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I think what we're seeing in 8th edition is the elimination of astartes uniqueness across the board in favor of streamlining. None of the Loyalist armies have any troops that can really be considered CC specialist and most of their punch (pun intended) comes from the elites and FA which is the same you could say of CSM. I'm glad our troops are decently cheap as they're mostly going to be fulfilling the control objectives duties. 

I don't have any skin in the game personally since I don't play Emperor's Children or World Eaters, but I absolutely cannot fathom the notion that Games Workshop would include the ability for the Cult Legions to take Cult Marines as troops in the index only to take it away a couple months later when the codex drops. Moreover it seems highly unlikely that the Death Guard are going to be deprived of Plague Marines in the troops slot when their codex drops. The good news I suppose is that the army list page for the World Eaters and Emperor's Children isn't replaced explicitly in the codex, and both Legion Traits/Relics/Stratagems etc. and the capacity to take the relevant Cult Marines as troops is dependent on keyword as far as I can tell. No reason you can't do both RAW

 

Still, this is a major oversight by Games Workshop's design team and it better be errata'd quickly and they'd better render the correct verdict. If they don't I hope their customer service department gets inundated with complaints until this is errata'd properly. Props to Games Workshop where props is due but this is totally unacceptable. There shouldn't even be a question regarding whether or not the Cult Legions get Cult Marines as troops.

 

As for Phil Kelly, after the abomination that he penned in 6th edition he can keep his commentary about Chaos to himself.

  On 8/12/2017 at 5:50 PM, ChaosReigns said:

I don't have any skin in the game personally since I don't play Emperor's Children or World Eaters, but I absolutely cannot fathom the notion that Games Workshop would include the ability for the Cult Legions to take Cult Marines as troops in the index only to take it away a couple months later when the codex drops. Moreover it seems highly unlikely that the Death Guard are going to be deprived of Plague Marines in the troops slot when their codex drops. The good news I suppose is that the army list page for the World Eaters and Emperor's Children isn't replaced explicitly in the codex, and both Legion Traits/Relics/Stratagems etc. and the capacity to take the relevant Cult Marines as troops is dependent on keyword as far as I can tell. No reason you can't do both RAW

 

Still, this is a major oversight by Games Workshop's design team and it better be errata'd quickly and they'd better render the correct verdict. If they don't I hope their customer service department gets inundated with complaints until this is errata'd properly. Props to Games Workshop where props is due but this is totally unacceptable. There shouldn't even be a question regarding whether or not the Cult Legions get Cult Marines as troops.

 

As for Phil Kelly, after the abomination that he penned in 6th edition he can keep his commentary about Chaos to himself.

Wasn't the OP's point in this thread not to focus on the cult troops? I don't know why people keep bringing it up. 

I was simply responding to the prior comments on page 2 regarding the question of Cult Marines. If the Cult Legions aren't able to take Cult Marines as troops anymore they're also screwed in the OP's opinion, so I think there's some relevance to the discussion there. :tongue.:

 

At any rate, since my post was the one quoted I guess I'll contribute my thoughts on Undivided troops too. :wink:

 

With Legion rules and an expanded list of stratagems I would say that both Chaos Space Marines and Cultists have a niche that they can reasonably fill. MSU Cultists are cheap and alright for camping on backfield objectives, but they have absolutely no staying power, even when they're in cover. If your opponent has any capacity to strike at the MSU Cultists they'll fold, end of story. Massed Cultists on the other hand can be an annoyance to remove if they're properly supported with leadership mitigation and can achieve decent results in melee if they're backed up by an Exalted Champion or Dark Apostle (or both). It's also a win-win for the Chaos player in that if your opponent is shooting at your Cultists as they move up the board they're not shooting at the units you actually care about.

