Warhammer 40,000/7th Edition Tactics/Genestealer Cults: Difference between revisions
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===Melee=== | ===Melee=== | ||
*'''Bonesword:''' | *'''Bonesword:''' | ||
*'''Power Pick:''' | |||
*'''Power Hammer:''' ''Almost'' a Thunder Hammer, but not quite. It still strikes last, but still causes concussion. It doesn't double the users strength but adds +3, which on Aberrants is still S8, so it might as well be a Thunder Hammer, however it is a ''Two-Handed'' weapon, so there is no way to ensure you get the extra close combat attack. | |||
===Ranged=== | ===Ranged=== | ||
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===Special Issue=== | ===Special Issue=== | ||
*'''Genestealer Familiar:''' | *'''Genestealer Familiar:''' | ||
==Unit Analysis== | ==Unit Analysis== |
Revision as of 10:47, 25 September 2016
Everyone's favorite gribbly army is back on the tabletop! After getting hints of a codex in Deathwatch: Overkill, the full codex is finally here. They seem to have upgraded their iconic limos to more practical infantry fighting vehicles, though. Sadface.
Why Play Genestealer Cults?
- Because you've got the models from the late '80s and have long been itching to use them again!
- Because you finally have a workable ally force with Tyranids.
Special Rules
- Cult Ambush:
Broodmind Psychic Discipline
- Primaris: Mass Hypnosis: Malediction that causes a chosen unit within 24" to drop it's WS, BS by -1.
Wargear
Melee
- Bonesword:
- Power Pick:
- Power Hammer: Almost a Thunder Hammer, but not quite. It still strikes last, but still causes concussion. It doesn't double the users strength but adds +3, which on Aberrants is still S8, so it might as well be a Thunder Hammer, however it is a Two-Handed weapon, so there is no way to ensure you get the extra close combat attack.
Ranged
- Mining Laser: A lascannon with half the range.
Special Issue
- Genestealer Familiar:
Unit Analysis
HQ
- Patriarch:
- Ghosar - 115pts - The Patriarch’s access to Telepathy (which he shares with the Magus) all by itself will likely see him used in many Tyranid lists, if only to add another psychic discipline. But, mind games aren’t the Patriarch’s only hobby. He also enjoys ripping out 4 S5 attacks with Rending, Shred, and AP3, letting his gribbly familiar get in two more Rending cheap shots, and using his status as an Independent Character to join units and get Look Out Sir! saving rolls whenever someone wants to take a pot shot at him. A pretty fun guy, for a ‘nid. Ultimately, the Patriarch's combination of psychic powers, beastly stats, with invisibility on he can go toe to toe with most characters, specially since he will beat them to the punch unless they are daemon princes or Jain Zar.
- Magus:
- Orthan Tryss - 65pts - At first glance, the Magus doesn’t seem to have much going for him. He has access to Telepathy, sure, but the Patriach can do pretty much everything he can do, and more. But, the Magus is less expensive by 50 points, and has two things that even the Patriarch doesn’t: He has a Force Weapon and Ballistic Skill.
- Primus:
- Vorgan Trysst: 75pts - Cheap Melee character that is AP2 Instant Death on a roll of 6 to wound (Riptides and Wraithknights beware). Also has Zealot so can provide a nice buff to a big unit of Cultists.
Troops
- Acolyte Hybrids 1st & 2nd generation hybrids. Come with Rending Claws as standards, but also Autopistols and Close combat weapons, so you get a mini-Genestealer with a ranged attack.
- Neophyte Hybrids: AKA generic Cultists. These guys are your resident tarpit unit from hell. Can take things like Mining lasers and Power Mauls.
Elites
- Purestrain Genestealers:
- Aberrant Hybrids:
- Hybrid Metamorphs