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==Unit Analysis== ===HQ Units=== *'''[[Genestealer Patriarch]]''': A Broodlord from the Tyranid list, with +1 Strength and the obvious factional ability swaps. Just as much of an obscene infantry blender in melee, and also grants all {{W40kKeyword|GENESTEALER CULTS}} within 6" immunity to morale along with the usuals (5++, giving Genestealers +1 to hit in melee, and being able to Charge after Advancing). Like the Broodlord, the Patriarch has monstrous rending claws which are AP-3, re-roll all failed wounds, and on a 6 to wound become AP-6 and deal 3 damage! Slightly cheaper and now knows two psychic powers in the codex! **Also still a one power/one deny psyker, but can optionally bring up to two Familiars to throw a second Psychic power once per game. Note that you can only still cast 1 additional power per game even if you bring two familiars. They do give you extra wounds to throw around though! **They do have a {{W40Kkeyword|<Cult>}} but gain no benefit from the Cult Creed. Oh well. Like other Cult characters, only one allowed per detachment. Unlike other Cult characters, if you take one, no other Cult or Brood Brothers character can be your warlord, so it has to be him (Or a Tyranid, if you also took a Hive Fleet detachment) ***The '''Brood Coven''' stratagem does allow you to spread the love with Warlord traits on your Primus/Magus etc. which allows you to bypass the restriction somewhat - but remember that the Patriarch still counts as the Warlord for all other rules (e.g. scenario objectives) *'''[[Genestealer Magus]]''': Your cheap psyker option, with two power, one deny, and up to two familiars. Grants a lesser version of Deny the Witch to all {{W40kKeyword|GENESTEALER CULTS}} units within 6" (except psykers), which can deny 1 psychic power as if they were a psyker if they are within 12" of the casting unit, measuring from the closest model. **Specially designed to make Grey Knight players cry as all of your units can Deny their Rites of Banishment. *'''[[Genestealer Primus]]''': New codex, new Cult Ambush, that means new abilities. Meticulous Planner now gives re-roll 1's to wound against one enemy unit when the Primus first appears on the battlefield towards friendly {{W40kKeyword|<CULT>}} units within 6" of him. His Cult Demagogue gives nearby {{W40kKeyword|<CULT>}} units +1 to hit in the fight phase. No longer gives you better ambush but a bit better on buffing your units. ** Never use the bonesword, the Toxin Injector Claw is still your best weapon except in some very small cases. *'''Acolyte [[Genestealer Hybrids]] Iconward''': Ignore wounds on a 6 for {{W40kKeyword|GENESTEALER CULTS INFANTRY}}, and re-roll morale tests for {{W40kKeyword|GENESTEALER CULTS}}, within 6". An HQ slot and 53 points might seem expensive, but you'll probably still want a lot of these guys around. **53 points isn't expensive when you consider that these guys will be in the middle of a huge infantry blob, a turn or two of enemy shooting and you'll have made the iconwards points back. In short, you'll be wanting A LOT of these guys around if you're running big infantry blobs (which you should be doing anyway). Subject to the one-per detachment limit, of course. *** Sadly, the Codex didn't put him in the Elite slot but it did make him cheaper and now he also gives your Aberrants and Abominants reroll 1's on their FnP roll. Actually rather useful considering the '''Monstrous Vigour''' stratagem. *'''[[Genestealer Aberrants]] Abominant''': Fielding the abominant is most of the way to fielding a Carnifex. He may have strength 6 and toughness 5, with 5 wounds, but he only has 3 attacks and his signature weapon has a -1 to hit penalty unless you take the relic version from Vigilus. He's mainly useful for his ability The Chosen One, which makes ABERRANT units(including himself) inflict two hits instead of one on unmodified 6s to hit. However, you're probably better just spending the points for this guy on more Aberrants instead, and running a Primus to buff them. He's tough, and you can make him tougher, but he just doesn't hit well enough to justify it. *'''[[Jackal Alphus]]''': This is your fire support character, allowing a visible enemy unit within 36” to be marked. Friendly units within 6” of the Alphus (12 for Bikes) gain +1 to shoot the marked unit. So as to not be otherwise useless, the Alphus comes with