 

I think Chaos Space Marines have become more worthwhile with the release of the new codex too though. They give us a more robust troops option that's also fairly cheap, and because of Despoilers of the Galaxy numbers are irrelevant for the moment. They do have some staying power especially in cover - certainly they're not going to be removed as easily with small arms fire. They have some flexibility with their special and heavy weapons, so you can basically tailor them to whatever battlefield role you're hoping they'll fulfill. I can say from personal experience that a big squad with chainswords can do some work when properly supported, but of course you have to be careful about not charging into dedicated assault units. Four bolter bros and a heavy bolter is only ten points more than the basic squad's cost and is a decent objective camper if you can get them in cover (thanks to others on this forum for pointing that out to me). It's been said in this thread before, but I think the simple answer is that Chaos Space Marines bring other things to the table besides straight up firepower. From that angle, yeah, Chosen and Havocs are vastly superior (as they should be, otherwise no one would take them), but Chaos Space Marines give you some tactical flexibility with Despoilers and their diverse loadouts and can also be used to bulk out your army in support of your more specialized soldiers.

 

Obviously some of the Traitor Legions are going to get more use out of Chaos Space Marines than others. I think an attrition based army using the Iron Warriors special rules would be both very fluffy and at least has potential to be decent. No morale tests with the warlord trait and if you're ramming big squads of Chaos Marines down your opponent's throat they'll draw fire away from your Havocs and vehicles, especially considering Despoilers. It goes without saying that massed Cultists are a lot cheaper but the changes to cover rules have hurt their durability substantially. MSU Cultists will generally be ignored unless they're sitting on an objective or one's opponent is trying to get first blood because they're (rightly) not perceived as a threat. Small squads of objective camping Alpha Legion Chaos Marines will be a pain to remove if they're in cover between the 2+ save and -1 to hit. etc. etc.

 

In conclusion I think a mixed composition for the troops slots is going to achieve the best results in most cases, and ideally you're going to want to have a plan regarding what you want your Cultists and Chaos Marines to do from a tactical perspective beyond simply removing enemy models. However, if you find yourself in a meta where you need to spend every last point on firepower to be successful either skip the troops altogether or do three MSU Cultists if you want the extra command points because no, Chaos Space Marines cannot compete with Havocs and Chosen in terms of raw damage dealing potential.

Edited by ChaosReigns

20 marines+Prescience+veterans of the long war.

Hitting on 2's wounding on 3's (vs t4) in rapid fire range the equivalent to 10 heavy bolters if you also have special/heavy weapons. That'd put 17-18 wound on T4 and 22-23 on T3 and that's before special weapons.

Are Noise Marines with sonic blasters, yes. But they don't get obsec.

  On 8/12/2017 at 2:42 AM, Iron Father Ferrum said:

Here's the extrapolation I promised.

 

  Reveal hidden contents

I didn't plan to use any troops, until now. Gods be damned, you convinced me. Now I need to change the army list :sweat:

You're welcome.  Properly employed, they can make a serious impact on the battlefield.  You just have to remember that the measure of a unit's worth should never, ever rest solely on how lethal it is on the tabletop.

so how does summoning work here? i dont have my rulebook on me (and have not used it in any games yet). 

 

you leave x points off your roster, which allows you to summon x points of daemons? or do you need to take another detachment, filled up with daemons and summon them?

 

thanks for the troops write up, very helpful for my word bearers 

Summoning doesn't use up or are counted towards detachments or unit organisation but are part of a reserve / summoning pool where you put aside as much points you want so you can practically summon whatever you want which has the daemonic ritual rule, if taken as part of an actual detachment then the daemons in that detachment can't be summoned Edited by Plaguecaster

I'm gonna use:

 

-Abbadon

-20 CSM

-20 Cultists

-20 Cultists

 

To flood the board and try to get "boardcontrol" the cultist-stratagem is pretty nice. I'll try to take 3 Sorcerers with Jumppacks to support them with Defence buffs (1 of each god) so you got:

 

-fearless CSM with fnp (Slaanesh)

-fearless Cultists with 5++ (Tzeentch)

-fearless Cultists with -1 Hit for the enemy (Nurgle)

 

Up to 1-2 rounds and it's enough to reach the midfield to stand there and fire. (Twice with the marines (Slaanesh)

 

And while they're running through the field, my Terminators etc can do their work

 

 

/edit: think about Abaddon with all Defence buffs :D :D

 

3++,fnp, -1 Hit for the enemy, halve the incoming damage.

