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Zombie Cultists and Incinerators


L30n1d4s

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As the new CSM book is out and people get a chance to digest it, I expect many CSM player to build their list around a core of Typhus + Plague Zombie.

 

For 150 points, a CSM player gets 35 T3 models with Fearless and FNP. Hunkered down into cover, these guys will require a lot of effort to get off an objective (far more effort than their points value, in most cases). Outside of getting a squad of purifiers into CC with them, I think conventional GK pure armies are going to have a difficult time dealing with the raw numbers that Typhus can bring to the fight.

 

This is where the Incinerators come into their own, IMHO. 35 Plague Zombies in cover? Well, Incinerators are template weapons, so no cover save. 35 models with FNP? Unlike other codexes' Heavy Flamers, which are S5, the S6 Incinerators are double the toughness of the zombies, meaning that they don't get FNP.

 

Most GK infantry units can get at least 2 Incinerators and a few (Paladins, Purifiers, Purgators) can take 4 per squad. Finally, Dreadknights can take Heavy Incinerators, with the Torrent ability, making them even more "accurate" (i.e. able to maximize the number of models hit) and Grandmasters can get them for dirt cheap. If the zombies are tightly packed, it is not unreasonable to get 6 hits per Incinerator template. Say you have a 5 man Purifier Squad with GM attached, with 3 Incinerators.... you could potentially take out half of the 35 zombies in a single round of shooting (i.e. around 18 hits/15 wounds) and then charge in and mop up the rest in a follow-on turn.

 

Obviously, the problem is not defeating zombies... the problem is not devoting too much effort to a cheap, expendable unit to seize an objective. Incinerators seem like a cost effective method to me for dealing with cheap cultists/zombies.

 

Anyone else have thoughts on how to efficiently deal with mass, cheap enemy troop units as GKs?

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Well I dont see the issue here really.

But that maybe because I already include incinerators in my armies. Psycannons are not the answer to everything.

I wont have any bigger problems with 35 T3 models. And to be honest I dont think many around here where I live will invest in them.

 

I have no idea atm what zombies does. But if they dont have the ability to shot at all, I see absolutely no issue with them Sure they can grab an objective. But towards the end of the game, what stops my units from denying them their objective?

The only issue is bar NDKs, and potentially Purgation Squads, Incinerator compete with Psycannons.

 

And usually lose out.

 

If you want to tailor a list to beat Plague zombies, go nuts with them! For a more rounded 'all comers' list, we're hard pressed to include many at all. :P

I play with a lot of ruins and buildings on the board, so I don't have a problem with taking the incinerators (or flamers), even in the face of taking psycannons. Yeah, psycannons are awesome, but in an all-comers list, with tons of ruins to hide in on the board (like we usually play with) I really like the templates that negate cover saves. I know one other person that takes Typhus and zombies (which I also plan to take eventually) and incinerators, even on a single squad, will probably rip them apart. I can't wait to go up against him with my purifier list!

... If this is the biggest threat Chaos can muster, then I'm not worried at all.

 

What I'm more concerned about is the armies consisting of 60+ marines and 9 obliterators with 2 Lvl 3 psykers casting god knows what, or Heldrakes flying around burning stuff with it's AP3 flamer. Or maybe a list of Abaddon accompanied by 60 chosen totin 5 heavy weapons each.

 

I really don't think plague zombies are ever going to show up in the face of regular cultists, who can actually contribute to the fight with heavy stubbers.

Meh, just assault them and they'll dissolve pretty quickly even if they can't break.

 

Many people see it as a bad thing when an expensive unit is "wasted" on a fodder unit, but what matters is winning games. If your Purifier unit chomps it's way through a Zombie unit and takes an objective, then that's 3 victory points in the bag. Who cares if it costs you twice as many or more points if you win the game.

And no zombies can't shoot, but then when your opponent take typhus, your opponent is limited on how many other specialist troops he can take, in my opinion, chaos space marines seem a lot cooler, I started playing them well before the new codex and i'm pleased with the new rules, especially with the changes to the mark points costs and cc weapons, so they won't be as ridiculous, but my gk's have never had a problem against them

Cultists are going to die to most of our units. They're not meant to kill anything, they're just used to flood objectives with bodies and clog the mid-field.

 

I kinda prefer plasma cannon spam against them. It has duality against the Marines and Terminators you are likely to see, and you can bomb them from Turn 1. Incinerators are probably going to fire once.

 

If you are keen on BBQ'ing a Cultists/Zombie horde, look no further than the Trogdor build;

 

Justicar w/halberd, 4 x Purgators w/incinerators, Rhino

(140 points)

 

Drive up, jump out, wash them in cleansing fire. If you have a Raven in your list, you can always drop the Rhino and just dump them out of the Raven.

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