a sniper rifle so can still contribute while sitting with a fire base. Has a high movement rate since rides a bike, with the bikers -1 to be hit by shooting; but will cry if placed in close combat. ===Troops=== *'''Acolyte [[Genestealer Hybrids]]''': Your infantry blob, melee flavour. They're first and second generation hybrids, highly deadly for troops and can be made even deadlier with loads of weapons. Even vanilla Acolytes are gnarly; for 7 points you get a S4 WS 3+ 2A Deep Striking mutant armed with a re-named chainsword and a Rending Claw. Don't forget their pistols, too; great to soften up that juicy blob of GEQ before rip-and-tearing your way through the unbelievers with some knives. Absolutely an auto-take. **The Heavy Rock Drill and Heavy Rock Cutter can give tough enemy units a very, very nasty surprise with their mortal wound spam and instant kill abilities. ***If they wound, they will on average deal ~2.8 damage with each swing. Consider taking the Saw instead - it's 10 points rather than the Drill's 17. ***The maximum 8 Heavy Rock Drills in a 20 man squad is a potential 80 mortal wounds with every round of fighting (or 120 if you're using '''Might From Beyond'''). Never mind [[Meme|the heavens]], you can pierce a ''titan'' with power like that. Now only 136 points just for the Drills! Still, if you do somehow manage to get stuck in against something that would require that many mortal wounds to down (like an entire Imperial Knight army) they will make back significantly more than their cost. **Now that Hand Flamers are 1 point each, seriously consider ignoring melee options and giving everyone of your lads a hand flamer. Set them up underground, emerge 3 inches away from some poor sod and drown him in a tide of flame. A GW approved strategy. ***Demo charges aren't a great pick - d6 shots at 4+ BS means you'll get 1.7 hits per model, on average, and since they have Grenade you need to spend CP to throw more than one at a time. Stick with mining equipment. **Cult Icons are pretty much ALWAYS worth it. Re-rolling 1s for a mere 10 points is amazing on a unit that hits on 3s, and will be hitting on 2s so long as you're near a Primus. It can also save you when you roll three embarrassing 1s on 4 attacks with your heavy rock weapons. *'''Neophyte [[Genestealer Hybrids]]''': Doing dual duty as both expendable meat shields and troops: ranged flavour, these guys manage to have a separate identity from guardsmen and cultists through their use of cult ambush. You can easily spare points for some of these guys without having to rely on transports. It's not one hundred percent reliable, but it is cheap and can be scary done properly. Can take two Heavy Mining Weapons and/or two special weapons. Consider what you're likely to be facing before making your choice. **'''Big Warning:''' Chapter Approved has typoed them to be [[Wat|55 points per model]]. had been FAQed. **Autogun Neophytes are perfect for seizing distant objectives. Plop down some guys from Underground and you instantly have the objective in your grip; an absolute irritation for your opponent if you leave them open on the first turn before you seize them and turn your big gunline of 20x Neophytes on that now-vulnerable objective seizing unit. Even better if you run Rusted Claw Neophytes, which consequently gives them the equivalent of a 3+ in cover. **Shotgun Neophytes are the perfect bodyguard for a Kelermorph. Pop them up together, Kelermorph mows down the poor sod he aims at and all your lovely Assault 2 S4 guns are re-rolling 1s. Blast the apostates back to the Warp! **Cult Icons aren't as valuable for Neophytes as they are for Acolytes, but they can be useful if paired with certain creeds; Twisted Helix, Pauper Princes and Hivecult spring to mind. They're only really useful for Shotgun Neophytes though; don't bother handing them to Autogun Neophytes. **For 80 points a 10 man Neophyte squad can have 2 mining lasers, and 2 grenade launchers effectively doubling the firepower for the points cost for the weapons in most other forces. {{W40Kkeyword|Bladed Cog}} then means no matter how you move them up these boys still hit on normal BS! ***Give two of such squads this loadout and give the champ a Chainsword/Cultist Knife and a Web Pistol and give the five others shotguns to give a mean overwatch. Buff out these two squads with an Acolyte Iconward, and for 215Pts you have 4 Krak Granades