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post #1 of 16 (permalink) Old 07-20-15, 09:24 PM Thread Starter
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Default Chaos Cultists?

I have 40 chaos space marines and 10 noise marines currently as my infantry choices for my chaos space marines army and I was thinking about picking up some cultists so I have cheaper options in the troop slot. I was wondering how people commonly run them, and if they are actually good or not. Thanks.
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post #2 of 16 (permalink) Old 07-20-15, 10:18 PM
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I generally prefer taking marines as they are more versatile and more importantly tougher. But I know the large proportion of lists I see online have fairly big blob of cultists for the majority of the troops, as once they are in cover they can be a real pain especially when you can take 4 for the price of a marine, as some armies just don't have that number of shots.

Me: To be honest im amazed there isn't a chaos god of not revising or at least chaos god of procrastination

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post #3 of 16 (permalink) Old 07-20-15, 10:31 PM
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Cultists tend to be a unit who can be cannon fodder, giving your marines a cover save from body cover. Or can be used as a cheep method of holding back field objectives.

A slightly better option is spending a few pts for a nurgle leader of a vraks army and taking zombies at 3pts a model with a 4+fnp
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post #4 of 16 (permalink) Old 07-21-15, 02:09 AM
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Quote:
Originally Posted by mayegelt View Post
Cultists tend to be a unit who can be cannon fodder, giving your marines a cover save from body cover. Or can be used as a cheep method of holding back field objectives.

A slightly better option is spending a few pts for a nurgle leader of a vraks army and taking zombies at 3pts a model with a 4+fnp
Chaos cultists are amazing. Use them for cover, objectives, bait... you can even eat them mmm a nice tasty treat.. lol its the gateway to a nice zombie hoard.

Cheers.

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post #5 of 16 (permalink) Old 07-21-15, 02:11 AM
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Originally Posted by mrknify View Post
Chaos cultists are amazing. Use them for cover, objectives, bait... you can even eat them mmm a nice tasty treat.. lol its the gateway to a nice zombie hoard.

Cheers.
Agreed.

Other people prefer CSM because they're over all better, but I'd rather dump the required troops tax into cultists and spend my points on bikers/spawn/maulerfiends/whatever. You pay a little more and get a little less with Khorne Daemonkin, but they give you a blood point when they die so it ain't so bad.


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post #6 of 16 (permalink) Old 07-21-15, 02:12 AM
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Originally Posted by venomlust View Post
Agreed.

Other people prefer CSM because they're over all better, but I'd rather dump the required troops tax into cultists and spend my points on bikers/spawn/maulerfiends/whatever.
Or heldrakes and chaos knights...

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post #7 of 16 (permalink) Old 07-21-15, 06:23 AM Thread Starter
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is it decent to run 30 with heavy stubbers and autoguns? That was the build I was thinking about
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post #8 of 16 (permalink) Old 07-21-15, 06:40 AM
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Or heldrakes and chaos knights...
There ya go!


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post #9 of 16 (permalink) Old 07-21-15, 09:54 AM
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Quote:
Originally Posted by Lord of Lustria View Post
is it decent to run 30 with heavy stubbers and autoguns? That was the build I was thinking about
Well, cultists are a real workhorse unit, more than chaos marines.
If you compare the cost of 10 naked marines (140 pts) you can see that you could have been able to bring in 30 cultists with 2 flamers. This means that you get more bodies, more attacks on the charge, more resistance to morale checks due to shooting....

Marines should have a purpose in the army, cultists can just be trown in droves to try and kill stuff.

I usually run them like this:
-10 with 1 flamer & ccw / pistol
-20 with ccw / pistol
-30 with 3 flamers & ccw / pistol

if i run 30 of them i usually join Huron or a slaanesh lord on steed to infiltrate/outflank them and make them fearless.

The shooty configuration works better in multiple small units: this allow you to better direct your fire without overkilling and give the cultists more survivability.
So, if you want to shoot:
10 cultists, heavy stubber, 5 autoguns (60)
10 cultists, heavy stubber, 5 autoguns (60)
10 cultists, heavy stubber, 5 autoguns (60)
10 cultists, heavy stubber, 5 autoguns (60)
Lots of bodies, 4 units, lots of basic dakka.
This configuration can be extra funny if you take the Helcult formation, where you have fearless cultists units and meatshielding a raging helbrute. It's a formation, so no objective secured, but fearless and 3+ cover is gold.

20 Cultists, 15 autoguns
20 Cultists, 15 autoguns
(210)
1 Helbrute, power scourge, multimelta
(115)

And you have 24" covered against hordes and even vehicles.

As a side note, i suggest you to ally with Renegades and Heretics and field the truly performing Renegades platoons. They have better special weapons, better options, cost less and can have autoguns for free...

Allied detachment---

renegade command squad
autocannon
(55)

renegade Platoon (270 pts total)

20 renegades
chaos sigil (auto pass the first morale or pinning test each turn!)
3 grenade launchers
autoguns
Militia training (BS & WS 3)
-90 pts...

20 renegades
chaos sigil (auto pass the first morale or pinning test each turn!)
3 grenade launchers
autoguns
Militia training (BS & WS 3)
-90 pts...

20 renegades
chaos sigil (auto pass the first morale or pinning test each turn!)
3 grenade launchers
autoguns
Militia training (BS & WS 3)
-90 pts...

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Last edited by neferhet; 07-21-15 at 11:33 AM.
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post #10 of 16 (permalink) Old 07-22-15, 04:55 AM Thread Starter
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renegades are a forgeworld thing if I am not mistaken? I have never actually owned a forgeworld model so I was wondering if they are legal at most tournaments and if the renegade upgrade packs or the cadians that they go on come with 3 grenade launchers for the suggested build? Thanks for the great responses everyone!
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