| Coven/Cult army | |
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+7amishprn86 Woozl RedRegicide Quauchtemoc Drager TheBaconPope Pistacchior 11 posters |
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Pistacchior Slave
Posts : 8 Join date : 2018-04-17 Location : Rome, Italy
| Subject: Coven/Cult army Wed Apr 18 2018, 20:13 | |
| After reading the codex and searching tons and tons of images of DE minis i've become a Coven and Cult addict. I just love the idea behind the melee and i think that both of Covens and Cults can do well taken alone. So can be viable a Coven+Cults+Some Mercenaries list Like a tide of wracks and grotesques with bikers zapping around them with some scourges exploding tanks? | |
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TheBaconPope Wych
Posts : 777 Join date : 2017-03-10
| Subject: Re: Coven/Cult army Wed Apr 18 2018, 20:20 | |
| I actually think that they would make a very nice 1-2 Combo. Fast moving Wyches tearing up enemy lines while a wall of flesh marches behind to punch the survivors.
Something to note though. -Cults and Covens are notoriously weak in anti-tank. You should consider perhaps making an Air Wing of Razorwing Jetfighters and three Scourge Flocks to ensure you'll have enough. | |
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Drager Hellion
Posts : 84 Join date : 2012-07-12
| Subject: Re: Coven/Cult army Wed Apr 18 2018, 20:22 | |
| Reavers to tie up the enemy and Taloi to deliver a punch are looking really good. | |
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Pistacchior Slave
Posts : 8 Join date : 2018-04-17 Location : Rome, Italy
| Subject: Re: Coven/Cult army Wed Apr 18 2018, 20:25 | |
| I think that the 2 Razors with cannons, the 10 scourges, the 2 raiders withscannons and the blasters on bikers can do well, but i'm a relative new player so i may be wrong. In a 2000 pts match 8 lances, 6 cannons and 4 blasters are enough or i should add something?
For the reavers-taloi combo i thought to use the reavers to "buy" time while the tide of flesh is advancing | |
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Quauchtemoc Sybarite
Posts : 253 Join date : 2017-06-19
| Subject: Re: Coven/Cult army Wed Apr 18 2018, 20:43 | |
| - Pistacchior wrote:
- I think that the 2 Razors with cannons, the 10 scourges, the 2 raiders withscannons and the blasters on bikers can do well, but i'm a relative new player so i may be wrong. In a 2000 pts match 8 lances, 6 cannons and 4 blasters are enough or i should add something?
For the reavers-taloi combo i thought to use the reavers to "buy" time while the tide of flesh is advancing It depend but it will not be enough against an tank heavy army. But you could had blast pistol to the whyches, it helps | |
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RedRegicide Wych
Posts : 686 Join date : 2016-05-20
| Subject: Re: Coven/Cult army Wed Apr 18 2018, 22:57 | |
| I saw someone mention using fire and fade as a way to sprint your talos up. put them in as one unit, move 8" fire at full BS and 'fire and fade' another 7" forward, keeping them up with the gunline | |
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Woozl Kabalite Warrior
Posts : 157 Join date : 2015-01-03
| Subject: Re: Coven/Cult army Wed Apr 18 2018, 23:10 | |
| - RedRegicide wrote:
- I saw someone mention using fire and fade as a way to sprint your talos up. put them in as one unit, move 8" fire at full BS and 'fire and fade' another 7" forward, keeping them up with the gunline
Yep. The only thing to watch out for is that you don't outpace your haemonculus. | |
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RedRegicide Wych
Posts : 686 Join date : 2016-05-20
| Subject: Re: Coven/Cult army Thu Apr 19 2018, 00:08 | |
| - Woozl wrote:
- RedRegicide wrote:
- I saw someone mention using fire and fade as a way to sprint your talos up. put them in as one unit, move 8" fire at full BS and 'fire and fade' another 7" forward, keeping them up with the gunline
Yep. The only thing to watch out for is that you don't outpace your haemonculus. That depends on the enemy weapon load out, going from T6 to T7 is probably the weakest of the toughness boosts. But it is something to keep in mind | |
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Pistacchior Slave
Posts : 8 Join date : 2018-04-17 Location : Rome, Italy
| Subject: Re: Coven/Cult army Thu Apr 19 2018, 06:22 | |
| For the mobility? Transport for all or footslogging the coven? | |
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amishprn86 Archon
Posts : 4436 Join date : 2014-10-04 Location : Ohio
| Subject: Re: Coven/Cult army Thu Apr 19 2018, 11:38 | |
| - Pistacchior wrote:
- For the mobility? Transport for all or footslogging the coven?
This is being Debated currently in many places. for Grotesques IMO you dont put them in Raiders, make them turn 2 big hitters, Wracks sure Raiders/Venoms are fine. My Coven list is all walking, tho its 10 Grots, 30 Wracks, 3 Talos, with 9 Reavers, 15 Wyches and 3 Flyers all pressing forwards right away. | |
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Pistacchior Slave
Posts : 8 Join date : 2018-04-17 Location : Rome, Italy
| Subject: Re: Coven/Cult army Thu Apr 19 2018, 13:00 | |
| - amishprn86 wrote:
- Pistacchior wrote:
- For the mobility? Transport for all or footslogging the coven?
