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===GI Strategies=== <div class="toccolours mw-collapsible mw-collapsed"> '''GI Strategies:''' <div class="mw-collapsible-content"> The Gellerpox Infected are one of the special factions in Kill Team, alongside the Elucidian Starstriders, the Servants of the Abyss and the Kroot. Twisted and deformed due to a warp disease that got into a spaceship after a Geller Field failure, the Gellerpox Infected are designed to work in small and compact maps, like those provided by Arena games. They generally work as Nurgle units with a general Disgustingly Resilient rule, which makes them quite tough on their own, but they also have a decent amount of gimmicks to play with. And let's emphasize the word "gimmick" here. The Gellerpox Infected have a lot of small units that could do a lot of damage by their side-effects, but when it comes to regular, reliable combat, they have way less options. As such, knowing what they can do is vital to their gameplay, otherwise no amount of Nurgle resilience is going to save you. First, let's make one thing very clear. This team is very CP expensive. A team that loses his Leader is a team crippled beyond saving. Most of the actually worthwile tactics will cost you 2CP at best, and some even more than that. And sadly, if you're playing Commanders/Elites, your commander won't be able to choose the "strategist" specialism, so no extra CP for you. Use your CP wisely, or you won't be able to push your way through many of the other teams. Also important. The Gellerpox Infected are pretty much MELEE ONLY. They have TWO units capable of shooting, one grunt and the commander. And none of them have a reach beyond 8". This, combined to their slow movement, means they are going to eat fire like noone. Better pray to Grandaddy Nurgle that your disgustingly resilience carries you until melee, otherwise the battle will be over before it begins. Now, let's look at the units. First, the Gellerpox Mutant, these are your basic grunts. Well, or they would be if they didn't have a unit limitation of 3. They are surprisingly decent for mindless zombies. 5++, Disgustingly Resilient, the ability of reflecting damage (in the form of a mortal wound) on a save throw of 6+, grenades to do something during the shooting phase, S4 T4, A2... Death Guard wishes it could have this fuckers. To be fair, they are 8p per unit in comparison to the 3p per unit of the poxwalkers, but still, a save roll of 6+ pretty much pays for itself, considering how difficult it can be for the poxwalkers to prove their worth on the field. The Mutated Limbs are also an S(user) and AP-1, so it can be decent in case of melee against GEQs. With all of this said, they are not that tough, 5++ could be improved, and offensively, grenades and their melee limbs are quite poor. Also, they are slow, so don't try to run races with them. They are made to hold objectives and to soak up damage meant for others. Also, the Gellershift allows it to deep strike at 4" of an enemy unit, perfect for contesting objective points and to be a decent distraction before the big units come in. You can't charge the turn you use it, though. They're a lot more like plaguebearers than poxwalkers, but with different (non-plague) weaponry, an extra attack, and lower bravery. They also come on 25mm bases, allowing more to get into combat than their plaguebearer brothers. The Glitching is also a small unit, cheaper than the Gellerpox Mutant and with a maximum of 4 units. With a pathetic S2 T2, even Fire Warriors are going to beat them in melee. And even their disgustingly resilient is not that effective: the Squishable ability means that the Disgustingly Resilient rule only applies against attacks of D1. Add more than that, and the attack goes through. This means bad news for the glitching, although considering how bad this thing is at melee, it's a bit pointless to have it around (re-rolling hit rolls of one is not that good when nothing is going to wound anyway). It also substracts one on the hit rolls targeting it during the shooting phase, so it's something? The Nightmare Hulks are the heavy hitters of the team. Slow behemots with W4, they are the units focused on actually dealing damage directly, rather than through unorthodox ways. It's also REALLY EXPENSIVE. 