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I have a couple of questions regarding Alpha Legion tournament lists:
Should I use Cultists; and if yes, what should I arm the Champion with?
With the Championâ€™s poor stat line, a Bolt Pistol and possibly a Great Weapon look the best bet.
yes, cultists are solid way of getting the classic hidden genestealer into combat
Also, when equipped with melta bombs are effective at destroying large static vehicles (but not skimmers so it depends on your opponents on this one). If you play marines or guard a lot then melta bombs should be added, if its eldar or tau just keep them as cheap as possible, wouldn't even bother with frags as they are pretty much ablative wounds for getting the champion in to combat.
+ D.STR + D.MUTATION + SPIKY BITS + BOLT PISTOL
lovely, your opponents will love it when your supposedly weak champion starts cutting up his MEQS
ps there is a debate on the legality of this due to the wording in the codex. I think its been agreed you are only allowed a certain number of points of wargear and have access to the armoury, hence you can get demonic gifts just like every other champion as long as you don't exceed the points for wargear.
Last edited by garmor; November 27th, 2006 at 11:00.
Your suggestion champ is illegal unfortunately. The p'weapon and bolt pistol puts him at 1 points over his weapons limit.
G'day Lord Ramon.
Should I use cultist?
Do they fit in with your army? If they do, then they'll help, otherwise they'll be a waste of points, pure and simple.
They are extremely fluffy, but compared to other army's meatshield options, ours are particularly non descript.
If you're ok with the 'genestealer' cult champion configuration, then daemonic talons and mutation is what you want.
If you're not ok with that, then I would just have a naked champion, and rely on them not to kill things but to get in the way and be a nuisance, while your marines really get to the objective.
If you take cultists, then i'd recommend replacing/enhancing your assault aspect with daemonettes - because then you're getting your moneys worth.
i think cultists in general are a good option for alpha, they are getting furious charge and infiltrate for free, can be in combat in turn 2 (or 1 if the enemy moves first) and with melta bombs can put serious pressure on tanks cheap enough.
I don't think the bolt pistol would have been responsible for the death of the termies. The powerswords is fine, and he already comes with an auto/laspistol, so he gets his extra attack. It's not really a major thing at all :tongue:
My problem with cultists is that I always pimp them out too much, and they end up not being meatshield anymore.
Thought I'd better pass this on asap. I just spoke on the phone to GW in the UK, to clarify whether a Chaos Cultist Champ can access anything the Armoury other than 10pts of weapons. Their answer was empathically no. A Cult Champ can ONLY choose from the weapons.
thats very interesting
and something that has been discussed many times
so cultists CAN ONLY have 10 points of wargear
this is another badly written rule in the codex as the text doesn't indicate that
but i suppose i thought it could have been meant to be that
@karmoon, yeah, autopistol and powersword is what i meant, stoopid. It doesn't make a difference to the killing potential
anyway, i've sold all my cultists and dont run alpha anymore so the issue with the cultist is null for me but at least thats a definite answer on the legality of this setup. Must admit i did think it was "dodgy" to the spirit of the rules.
As long as people use fleeting jetbike autarchs and stuff like that, I'll have no qualms with using genestealer champions.
But if they're into the spirit of the game then i'll gladly use a power weapon champion instead.
I see 3 possible uses for them.
1) swarm- tank hunters, rather expensive for cultists but they work
cultists + assasins + meltaboms for cheap. 20 meltabomb attacks on even a skimmer is sure to get your oponent's attention(warning, they will get shot at, a LOT and your oponent will avoid them like the plague once they know what's up)
2) Tough creature hunter. the "genestealer cultist" is effective, but risky, you're counting on 6's to kill high T things, a gamble but when it pans out, your oponent will hate you .
3) MeQ hunters lots of ablative wounds, power weapon on your leader, mutation daemonic strength, spikey bits, and if you have the points, master craft(since master craft does not count gainst maximums if I remember right) for maximum MEQ annoyance, str 5 on the charge.. oo oOOo yeah.
W/D/L Eleventy trillion billion/NONE/ NONE - I am STILL rulezor!
WINDMILLS DO NOT WORK THAT WAY!