The 9th Age/Tactics/Cultists

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The promised bata for the Demon Legions Supplement. Represents the Cultists that summon Demons.

Why Play Cultists

Do you play Daemons and, like, any other army? Because congratulations, you now have a Cultists army. Seriously, it doesn't matter what other army you are playing, they can fall to Chaos and as a result you can mix them with Daemons to make a new army out of both.

Pros

  • Cheaper and expendable core units
  • Summoning lets slower demons move faster.
  • Powerful magic via buffs to your wizards and the ability to sacrifice models to empower spells, as well as freebie magical items.
  • An impressive monster
  • Possibly better than a pure DL army for Greed or Sloth fans

Cons

  • Can't take Greater Demons
  • Have to wait unit turn 2 before the demons even arrive on the board, assuming your wizards are still around.
  • Shouldn't go majority Daemon if you do there can be bottleneck issues.
  • Summoning diminishes the returns on fast Daemons, so Lust suffers

Tactics

A recently made Auxiliary army of DL, currently in Beta

Army Rules

The Enemy Within: let you gain +6 on rolls to choose Deployment Zones. Great for taking field advantages.

Nobody Expects: At start Spell Selection, your opponent can choose a non-General non-BSB character or champion, they become an Inquisitor with Divine attacks and his unit gains Vanguard(6"). All units with Pledged to Darkness Hatred against the Inquisitor and his unit.

  • Depending on Enemy lists, This may give you an advantage, or be a problem as the Deathstar is now 6" closer.

Universal Rules

Pledged to Darkness: Your Cultist units. PtD Characters can only join other PtD units. As long as you have a PtD unit, you may store up to 6 Veil tokens which are needed for Summoning.

Your army may also choose 1 out of 4 Archetype upgrades that all PtD units must take.

  • Wayward Children: Represents elfs, +1 Agility, +1"Advance rate, +2" March Rate.
    • let you move faster into position and hit before most other enemies.
  • Fallen Heroes: Represents orks, Bigger Footprints(25X25mm), Resilience set to 4, but -1 Agility.
    • Reduce Attack density but makes it easier to for your R&Fs to chaff.
  • The Dishonoured: Represents dwarfs, Resilience set to 4, March set to 9" (Possessed and Daemon Symbiotes set to 12" instead), but -1 Agility and -1" Advance Rate.
    • A combination of Wayward Children and Fallen Heroes, combining speed and durability but at the cost of only benefiting from movement when Marching.
  • Kinslayers: Represents Vikings. Bigger Footprints(25X25mm), +1 Offensive and Defensive Skill.
    • Makes your Cult more killy so they can at least properly trade models.

Sacrificial Offerings: when a wizard cast a spell, a unit with this rule can lose a wound to give him +1 to cast.

Daemonic Summon: How you get your Deamon from reserve to the field. At the end of the Movement Phase, pay Vail tokens Equal to the Cost of the unit Divided by 200 rounded up, then place it on the field fully within 12" of the Summoner. This counts as they had moved for moving and shooting and they lose scoring after turn 3. need a few units with this rule and Token Generation so daemons don't wait in reserve all game.

  • Token range based on price:
    • 0-200: 1 Token
    • 201-400: 2 Tokens
    • 401-800: 3 Tokens
    • 801-1200: 4 Tokens
    • 1201+: probably not something that would practically fit on a list.

Hereditary Spell

Spear of Infinity: a 4+ cast 24 inch range Missile. Only deals one hit at Strength 2, Armor Penetration 2, and Area Attack of 1x5 (with one model of your choice in the Area Attack getting hit at Strength 5 with Multiple Wounds 2), but every spell other than Attribute spells you cast in the same Magic Phase boost the Strength by 1 point. So while this spell won't mulch entire units, it gives you a concentrated nuke for single models or small units.

Special Items

Lifeforce Talisman: when the user miscast, its unit takes d3 wounds and then you can apply +1/-1 on what miscast you get.

Brimstone Brazier: one use, Activated at start of movement phase, Gain one veil token and Daemonic Summon or can use Daemonic Summon twice if it already had it.

Unit Analysis

All Summoned Daemons units count towards Summoned Daemons(Max. 45%)

Characters

Cult Leader: your wizard leaders. when your general he can become a Master of Ritual, granting a greater Commanding Presence range, scout, and summon daemons. a master also gains one a Artifacts other army books that help with Token production

Daemon Symbiote: your big Daemon to make up for not having Daemon characters. A Wizard brute with Heavy armour and aegis and a selection of weapon. Symbiotes can take a single non-guiding Manifestation In addition to normal Special Items.

Core

Cultists: A cheap throwaway unit. Have Frenzy with Devastating Charge (Battle Focus) so they will charge things they shouldn't but are Unstable so they don't run as they take casualties, just die faster. They have Sacrificial Offerings and can be upgraded to either be a Wizard Conclave that casts Spear of Infinity, Channel(1) and summon, or Gain Scout.

Daemon Legions from Core: Notable roles

  • Imps: fire Support and more magic flinging.
  • Succubi: Cleaves through Infantry.
  • Lemures: Roadblocks
  • Myrmidons: Big slayers.

Special

Possessed: Your bigger Cultist being more killy. In addition to weapon options, they can take a Manifestation that makes them more durable, killy, or faster

Ritual Alter: your secondary Summoner, A Adept Wizard that knows Wrath of God and Pentagram of Pain and can cast them at double the range.

Profane Idol: Your big giants that also have a Bigbrother upgrade. Must be upgraded to Apostate Automaton: more durable + crush attack, Wicker Man: Flammable Wood on Fire that deals more fire to B2B enemy, or Heretic Golem which let is wound better.

Daemon Legions from Special and Aves:

  • Eidolons: Flame throwers
  • Hellhounds: Fast-moving hunters and Adept at killing.
  • Threshing Engine: Chariot that mutch infinity
  • Titanslayer Chariot: Chariot Slayer Giants
  • Mageblight Gremlins: roadblocks with alot of poison attacks.
  • Clawed Fiends: fast move anti horse.
  • Hoarders: roadblocks and deals grinding over time
  • Sirens: Fast-moving Calvary
  • Blazing Glory: big monster
  • Hope Harvester: Machine gun on a monster.
  • Brazen Beasts: Hard-hitting shock cav.
  • Furies: Flying monkeys
  • Veil Serpents: flying Wizard Conclave
  • Bloat Flies: Flying savage walls.

Army Composition