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Kult of Speed builds

 Post subject: Kult of Speed builds
PostPosted: Sun Feb 28, 2016 10:39 am 
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Having revamped my Marines with a fresh Vanguard miniatures look I am now turning my attention to bringing my Orks up to speed.

The seemingly limitless options for the Orcs has me wondering what builds do people prefer for the Cult of Speed and why? Is it role dependant? I've tried searching and trawling but got a bit cross eyed without finding anything helpful.

I can see advantages in going all bike for some Cults (not exposing them to the disadvantage of light vehicles and anti-tank Fire). Also can see advantages in going combination bikes, buggies, and scorchas.

Model availability is not an issue as I have a undescribable mass of GW stuff, which I will probably do to throw on the table before expanding things out with Vanguard Skinners (which I have a selection of).

Thank you in advance of your help and advice.


Last edited by Cranium27 on Sun Feb 28, 2016 12:54 pm, edited 1 time in total.

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 Post subject: Re: Kilt of Speed builds
PostPosted: Sun Feb 28, 2016 11:21 am 
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Skorchas, skorchas and more skorchas..... seriously they are brilliant, I like to take two big kults when points permit, I am limited by only having 16 skorchas currently painted so usually fill the formations up with buggies, buggies are a useful choice as you can use them to btb FF units without losing effectiveness, they also have a 30cm gun for laying blast markers and have an AT shot which skorchas lack

Bikes I think work best in a landa as the land and shoot potential is quite good

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 Post subject: Re: Kult of Speed builds
PostPosted: Mon Feb 29, 2016 12:43 pm 
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I'll second that (though I've only half a dozen!), fill them in with a couple of buggies and you're good to go!


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 Post subject: Re: Kult of Speed builds
PostPosted: Mon Feb 29, 2016 12:58 pm 
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Thanks for the directions guys.
Been trawling the battle reports for army list ideas - it was not until page 10-11 I spotted some Kult builds - with lots of scorchas.
I've had a dig around and found ~ 15 scorchas so far but a few more boxes to go may yeild more. Although I also have 10 of the Vanguard Skinners ones, so looks like I may be set for a couple of Big Kults with scorchas and a few buggies making the numbers and adding a bit of BM range.
Are the standard formations of 8 just too fragile?


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 Post subject: Re: Kult of Speed builds
PostPosted: Mon Feb 29, 2016 9:37 pm 
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Cranium27 wrote:
Thanks for the directions guys.
Been trawling the battle reports for army list ideas - it was not until page 10-11 I spotted some Kult builds - with lots of scorchas.
I've had a dig around and found ~ 15 scorchas so far but a few more boxes to go may yeild more. Although I also have 10 of the Vanguard Skinners ones, so looks like I may be set for a couple of Big Kults with scorchas and a few buggies making the numbers and adding a bit of BM range.
Are the standard formations of 8 just too fragile?


generally yes, although 4-6 formations of 8 speeding around can be quite a handful for some armies....

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 Post subject: Re: Kult of Speed builds
PostPosted: Tue Mar 01, 2016 11:50 am 
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I had thought I had replied yesterday, but it's disappeared, odd.
Anyways, as Kyuss' says, yes, they are, however I like a lot of small units for objective grabbing and getting in the way of more expensive units


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 Post subject: Re: Kult of Speed builds
PostPosted: Tue Mar 01, 2016 2:18 pm 
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Might try out a large formation with predominant Scorchas along with a couple normal formations with 50/50 scorchas/buggies for general harassment, BM placing (hence slightly greater portion of buggies), and objective grabbing if they are still around come round 3.

I'll see if I can prep some Vanguard stuff for my painting demo at the Hammerhead show on Saturday :o


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 Post subject: Re: Kult of Speed builds
PostPosted: Tue Mar 01, 2016 4:11 pm 
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How do people feel about Deth Koptas btw?

They always seem pretty decent to me facing Orks...

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 Post subject: Re: Kult of Speed builds
PostPosted: Tue Mar 01, 2016 4:18 pm 
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deth koptas are great, 150 points for 4 units with a 4+ save which can speed around nabbing objectives

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 Post subject: Re: Kult of Speed builds
PostPosted: Tue Mar 01, 2016 4:30 pm 
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I can see deth kopters being a pain to play against as its not an expensive formation so not a prime target but what thay can do I think will prove irritatiing.... I feel a vanguard order comming on for some Kopters and I need/want some more fighta-bommerz (as the GW ones just look small to me now).


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 Post subject: Re: Kult of Speed builds
PostPosted: Mon Jun 13, 2016 11:11 am 
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Deth koptas are a staple of my KoS. I use 4 units of 4, and their ability to fly 70cm in a straight line without needing terrain checks on a 1+ makes them extremely useful on turn 3 for capturing/contesting. Remarkably resilient as well.

Planes are a good choice - a cheap activation that can drop 3x AT4+ on a 1+ anywhere on the board makes them useful for killing off small units. The fact that their missiles have no arc means they can make a turn to avoid flying off the wrong table edge and still shoot. Not to be sniffed at is the ability for 3 units to break a DC3 warhound simply by shooting at it for no damage. More than one warhound that has made it to my blitz on turn 3 has been broken this way.

Since you can have so many cheap but useful units you can afford to go large on the kults - the largest I've ever fielded was a 700pt Uge + 8 buggies KoS. Inc the SC it was 33 models and very rarely died.


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 Post subject: Re: Kult of Speed builds
PostPosted: Mon Jun 13, 2016 11:57 am 
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Big and Uge KoS are always scary to face.
Attachment:
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I would take a third of the formation as Buggies for the increased range shooting.

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