This is being Debated currently in many places.
for Grotesques IMO you dont put them in Raiders, make them turn 2 big hitters, Wracks sure Raiders/Venoms are fine.
My Coven list is all walking, tho its 10 Grots, 30 Wracks, 3 Talos, with 9 Reavers, 15 Wyches and 3 Flyers all pressing forwards right away.
This is basically my list minus the wyches and with scourges | |
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Frowny Hellion
Posts : 54 Join date : 2017-08-27
| Subject: Re: Coven/Cult army Fri Apr 20 2018, 16:50 | |
| Have you had any luck with this? I'd be worried that even advancing every turn, grots/wracks and talos will struggle to get there for turn 2ish. 14+2d6=21. If your wyches have already arrived and shot down the screen, they probably aren't close enough? I'd been thinking about basically this same thing as well though.... Similarly I'd be worried it makes targetting priority very easy for your opponent. Shoot the fragile reavers and wyches and then maneuver around the slow walkign wracks?
I'd be very excited to try exactly this sort of list. But I do have those concerns about its functionality as stated.
Also, has anybody had luck with large blocks of grots running up? Can they get there to do anything in time? What about WWPing them?
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amishprn86 Archon
Posts : 4436 Join date : 2014-10-04 Location : Ohio
| Subject: Re: Coven/Cult army Fri Apr 20 2018, 20:35 | |
| Ok so i just had the worst set up for a full 1500pt Coven army (well 1400pts of Coven).
Against Primaris Armies that was full 100% Gunline, re-rolls all hit/wounds with Hammer and Anvil (Long ways) Deployment. And i won!
My list was 2 detachments, 1 Battalion of Flesh, 1 Patrol of Dark Creed, everything was flesh but 3 units
Urien Haemonculus: Whip, Relic no-overwatch (Dark Creed) Haemonculus - Scissorhands - Rifle 4 units of Wracks, (EleWhip/Ossefactor, 1 unit did have 1 ossefactor and it was Dark Creed) 2 Grots units, 1x6 and 1x7 1x3 Talos, HWB, x2 Macro-Scalpels Scourge with HWBs Reaper (Dark Creed)
TINY BATREP Turn 1 went to me b.c i had less drops and i won the roll off, I deployed all on the front line, move+advance, but shot the Talos and Fire/Fade (he had a Walker), didnt DS anything yet.
Spent CP to sniper a Character with Reaper, had to use CP to re-roll the Lance D6, but still manager to kill of 1 of the Re-roll aura Characters.
He shot EVERYTHING at 2 units, Talos and Grots he killed a couple Grots and put 6 wounds on 1 Talos.
Then my Turn 2, DS Scourge (only did a couple wounds), Shot a large Plasma unit with insane plasma guns killing 3 of them, I charged with 3 Talos, 10 Grots, killed a couple units of Marines and wounded that primaris walker down to 4 wounds left.
At this point the game is pretty much over, it took 2 more turns to table him, he couldnt get away and do enough damage.
Over all, we both were heavily surprised how survivable Coven really are, BUT... if i went 2nd? I think it would have been a very close game and i wouldnt have table him. | |
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Mikoneo Kabalite Warrior
Posts : 173 Join date : 2016-12-31
| Subject: Re: Coven/Cult army Fri Apr 20 2018, 23:33 | |
| Amishprn, the vexator mask (no overwatch relic) is prophets of flesh only so couldn't be put on the dark creed haemonculus | |
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amishprn86 Archon
Posts : 4436 Join date : 2014-10-04 Location : Ohio
| Subject: Re: Coven/Cult army Sat Apr 21 2018, 03:59 | |
| - Mikoneo wrote:
- Amishprn, the vexator mask (no overwatch relic) is prophets of flesh only so couldn't be put on the dark creed haemonculus
Then i got it mixed up, its fine either way, i had 2 Haemonculus and i can just swap the gear and call it the other. But that Mask came in handy for sure. | |
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Cerve Hekatrix
Posts : 1272 Join date : 2014-10-05 Location : Ferrara - Emiglia Romagna
| Subject: Re: Coven/Cult army Sat Apr 21 2018, 11:26 | |
| Coven is damn hard right now (if Prophets), nice game mate! I dont think that things should changed even if second. | |
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Soulless Samurai Incubi
Posts : 1921 Join date : 2018-04-02
| Subject: Re: Coven/Cult army Sat Apr 21 2018, 11:58 | |
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amishprn86 Archon
Posts : 4436 Join date : 2014-10-04 Location : Ohio
| Subject: Re: Coven/Cult army Sat Apr 21 2018, 15:44 | |
| - Soulless Samurai wrote:
- @amishprn86 How useful did you find the Vexator Mask?
Against his army it was insanely good b.c he had lots of Plasma, grenades, lots of shots, that got re-rolls of everything, in another game with him a couple weeks ago, he had some overwatches get 7-8 hits average. The 5man units i dont care about, even with re-rolls thats 2 hits on average, the Primaris Dread with flamer, and the other guns can hit 10+, the big guys with 6 shots each in units of 4-5 can get 8 hits easily, the 10 plasma man unit 20 shots of plasma with re-rills is bad for me. I knew he was a heavy gunline guy, against Tau and Guard it would be even better. | |
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