2 squads of 35 and 30<br /> <br /> So I think I may just go ranged with 35x cultists, all autoguns and 3 Heavy Stubbers<br /> See what happens<br /> <br /> Not sure if I am going to take any Lord or anything with them, probably not]]></description>
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				<pubDate><![CDATA[Mon, 12 Nov 2012 21:04:43]]> GMT</pubDate>
				<author><![CDATA[ Solomongrundy]]></author>
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				<title>cultists close combat or ranged?</title>
				<description><![CDATA[ Ive been running a Wordbearer themed armies in various builds for quite a while and I gotta say cultists have earned a permanent spot on my batte grounds.  heres what i learned.  <br /> <br /> 35 Shooty cultists make for deceptively amazing denial units. The enemy has to commit a lot of firepower to them if you can get them into a good cover save. (<span class="glossaryitem" onmouseover='gp(17);'>BTW</span> 70 overwatch shots = <span class="glossaryitem" onmouseover='gp(84);'>lol</span>)<br /> <br /> 35 <span class="glossaryitem" onmouseover='gp(19);'>CC</span> <span class="glossaryitem" onmouseover='gp(99);'>mok</span> cultists relies more on your enemy underestimating them, They can actually overwhelm <span class="glossaryitem" onmouseover='gp(95);'>meqs</span> fast but they wont benefit from all the coversaves 6th ed has to offer and thus will evaporate much quicker with or without a solid leader.]]></description>
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				<pubDate><![CDATA[Mon, 12 Nov 2012 21:27:51]]> GMT</pubDate>
				<author><![CDATA[ wearelegion]]></author>
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				<title>Re:cultists close combat or ranged?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/bc30bc5711903430ac806f3330dbab4e.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/488220/4972758.page"><b>muleyyy wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/be7bdd7504ab6284b1782c08b00c0577.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/488220/4972415.page"><b>Solomongrundy wrote:</b></a><br/><br /> <br /> A quest I have though for going melee, if you have a cultist champion and an <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> attached, can you decide on which one does the challenges or does it have to be the <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>?</div></blockquote><br /> <br /> according to the codex you get to choose who accepts any challenge<br /> </div></blockquote><br /> <br /> but you also must issue challanges, so if you are in combat you will never be in the position of getting to accepting challenges unless you are playing another chaos player<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 12 Nov 2012 21:51:35]]> GMT</pubDate>
				<author><![CDATA[ Exergy]]></author>
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				<title>cultists close combat or ranged?</title>
				<description><![CDATA[ That's true since I must issue challenges my opponent is forced to accept  who I choose on his side to challenge whichever character I want on my side.]]></description>
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				<pubDate><![CDATA[Mon, 12 Nov 2012 21:57:55]]> GMT</pubDate>
				<author><![CDATA[ Solomongrundy]]></author>
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				<title>cultists close combat or ranged?</title>
				<description><![CDATA[ I've been running 35 cultists offensively and holy hell are people surprised by 105 attacks on the charge. It's ridiculous value for money. Good fun.<br /> <br /> If you're holding objectives though, definitely don't go <span class="glossaryitem" onmouseover='gp(20);'>ccw</span>.]]></description>
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				<pubDate><![CDATA[Mon, 12 Nov 2012 22:01:21]]> GMT</pubDate>
				<author><![CDATA[ Stoffer]]></author>
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				<title>cultists close combat or ranged?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/be7bdd7504ab6284b1782c08b00c0577.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/488220/4973016.page"><b>Solomongrundy wrote:</b></a><br/>That's true since I must issue challenges my opponent is forced to accept  who I choose on his side to challenge whichever character I want on my side.</div></blockquote><br /> <br /> no you are at a disadvantage, if you have 2 characters and so does he, you have to choose which one goes into the challenge first.  so if you have a cultist champ and a lord with just a 3+ and he has a chump sergeant with a maul and a captain with a 2+ and a sword you cant wait.  you must declare first, so he can either pair his chump sergeant against your cultist or his captain against your lord, depending on which you pick.  You cannot wait for him to challenge and put your lord against his sergeant or your cultist against his lord.  ]]></description>
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				<pubDate><![CDATA[Mon, 12 Nov 2012 22:53:53]]> GMT</pubDate>
				<author><![CDATA[ Exergy]]></author>
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				<title>cultists close combat or ranged?</title>
				<description><![CDATA[ You can almost always use 30 points better somewhere else than giving your cultists guns in my opinion.  I can see the merits of having the guns though.]]></description>
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				<pubDate><![CDATA[Tue, 13 Nov 2012 01:50:26]]> GMT</pubDate>
				<author><![CDATA[ Attomsk]]></author>
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				<title>cultists close combat or ranged?</title>