Edited by Bluthusten
  On 8/13/2017 at 1:35 AM, Bluthusten said:

I'm gonna use:

 

-Abbadon

-20 CSM

-20 Cultists

-20 Cultists

 

To flood the board and try to get "boardcontrol" the cultist-stratagem is pretty nice. I'll try to take 3 Sorcerers with Jumppacks to support them with Defence buffs (1 of each god) so you got:

 

-fearless CSM with fnp (Slaanesh)

-fearless Cultists with 5++ (Tzeentch)

-fearless Cultists with -1 Hit for the enemy (Nurgle)

 

Up to 1-2 rounds and it's enough to reach the midfield to stand there and fire. (Twice with the marines (Slaanesh)

 

And while they're running through the field, my Terminators etc can do their work

 

 

/edit: think about Abaddon with all Defence buffs :biggrin.::biggrin.:

 

3++,fnp, -1 Hit for the enemy, halve the incoming damage.

Sounds pretty good to me.. I'm still trying to figure out if 20 is worth it over 15 at 2k. Over I'd definitely go 20. 

I'll use two blobs of 20 chaos marines and a blob of 20 autogun cultists because I've got the marines, can proxy the cultists and I'm saving up for deathguard.

 

  On 8/12/2017 at 3:26 PM, the jeske said:

Big cultist squads are easier to focus fire in case of charge, you have the whole unit boged in, and you may still need some chaff on the next turn. And I don't  the cultists blob with 2-3 characters in support taking on a knight thing.

 

 

That's why you take both Havoks and Cultists. Buff characters can buff multiple units at once because they have auras and there's no joining units anymore. Of course you can just spam one option if you want to make the most boring army possible but the object of the game is to have fun.

 

You don't take two characters on the off chance that they can make cultists into an effective melee unit. You take two characters to buff your possessed and khorne berzerkers and then have the option of buffing 30 cultists who just re-appeared at full strength behind the opponent.

 

Veterans of the Long War works well on everything, but you don't always get to control your opponent's target priority.

 

 

  On 8/12/2017 at 3:59 PM, Commissar K. said:

My thake on it is simpler.

 

It doesn't matter what manner of rules lawyering you wrangle if the FAQ says "no".

 

Of course the Codex is supposed to replace the Index completely. GW don't want you using palanquin lords because they don't sell them. There are contradictory rulings otherwise so you can get away with certain things for now but I wouldn't put down any cash on something that might get ruined by an FAQ in a few weeks.

 

 

  On 8/12/2017 at 4:48 PM, Bloody Legionnaire said:

I think what we're seeing in 8th edition is the elimination of astartes uniqueness across the board in favor of streamlining. None of the Loyalist armies have any troops that can really be considered CC specialist and most of their punch (pun intended) comes from the elites and FA which is the same you could say of CSM. I'm glad our troops are decently cheap as they're mostly going to be fulfilling the control objectives duties. 

 

New Deathguard and Thousand Sons codex says no to that as does chapter tactics and stratagems. The only melee troops unit loyalists have lost was Blood Angel Assault marines and that happened in 7th.

 

  On 8/12/2017 at 5:50 PM, ChaosReigns said:

Moreover it seems highly unlikely that the Death Guard are going to be deprived of Plague Marines in the troops slot when their codex drops.

 

The difference is that Death Guard and Thousand Sons don't get regular Chaos marines and are getting cult terminators for their elite slots. Noise marines and berzerkers both have two attack elite profiles now while Rubrics and Plague marines do not. TS aren't going to get stuck with just Tzaangors in troops and then have Rubrics and Scarab Occult in the same slot.

 

World Eaters and Emperor's Children might be getting codexes and daemon primarchs at some point but clearly are not on the near future release schedule.

