So that’s the mentality I’ve used with building this list.
It’s narrative driven (my favourite) and centred round a Khornate Chaos
Lord. I’m weighing in heavy with the
Blood God here and trying to focus on what Khorne does best: assault. However, I’m not forsaking shooting entirely
(flyers are kind of hard to get rid of in pure assault), so there will be a
little bit of dakka going on. As I
mentioned in my Dissolutions post, I’m not going to be allying in Daemons this
time. I know. But I’ve played the old Daemon/CSM mashup for
quite some time and wanted to go to another codex. One that I hadn’t touched in a while. I also wanted to use some models I’d never
had time for previously. The results of
this is that I am now allying in Imperial Guard.
You see the backstory of the army is based around the
cult that the Chaos Lord leads, and, like all decent cults, it should have a
tonne of cultist bodies for the meat grinder.
Cultists are all well and good for this (and I do have a decent-sized
squad of them), but the IG have a ready supply of cheap and relatively
well-equipped (for their price) bodies to field. It also allows me to use my autogun-armed
cultists. I’ve been wanting to use these
for quite some time, but have never been able to justify them. I mean, regular cultists are very useful as a
meatshield and point-holder, plus ablative wounds for a chaos lord. They’re crap, but they’re cheap crap and they
make for some exceptionally annoying tarpits.
But giving them a lasgun equivalent gets rid of an extra attack in close
combat, jacks their points up (only by 1 point each, but still!) and turns them
into a poor shooting unit. That said,
they’re not unusable by any stretch.
They are a very cheap scoring that are easy to slip under the radar to
grab some points at the end of the game.
You could argue that this makes them better than the assault versions
because they can hang around at the back and avoid attention, whilst the
assault guys have to be in the enemy’s face and can be wiped out in one bad
assault phase. Fair enough. I always stick a Lord or Apostle in with my
cultists, so they’re fearless anyway though.
However, the clincher is that for the price of one
gun-cultist, I can have a Guardsman.
They have identical stats and guns (bar the name of course), but the
guardsmen have a better armour save, more weapon options, access to orders and
assault grenades. There is very little
to bring the cultist above the guardsman for the same price. I’m not ragging on the cultists though. Internal balancing and all that. Cultists are priced above the baseline due to
their lack of equipment but in their codex, they’re a damn bargain. Once we switch over to using the Guard dex
though... that’s a deal I can be getting along with! They also form a very nice sizable mob when
you combine the platoon squad. And
that’s what I’ve done. I’m going to be
fielding a big ol’ squad of 30 to get a decent mob look going. As I’m recycling the cultist models, the
flamer cultists will match in perfectly and also complement the somewhat
unconventional tactics I’m looking to employ.
More on that news as it develops, later in the week!
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