				<description><![CDATA[ ok so how about this for an idea;<br /> <br /> use just cultists to fulfill your troop choice obligations, save for one squad of marines <br /> <br /> then take havocs instead of regular marine squads - they cost the same per model but can take twice as many heavy or special weapons with no restrictions on unit size<br /> <br /> so essentially in a 1k (small) battle you would have 2x20 man cultist units, sling the <span class="glossaryitem" onmouseover='gp(56);'>hq</span> in one, then take a nice big unit of marines and put them in a rhino with dirge casters<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 13 Nov 2012 07:33:37]]> GMT</pubDate>
				<author><![CDATA[ muleyyy]]></author>
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				<title>cultists close combat or ranged?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/4f51cf2b15930c57fb609a08b362bdb2.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/488220/4973222.page"><b>Exergy wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/be7bdd7504ab6284b1782c08b00c0577.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/488220/4973016.page"><b>Solomongrundy wrote:</b></a><br/>That's true since I must issue challenges my opponent is forced to accept  who I choose on his side to challenge whichever character I want on my side.</div></blockquote><br /> <br /> no you are at a disadvantage, if you have 2 characters and so does he, you have to choose which one goes into the challenge first.  so if you have a cultist champ and a lord with just a 3+ and he has a chump sergeant with a maul and a captain with a 2+ and a sword you cant wait.  you must declare first, so he can either pair his chump sergeant against your cultist or his captain against your lord, depending on which you pick.  You cannot wait for him to challenge and put your lord against his sergeant or your cultist against his lord.  </div></blockquote><br /> <br /> Page 64 of the 6th Ed rule book says that only one challenge can be issued per close combat, so with that I don't think that more than 1 character can do a challenge if they are in the same unit.]]></description>
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				<pubDate><![CDATA[Tue, 13 Nov 2012 13:02:50]]> GMT</pubDate>
				<author><![CDATA[ Solomongrundy]]></author>
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				<title>Re:cultists close combat or ranged?</title>
				<description><![CDATA[ Can we select secret option #3, zombies?]]></description>
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				<pubDate><![CDATA[Tue, 13 Nov 2012 13:25:17]]> GMT</pubDate>
				<author><![CDATA[ TheLionOfTheForest]]></author>
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				<title>cultists close combat or ranged?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/bc30bc5711903430ac806f3330dbab4e.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/488220/4974552.page"><b>muleyyy wrote:</b></a><br/>ok so how about this for an idea;<br /> <br /> use just cultists to fulfill your troop choice obligations, save for one squad of marines <br /> <br /> then take havocs instead of regular marine squads - they cost the same per model but can take twice as many heavy or special weapons with no restrictions on unit size<br /> <br /> so essentially in a 1k (small) battle you would have 2x20 man cultist units, sling the <span class="glossaryitem" onmouseover='gp(56);'>hq</span> in one, then take a nice big unit of marines and put them in a rhino with dirge casters<br /> </div></blockquote><br /> <br /> Like you say, okay for a small battle but anything larger and the force will suffer from the heavy support slots being filled with tactical equivalent marines.<br /> <br /> I tend to get a bit into the battle and frequently fail to leave a troop choice sat on objectives in my own half. So I'm pondering taking a rhino for my havoc marines and then filling it with 10 cultists with either a flamer and two rifles or a heavy stubber and a single rifle(depending on the force I am facing) and an additional combi bolter on the rhino.  Then basically sitting it near the objective in my deployment zone (somewhere to give the rhino a cover save) and using it as a gun platfrom until one of the later turns and then piling out onto the objective.  I'm hoping that by keeping a havoc of a combi-<span class="glossaryitem" onmouseover='gp(166);'>plas</span>/melta off the rhino people will not see it as a threat and let me merrily pump out shots each turn.  Also pondering  putting spikey bits onto it to give me the hits if I chose to tank shock anything which turns up to kill the cultists once they are on the objective.  If a flyer shows its rear armour I get the four <span class="glossaryitem" onmouseover='gp(126);'>TL</span> bolter shots to try and glance it.<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 13 Nov 2012 13:49:41]]> GMT</pubDate>
				<author><![CDATA[ Jasper]]></author>
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				<title>cultists close combat or ranged?</title>
				<description><![CDATA[ Personally, I run my cultists as <span class="glossaryitem" onmouseover='gp(69);'>IG</span> allies.]]></description>
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				<pubDate><![CDATA[Tue, 13 Nov 2012 13:54:12]]> GMT</pubDate>
				<author><![CDATA[ ManSandwich]]></author>
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				<title>cultists close combat or ranged?</title>
				<description><![CDATA[ i'm plannign on picking up 20 of the ranged ones from Ebay and have a 20 man unit sitting on my home objective.  <br /> <br /> 20 Cultists with autoguns and 2 heavy stubbers comes in at nearly 30 points cheaper than a naked 10 man marine squad.  <br /> <br /> i cant see myself using marks on them thoguh as that kind of defeats the object of keeping them cheap.<br /> That'll do nicely.]]></description>
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				<pubDate><![CDATA[Tue, 13 Nov 2012 15:02:12]]> GMT</pubDate>
				<author><![CDATA[ Praxiss]]></author>
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