  On 8/13/2017 at 7:44 AM, Closet Skeleton said:

 

 

Of course the Codex is supposed to replace the Index completely. GW don't want you using palanquin lords because they don't sell them. There are contradictory rulings otherwise so you can get away with certain things for now but I wouldn't put down any cash on something that might get ruined by an FAQ in a few weeks.

 

 

Don't think youve read this then: https://www.warhammer-community.com/2017/07/05/codexes-your-questions-answered-july-5gw-homepage-post-2/

 

 

  Quote

 

 

I just bought Index: Imperium 1 – what should I do with it?

You’ll want to keep hold of your index. Codex: Space Marines doesn’t include rules for playing with Blood AngelsDark AngelsSpace WolvesDeathwatch or Grey Knights armies, so you’ll still need Index: Imperium 1 to play with those.

I just bought Index: Chaos - what should I do with it?

You'll want to keep hold of your index. Codex: Chaos Space Marines doesn't include rules for playing with World Eaters, Death Guard, Thousand Sons, Emperor's Children or Chaos Daemons armies.

 

So no, offcourse the Codex is not replacing the Index completely. GW just told us we can still use the Index for rules that arn't covered in the Codex...

 

  On 8/13/2017 at 8:09 AM, Commissar K. said:

 

I just bought Index: Chaos - what should I do with it?

You'll want to keep hold of your index. Codex: Chaos Space Marines doesn't include rules for playing with World Eaters, Death Guard, Thousand Sons, Emperor's Children or Chaos Daemons armies.

 

So no, offcourse the Codex is not replacing the Index completely. GW just told us we can still use the Index for rules that arn't covered in the Codex...

FTFY

  Quote
I just bought Index: Chaos - what should I do with it?

You'll want to keep hold of your index. Codex: Chaos Space Marines doesn't include rules for playing with World Eaters, Death Guard, Thousand Sons, Emperor's Children or Chaos Daemons armies.

 

 

Where did you see that (about World Eater & Emperor's Children) ?

 

The codex clearly inclure rules for Emperor's CHildren & World Eater 

  On 8/13/2017 at 9:09 AM, DreamIsCollapsing said:

 

  Quote
I just bought Index: Chaos - what should I do with it?

You'll want to keep hold of your index. Codex: Chaos Space Marines doesn't include rules for playing with World Eaters, Death Guard, Thousand Sons, Emperor's Children or Chaos Daemons armies.

 

 

Where did you see that (about World Eater & Emperor's Children) ?

 

The codex clearly inclure rules for Emperor's CHildren & World Eater 

 

The Codex does not include the following:

- World Eater Army Rules (Index page 45)

- Emperors Children Army Rules (Index page 63)

- And many more but that's outside of this particular discussion.

 

What the Codex has included is additional rules for Datasheets that have specific Keywords. Additional is not overruling the old unless it is the same (which it isn't as there is not a single page called Army Rules for X and Y in the Codex). As per the FAQ in regards to Index and Codex there is nothing that states these two Army Rules have become invalidated, or others for that matter.

  On 8/13/2017 at 10:10 AM, Commissar K. said:

 

  On 8/13/2017 at 9:09 AM, DreamIsCollapsing said:

 

  Quote
I just bought Index: Chaos - what should I do with it?

You'll want to keep hold of your index. Codex: Chaos Space Marines doesn't include rules for playing with World Eaters, Death Guard, Thousand Sons, Emperor's Children or Chaos Daemons armies.

 

 

Where did you see that (about World Eater & Emperor's Children) ?

 

The codex clearly inclure rules for Emperor's CHildren & World Eater 

 

The Codex does not include the following:

- World Eater Army Rules (Index page 45)

- Emperors Children Army Rules (Index page 63)

- And many more but that's outside of this particular discussion.

 

What the Codex has included is additional rules for Datasheets that have specific Keywords. Additional is not overruling the old unless it is the same (which it isn't as there is not a single page called Army Rules for X and Y in the Codex). As per the FAQ in regards to Index and Codex there is nothing that states these two Army Rules have become invalidated, or others for that matter.

