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Author Topic: Cult Race: Chaos  (Read 16895 times)

Tack

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Cult Race: Chaos
« on: September 09, 2017, 12:33:27 am »

Those playing for this side post here.  You can only play for either Chaos or the Genestealers, so choose wisely.  Out of respect for the other team, stay out of their thread.  Post banter and such in the core thread.

The Daemon Prince- But wait.
Before we begin, to which god are you dedicated?

Khorne (Blood and Skulls):
-Chaos Space Marines standard loadout becomes Chainsword and Bolt Pistol
- All units become more effective at close combat

- Magic is disallowed.


Tzeentch (Changer of Ways):
- Chaos Space Marines gain slight armour piercing to their boltguns
- Mutation and Magic-based units are more effective

- The results of "Chaos gives freely" become even more unpredictable


Nurgle (Grandfather of Plague):
- All units become more survivable
- Disease and filth cause less attrition (Acid still kills)

- All units are slower


Slaanesh (Prince of Pleasure):
- Manpower per turn increases based on the amount of stockpiled Civilian Resources
- All Units are faster

- Chaos Space Marines cost more Civilian Resources to recruit


Chaos Undivided (Decisions suck)
- Faster manpower or Infiltration designs

- Your Daemonic units are awful



Along with this, you should choose a name for your Cult


Spoiler: Forces (click to show/hide)
Spoiler: Resources (click to show/hide)
Spoiler: Alert (click to show/hide)

Technology
Spoiler: Units (click to show/hide)
Spoiler: Gear (click to show/hide)
Spoiler: Race Effects (click to show/hide)
« Last Edit: September 09, 2017, 05:22:19 am by Tack »
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Paxiecrunchle

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Re: Cult Race: Chaos
« Reply #1 on: September 09, 2017, 02:50:46 am »

I vote for slanesh, as anyone reasonably should.

Archangel

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Re: Cult Race: Chaos
« Reply #2 on: September 09, 2017, 05:13:10 am »

We should definitely serve Khorne. Blood for the Blood God!

As for cult name, the Cult of the Crimson Blade perhaps?
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Khan Boyzitbig

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Re: Cult Race: Chaos
« Reply #3 on: September 09, 2017, 08:22:46 am »

No matter what is chosen much blood shall be spilt.
I would prefer to minimise losses and fight from afar, at least against genestealers, and I know full well how many Grey Knights are psykers so I believe Tzeentch to be the best choice.
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Archangel

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Re: Cult Race: Chaos
« Reply #4 on: September 09, 2017, 08:44:26 am »

I'm pretty sure the idea is to avoid getting the attention of the Inquisition, so the cult's ability to handle Grey Knights is only a minor consideration at most.
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Taricus

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Re: Cult Race: Chaos
« Reply #5 on: September 09, 2017, 09:20:40 am »

Chaos undivided! The dark gods will all have their share! DEATH TO THE FALSE EMPEROR!

And yeah, the PDF and the Arbites will be the biggest threats we have to deal with; If the grey knights are around odds are exterminatus is just around the corner.
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FallacyofUrist

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Re: Cult Race: Chaos
« Reply #6 on: September 09, 2017, 10:06:05 am »

No matter what is chosen much blood shall be spilt.
I would prefer to minimise losses and fight from afar, at least against genestealers, and I know full well how many Grey Knights are psykers so I believe Tzeentch to be the best choice.
I too will support Tzeentch!

As for name... what about Cult of the Burning Blood?
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Nirur Torir

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Re: Cult Race: Chaos
« Reply #7 on: September 09, 2017, 10:17:47 am »

Tzeentch should be fun.
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blueturtle1134

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Re: Cult Race: Chaos
« Reply #8 on: September 09, 2017, 01:50:51 pm »

Pff. Tzeentch. I'm playing an Arms Race, I want the God of Screwing People Over on my side.
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Taricus

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Re: Cult Race: Chaos
« Reply #9 on: September 09, 2017, 01:51:49 pm »

That's not gonna stop him screwing us over, as Magnus can attest.
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blueturtle1134

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Re: Cult Race: Chaos
« Reply #10 on: September 09, 2017, 01:59:36 pm »

That's not gonna stop him screwing us over, as Magnus can attest.

Hence the downside. Roll too high, shit happens.

But shit happens to them too.
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Taricus

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Re: Cult Race: Chaos
« Reply #11 on: September 09, 2017, 02:03:33 pm »

Not really, and given the benefits infiltration and higher manpower can benefit us a lot more than a few slightly more powerful space marines and more mutants. Being able to drown the enemy in bodies would be a massive effort. Sure, we can't summon daemons for shit, but given the distance from the warp no daemon would be able to be permanently summoned into realspace.

And on that note, why do we get a daemon prince instead of some jumped up demagogue? Seems to me if we have a daemon prince we've already won.
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Khan Boyzitbig

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Re: Cult Race: Chaos
« Reply #12 on: September 09, 2017, 02:13:01 pm »

Though a lone prince is powerful they are but one being and revealing themselves would draw too many bolters towards us, that and we would need a boss figure who won't just keel over in a fight with a lone genestealer.
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Taricus

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Re: Cult Race: Chaos
« Reply #13 on: September 09, 2017, 02:22:31 pm »

I'm pretty sure if our boss is on the frontlines we've fucked up regardless. A daemon prince on a planet tends to really set off the psykers on it though, meaning we'd practically get a game over.

Besides, princedom is not given, it is EARNED. And might well be the prize the cult leader is seeking to achieve in embracing heresy.
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RAM

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Re: Cult Race: Chaos
« Reply #14 on: September 09, 2017, 06:45:11 pm »

I always vote Nurgle on Principal, but there is some advantage to it.

Khorne is great at melee, but against genestealers? If we are tanking them then we are using mecha to do so, otherwise we want to stall them for the artillery to do its thing. Survival>melee bonus and zero magic = lose.

Tzeench is nice on the surface, but that malus? We will be actively AVOIDING bonuses to our rolls. Tzeench the planner is right because we will be spending the whole time making impractical long-term designs that have no chance of coming our right the first time. I would rather have some action economy rather than getting one design for every three actions...
A.P. is nice, but slight, and flamers don't care. Mutations have lots of potential but unstable, and our malus will exploit that like crazy. Magic is the jive-bunny man, but again, it is innately warped, and for a god of planning there is way too much unpredictability here.

Nurgle: Slow and steady. Good at delaying tactics and resistant to the poor living conditions that are inevitable and whatever bioweapons the genestealers cook up. Slow is bad but bullets aren't "units" so who we can kill what we reach just fine. Not to mention the advantage of having our specialist units stick around for longer and our damage-sinks sink more damage...

Slaanesh is nice for speed, but doesn't apply to boolit, so don't kill stuff better. Extra manpower is nice, but then we burn it on our marines, so we basically have to just do nothing the first turns if we want an endgame. So Slaanesh is the prime choice for running away. Either an unstoppable cascade of limitless manpower or a self-negating benefit that amounts to nothing. No point...

Undivided adds nothing and loses nothing. Those vague bonuses and demons that can't be used are kind of impossible to exploit in any specific way. And then again, we CAN use demons in the deeper areas and they CAN stick around long enough to murder some mines.

Praise Nurgle, who gives us everything and takes nothing!
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