Warhammer 40,000/7th Edition Tactics/Genestealer Cults: Difference between revisions

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#'''Might From Beyond:''' Blessing, a target unit within 24" gains S+1 and ''Rage''
#'''Might From Beyond:''' Blessing, a target unit within 24" gains S+1 and ''Rage''
#'''Mental Onslaught:''' Focused Witchfire, compare Ld values and add D6. On a draw, the target suffers -3 Initiative for a turn. If the psyker wins, the target takes the difference in wounds.  
#'''Mental Onslaught:''' Focused Witchfire, compare Ld values and add D6. On a draw, the target suffers -3 Initiative for a turn. If the psyker wins, the target takes the difference in wounds.  
#'''Mind Control:''' Malediction. Choose a single non-vehicle model and make a shooting attwck as if it were yours.
#'''Mind Control:''' Malediction. Choose a single non-vehicle model and make a shooting attack as if it were yours. See that Stormsurge over there with all of those one-shot missiles? The one with all of those deadly weapons? Yeah, it's yours for a turn.
#'''Telepathic Summons:''' Conjuration. summon 5 Acolyte/Metamorph hybrids, or 10 Neophyte Hybrids.
#'''Telepathic Summons:''' Conjuration. summon 5 Acolyte/Metamorph hybrids, or 10 Neophyte Hybrids.



Revision as of 20:09, 26 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?

  1. Because you've got the models from the late '80s and have long been itching to use them again!
  2. Because you finally have a workable ally force with Tyranids.

Special Rules

  • Cult Ambush: When a unit arrives from reserves (or ongoing Reserves) you can "Ambush" rather than appear on the table normally. This means roll a dice and see what happens:
  1. Unit shows up from your table edge as normal
  2. Unit Outflanks, appearing from a random side edge.
  3. Place the unit anywhere on the table more than 9" away from an enemy, or 6" if that unit can't see you.
  4. Place the unit anywhere on the table more than 6" away from an enemy. Full Stop.
  5. Same as above, but you may both run & shoot in the same turn.
  6. Same as 4, except you may charge the turn you arrive.
  • Return to Shadows: Your infantry units gain the ability to be removed from the table and be placed into Ongoing Reserves, if not within 6" of an enemy model. This, coupled with Cult Ambush means you can utterly mess with your army be redeploying everything when he thinks he's got you outmanoeuvred. Your opponent will be raging when he thinks he's got you cornered when you just NOPE out of a bind.

Broodmind Psychic Discipline

  • Primaris: Mass Hypnosis: Malediction that causes a chosen unit within 24" to drop it's WS, BS, I & A by -1.
  1. Psychic Stimulus: Blessing that grants the unit Fleet and Relentless, also allows them to charge after running.
  2. Psionic Blast: Witchfire, 24" S5 AP3 Assault 1, Blast
  3. Might From Beyond: Blessing, a target unit within 24" gains S+1 and Rage
  4. Mental Onslaught: Focused Witchfire, compare Ld values and add D6. On a draw, the target suffers -3 Initiative for a turn. If the psyker wins, the target takes the difference in wounds.
  5. Mind Control: Malediction. Choose a single non-vehicle model and make a shooting attack as if it were yours. See that Stormsurge over there with all of those one-shot missiles? The one with all of those deadly weapons? Yeah, it's yours for a turn.
  6. Telepathic Summons: Conjuration. summon 5 Acolyte/Metamorph hybrids, or 10 Neophyte Hybrids.

Cult Insurrection Detachment

Wargear

Melee

  • Bonesword:
  • Power Pick:
  • Power Maul: S+2 AP4 and Concussive. Useful against Imperial Guard, Eldar of all kinds, Orks, Necrons, and Daemons since all Daemons have are invulns and S6 can even harm the tough GD if you can survive against them.
  • 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.
  • Heavy Rock Saw

Ranged

  • Autoguns: Crappy S3 AP- weapons.
  • Demolition Charge: Oh boy, S8 AP2 Assault 1 Large Blast, One Use Only with 8" range. Often used as a last ditch attempt to finish off vehicles or go Jihad on a unit of Terminators since you're likely to blow your own squad up using this too.
  • Shotgun: S3 AP- Assault 2 12". This is my boomstick.
  • Mining Laser: A lascannon with half the range.
  • Hand Flamer: Interesting tool from the Sisters of Battle and Blood Angels Codices. Gives +1 attack and is a shittier flamer, but it still makes hordes cry.
  • Seismic Cannon
  • Heavy Stubber: S4 AP6 Heavy 3 36".
  • Webber

Special Issue

  • Genestealer Familiar:

Sacred Relics of the Cult

  • Icon of the Cult Ascendant: Friendly Genestealer Cult units within 12" get Furious Charge and can re-roll failed Morale, Pinning and Fear tests. In addition, models in the same unit gain +1 to combat resolution as Standard (pun intended)
  • Dagger of Swift Sacrifice: S:User, AP-, Instant Death, Poisoned (2+)
  • Scourgee of Distant Stars: The bearer of thjs relic can force his opponent in a challenge to take a toughness test. If the opponent fails, he takes a Wound with no saves allowed and gets his Attacks and Initiative characteristics reduced by 1 until the end of the Fight subphase
  • Staff of the Subterranean Master: Range 18", S2 AP-, Assault 10!, Ignores Cover, Rending.
  • Sword of the Void's Eye: S+1, AP3 melee weapon that rerolls failed To-Hit and To-Wound rolls of 1, also causes instant death on a wound roll of 6.
  • The Crouchling a unique Genestealer familiar that allows you to generate you an additional psychic power without increasing your mastery level. It also has teeth and claws like a regular 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 - 40pts - 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. Can be upgraded to ML2 for 25 points.
  • 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 for the price of Guardsmen. These guys are your resident tarpit unit from hell. Can take things like Mining lasers and Power Mauls.

