N18 Chaos cultist list - thought appreciated!

Tk421wayayp

Ganger
Jun 30, 2022
93
86
18
Hi all, I'm considering a chaos cultist gang for my next one, here's my initial build - any thoughts are much appreciated. I don't play much cc (currently van saar) hence leaning to a cc leader, and offsetting poor witch BS with a big blast marker! Keeping credits back for an early TP visit, e.g. plasma pistol for leader or web pistol for witch.....

Leader - mesh, chain glaive, autogun, psychic familiar. Nerves of steel
Champion - mesh, long rifle. Infiltration
Champion - mesh, grenade launcher. Overwatch
Witch - mesh, incendiary grenade, psychic familiar. Cause pain psychic power or something that causes insanity
Ganger (specialist) - mesh , grenade launcher
Ganger - shotgun
Ganger - autopistol, flail
Ganger - lasgun
Ganger - autogun
TOTAL 940

Cheers!
 
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In general, I like to avoid purposing Leaders for cc... the risk and cost of losing them is a bit too high for me. That goes doubly for Leaders w S3 and T3; he's still only going to be mediocre at cc; don't let the good WS fool you. Give him a nice gun and then add cc gear later, if you really want it.
Same for your cc ganger... give him a Shotgun or even an Autogun. Cultists seem designed to be a shooty horde.
 
Agree with the advice above, gang seems serviceable, id be putting some more shotguns in where I could as more S4 shots is better.

Don't forget, as of Book of the Outcast your Wyrd can start with a skill AND a psychic power, so make use of their access to Savant to get Fixer or the like to boost your post game income.
 
Agree with the advice above, gang seems serviceable, id be putting some more shotguns in where I could as more S4 shots is better.

Don't forget, as of Book of the Outcast your Wyrd can start with a skill AND a psychic power, so make use of their access to Savant to get Fixer or the like to boost your post game income.
Ah! I did wonder if both skill and power could be taken, seen several posts confirming this but my own reading left me unsure.....is it a 100% clear you can have both or is it a hotly debated topic?
 
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I'm currently running a similar setup with my chaos cult. I'm finding It way more fun than the usual overseer build that people (for a good reason) recommend. Still, my leader is spending every second game in the hospital so I'm failing a lot of my dark rituals.

Cause pain is really good when it works and it combos with the tactic card tainted meat. Hallucinations is, in my oppion, stronger, but it also gets kinda boring after a couple of games. Personally I lean towards the handflamer on the witch. Usually you keep her back so she wont be seeing much action. Instead of looking for a webpistol for her on the market place use that roll to get a balefire thrower instead. Give it to a champ with infiltration and laugh.

I like to infiltrate a champion with an incendiary charge and a shotgun to cause some chaos while my leader makes it up the board. He's probably going to die young, but everyone in your gang, except you leader and witch, are expendable and replaceable.

Consider exchanging all the autopistols and guns for the reclaimed version to save some credits.

I'd ditch the autopistol and flail for another shotgun, it's just going to achieve more. Alternatively replace the autopistol and flail for a blasting charge and run him as a suicide bomber.

If your group is cool with it give you leader a second familiar. It's going to make you really survivable from ranged attacks, but you're still going to get murdered by melee units from other gangs.

If i could do it again, I'd consider giving the leader infiltrate from the get go and buying a frenzon collar asap. I was lucky to pick up needle way in my current campaign and bombing juves and gangers is alot of fun. I'm still getting pimp slapped by other gangs champs, so my goal is always to bully the weaker members and hope the scary stuff bottles out.

Get a Heretek and use him to give your chain glaive blaze, do a line of spur and some slaanesh worship. That gives you about a 12" threat range and you can light alot of stuff on fire. Just let the fire take care of anyone who is seriously injured and move on to the next target.

Warp Horrors are your friends get one and have it run around with your leader.
 
In general, I like to avoid purposing Leaders for cc... the risk and cost of losing them is a bit too high for me. That goes doubly for Leaders w S3 and T3; he's still only going to be mediocre at cc; don't let the good WS fool you. Give him a nice gun and then add cc gear later, if you really want it.
Same for your cc ganger... give him a Shotgun or even an Autogun. Cultists seem designed to be a shooty horde.
Yeah, it does go against my usually more conservative play style - but I'm trying to lean in to the fluff a bit more and embrace chaos! Think I might swap the leader autogun to a shotgun for more punch, still aspire to cc with a chain glaive but play safe for a couple of games until he has at least an armoured undersuit to go with the mesh. Hope is that versatile on chain glaive removes risk of reaction attacks and familiar gives more survivability. Priority will be a toughness upgrade asap. For the witch I can afford hand flamer at creation as I'm currently underspending, but figured if I can hold off for a web pistol they've got move chances of taking folks ooa and getting the xp I'd want for willpower and toughness boost...... I do like the idea of big blast grenade on the infiltrator........An early, non optimal, but fun spend would be another champ with twin flails and a frenzon collar. I think I can justify it based on low cost for the body, flails give the plus to hit and strength and frenzon collar gives mad melee buffs......
 
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Toughness 4 on your leader is going to be really important if you're going the CC route. Before you get Spawn, I'd say Nurgle is probably the best god to worship (I am very biased). After you get a spawn or two, consider jumping ship to Slannesh. Rolling 2d6 for movement and picking the highest really makes the spawn more reliable. I have failed many 4" charges in my current campaign. Also being able to activate 2 fighters once is really good.

Personally I wouldn't bother upgrading the Witches toughness. With high willpower and 2 familiars you're going to be shrugging off most ranged attacks. If a Deathmaiden or Stimmer makes it into CC with your Witch, you've probably already lost the match. I'd spend the XP on wyrd powers instead, unless they have been faq'ed, they cost 12xp to pick one and 9xp to roll for one.

I like your idea of making a melee champ. Though I'd probalby go for a weapon with a bit more punch, like a heavy chain cleaver or a rock cutter. You really gotta abuse the fact that you can have as many champs as you have gangers. So there's room to make some fun builds. Your only limitation is credits, but if you pick a bone shire that's not going to be a problem.
 
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The legacy non House gangs, like your cultists, are all at a bit of a disadvantage to House gangs with lack of toys and snazzy rules. The cultists dark pacts are a good help as are familiars but they still lag a bit.
The wyrd powers from the book ok the outcast help but a major thing you need is Black market stuff and good trade post items. Falsehoods and good armour. Take advantage of your immunity to insanity and get some Mindshard grenades. Trade post better weapons. Untill they properly re do them your fighters have access to weapon types not what is on thier list so the better weapons in thier class can be used.
Getting spawn is nice but don't rely on getting one. Either one of your fighters need a lot of injuries or you roll good/bad in post battle actions.