and Lascannons going out to 24", and a nice DISTRACTION CARNIFEX for the rest of your dudes. ****This strat is only really worthwhile if you spring this blob next to some Leman Russ' or other type of tank/walker. **Three squads with a Alphus and either a Primus or a warlord trait character giving them rerolling wounds vs a target means the Neophytes are hitting on 3s with 6 lascannons, along with 6 krak grenades hitting on 3s, all rerolling to wound - a major threat to any vehicle. **Generally not advisable, but this unit can still use the Index entry to take a Heavy Weapons team in place of two Neophytes. While usually a substandard option (not only does it cost you the ability to take 2 Heavy Mining Weapons, but you even lose the extra Autogun that most other HWTs get to keep), this ''does'' reduce the base model count of this unit to 9. Since Goliaths make no mention of HWTs taking up 2 spaces, by RAW this would allow you to squeeze in a CHARACTER aboard with the squad. Very situational, but something to think about. *'''[[Brood Brothers]] Infantry Squad''': These are the same as in the Guard codex. Your cheapest troop choice by 1 point. They swap out access to Guard Regiments & Regimental Orders for the basic GSC army rules of '''Cult Ambush''' and '''Unquestioning Loyalty'''. They're your source of man-portable heavy weapons such as lascannons and mortars, which combined with Cult Ambush can make for some nasty ambushes, but otherwise - pass in favour of Neophytes; the miners get Creeds, stratagems, buffs from characters, while the Brood Brothers are just...there. **An alternate view: Per the latest FAQ, these dudes can no longer take orders from allied in Brood Brother Guard officers. However, a squad is up to 20 models and if you want to upgrade a cheap squad's firepower, they can take two flamers or grenade launchers regardless of squad size. There is, at least, an argument to be made for their place in a list. *** Vox-casters are always useful as they grant re-rolls to Morale instead of the range boost to orders they give in the AM codex. ====Dedicated Transport==== As of the Codex, the Goliath Truck may only transport {{W40Kkeyword|<CULT>}} units, while the Chimera may only transport {{W40Kkeyword|Brood Brothers}} units. Bear this in mind when planning your army. *'''[[Goliath Truck]]''': Open-topped so you can fire your autoguns and hand flamers out of it. You also get 10 point Demolition Charges to throw if there's a unit with a BS embarked. Comes armed with a single heavy stubber and a twin autocannon. Fragile at T6 and a 4+, but ignores wounds on a 6. This unit costs just under 80 points, so if you're taking it to solely protect your Neophytes, remember you could be taking 16x extra Neophytes for the same cost. It's also a pretty good way to deliver 10 d6 flamer pistol hit without using cult ambush. **Consider using it as a battle-bus with some cheap neophytes in it, but be aware that it'll fold under any concentrated fire - it's a light vehicle, not a tank. *'''Cult [[Chimera Transport|Chimera]]''': Generally more durable than the truck with +1T and +1Sv (although lacking the Rugged Construction ability to ignore wounds on a 6), but loses open-topped so your troops can't add their firepower to the Chimera's guns. The Chimera has more versatile - although not necessarily more powerful - weapon options, smoke launchers, and a slightly bigger transport capacity so you can bring a couple of characters with your 10-man squad. Embarked units enable it to shoot its Lasgun batteries, which are weaker but much longer ranged than the Goliath's demo charges. ===Elites=== *'''[[Genestealer Hybrids]] Metamorphs''': In 7th edition, these guys were your light can opener and elite infantry blenders alike, 8th ed doesn't really change that, but it does change how useful their wargear is. Coming with autopistol, blasting charges, rending claws and Metamorph talons with the option to take hand flamers and 1 of 3 exclusive melee weapons. With CA2019, they now cost the same as a naked Acolyte. **'''Metamorph Talon''': Basic CCW with +1 to hit and an extra attack. If you have a Primus nearby these are somewhat redundant as statistically the rending claws have the same effect but have more potential. ***These give an extra attack in addition to the rending claw, so go nuts with 3 rending claw attacks and a fourth attack with +1 to hit. Having two of them