31p means almost 1/3 of a 100p list, so you better take care of it. They are also limited to a maximum of 2, plus a Gnasher Screamer. The Gnasher Screamer is identical to the Nightmare Hulk, but with a weapon of S(user) AP-2 D2 that re-rolls wound rolls of 1. Also, they have some crazy tactics. Rancid Vomit makes them attack a unit at 6" or less of the model: throw 3D6, and for each 5+, you make a mortal wound. Great to compensate for the lack of shooting your units have, plus it can be used while your hulk is in melee, so you could deal with two units at once. Twisted Blessings means that it could heal one flesh wound at a time on a roll of 4+ on a D6, making them tougher and eliminating penalties for wounds. General S5 T5 A4 and with weapons of S(user) AP-2 D2, you want this guy to go with the Zealot specialism. Charging will compensate for its slow speed, and an extra attack and strength is going to be wonderful against pretty much everything. With that said, they are going to be targeted quite a lot, so avoid throwing them wildly at the enemy, plus they could break with morale, due to how weak the rest of the team is. The cursemite is one of those units that can't be any specialism or gain experience. With a terrible S2 T2, its only strategy is to swarm with numbers and speed and hope for a hit roll of 6+ (which counts as two hits). To be fair, it can re-roll its charges and consolidate 6", so it's great for blocking units in melee while the hulks actually hurt the targets. Just don't expect them to hurt something. Ever. Also, no disgustingly resilient, so the damage it gets, it will hurt. Also, 4 models at most. The Eyestinger Swarm is... interesting. On one hand, it's a much better version of the cursemite. On the other hand, it's not as useful as a unit blocker as the cursemite. 10" AD3 is decent as fast moving troops, Buzzing Swarm means it automatically passes falling tests (granting it insane movement) and offering -1 penalties to the hit rolls targeting it, and it can't have flesh wounds (at the cost of adding 1 to Injury rolls made for it). While it has S2, its weapon makes it pointless, considering each hit roll of 6+ results in a wound that does not need a wound roll. This means that if it hits a marine with a 6+, a 5p unit can kill the marine on the spot. This is a fantastic ability, and almost borderline broken. No wonder you can only have 4 of them. Sadly, the inability to consolidate 6" like the cursemite means it can't just go from unit to unit throwing mortal wounds. Sad, but hey, balance and all. The Sludge Bomb is bad. The only regular unit with a ranged attack (a Pistol 1 with 8", how dangerous), the Caustic Blood ability means that, once it's killed, you roll a D6, and if you get 6+, the killer gets a mortal wound. Also, it adds 1 to the injury rolls to the model. Meh. Pretty much there to die, and even then it doesn't do a good job of it. Finally, the Commander, Vulgrar Thrice-cursed. It's allright, but there are many better. It has a flamer equivalent (Assault D6 S4 AP0) with a 6++ save (the regular mutants have better invuilnerable, lol), disgustingly resilience and a leadership penalty to closer enemies. Also, its melee weapon does A4 of D6 (5+1) AP-1 D2, which is pretty good. Also, the Lord of Resentment tactic makes every GI unit around it re-roll 1, though this starts its effect the turn after using it. And for 10p, Twisted Brilliance gains you the ability of an extra CP that you can only use on GI tactics, a godsend for a team so relying on tactics. Overall, this team is rather unorthodox, but you can pretty much figure out how to play it once you read all the units. The hulks and the flies are the key. Make a mutant leader to free points and specialism. Get two hulks for stopping power. Get as many cursemites and eyestinger swarms as possible. Then, you move the insects as fast as possible against the enemy units in melee. Once they're there, they can just stop the enemy from shooting until the hulks arrive and wreck them one by one. Hell, considering the eyestinger's abilities, they probably could kill a marine or two alone. Also, keep in mind that you'll have to do this FAST. Your insects have no disgustingly resilient, so if they die before arriving, the morale penalties are going to start to accumulate. </div> </div> <div class="toccolours mw-collapsible mw-collapsed"> '''Counterplay:''' <div class="mw-collapsible-content"> The Gellerpox barely have any shooting. This means that anything that could stop them from arriving to their objectives is good. Shoot them back to death. Don't worry about low AP, their saves are either pathetic or invulnerable, so it's not going to matter much. Flamers will be great here, though you have to account for charges