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As above, I would like to get your thoughts on the great cults available.

 

We're talking theme, synergies, amusing tricks or just straight up fun. Has anyone tried warp reality and bladed maelstrom together?

 

What is your favourite cult?

 

Personally I feel drawn to cult of knowledge. I like the idea of dropping empyric traspass on a unit and focusing it down. Maybe even try a buffed flamer unit to really melt something. I also like the theme of forbidden knowledge, knowing your enemy and pulling secrets and weaknesses from their minds. Plus a pistol that shoots screaming souls.

 

Let's get the sorcerous think tank going beyond teleporting units of duplicity. Inspire me.

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I've always been about the Cult of Time - arguably reaching through time itself is hard to top for power and mastery of the warp :P Bringing back models is the icing on top as this is both good and fluffy. The Hourglass of Manat is a nice Relic, though I've yet to make use of it it's a nice backup to have in your pocket, plus you can be extra cheeky and use Temporal Manipulation to restore to full wounds.

 

With a new codex and changes it's time for me to review the other cults so I'll be very interested to hear what others have to say :tu:

I have been using the Cult of Prophecy so far and have found it useful.

 

That said I have been playing Crusade, and small games at that, so the Divine the Future dice (when it is not a 1 or 2) adds a lot of consistency when the game is so small and I need something to happen. I suspect in larger games it will be useful, but not as good as some of the other cults.

 

The Cults of Time, Knowledge and Duplicity are on my list to try out at some point.

I've only played one game as cult of time - they just seem the strongest. I haven't found great uses for the others yet, other than Duplicity - however the teleport spell is harder, which isn't great. I'd love to be all over cult of magic, but by giving their +1 MW to all witchfires to the grey knights, it kind of killed it for me. Now they're not particularly better than others at inflicting MW's. 

I've always been about the Cult of Time - arguably reaching through time itself is hard to top for power and mastery of the warp :tongue.: Bringing back models is the icing on top as this is both good and fluffy. The Hourglass of Manat is a nice Relic, though I've yet to make use of it it's a nice backup to have in your pocket, plus you can be extra cheeky and use Temporal Manipulation to restore to full wounds.

 

Kinda wish cult of time's power was like Hourglass of Manat. If this unit gets destroyed at the end of the phase bring it back with one model on d3 wounds (you can only trigger this ability once per turn). Would be so much more creative and interesting than an unreliable apothecary. 

 

Honestly our cults are a graveyard of missed opportunities compared to the rest of the book.

 

 

I've only played one game as cult of time - they just seem the strongest. I haven't found great uses for the others yet, other than Duplicity - however the teleport spell is harder, which isn't great. I'd love to be all over cult of magic, but by giving their +1 MW to all witchfires to the grey knights, it kind of killed it for me. Now they're not particularly better than others at inflicting MW's. 

 

Yeah, they could have done some cool stuff, like make them get a more significant discount on Cabal Points or generate more Cabal Points. Even reducing the cost of some of the rituals (like Maelstrom/Malefic Charge). Or you get to use Maelstrom/Malefic Charge as multiple times in each psychic phase. There's so much flavourful stuff they could have done.

Edited by Mushkilla

I still think we'll see a lot of Duplicity. It's just the pure aspect of utility. It's usable in almost every game. The WL trait is going to be gold 50% of the time. :)

 

Cult of Time I played a ton before. I still have used it in about 4 games since the codex. It's just solid. Hour Glass is cool, but often you die at the 'wrong time' (like there's a good time for your WL to die!) and he gets up, then gets one shotted in the face again.

 

Knowledge has been the fun one for me so far. I'm not sure about it at the most competitive levels. The hidden gem here (imho) is Ardent Scholar. I love fishing for high rolls, combined with a 'free' reroll from the Cabal Psychic action. Loading him up with Tzeentch's Firestorm or gearing for a super smite is very possible all of the sudden. Or a power that must go off. I've laced into Sacresants with this, and fired off a high rolling Twist of Fate on Death Guard Deathshroud... OUCH. That was fun.

 

Knowledge on the surface gets you this goofy kind of Lieutenant aura that can be combined with Flame-Brics can be fun. Or combined with Egleighen's Orrery (or whatever) can make a core unit very efficient.

 

As you can see I've spent a lot of time working on Knowledge combo's in actual games. And I think it's got play but it does favour a shooty list for sure. I have been struggling to make that 'shooty' part really work though especially in the current meta. I'm starting to flip to Cults /relics/WL traits that favour CC armies now.

For me it´s Cult of Duplicity – just for the sake of its name in my german Codex. It sprang to my eyes the moment I opened that page. Such a strong theme. I do not really care about the power of that Cult- For me it´s all about the theme. Cult of Duplicity... :D

I really want to go back to Cult of Knowledge for the base power (re-roll 1's to wound on target) and Ardent Scholar for some sassy Firestorms/Smites.

 

But I want to use this with Eggy's Orrery. I think combined it could be pretty decent. Maybe not 'competitive' but certainly give a slight boost to a list that's trying to be shooty. 

 

Here's the thing, I am playing against DG, and that might be viewed as 'tailoring'. lol

I really want to go back to Cult of Knowledge for the base power (re-roll 1's to wound on target) and Ardent Scholar for some sassy Firestorms/Smites.

 

But I want to use this with Eggy's Orrery. I think combined it could be pretty decent. Maybe not 'competitive' but certainly give a slight boost to a list that's trying to be shooty. 

 

Here's the thing, I am playing against DG, and that might be viewed as 'tailoring'. lol

I mean, kinda. But thats what it is there for. I wouldn't hold back on taking it. Hell, I would probably look to taking it most games anyway. There are a lot of modifiers in the game. It would be nice to know if this thing worked on abilities like transhuman but I would lean toward not. 

Agreed, you play with someone who thinks cheating by deceiving your opponent about a unit is ok - taking decent choices that happen to be good against an opponent for what could be seen as list tailoring is hardly something to worry about :P

I’ve noticed that the Exalted sorcerer has «reroll 1’s for GREAT CULT CORE units». Ahriman and DP has reroll for THOUSAND SONS CORE. Not significant but worth noticing if you plan on using multiple detatchments with different great cults.

I like the idea of using the Athenaen Scrolls and WLT from Cult of Magic to fish for a 9+ Firestorm on a 3D6.

 

There are a lot of options that can be used to follow up, so I think it's potentially an effective tool to snipe out 4-5W support models.

Edited by GreenPlasma

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