Dedicated Transports

  • Genestealer Chimera: What's not to love about one of the most versatile MEHTAL BAWKSES in the 41st Millennium?

Elites

  • Purestrain Genestealers: They're not your normal Genestealers, these guys aren't shat out from Tyranid Hive fleets so they aren't as mutable as their Hive Mind cousins. But here they have 3 attacks base and a 5+ Invulnerable save, which is exactly what Genestealers needed, no joke. What's not to love? Lots of S4 AP5 Rending attacks at high initiative.
  • Aberrant Hybrids:
  • Hybrid Metamorphs

Fast Attack

  • Armoured Sentinels: Better armored than their Scouting Brothers, but still at only 2HP you'd best take at least 2 in a squadron if you don't want to hand over First Blood to your opponent.
  • Scout Sentinels: With such weak armor, most likely they are going to die on the second turn. Fun choice of weapons. Key part here is that they have Scout. But still - they are going to die. They are open topped. They are going to die. They have 10 armor. They are going to die. They have two Hull Points. They are going to die. But they may as well take a tank or two down with them. If you want to be insane, having Heavy Flamers all around can result in hilarious infantry murder. Otherwise, most of the time you'll take them as a 40 point autocannon on legs since they are cheap and effective against most things.
  • Goliath Truck: Open topped transport for your dudes, meaning guys can assault from it. I know what you're thinking, but unfortunately it cannot carry Purestrain Genestealers or the Patriarch. In rules terms it's like a beefed up Ork truck, more armour and bigger guns.

Heavy Support

  • Goliath Rockgrinder:
  • Leman Russ Squadron: Ah yes, the famous Leman Russ Battle Tank. Perhaps the most cost-efficient and versatile tank in 40k. With very tough front armor and reasonably durable side armor, it can brush of most things while dropping delicious S8 AP3 Large Blast Ordnance shots over the enemy.

Formations

Cult Insurrection Detachment:

If a Patriarch is the Warlord (no other type of character mentioned), he may reroll RT. ALL non-vehicle units gain Infiltrate. If the unit already has Infiltrate, they gain Shrouded for the first turn of the game. Also, but they get to add +1 to reserve rolls and apply -1 to enemy reserve rolls. This detachment will really mess with your opponent's head.

Oh, and another thing: each time a unit returns to the battlefield from ongoing reserves they get reinforced with D6 models that have been previously slain.

So perfect for hopping around with your cult ambush then.

Command (0-3)

  • The First Curse: Patriarch, plus a unit of Genestealers, must total 20 models though, so it's your boss man with a great big bodyguard of teeth and claws. The formation bonus is a randomly determined buff for your unit of Genestealers that lasts for the game.
    1. Fleshhooks: Grenades for your Genestealers.
    2. Hardened Carapace: 4+ saves
    3. Toxin Glands: attacks are Poisoned
    4. Adrenal Sacs: gain Rage USR
    5. Feeder Tendrils: gain Preferred Enemy USR
    6. Perfect Killing Machine: choose your result.
    • The problem is that each of these upgrades has its own bits for modelling, but because it's randomly determined you've got no way of guaranteeing if your feeder tendril squad that you built will accurately represent your actual rules.

Core (1-6)

  • Broodcycle: 1 Cult Iconward, 3 units of Acolyte Hybrids, 2 units of Neophyte Hybrids, 1 unit of Metamorph Hybrids, 1 unit of Purestrain Genestealers and a partridge in a pear tree.
  • Neophyte Cavalcade: Genestealer Mechanised Company! 2 units of Neophyte Hybrids that must take a Chimera Transport and must start the game embarked in them, you also get a Leman Russ Squadron and 1-2 units of Sentinels (either type). All vehicles here get the Outflank special rule. So your Leman Russes can ruin the day of some guys artillery line, while Scout Sentinels share the Cult Ambush rule, being able to pop in and out of reserves.

Auxillary (1+)

  • Subterranean Uprising:
  • Deliverance Broodsurge:
  • Demolition Claw:
  • The Doting Throng:
  • Broodcoven:

Allies

Battle Brothers

No battle brothers for you.

Allies of Convenience

  • Tyranids: Makes up for the lack of a good Tyranid ally. Shame that you cannot share Psychic Powers and Warlord traits due to AoC, but them's the breaks. This gives you access to even cheaper tarpits plus the famed Monstrous Creatures the 'Nids are known for. Recommended to grab a Flying Hive Tyrant as allied HQ for some form of flyer/AA.
  • Imperial Guard/Astra Militarum: Yes. Apparently IG can ally at AoC with GSC as well. This gives you access to Valkyries, Vendettas, Hydras, and any Imperial Guard vehicle you don't get in the main Cult Codex.

Desperate Allies

No desperate allies for you either.

Come the Apocalypse

  • Space Marines
    • Blood Angels
    • Dark Angels
    • Deathwatch: Extra Heretical.
    • Grey Knights: Also extra Heretical
    • Space Wolves
  • Chaos Space Marines
  • Chaos Daemons
  • Eldar
    • Eldar Harlequins and Corsairs
  • Dark Eldar
  • Tau
  • Necrons
  • Orks

Tactics