Yeah, there’s no room for extra arms on Delaque bodies unfortunately. I lore’d it as being another mutation like aberrants but closer to the human strain. Or tiny shriveled arms they tuck under the coats out of shame.
Badablack wrote: Yeah, there’s no room for extra arms on Delaque bodies unfortunately. I lore’d it as being another mutation like aberrants but closer to the human strain. Or tiny shriveled arms they tuck under the coats out of shame.
How tall are they next to neophytes? Necromunda models seem to stand a tad tall, but I was considering making a squad as personal body guards for my magus.
Badablack wrote: Here’s one standing next to a neophyte, they’re pretty tall. Though if an acolyte wasn’t doing the hunchback thing they’d be about the same height.
Spoiler:
They’re Delaque bodies, from the new necromunda kit. And yeah they’re perfect for genestealer cultists that aren’t from a mining culture.
I am also copeying this. I got spare genestealer arms to make knife arms. Just glue one on.
What do you arm them with? I got one full squad with saws and drill to bring in with a prime. And a full genstealer squad for the same thing.
As far as metamorphs, no one really knows until the codex drops. They’re too overpriced to actually use right now and all their options are terrible.
The general assumption is their hand flamer will be brought in line with every other hand flamer, eg D6 shots and 3 points so much better. Their assorted whips, swords, claws and talons are likewise assumed to get some improvements as currently there’s almost no situation where the normal rending claws aren’t better. And with the units themselves getting a points reduction, they should be a pretty good alternative to genestealers with some ranged punch.
GW would keep this the most secretive faction under tight wraps...sigh... I'm hopeing for a preorder in the next few weeks for a release by the end of the month. Unfortunately considering that timeline most other codex's have been leaked in some way so ether they are cracking down on the leaks or it won't be released this month......(I want them to ambush us with the codex already)
Guess we know what the cult feels like just before the uprising...
@Badablack: Those are very nice. I didn't realize that the Delaque bodies were so tall. I had considered taking a few of the Orlocks to make variant Neophytes but those look very fitting as well. Post pictures when they are painted please!
JNAProductions wrote:So, I recently got my SECOND Tooth and Claw.
I have, in total:
1 Broodcoven Box 2 Tooth and Claw Genestealer Cult Halves 1 Box of Neophyte Hybrids
I have so far built the entire Broodcover Box, half the Genestealers, half the Abberrants, one Abominant and one Iconward.
Can I make a decent army with this?
I'd probably go for a Vanguard Detachment with the Abominant, Aberrants, Neophytes, and Stealers and then a High Command for a Patriarch and attending Magi/Primus/Iconwards. While you need more troops to do other detachments, I'd really advise holding off on Acolyte assembly until we see the new codex.
At 1000 or so points it should do ok, though your ability to ambush is going to be somewhat limited due to the small number of units. I'd probably have the Purestrains + Patriarch run up the board with Neophytes screening (possibly run them with shotguns and set aside the parts to double up on weapons for the next box as autogunners) and ambush the Aberrants to insure they get the alpha strike.
Timeshadow wrote: Guess we know what the cult feels like just before the uprising...
Tell me about it! I've been hammering out a new tactics thread on notepad and just need the codex in hand for final assembly.
My tyranid army is leviathan based, with 18 warriors being my feel good unit. With the point decreasements on venom cannons and primes they will be a nice addotion for ny GSC. Utelising hive guards means I do not need to focus on the ranged game for my GSC. And the GSC started as support for my nids, not the other way around.
As others have said, I am gonna steal that Delaque conversion! I want to use it for metamorphs. It might not make the most sense but I like to have my elite units stand out. Also it will go with my Goliath/Aberant conversion
Badablack is definitely gonna set a trend lol. I'm predicting to see this at least twice on instagram and a few more times on reddit before the year is out
Looks like instead of a codex or even an faq to fix our broken army we're getting more campaign books. And before someone says it, sorry pictures of unreleased miniatures and a video aren't a codex.
Badablack wrote: No, he’s complaining that GW is releasing other books before the GSC codex. He made a big post about it if you really want to read about it.
I took inspiration from the Delaque conversions and started to convert some of my Tempestus Scions:
Spoiler:
And since I gave some of them Webbers (I like the look of the weapon) I wanted to ask how you would "fix" them in the codex. They are a unique weapon so I hate to see them simply go down in cost. Changing up their rules would be neat.
Causalis wrote: I took inspiration from the Delaque conversions and started to convert some of my Tempestus Scions:
Spoiler:
And since I gave some of them Webbers (I like the look of the weapon) I wanted to ask how you would "fix" them in the codex. They are a unique weapon so I hate to see them simply go down in cost. Changing up their rules would be neat.