gives an extra two. Decide if you'd rather have 3 rending claw attacks, or 5 CCW's hitting on 2s. **'''Metamorph Whip''': These are actually pretty decent. If the bearer dies before he fights in the fight phase, he gets to make his attacks with a weapon of his choice before being removed. Generally used as a fall back plan if they end up getting charged as they are as squishy as a 4 point guardsman. Note that this option is cheaper than the metamorph talon, so the cheapest possible loadout is Autopistol + Rending Claw + Metamorph Whip. **'''Metamorph Claw''': Effectively power mauls. Might be worth it, but you are replacing Rending claws with it and for a cost for the same general effectiveness but less potential. With the Twisted Helix creed, you're one +1S buff away from S8, which can come in handy in certain situations. Watch as your drown your opponents MEQs and Tanks with waves of S8 crab claw attacks *'''queue "Crab Rave" song'''*. **'''Chapter Approved 2019''': With the points update, these models are no longer outclassed by Acolytes. While the Acolytes will have access to the God Tier Rock Saws, these guys will pack a bit more punch with a bit more utility for same points as naked Acolytes (after you trade the Talon for the Whip). The Acolytes get 2 rending claw attacks + 1 ccw attack, while the Metamorphs will get 3 rending claw attacks. This is on top of them being able to get their attacks should they die before their turn in combat. This makes them a great candidate for the Hand Flamer bomb strategy. Your opponents will have to think twice about charging into your blob of meat blenders parked in their face since each model will be guaranteed their attacks regardless of who fights first. Of course, they're still incredibly vulnerable to small arms fire (but so are the acolytes, so not really a strike against the Metamorphs). *'''[[Genestealer Aberrants]]''': The melee blender to end all melee blenders. Take your pick of Heavy Power Hammers or Power Picks. The Hammers are exactly like Thunder Hammers, on a Strength 5 model so you'll be wounding Bikes and Custodes on 2s. Heavy Power Hammers are expensive, making the unit 32 points per model. Power Picks on the other hand, are your cheaper anti infantry option: Making the Aberrants clock in at 25 points each, the power pick is a S User AP-2 weapon with D3 damage - decent on its own, but the real beauty is that for each attack made with the power pick, the attacking model can also make an attack with its Rending Claw. Essentially this puts your Aberrants up to 4 attacks per model, with two different AP and damage profiles. With the proper support, these guys will shred their victims. **Defensively, Aberrants are not T5, even though you'd expect them to be. They're T4, and while they have the same 5+ save as all your units, they also have a 5+ FNP AND an ability which reduces incoming damage by 1 to a minimum of 1. As two wound models, being able to ignore autocannons and the like is very handy. **Aberrants need support in order to be properly utilized. They should always have a Primus on hand to give them that critical +1 to hit buff, especially since they can't get a cult icon. If you're using Power Hammers, the Primus cancels out the -1 to hit from the hammer. If you're using Picks, congrats, your stuff hits on 2s now. The Abominant, sadly, is a bit too expensive to be worth it. If you have 50 or so points left over after building your list, consider a Biophagus with Alchemicus Familiar - he randomly gives your Aberrants a buff of +1 Strength, +1 Toughness, or +1 attack, any of which can easily send your Aberrants over the top into MVP territory, for only 35 points plus the small chance of killing one. For extra insurance, a 12 point Familiar lets him roll twice and pick, if you want one result in particular(probably Attacks, unless you need to clear a huge T3 horde with those picks). ***One in every five Aberrant models can be upgraded to an Aberrant Hypermorph. The Hypermorph gets an additional attack and access to an AP-1 Chainsword, but the real reason you take him is for the Heavy Improvised Weapon. It doubles the number of attacks your Hypermorph gets(usually to 6!), at AP-1 and Damage 2, this guy can clear out characters and squads of Primaris Marines all on his own. Pretty much always worth the points. *'''Purestrain [[Genestealers]]''': The powers-that-be have not smiled upon our