Chaos Space Marines Week: The Troops Section
October 8, 2012 by beerogre
video sponsors: Warmachine - Infinity
The first section we want to cover is the Chaos Marine troops section, it may be small, but it's arguably the most important section and has one of the brand new units for Warhammer 40K 6th Edition... the Chaos Cultists!
My List now comes down to:
PPsyker
3x Vets with Plasma in Vendetta’s
2x Leman Russ Demolishers (S10AP2 Blast!)
Psyker in Terminator Armour for 85 pts
with a unit of Either 5 Terminators (for 31pts/piece) or 7 Plague Marines with Plasma
2x 10 Men Chaos Marines with Plasma (with boltguns, I want these guys to hold objectives & live, not stand there trying to hit something that’s out of range)
All behind a DL of course
That’s for 1750, mind you
Guys, you re-roll spawnhood or apotheosis from the gift of mutation, there’s still a chance it can give you something you already have, but at least you get protection from turning into a spawn.
Chaos marines are still Chaos marines- only now you pay a bit more for the bolter, pistol and ccw option they used to have, cultists are great for objective blobing and not much else, and even zombie upgraded, just roll out the hellhounds or other S6 blasts to take away their feel no pain save, or lasgun spam them into failing saves.
You could add a Dark Apostle to normal cultists to make them fearless, but then that’s about 100 ish points and he probably won’t last through too many of his mandatory challenges.
Think my word bearers will be sticking with the boltguns (mostly because I don’t want to clip all of their arms off!).
Good vid, looking forward to the rest of the week!
Oh and RAW you can’t take more than 10 zombies in a unit, but I’m sure that’ll be FAQ’d at some point.
Yeah definitely agree about the cultists, but cheap objective holders will have a use and the cultist models are pretty cool, would be good if they made a separate kit for them though!
in light of the allies rule in 6th edition, I see cultists as pointless. Why would you take cultists rather than guardsmen? and please someone correct me because I’ve still got the ones from dark vengeance on my painting table. lol
The nearest equivalent Guardsmen are 5 points more expensive, but for that they get better armour, and an officer to give them orders, and they get to take more options regarding flamers plasmaguns and power weapons, though their minimum is 75 more than minimum cultists.
Basically cultists are for the last 50-100 points and another scoring unit, and the champion might turn himself into a daemon prince, not be able to be placed on the table and die! Which is hilarious enough to take a squad imo…
1 i think the point of them is to soak up shots/wounds
2 they could be useful for attacking devestors/long fang units if you can get them close enough
3 use them to take the overwatch shots b4 using a good unit 2 charge if your dirge casters aint close enough
Cultists are a kind of Grot unit in my opinion. It is very easy to spent a lot of points with that codex, and they are your way to get some additional scoring units without using allies. This is not too bad if you look at the new missions. I would run them in minimum units without upgrades or maybe a heavy weapon, starting in reserve. Their job is to sit in area terrain and run to an objective in turn 5. One unit of 20 Marines with the suggested upgrades costs about 300 points. You get 6 units of… Read more »
the armour save isn’t really a big deal, there’s a lot of ap 5 weapons out there anyway. you have to pay for the autoguns, making them a more expensive, slightly worse guardsman alternative. yeah, they are cheap for being able to take just 10 of them but if you want a whole load of cheap guys conscripts are an option. I see cultists as a combat alternative to guardsman and for those tournaments that don’t allow allies. then again not sure mark of khrone is worth the points for these guys
Against marines it wont seem like a big deal but against orks with a bunch of AP6 you’ll feel that lower armour, but really the big thing guard have over cultists is the officer’s ability to make their 60 shots into 90 or give them 3 dice for their run move to get them onto that objective RTFN.
If you’re going Chaos, you might as well go with random charts – The Dark Gods reward those that fully embrace them!
I agree with Brutus. Cultists indeed have uses like gretchin. You can have a meat shield of cultists for the same price as a rhino to provide cover for your more expensive Chaos Marines as they advance. Sure you can keep some to hold objectives…if they can… but me, I’d use them to clog up enemy lanes of fire, throw them into enemy elite units as speed bumps, or stick them on my flank for cover. It seems like a very “I worship the dark gods” sort of thing to drive a bunch of unarmoured, poorly led minions into the… Read more »
What do you guys think about spawns now being the 3 wound models. i have always found it difficult to deal with the likes of grotesques of blood crushers, without the mindless sr and with cultists? A nice load of wound guys?
Cool video but am I the only one who misses Warren?
This one’s plenty informative and all but nowhere near as entertaining as some of the previous videos, especially the Blood Angels ones.
Warren’s entertaining all right, but it seems like the other guys have difficulty getting a word in when he’s there though
20 CSMs with chainswords and bolt pistols seems kinda pointless.
They’d be stuck walking across the table, nothing could transport them, they’d be slow as fuck. If you’re lucky you’ll still have 10 left when you finally get them into CC. If not, it’s a waste of what…3-400 points?
I’d rather split them into 2 units and stick them in Rhinos.
There’s a lot of S7-9 AP2 large blasts floating around.
rhinos seem to get shot to bits in 6th edition, I wouldn’t rely on the rhino rush tactic any more
Plague zombies!
http://www.waylandgames.co.uk/mantic-games/warpath/the-corporation/z-corps/prod_18570.html
50p a zombie isnt bad also the wargame factory zombies(yes even the vixens) are also cheap coming in at less than 50p each
I personally feel that with the change to berzerkers and chaos marines that most times its better to take the marines and give them their c.c weapons and mark of khorne and then either vengence or wrath. They come out cheaper then berzerkers, don’t require a dedicated HQ and are only missing 1 WS and either furious charge or fearless. Arguably the extra points might be worth it but I’ll probably just use c.c marnies now over berzerkers. FYI 20 CC marines would be 320-325 pts vs 390 for the berzerkers