I'd give them a restraining effect like no assaulting or attack last or half move if unit is wounded and leave otherwise as is. (Though attack last would likely be the best one)
Webbers need something really good to make them worth it. Maybe something like models who fail their save against this weapon take no damage but are automatically slain at the end of the charge phase if they’re in combat? Fluff wise the target gets webbed up and carted off by the cult for integration.
C4790M wrote: Webbers need something really good to make them worth it. Maybe something like models who fail their save against this weapon take no damage but are automatically slain at the end of the charge phase if they’re in combat? Fluff wise the target gets webbed up and carted off by the cult for integration.
Auto killing is I think too much maby mortal wounds if they move (ie they have to spend the turn getting free or they take damage that can't be resisted)
You’d have d3 Bolter shots to deal damage to something, then successfully charge, anything important would be character protected so at best you’re killing an Ogryn ore something, or you are punishing poor positioning.
Maybe denying overwatch if they hit an Infantry or biker unit. Or the hit unit always fights last in the next fight phase. Or the hit unit has -1 to-hit until the next turn (-1 in melee and shooting).
And since I gave some of them Webbers (I like the look of the weapon) I wanted to ask how you would "fix" them in the codex. They are a unique weapon so I hate to see them simply go down in cost. Changing up their rules would be neat.
If we wanted to keep to what they did in the 7th edition book, I'd probably have them start at AP-6 and add the target's strength characteristic to the AP modifier (so S3 would mean AP-3, S4 would mean AP-2, S6+ would be AP-, etc.). Also possibly make them auto-hit like the Necromunda version of the gun to compensate for the lower rate of fire.
I'm not sure what they are going to do with it in the actual book. It really is hard to represent the effects of webbing an enemy down at the scale regular 40k plays at. In Necromunda they automatically hit (using the old flamer template) and send the target into an injured state immediately if they hit and "wound" (no wound is actually suffered) without taking into account remaining wounds or saves which makes them supremely deadly. While "webbed" the victim can only crawl around at half speed and try to free themselves, either going out of action in the process or suffering a flesh wound (-1 to hit and -1 toughness) for their troubles.
Danny slag wrote: Looks like instead of a codex or even an faq to fix our broken army we're getting more campaign books. And before someone says it, sorry pictures of unreleased miniatures and a video aren't a codex.
In all likelihood we'll get our codex before the second half of the Vigilus campaign drops (still 40 days to go). The aforementioned video had the codex + obligatory cards and dice along with a note that it would be out "early 2019" which in all likelihood means February or March at the latest.
Webbers are essentially flamers that shoot Spider-Man webs. Like hand flamers they need to go to D6 hits for a start, and auto-hitting wouldn’t hurt either. Differentiating then from flamers, they could go to str 3 but have some debilitating effect that synergizes with a melee oriented neophyte squad. I’d lean away from making them especially powerful, Cult aren’t exactly known for their nasty ranged weapons. Keep it a cheap, medium threat weapon with a mean gimmick.
Nice! I'm a bit surprised the Acolyte/Metamorph heads fit on scions, but it looks good.
Thanks! They don't fit naturally. I cut off the spherical thingy under the Acolyte head. Makes them fit quite well.
About the webbers getting a flamer profile:
They really remind me of the Dark Eldar shredders. Those were D3 S6 AP- shots in the index and got boosted to D6 S6 AP-1 shots with re-roll to wound against infantry in the codex. This makes me hopefull that the Webbers may actually get a good buff instead of simply getting cheaper.
It is also highly likely that our Hand Flamers get cheaper (and get D6 shots). So I think about running two 5 "men" squads of Acolytes with 2 demo charges and 3 hand flamers each in a Goliath Truck with Demo Charges. I play against Orks a lot and that squad is a godsend against Evil Sunz. The Truck can drive up the field, bomb a unit of bikers, transports or some of their new buggies into oblivion and the hand flamers can roast screens or soften up melee targets etc.
By the way, do we know when the Genestealer Cowboy and his Kill Team box will be available for pre-order?
Causalis wrote: Maybe denying overwatch if they hit an Infantry or biker unit. Or the hit unit always fights last in the next fight phase. Or the hit unit has -1 to-hit until the next turn (-1 in melee and shooting).
I was going to suggest no overwatch and can't advance or charge next turn.
I'd like to see webbrrs do d6 shots auto hit at s2 with a -1 rend and have a debilitating effect if they successfully wound like 1/2 move no adv or charge. That would be great for neophytes. Make the pistol d3 auto hits.