Purestrain brethren this codex. Costing 3 points per model more than their equivalents in Codex: Tyranids, Purestrains are Elites rather than Troops. They may have Cult Ambush, but they don't benefit from Cult Creeds. An 8" move and the ability to charge after advancing looks decent on paper, but with only 1 wound, T4, and a 5+ invul, they'll be shot to hell before they can reach the enemy. If you really want some Genestealers in your army, you're probably better off allying them from Codex: Tyranids so they can have a Hive Fleet trait and get you access to their own suite of stratagems, *'''Kelermorph [[Genestealer Hybrids]]''': Kill-Team's new wave is giving the GSC a new solo model, a genetically modified folk hero. Can target characters like a sniper. Triple-wielding liberator autostub pistols, 2 shots each with S4 AP-1 D2, fired at BS 2+. Plus for every shot that hits you can immediately make one additional hit roll (those hits don't generate more hits though). So we're looking at a potential of 12 shots per shooting phase. While they're flimsy as hell with only a 5+ save and 5++ (I mean, they're still a character, and benefit from Unquestioning Loyalty, so...) They're meant to be assassins, using their guns to pick off characters amid crowds by simply shooting through them like a sniper and inspiring other cultist infantry to re-roll 1's to hit in shooting if they gun down an enemy model. **This guy can take out a KNIGHT in one shooting phase if he hits and wounds with everything, and the Knight fails all it's saves... I know it's almost impossible, but if you manage it, you're the real hero here. **Drop him with a squad of Neophytes or two for a cheap but effective amount of firepower. **With the Oppressor's Bane Relic, he gets 3 shots instead of 2, with these 3 shots being AP-2 instead. Sadly, this only upgrades one of his three pistols. **On average, the Kelermorph will fire 6 shots and get 5 hits, netting 5 additional shots which probably also all hit. Ten shots at S4 against a T4 character will net 5 wounds. Assuming this character has a 3+ save, that's an average of 2.5 unsaved wounds, which will mean either 2 or 3. 4 damage is enough to kill a non-Primaris captain and any Marine support character short of that, while 6 damage will kill any Primaris captain as well. In essence, you can expect the Kelermorph to kill you a Lieutenant, Apothecary, Librarian, or the like in one volley, and have a 50% chance of killing a Primaris Captain. The mere threat of this is often enough to back your opponent into a corner just to keep his support hero alive, and once he's conceded board control he's lost. *'''[[Clamavus]]:''' The Genestealer Cult's preacher-slash-DJ-slash-com hacker. Gives every {{W40Kkeyword|<CULT>}} units within 6" +1 to charge, leadership, and advance. Enemy units also cannot deep-strike within 12" of him, that three inches may not seem like much but it does plug holes in your army and prevents any other special Stratagem or rule from appearing closer than 9" like, say, yourself. He's also the new Primus for your units, in that he's there to make sure your ambush successfully pulls of their charge. Unlike the Primus, he doesn't do anything else considering he's only armed with a pistol. Though he does deal a mortal wound to a unit within 6" on a 6 from dropping his sick beats. Probably the most useful of the new characters, that +1 to charges is incredibly useful coming out of an ambush. **Stack this with an Iconward with the Vigilus relic banner and your DELIVERANCE BROODSURGE units are hitting the enemy on an 8 to charge with rerolls - a very decent chance. *'''[[Genestealer Locus]]:''' Your new bodyguard character allowing you to transfer wounds from another character to him on a 2+, unfortunately, you can't pull a hot potato on the wound by using other units or with another locus. Also, remember the difference, the normal rule is done on a failed saving throw but this one happens when a wound is lost. Armed with Locus blades which are S4 AP-3 D1 that increases to D2 when you charge, get charged, or did a Heroic Intervention. He also has a hypermorph tail for an extra AP-1 attack. Speaking of heroic intervention, the Locus can also perform one at 6" in your opponents turn and can choose to move towards the nearest enemy character instead of an enemy model and always fight firsts. He has 4 wounds and the standards GSC statline