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Warhammer 40,000/7th Edition Tactics/Genestealer Cults
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===Troops=== *'''Neophyte Hybrids:''' Neophytes have the same profile as "unmodified" humans, meaning 3s across the board, as well as improved Leadership and Initiative. They have a fairly flexible loadout, and can be either configured for short-ranged firefighting or for securing objectives while providing fire support. Neophytes are armed with Autoguns/Lasguns with the option to swap out for Shotguns for free. They have the option to either take two Mining Weapons or to form a Heavy Weapon Team, and they have the option to take up to two Specials on top of that. **Close-quarters teams will want to stick to Shotguns and Assault weapons; Flamers or Webbers are both nice. Whether you're running the teams in Goliaths or attempting to fish for good Cult Ambush results, being able to assault without relying on Relentless buffs is nice. Longer-ranged teams will probably want to stick to the stock rifles and whatever support weapon is most appropriate. Seismic cannons are an "alphastrike" weapon that appears to rely mostly on getting good Cult Ambush rolls while the Mining Laser sacrifices less short-range damage potential to be more consistent at range; not many armies can brag about being able to bring an Infiltrating 10-man team of two Lascannon teams for 80 points (needs confirmation also 100 points), especially a team that can also strategically redeploy itself and potentially replenish its models in one go! The only IG heavy weapon team you should really consider is the Autocannon, as all the rest have the same overinflated cost the IG pays for them. **These guys should be your bread and butter. Acolytes are great, but Neophytes are way more versatile in taking advantage of the Cult Ambush table. While Acolytes only really benefit from a 6 on the table Neophytes can basically benefit from every roll but a 1. Their S3 autoguns might not be the most exciting thing in the world, but their ability to precisely control their positioning makes them a lot more valuable than S3 guns in other armies. Plus, their heavy and special weapons can add some serious oomph and if you bring them in big squads the sheer volume of autogun fire can start to threaten more durable targets. Their flexibility in taking advantage of Cult Ambush is where their real power is. Angle your ambush so that you're hitting the enemy special/heavy weapons or characters first. Pop in where the enemy was hiding an important but flimsy character or a barrage vehicle behind terrain and mow them down. Appear in the rear arcs of dangerous vehicles like Knights and enjoy attacking their AV11. If you roll a 6, remember that these guys can actually take advantage of that opportunity pretty damn well. They're all equipped with autopistols, so if the enemy has a dangerous shooting unit that you aren't going to be able to reliably kill with shooting these guys can rush in and engage it in melee without sacrificing their shooting. All in all, these guys hold most of the tactical flexibility, while the other units in the army hold a lot of the killing power. Think carefully about using your Neophytes and they'll rarely let you down. *'''Acolyte Hybrids''' 1st & 2nd generation hybrids. Probably some of the best close combat "Troops" in the game, With two S4 I4 attacks with Rending as standard, but also Autopistols and Close combat weapons so you are always going to get your bonus two-weapon attack even if somehow disarmed. That means four rending attacks each on the charge, so they chuck out as many attacks as Orks, but with more speed and more threat. However, they are still as flimsy as regular humans, so buy in bulk. **Each and every Acolyte can replace his Autopistol with a hand flamer for five points. Totalling 13 points per model, which is cheaper than a Space Marine! Even though it is still only S3, the sheer number of automatic hits you can cause will inevitably mean more wounds in the long run, then follow it up with your teeth and claws because you're at the perfect distance. Though if you're intending on using cult Ambush to get the most out of a surprise flamer squad, remember that you're restricted by distance, so it may not work like you expect. **Whilst expensive, upgrading the Acolyte leader can make him pretty frightening. With a lash whip and Bonesword, and an Icon in the squad, on the charge he's WS5 S4 A5 I7 and ap3 with instant death on to wound rolls of 6. That being said this makes him cost a little over a terminator but only having guardsmen toughness. Usually its best to spend a couple of points more and buy the squad a Goliath, but this may be very workable in a Subterranean Uprising with a Primus, if only for the look on a marine players face when your pseudo-sergeant assaults out of nowhere and puts out more pain than a Captain worth 3 times the points. Also worth noting that upgrading your Leader is a lot better if you take him as part of the Cult Insurrection detachment. Even if he flubs his rolls and gets stomped flat, you can get him back if your squad can escape and Return to the Shadows. ====Ghosar Quintus Broodkin==== Remember, these guys all have static equipment and unit size choices, which means you're going to lose out on Dedicated Transports, etc. *'''The Faithful Throng''' **16-strong Neophyte Hybrids with autoguns, two grenade launchers, and two mining lasers, for 10 points less than stock, but..... **All of them lose their autopistols, so they have fewer attacks in close combat and shoot a ''lot'' less when shooting and charging. **Can't take any other options, including an icon, shotguns, etc. *'''The Favoured Disciples''' **12-strong Acolyte Hybrids at an 11 point discount; not only do these guys not lose anything more than the usual compared to a regular unit, but they '''gain''' ''Fearless''.
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