Sunday, July 31, 2016

Cabal Star tactics

Beer Apostle here and this evening I have decided to write a little bit about the largely talked about Cabal star.  The Cabal Star can be built a few ways but mainly consists of Flesh hounds from the Khorne Daemonkin book and the Cyclobia Cabal from the CSM Black Legion Supplement.  Before I use to run just a CAD of KDK to take a juggo lord and about 20 fleshhounds but I have moved on from that.  Now I run the Gorepack along with the Cabal and another CAD that I will discuss later....Muahahaha

Gorepack

So in my Gorepack, I leave the two mandatory biker squads with no upgrades.

Bikers: I have found they either get killed really quick or are just great back field objective holders or denial units.  One thing I have found I can do with the bikes is charge the unit my cabal star does so my champion can issue a challenge instead of my sorcerers giving me a bloodtithe point for dying in a challenge and another if the entire bike squad gets kill. Khorne wins either way.  I have also found in a more recent game...they are great from blocking enemy units from charging my cabal by blocking with them.

Fleshhounds:  Now here is the meat and potatoes of this list.  I run 4 squads of hounds.  1 squad being a 20 man squad and the other 3 being a 5 man squad.  The 20 man squad is obviously the stars squad and the other 3...well I use them just like the bikers.  They are there to block my opponent from charging me and denying my opponent objectives.

How I envision my Fleshhounds! 
Cyclobia Cabal

So I usually run 3 sorcerers in my Cabal and no more.

Sorcerer 1:
ML 3, Spell Familiar, Bike, Unmarked, Force Sword, Bolt Pistol, and Melta Bomb

Sorcerer 2:
ML 3. Spell Familiar, Bike, Unmarked, Power Fist, Bolt Pistol

Sorcerer 3:
ML 3, Spell Familiar, Bike, Unmarked, Power Fist, Bolt Pistol

 Sorcerer 1:
So the idea for my first sorcerer is that he is my monstrous creature killer.  With Force turned on and some psychic buffs...he will make light work of many of the monstrous creatures in the Grim Dark.  With his psychic powers I roll on daemonology santic....why santic?  Well for hammerhand and sanctuary of course.  With both being one warp charge the buffs to the unit are unreal. Plus 2 str to the unit...making the dogs str 7 on the charge and the power fist str 10.  Sanctuary will boost the dogs to 4 plus invuls.  Although it does make other daemons treat everything within 12 inches dangerous terrain, the dogs being beast make them ignore that.  You will see a little later why I wont care much about that.

Sorcerer 2 and 3:
So these two are my superheavy or gmc killers.  With hammerhand off...my power fist are at str 10 ap 2.  At WS 5...they are hitting most Super heavy walkers and GMCs on 3's.  What power do I roll on for these guys?? Well here I am now looking for endurance from Biomancy.  Warp Speed on a power fist is also a plus because who doesnt like getting plus 3 attacks with a power fist??? With Warpspeed and on the Charge the power fist would have 7 attacks!!! If I get endurance with the first sorcerer I then get greedy and roll on telepathy for invisibility.

One thing that is smart to do when rolling your psychic powers is to roll your dice one at a time.  If you manage to get the powers you want then go ahead and move on to another chart.  For Biomancy...I dont really need smite and for santic...I really dont need banishment so getting a psychic focus from rolling on one chart isn't necessary.

Optional builds to complete the list

Like I mentioned in the first paragraph, I use to run a CAD with a juggalord and 20 fleshounds.  You can still do this and save yourself from points from the tax of bikers but you lose Hammer of Wrath on the dogs and preferred enemy psyker.... But If I were to take a Juggalord...I'd make the CAD a crimson slaughter detachments so I can give the Juggalord a daemonheart.  A 2 plus amour save is money when you will most likely be throwing him into challenges.  I would also give him the axe of blind fury and of course make him Khorne. (I write this as the GW FAQs are not official and I play in alot of ITC tournaments that dont play with the GW FAQs so taking two relics is still cool)  The axe of blind fury are 2+ str and with hammerhand on...That will be str 8 AP 2....lets think about this....The axe is a daemon weapon...so you get to roll for extra attacks....you also get rage...So just based off that alone...You have 4 base attacks for the juggalord.  Plus one for CC weapon and pistol. (axe of blind fury isnt specialist) and plus 2 for rage.  That is 7 attacks before you roll for your daemon weapon boost.  That is 7+ STR 8 ap 2 attacks swinging at Init 4! Holy moly!!!

I have also seen other people running Traitor Guard but as I dont know much about Traitor Guard...I wont write about them.

You can also take an allied of Chaos Daemons so you can possibly get Grimoire and pink horrors to boost your psychic dice or summon better.

What I bring with my Cabal

Now I am either gonna lose credibility once I share this or help some people out.  I run........Eldar Corsairs......Being desperate allies doesn't bother me much as I can easily move quickly with my corsairs.  I run a corsair prince...who I make my warlord and 6 units of 3 man scatter bikes.  They are Objective secured and great at zooming across the table to capture objectives or getting into position to shoot someone off an objective.  sorry...not sorry.....

So that is my tactics and tricks the the Cyclobia Cabal...leave some comments...let me know what you think..negative or positive...I really dont care....

~Beer Apostle~
Beer For the Beer God

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