way beyond the flamer's range. Don't forget to target the hulks as well, though if you manage to break the team's morale before they start arriving, it's all over. Also, beware of the flies. Don't get cocky because they only have S2 T2, they are not there to kill you, they are there to stall you. Also, if you can kill the leader, the better, considering the GI's need for CP. Multiple attacks against the flies, something will enter, kill them before they arrive, cause general panick. Against the hulks, the same, but tenfold, considering they have W4 and can heal flesh wounds. Once they are wounded, you could charge them to try and get as many wounds as possible. Killing a hulk is killing 1/3 of the team, the question is doing it without the fucking flies getting in the way. With that said, a couple of examples. *SM and Co. have access to a plethora of weapons, but here going for generics may be the best. Storm Bolters, Bolt Rifles, Missile Launcher, Frag Cannon... All of them do enough attacks to deal with the insect swarm. Things like auspex and sniper specialism may help to counter the accuracy penalties here. And in melee, take your pick. Again, go for number of attacks instead of AP. *Imperial Guard can have a decent amount of units to deal with the flies. A full tempestus team with a couple of plasmas to deal with the hulks should be enough. Keep the flies away, and if you can't, fall back and burn them with emergency flamers. *AdMech have the Radium Carbines for this, and their toughness of 4+/6++ can pretty much tank most of the attacks done here. The infiltrator's flechette can also be great against flies, plus its W2 can help it survive the odd mortal wound. Against the hulks, plasma, ruststalkers, or infiltrators with taser goad. Beware of the arquebus here, this is one team where you don't want it. Otherwise, the enemy will teleport a mutant right behind it and kill it in melee or through grenades. Movement is key, and the arquebus has none. *The Rogue Traders are going to have a bad time, which is weird considering they are the [[de facto]] counterpart to the GI. The Assassin should deal with the hulks, and never, EVER, be stuck with the flies. Take the initiative, go on the offensive. Use the triumvirate to generate as big of a firewall as possible. Deal with the small ones first to break morale, but let the heavy shoot the hulks. *Grey Knights are going to need all of their anti-daemonic experience to deal with them. Seriously, once they are stuck in melee, the eyestingers and the hulks can deal with them easily enough, so you better make use of your psyquic abilities as soon and as frequently as possible. Otherwise you'll be overrun. *Death Guard are tougher than the GI, and with better choices. A Plague Marine with plasma should be enough to deal with the hulks, while regular plage marines deal with the flies. *CSM will use massive amounts of cultists to deal with the flies. There can be way more cultists than flies, after all. After that, the hulks should be dealt with with plasma and or heavy weaponry from marines/cultists. *SotA need to charge first. They can deal a ton of damage here, considering the negavolts have their own access to mortal weapons and melee spam. However, once their number starts to go down, they will lose if the hulks are still in the game. *Necrons can deal with them by just spamming necron warriors. No need to overcomplicate things. Maybe a Flayed One for emergency melee, but that's kind of it. *Harlequins should go for the kill as soon as possible. Go to get the hulks early, get two clowns on each, and see them crumble and fall. Ironically it's the regular mutants and the eyeswarms what should worry you, their frequent access to mortal wounds will make your invulnerable save pointless. And they will always outnumber you. *Tau need to shoot them all as soon as possible. Have a big unit to deal with the hulks, maybe a stealth suit so the hulk's melee gets less accurate. The rest need to bring the flies down before they arrive to melee. To be fair, the fire warriors actually have a decent chance in melee here (they are killing flies, after all, how hard is it to swat them?), but the mortal wounds are no joke. *Kroot have a decent shot of winning against GI. The kroot hounds and krootox should go to deal with the leader first, then the hulks. The rest of the carnivores will throw volley after volley against the flies, while not being that bad in melee themselves. </div> </div>
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