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====Cultists==== The original warbands from [[Warcry]]. Generally, they all play as Marauders with special gimmicks and better profiles and now come stock with the undivided keyword (which can be changed with the idolators CT) and are all Battleline to boot. They now have more synergy with the Hero units, making them arguably more viable than the stock. If playing the Ravagers, each unit is part of your toolbox. If youβre making an army geared to a certain Realm, definitely considering bringing one of these guys from that respective Realm. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Iron_Golems_eng.pdf Iron Golems]''': (Battleline Min:8 100pts) Chamon Cultists. Cheap and heavy armour make them good cheap objective holders. They have 4+ armor save and can add additional +1 to it if they haven't moved or been set up in the same turn, 6 bravery (which can be boosted by their standard bearer), an extra attack unit champion and a 3W guy per 8 models to pawn wounds and who also does 2 damage per attack rather than one, let them hold on for a while longer than their contemporaries. Overall more expensive than before but have a much better attack profile. These guys while lacking some of the fancier abiliites are probably the most balanced of the cultist units. With good offense, defense, ranged and cost allows them great versatility. And still our cheapest objective holders. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Splintered_Fang_eng.pdf Splintered Fang]''': (Battleline Min:10 100pts) Snake men from Ghyran with a panchent for poison. Have the most attacks base than other cultists and deal mortal wounds on 6's to hit and wound on 2's! They have their standard unit champion and a serpent caller than can regenerate the units serpent model to regenerate free woudns. The serpents model also has two wounds rather than one. Overall a very efficient damage dealer, at only 100 pts can dish out a crazy amount of attacks and MW and one of the best damage dealers in the book in respect to cost. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_The_Unmade_eng.pdf The Unmade]''': (Battleline Min:9 80pts) Shyish Cultists. They're made to break units through fear. Have the standard two attacks and stats boost from previous version. However the Blissful ONe unit champion has a different attack profile with far better damage output. While nice the real reason you bring them is that they shut down all uses of the Redeploy and Rally command abilities by enemy units in 12" of them. This can have great utility for pinning down units or shutting down units with good rally abilities. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Corvus_Cabal_eng.pdf Corvus Cabal]''': (Battleline Min:9 80pts) Ulgu Cultists. Flexible with both shooty and choppy. Like all cultists got a decent melee and ranged boost with more attacks and better stats. Come with standard unit champion plus a strike talon who gains an additonal attack over base. Come with two intereting abiliites. This unit is not visible while in cover and when charging from cover they are treated as if they can fly, not bad but their second ability is why you are probably bringing them. You can set this unit in reserve and bring them on anywhere on the battlfield more than 9" away from enemies (as long if done before 4th battle round). The armies resident outflankers and backfield objective harassers. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Cypher_Lords_eng.pdf Cypher Lords]''': (Min:8 80pts) Hysh Cultists. Another unit with both shooty and choppy. As with all cultists got a stats boost to make them actually playable. One guy out of 8 let them chuck smoke bombs to subtract one from enemy hit rolls on a 4+, while having a unit champion for commands and an additional unit character for just more attacks. They can move trough other units as if they can fly and can do mortal wounds to that unit on a 6+ (roll for each modl in the Cypher unit). While they have better hitting skill than most other cultists they are very fragile and best used in synergy with other units (utilizing their hit penealty abilities). *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Untamed_Beasts_eng.pdf Untamed Beasts]''': (Min:9 90pts) Ghur Cultists. Like the Iron Golems, these savages can let one guy out of 9 become a saber-tooth tiger and be 2W and 2 damage per attack, while another gets to throw harpoons with -1 Rend & d3 damage. While recieved the general damage boost as the other cultists their melee still isn't spectacurar in a book filled with it (especially with their poor durability). They reason you take them is they can both run and still charge in same turn. Also after army set up and before first battle round they get a fre normal move (cannot run). *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Spire_Tyrants_eng.pdf Spire Tyrants]:''' (Battleline Min:9 100pts) Cultists from the Varanspire. They are a pure damage Cult. Have a 4+ save for better durability than most other cultists. The Pit Champion and Bestigor Destroyer both get +2 attacks, the Headclaimer gets +1 damage and the whole unit gets +1 to thier attacks characteristics if they are wholly within 9" of a friendly Mortal hero. In addition they do not take battleshock tests if they are within 3" of enemy units, making them surprising hardy in combat. Overall a solid unit on offense and defense that is perhaps held back a little in that they don't bring much besides a frontline fighting unit in an army that is filled to burting with them (though you can obviously find a place for them). *'''Scions of the Flame:''' (Battleline Min: 8 80 pts) The worshippers of the eternal flame of chaos. This group from Aqushy. Has the same unit champion that can issue commands as normal, in addition has an additonal model that instead of doing addtional attack like some others if the unit is within 1" of an enenemy unit does d3 mortal wounds on a 2+. While nice and having an ok attack profile their durability isn't going to last them long. What these guys do bring is being the resident ranged unit of the bunch. All have flamefurst pot attack missile weapons while being good on their own count as 3 hits instead of 1 if attacking a unit with 10 or more models, excellent for horde clearing. In addition the unit has an inferno priest with a unique ranged attack for d6 addtional ranged attacks. Overall a fairly cheap missle unit that is best to keep them in ranged and let them drown you opponent in flames (literally). *'''Darkoath Savagers:''' (Battleline Min: 10 100pts) The old-school Chaos Marauders from yore (and the Red Harvest boxset), bringing the old Conan-esque aesthetic, dealing a mortal wound on a 6+ to hit. One model of the lot can get +1 to attacks and damage with their weapons as well as letting them issue commands to their own squad. Another two become Proven and get to deal 2 damage with their swords. Another model is the God-speaker, giving you a CP on a 6+, which is a minor convenience for giving the unit orders. In addition, taking an objective gives you the a major 5++ Ward, which can help if they last long enough. While these guys are in this section since they are from Warcry it worth noting that they don't have a {{AOSKeyword|Cultist}} keyword though they come with undivided. This seems to be intentional as they seem to synergize more with the other Darkoath heroes. If you wanted to to an all-Darkoath army (not that I would recommend it). Still a solid unit though their profile stats are less impressive in the newer addition as all the other cultists have been boosted to similiar stats but are still a solid unit. In addition likely will be replacing the Mauraders as the generic viking infantry going forward unless mauraders get an update. Which is probably for the best. *'''Tarantulos Brood:''' (Min: 13 110 pts) The other team for the Red Harvest boxset, a band of freaky spider-men. Your troops have a bit of reach on their otherwise ordinary weapons and have the ability to use ranged weapons with a surprising 2+ to wound but lack any Rending. The strongpoint of your army is your leader, as he not only provides you with the ability to command his group but he also lets you re-spawn the spider swarms, your disposable hangers-on made to die instead of your more valuable troops. Can move over terrain in the same manner as a unit that can fly. They are also also very fast with a base 8" move. Overall not bad but face greater competition with the greatly improved other cultist units. *'''Horns of Hashut:''' (Battleline Min: 13 100 pts) New cultist unit come to burn and desecrate. First unit dedicated to Hashut in the new book. Come with standard command giving unit champion and model with extra attacks. One model also gets access to a flamethrower that puts out a pretty good missle profile (2+ to hit and 3+ to wound!). Their attack profile is ok and coming with a 4+ save. They also get charge damage by causing mortal wounds by rolling a dice for each model in the unit and causing them on a 6+. Faces stiff competition in the troops department and can't take a mark at all.
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