but with a 5++ and a 6" -1 leadership aura which can useful if you plan on using the Mental Onslaught combo, though sneaking him into range is rare. *'''[[Sanctus]]:''' A nasty little assassin with either a ap-2 D2 dagger that always wounds on a 2+ except for Vehicles and Titanic units or a S4 ap-1 D3 damage sniper rifle that causes perils on psykers who suffer an unsaved wound from it plus a extra mortal wound on a 6+ roll to wound. He comes with a camo cloak for an additional +1 in cover and a soulsight familiar which allows him to ignore cover. **He has the ability to use the perfect ambush stratagem for FREE!!, guaranteeing he can get to his target, or take it out in the opponent's movement phase. **Special mention should be given to the relic he can take on his sniper rifle (Gift From Beyond). The Relic Sniper rifle forces perils on any model that loses a wound, be it Mortal or regular. With said relic, there is a 50/50 chance to force perils (Before FNP variants at least) and that doesn't include the regular save. This relic is brutal against any Psyker, with special mention to Thousand Sons and Eldar. If the Psyker is standing too close to anyone else too... *'''[[Nexos]]:''' Your armchair general of CP farming, should get plenty of use given GSC proclivity to burn through their command points like crazy. Also lets you shuffle a blip marker around after he's been set up, which can be handy if your opponent gets the first turn and you need to adjust something. It's a 6+ to get a command point whenever you or your opponent uses a Stratagem, but gets better if you have certain characters. It goes to a 5+ if its your stratagem and you have a Primus on the field, and goes to a 5+ for your opponent's stratagems if you have a Clamavus. He should always start on the board, out of line of sight, and hopefully sitting on an objective. ** Worth considering to put as part of a {{W40Kkeyword|Cult of the Four-Armed Emperor}} detachment, even if every other unit of that detachment goes underground, that way you can Vect on the first turn. ** Obviously gains value the more command points you have so is best used in a double battalion or brigade list. **Remember that you can only gain 1 CP per battle round since the April 2019 update. Still, with the amount of CP's you'll be spending it seems pretty likely that you'll get that as long as he's around. *'''[[Biophagus]]:''' A budget Fabius Bile for your Aberrants, he's responsible for corrupting the masses and actually creating your favourite tankbuster Frankensteins. At the end of your movement phases he can attempt to give any of your Aberrant squads (or Abominants) a random buff of either +1 Strength, +1 Toughness or +1 Attack depending on the result of a D3 roll. All of these buffs are fantastic, but be warned; before he buffs the squad the good doctor has to roll a D6, and on a roll of 1 a model in the unit is slain, but the buff will still go off nonetheless (woe betide the player that instakills his Abominant with this). Be sure to keep CP for a re-roll handy if you don't want to lose a mutant. ** For 12 points he can give himself his own little Igor in the form of an Alchemicus Familiar, which allows him to roll 2D3 instead of one for his enhancements once per game and pick what result he wants. ***His Injector Goad gives him 3 S4 AP0 Dd3 attacks, and always wounds on a 2+ unless his target is a vehicle or titanic. While you should never willingly put him too close to danger, considering the unit he's dedicated to buffing you might not have a choice. It has an added bonus against characters, however; if you wound with the Goad, roll a d6 and compare to the target's current Wound counter. If it is higher than the Wound counter, that character suffers an additional d3 Mortal Wounds; very nice against weak buff characters such as Guard officers, Cadre Fireblades, and enemy Genestealer Cult gene-sect members. ===Fast Attack=== *'''Cult Scout [[Sentinel]]s''': Identical to the Imperial Guard version. Except we pay 3pts more for HK missiles, autocannons and 2 more for Heavy flamers than the IG, even though we basically are the IG. Guess lack of proper Mechanicus support hurts. Since they are {{W40Kkeyword|Brood Brothers}}, they can not benefit from a Jackal Alphus for example. *'''Cult Armoured [[Sentinel]]s''': As above, identical to the IG version save for Keywords. *'''[[Atalan Jackal]]s:''' SP 14" with