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Warhammer 40,000/8th Edition Tactics/Genestealer Cults
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===Heavy Support=== *'''Cult [[Leman Russ Battle Tank]]''': Almost identical to the Imperial Guard version, except you can't take additional tanks in a squadron (so you need a Heavy Support slot per tank, rather than being able to squeeze up to three into each) and you are limited to the Battle Tank guns (Battle Cannon, Eradicator, Exterminator or Vanquisher). In the Cult tank's favor, [[Creed|you can set it up in Blip Ambush deployment]] (Multi-melta party!) and it can benefit from various GSC Stratagems. **However, if you want massed tanks, then an allied Imperial Guard Spearhead Detachment might be better, as it lets you take the Tank Commander you were planning on taking anyways and nets you both Objective Secured on your tanks, Tank Orders and +1CP to boot. It happily works around the "One Guard detachment per GSC detachment" rule, since, as above, Guard tanks can be taken in Squadrons. Taking Guard tanks also gives you access to the best Russ guns: the Conqueror, the Demolisher, and the Punisher. And while you cannot take any Relics, Stratagems or Regimental Doctrines on these tanks, kindly direct your attention to the oft-forgotten Leman Russ Mars Alpha Battle Tank. The Krieg tank can take any Russ gun with the exception of the Stygies Vanquisher, can take a Plasma Cannon or Multi-melta in its Hull gun slot in addition to the usual options, can take a Co-axial Heavy Stubber with its Vanquisher Cannon and, most importantly, has the Krieg equivalent to Regimental Doctrine vehicle rules, '''Mars-Alpha Hull''' (The tank gains a +1 bonus to armour saves, so 2+, against weapons with S4 or less), attached directly to the tank itself. While not the most spectacular bonus, its completely free and more than you would gain by taking tanks from any other Regiment. The one drawback worth mentioning is that Mars Alpha tanks unfortunately don't have access to Track Guards, so be sure to think about their positioning more carefully than usual to make sure they don't get caught somewhere they won't be able to crawl away from. *'''[[Goliath Truck]] Rockgrinder''': Loses open-topped and 4 of its 10 transport capacity for a bigger gun and a massive rock drill attached to the front that gives it a potential nine S9 AP-2 attacks on the charge hitting on a 4+. With only 6 spaces inside, you'll probably want to use this to shield something like an Aberrant squad on their journey to the enemy lines. Consider swapping the weapon for a Clearance Incinerator if you want to rush this in, as all of the other weapons are Heavy class and will only be hitting on 5s. Get into charge range, disembark the infantry then smash your way in to soak overwatch for them. **A great source of anti-armor/monsters; put 5 or 6 Acolytes with heavy weapons inside. Jump your models out 9" in front of the grinders, then charge in. The dozer blade does about the same damage as 5-6 missile launchers. **Has 3 different guns options to choose from in addition to the stock Heavy Stubber and Drilldozer blade and can also take a Demo charge cache for 10 points like its counterpart Truck. The priciest option at 20 is the previously mentioned Clearance Incinerator-this is a twin Heavy Flamer with a 12" range and is the best complement to the Drilldozer. Next, at 15, is the Heavy Mining laser-this is a 36" Lascannon with D3 shots. Finally, at 15, we have the Heavy Seismic Cannon, like its smaller counterpart available to Neophytes. This gun has 2 modes of fire and wound rolls of 6+ have AP-4 for both. Longwave is 24" Heavy 6 S4 AP-1 D2, while Shortwave is 12" Heavy 3 S8 AP-2 D3. Just bear in mind that you have guard armor level BS for your shooting (4+ to 6+) and at T7 W10 Sv 4+ trying to imitate a Russ will usually get you wrecked in short order. They are quite a bit cheaper than a Leman Russ, however, at 110 pts max. *When it comes to being an AT platform. The Ridgerunners win out here by being so much cheaper. More nimble and can play keep away better. Think of Rockgrinders as the (literal) buzzsaw approach to killing big things. In this guy's opinion give it the incinerator, have a small acolyte team with saws within it. Burn dudes. Double whammy charge big things and go ham. *'''[[Brood Brothers]] Heavy Weapon Teams''': As per the guard codex. Can set up in Ambush, but do note that they will count as moving for that turn, so you will be hitting on 5s. NOnetheless, the tactical use for instant heavy weapons wherever you like is extremely tempting, and their dirt cheap point values means that they can effectively act as a distraction carnifex. The look on your opponent's face when a team of lascannons pops up behind his tank - and the massive amount of firepower that will attract - is worth the points value. Otherwise, use as standard Guard teams: Mortars for hordes, Autocannons for multi-wound units, Lascannons for tanks, HBs for medium infantry, MLs for jack-of-trades.
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