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===Why Play Genestealer Cults=== *'''Pros''' **The close-quarters design of kill team allows you to use Neophyte shotguns and Metamorph hand-flamers to their maximum potential. **Tons of potential choices for your neophyte models. Imperial Guardsmen, Chaos Cultists, Necromunda Hive Gangers, Skitarii (if you want to play the Cult of the Bladed Cog), just about anything is viable if it can wield a lasgun or autogun. **You can use the same Genestealer models as the Tyranids **You have access to abberants, who at base level they have 2 strength 5 ap-2 DD3 attacks, which will eat their way through every model in kill team. **Strength Of Faith can make your squishy cultists surprisingly resilient against psykers. **If you don't mind leaving out the more alien stuff, GC can be neatly used to represent a more irregular, close-combat flavored Imperial guard force. You could even use Ogryn as count-as Aberrants. **Since you're getting your Kill Team genestealers from the Tyranids list, they get access to wargear options that they wouldn't have in 40k. **A minimum of Ld 7 across the board means your hybrids will hold their ground like Space Marines despite having otherwise Guardsmen-level stats. *'''Cons''' **For obvious balance reasons, the Cult Ambush ability is severely neutered. Now only triggering on a 5+, it allows you to take a full-distance move with that model before the game starts. **Most of your units are only strength and toughness 3 (actually, only neophites are S 3), so despite your relatively high attack count per model you will struggle to wound toughness 4 and above without using tactics like the Metamorph's toxin sacs. **Your units will die like Guardsmen, so despite their rather decent Ld morale becomes an issue, especially if you play larger counts of bodies. **No Veteran Acolytes for you, unless you buy the Kill Team box which has him.
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