cult ambush and a variety of CC and ranged weapons. Enemy units targeting them suffer a -1 to hit to shooting and the bikers have 2 wounds each (4 wounds on the optional quad bikes), which adds up to be a very solid defensive profile, especially with the improved save from the Rusted Claw Creed. The quad can choose to take a heavy stubber, an atalan incinerator (12” heavy flamer), or a mining laser (24” LASCANNON). Jackals function as either fast, cheap melee threat, or much needed fire support. The fire support role is greatly improved by a Jackal Alphus, who can affect them from up to 12” away. The biker doctrine (Rusted Claw) also improves the ability of fire support with the no-penalty-to-moving heavy weapons, and the move-shoot-move stratagem. However, the incinerator flamer option for quads means that they can be equally effective at close range fire support without such additions. Neither of these are necessarily bad choices. Alternatively, any cult type can use them as a cheap, fast and fairly accurate delivery system for demo charges. **Since there's no limit to the number of Demo Charges the unit can take, a Rusted Claw unit with 5 demo charges can make for a really solid mini-nuke (once upon a time 75pts. Now under CA19 it's 100). It'll cost a couple of CP, but with a Jackal Alphus buff and '''Drive by Demolitions''' + '''Extra Explosives''', you'll be throwing 5d6 shots that hit on 2s and wound a knight on 3s. Anything without a decent invul save will likely be reduced to a pile of used car parts. And afterwards you can zip around and continue being a nuisance until your opponent decides enough is enough. *'''[[Achilles Ridgerunner]]''' - Mv 14”, Scout move, 2 heavy stubbers and a choice of heavy mining laser, missile launcher or heavy mortar. Also gets the options of either +6" to all ranged weapons or ignores cover with its weapons. Flexible and fragile. Take 2 so you get the most out of their options. Heavy mining laser weapon option has D3 shots, which helps offset the average BS skill. Shorter ranged than a lascannon, the spotter wargear choice can fix some of that if desired. While the heavy mortar option is unimpressive, assuming that you ignore the indirect fire and still use its heavy stubbers, it may be better at clearing chaff compared to its other options for a cheaper overall cost. It’s overcosted as only an indirect fire unit, with Brood Brother mortar teams serving that role better. No matter what the optional weapon is, the Ridgerunner needs to use all its guns. Despite the Ridgerunner’s fast speed, it prefers not to move due to carrying heavy weapons. However if a desired target moves behind sight blocking cover, moving a good 14” and hitting at a penalty is better than maybe not being able to hit at all. The Ridgerunner is fragile, so it really relies on scout move or cult ambush to set up in the best possible position (I would disagree; please see 3rd bullet point) **With a huge point drop in CA 2019, this unit has quickly become a solid contender for dedicated anti-tank duty; especially after the point increase to demo-charges. When equipped with the Heavy Mining Laser, they're now only 9 points more than a lascannon Sentinel. Meaning it's much more feasible to run a fleet of 3 or more of these guys and escort them with a Jackal Alphus for that juicy +1 to hit. Not many armies can spam mobile lascannon shots as cheap and efficiently as Ridgerunners, so it's definitely an element of the army worth exploring. ===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. ===Fortification=== *'''[[Tectonic Fragdrill]] (75 pts):''' Once per turn it allows one cult ambush unit that can move all it's models within 1" to be removed and redeployed via cult ambush the next turn. Cause Mortal Wounds on units across the battlefield on a 6+ (D6 + number off times you used the drill before). Reduce nearby charges by 2"! Might be useful but can only cause mortal wounds once per game. Be careful though, as the penalty to charges affects all models so, you might ruin your own chances but it could save that gunline of yours. **Anecdotal thought: I've tried to make this thing work, and I really wanted to like it, but it just does not add enough to your army to be worth it. If you really like the model, just use it as a terrain piece. Could make for a fun objective in a narrative game.
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