But wouldn't that be (almost) only good against vehicles?
People run Acolytes as small 5 man squads with double saws. What do they sent them in against? Most often the big tanks or elite units.
The No Escape rule works only against Infantry (IIRC). That's nice against your odd tac marine squad but you aren't throwing your valuable saw acolytes at those.
And if the Acolytes crash into elite infantry and tie them down, chances are that they will get wiped anyway because those elite units tend to be competent in melee.
I don't think the idea is bad, I just think other rules like denying overwatch would be more useful.
Ill agree that deny overwatch is better, but its for that reason I doubt it will be on the pistols every Sgt can take. Most armies have one or two very specific ways to deny overwatch. And we do have one very awesome psychic power that does that and so much more.
I often have to throw Acolytes into chump screen either because I botch the CA roll, or (more rarely) a competent opponent understands screening. One of my big problems with Acolytes is that they drop in, kill a thing and then get pasted in return. Giving them a way to stay locked in would help mitigate the shooting phase from a lot of armies.
If acolytes come down in points (please!) they become more viable as a close combat harassment unit rather than just a suicide squad with saws. I already call them my Cheap-stealers.
A unit of 10 w/ 8 Picks/Claws and 2 Improvised with +1 Attack vs Knight Statlines + The Anointed Throng strat to reroll wounds, does 32ish Wounds (before exploding 6s) to a Knight.
Same unit with +1 STR does around 18, before exploding 6s.
Basically means that with either of those 2 buffs (made more likely by the familiar) you can one shot basic Knights, and if you get +1 Attack you can chunk Dominus knights as well.
You can go real hambone and also calculate for having both +1 Attack and Might From Beyond and end up doing 40 Wounds to anything T8/3+, meaning if you can split the squad one unit could nearly kill two poorly positioned Knights.
Oh sweet star gods! They just went and made one of our best units even BETTER.
As far as ambushing is concerned, I'm not that worried. I run 5 "man" squads of Aberrants anyway and deliver them in a Rockgrinder or Chimera etc so the Doc can catch a ride with his "patients".
And I have the feeling we will get some other way to buff FNP in the Codex. Either via a Stratagem, a psychic power ala "give a unit a 5+ FNP or improve such ability by 1 until next turn" or have that ability as a Cult trait akin to Black Heart but also improving existing FNPs by 1.
Danny slag wrote: Looks like instead of a codex or even an faq to fix our broken army we're getting more campaign books. And before someone says it, sorry pictures of unreleased miniatures and a video aren't a codex.
Except of course GW having already announced GSC codex is upcoming. But yeah ignore that if you wish.
Danny slag wrote: Looks like instead of a codex or even an faq to fix our broken army we're getting more campaign books. And before someone says it, sorry pictures of unreleased miniatures and a video aren't a codex.
Except of course GW having already announced GSC codex is upcoming. But yeah ignore that if you wish.
<REMOVED> It's sad that i have to explain this, but an announcement isn't a codex, a codex is a codex. Now if i said no GSC codex had been announced to be coming at some point, then maybe your comment would make sense.
I said we're getting yet another campaign book instead, which....we did.
I was just wondering, what Neophyte models do my fellow Dakkanoughts prefer? Do you prefer the civilian mining style or the cadian/PDF trooper style? Do you mix and match or stick to one type? Anyone got any good examples of neos they have kit bashed?
Is there a financial or tactical reason to pick 1 kit over the other (such as the weapon options in each kit)?
When I first got into the cult I loved the Civilian Mining Style Neos, but I found the models so detailed that it burnt me out painting so many of them I had to switch to the Cadian style, as they were easier to put together. Also I was pretty much just running autogun/lasguns in my neo blobs so I didnt care about weapon options, plus the 2 extra dudes in the cadian neos made building up my horde quicker
The Miners are superior sculpts in every way, Cadians have those 90’s off kilter proportions.
When painting cultists you can’t get hung up on all the details, there’s just too many models to spend forever on tubings and little doodads. Take a big brush and wash those suckers, then wash the bits, then call it done. You can get nice looking guys to tabletop in no time with minimal paints.
Cephalobeard wrote: I mean, he definitely could be efficient at killing enemy mortar teams, depending on how Cult Ambush works.
Currently kinda meh on it otherwise.
Expect none of the characters to be amazing on their own in a vacuum. I mean, we know from the wounds profile he isn't a primus equivalent. I imagine all these guys will have one specific little buff and another personal rule or unique gear and be dirt cheap. I am OK with that too. I actually like his buff (reroll 1's to hit shooting) more then the biophagus. The biophagus makes an already insanely good unit better, I don't need to waste points on that. What we need most is a way to remove 30-40 point cheap screens in the early rounds with shooting without relying on allies. I am guessing the bikes will be one answer, this guy and some neos may be another. He will need a way to get in range fast however so we shall see.