 

... It contains World Eater Legion rules and Emperors Children LEgion rules. It has WE and EC army rules.

While I want what you're saying to be true Commissar K, we simply do not know yet. You're quoting the Space Marine Codex as if it is the Chaos Space Marine Codex and we all know that just because they have ruled it that way for the lapdogs, it doesn't necessarily follow that it will work that way for Chaos.

 

Phil Kelly has been quoted as saying that Berserkers (and by extension, Noise Marines for EC) are Elites for World Eaters. This is the guy that has written the Codex, anything he says will carry some weight. I really want him to have misunderstood the question or for him to change his mind (I have 36 Noise Marines that might not see the battlefield for a very long time), but until we get a FAQ stating how this works, I don't think that anybody can confidently predict what will happen.

 

I agree with your interpretation about Cult troops, but ultimately it is just that, your interpretation.

Yeah we really need a FAQ ruling to solve this issue. Hopefully GW will rule in favor of letting EC/WE keep their cult units troops but we really can't say for sure. If the marine codex is anything to go off of we'll have a FAQ within 2 weeks. 

  On 8/13/2017 at 1:25 PM, Lord Asvaldir said:

Yeah we really need a FAQ ruling to solve this issue. Hopefully GW will rule in favor of letting EC/WE keep their cult units troops but we really can't say for sure. If the marine codex is anything to go off of we'll have a FAQ within 2 weeks. 

 

To be honest i was quite disapointed with the loose of this rules.

But as i try to build a V8 EC army list i came to this conclusions : 

- Brigade Detachment for SMC is impossible to achieve. Or to put it in other term : 

If you take Brigade Detachment is to make an army list based on Stratagem use. Those Stratagem like Endless Cacophony, VotLW or Excess of Violence.

 

So you will take full size squad. I don't want to spend "Endless Cacophony" on a 5 standard SMC squad. I want it for 6 bikers, or 5 Terminator, all with combi-weapon. Same goes for Excess of violence : i dont want it on a single spawn, i want it on 10 Possessed with Icon of Excess.

 

And good luck to get your 3HQ, 6 troops, 3 Elite, 3 FA and 3 support with big squad. 

 

Add the necessity to get a cover unit, preventing deepstriking.

 

I came to the conclusion you need Cultist if you want to play with Stratagem. You need MSU cheap troops to get Command Point for you big badass full size squad. Getting Noise Marine in troop sloot won't make much of a difference : If you take 3 or 6 MSU Noise Marine for your detachment, you won't get many points left. A 5 man Noise Marine is 116 point (with 3 Sonic and 1 Blastmaster). Brigad detachment with Noise Marine as troop : 700 points, you got 1300 points for 3HQ, 3Elit, 3FA, 3 support. Not worth it imho. 

The 'not all eaters are zerkers / not all children are noise' line is complete bs, because you know as soon as gw gets around to them they'll get cult releases same as the sons and death guard, where suddenly all the units from the cult legions are cult troops after all, and all the cultists and CSMs and whatnot you're supposed to buy to play them now won't even be legal choices for your army.

 

 

On topic, note that non-csm troops don't just cost you your legion trait (which, honestly, isn't a huge loss if you aren't playing alphas or maybe renegades) and obsec (much more of a penalty), it will also cost you your stratagems (unacceptable loss), unless you have another pure-CSM, non-auxiliary detachment in your army to unlock them.

Cultists are the clear winner in the troop category as far as versatility and effectiveness. This befits the fluff as they are by far and away the most numerous agents of the dark gods across the galaxy. I believe that EC and WE will need regular troops to supplement their legions, and the point that all WE are berserkers now is a valid one. I also recall WE story i have ever read denote the use of droves and droves of fanatical blood worshiping cultists soaking up bullet while the berserkers spring off their shattered spines to launch themselves at the enemy. I mean 1 min squad costs less than the turret of a predator. For less than the cost of a  helbrute you have your min 3 troop squads to get a battalion...i mean its not really that big of a deal.....

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