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Warhammer 40,000/8th Edition Tactics/Genestealer Cults
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==Why Play Genestealer Cults== Because you like creepy cults, alien hybrids, and giving birth to hideous monstrosities. A strange fascination with being stroked by xenomorphs is optional but recommended. Or you want to play a different flavor of Imperial Guard. If you leave out the more buggy bits and kitbash, you could go from an army of many armed minions to an army of pissed off Gangers! ====Pros==== *Everyone gets at least one extra arm when graduating from Neophyte status. *Yours is the Heavy Rock Drill that will [[Meme|pierce the heavens]]. * You like Genestealers. * You like tanks. * You like Genestealers IN tanks. *[http://www.fredvanlente.com/cthulhutract/pages/index.html You know the truth about what's coming]. * Cult Ambush lets you bring Space Hulk into 40k, and you're the Genestealers. *You can have your pick of Astra Militarum detachments for brainwashed allies to shore up some of the list's inherent weaknesses. *You can mix in some Tyranid units into your army as an allied detachment as well *You get to combine the character and custom model options of IG and Tyranids (and AdMech too for the Bladed Cog), fancy an army made up of death korps of Krieg models combined with Tyranids painted in the manner of Gorgon? You can do that. Fancy drop troops backed up with war boy style hybrids? You can also do that (MY BODY IS CHROME!!!). No other faction (other than the orks of course) can boast such customising potential as you literally have a galaxies worth of variations to choose from or make up. *You can proxy IG models for your more “different” models and that’s also fine as they may simply be hiding their extra limbs, even Xenos can get camera shy. *[[Communism|WE WILL RISE AND CLAIM THE ENGINES OF LABOUR THAT HAVE BOUND US IN SERVITUDE!]] *[[Exterminatus|THIS WORLD WILL BURN, IT WILL BE CLEANSED, PURIFIED, MADE READY AND THE HEAVENS WILL DELIVER OUR REWARD!!!]] *Genestealer cults received their codex relatively late in 8th Edition, meaning that they are still surfing the crest of improving rule design and power creep (+1 strength AND a bonus to charge range makes catachans jealous), aside from Chaos Knights and the Marine Codex 2.0. *MOTHERFUCKING 10 PT ROCK SAWS! ====Cons==== *Average shooting ability, with BS4+ across the board and limited shooting buffs. You're not going to be pulling off space marine tricks of +1 to hit, and rerolls. That is, not unless you put in some elbow grease and line up some buffs. *Heavy Support, fliers and Fast Attack choices are extremely limited without using other allied factions, and these allied factions don’t get to share your keywords and other buffs. **Alas, the way this works also mean that you can’t take a titan with your pseudo guardsmen, no recreating the forest battle on Endor for you. *The entire army is extremely squishy and expensive, 8th edition is a cruel place and time to be a GEQ. **Fortunately with the Codex, we have some ways of patching over this. *This is an army that actually requires skill, and risk-taking to be played effectively. **When starting out, you'll probably lose a lot of games while learning the army. But, stick with it and you'll develop tactics skills that will serve you beyond just this army. *Lots of deep-striking, lots of charging, lots of aura buffs to keep track of, and lots of stratagems to remember means lots of ways for things to go very wrong for you. *[[Tyranids|Your gods]] will eat you after all's said and done.
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