Expect none of the characters to be amazing on their own in a vacuum. I mean, we know from the wounds profile he isn't a primus equivalent. I imagine all these guys will have one specific little buff and another personal rule or unique gear and be dirt cheap. I am OK with that too. I actually like his buff (reroll 1's to hit shooting) more then the biophagus. The biophagus makes an already insanely good unit better, I don't need to waste points on that. What we need most is a way to remove 30-40 point cheap screens in the early rounds with shooting without relying on allies. I am guessing the bikes will be one answer, this guy and some neos may be another. He will need a way to get in range fast however so we shall see.
I think that with GSC, screens are going to have a bit of an issue unless they're also outside of terrain. The big drill scenery piece seems to very much be aimed at making some of the 'quake' rules into normal play.
With regards to this guy, I don't think he'll have a huge issue getting into range as they seem to imply that yes he gets the whole "Look Out Sir!" esque bit.
Cephalobeard wrote: I have little faith on the terrain drill being good, considering all the other pieces have been huge stinkers.
Yea, I am not expecting anything crazy either but that thing is too cool not to get lol.
I'll be happy if everything has a place. Also, having so many cheap characters is really strong, being able to grab objectives in the open so long as they are not closest is something that cannot be over looked. They also make screening out deepstrikers a breeze. I kind of like little fluffy characters people underestimate. Often they are ignored and perform better then expected. Big expensive nasty characters are often avoided or dealt with in my games Still useful, but annoying sometimes when they don't get to smash something.
if he is only like 50 pts and those rules translate to 40k, I'll be taking one as an ally to my Nids, even if it's the only thing I take and I have to pay a CP for an Auxiliary detach. He doesn't have to come down the first turn, can break up the screens in first turn with Flyrants, or whatever. I think he's just a threat well and truly worth his 50 pts. Excited for him.
If the drill can go into reserves on turn 1 with a unit on board similarly to the rule for Mawlocs, that’s a nice way to get some reserve shenanigans by getting around the ‘half points on the board’ limitation. Stuff a couple drills full of aberrants and you can put nearly everything you want into deepstrike.
They also mentioned that the drill fits onto the sector munitorum crane tracks, so there might be an alternate version that’s just a tough transport.
The new light vehicle is confirmed and looks interesting.
A Scout move on a vehicle with a heavy mortar is interesting, let's you really do some clever positioning while ignoring the penalty for moving since it happens pre-game.
Add on the ignore cover option and it's some potential for good screen clearing.
Added the Achilles and Biophagus preview information to the upcoming section of the original post. Added a bit on the Kelermorph as well but I'll finish that after the 40k rules preview article is posted.
Very excited about the Achilles. It looks like it has enough options that it can really be customized to perform whatever role might be needed (sorta like a wheeled carnifex). The spotter is the only one that I don't see getting much use, since all of the weapons previewed so far have relatively long range by the standards of the faction (36'' for HML and Heavy Stubber, 48'' for Missile Launcher). Flare Launcher seems like it would be most valuable when running them alongside Goliath vehicles for maximum anti-armor saturation, though the secondary ability might be huge depending on how fast the bikes are.
I'm actually a bit curious to see how the Heavy Mining Laser performs on that chassis. On the Rockgrinder it doesn't really work well since the Grinder really wants to move to take advantage of its melee and transport abilities and suffers decaying ballistic skill as it is damaged. Presumably the Achilles won't need to move much once it gets to a favorable position and won't have a damage table (I'm thinking it will probably be ~8 wounds, same size class as the Ork Buggies).
FatBoyNoSlim wrote:I was just wondering, what Neophyte models do my fellow Dakkanoughts prefer? Do you prefer the civilian mining style or the cadian/PDF trooper style?
Mining suits for me. They have a very easily identifiable aesthetic and for awhile could have their generic gunners expanded relatively cheaply through Deathwatch Overkill and Goliath vehicle crews.
FatBoyNoSlim wrote:
Is there a financial or tactical reason to pick 1 kit over the other (such as the weapon options in each kit)?
Depends on what you want your squads to do. The main thing I like about the AM kit is that it comes with duplicate special weaponry so you can get a fully equipped squad out of the box. The industrial kit requires multiple boxes to get optimal load-outs for squads, but it has more options overall than the AM kit does (all of the leader's power weapon and pistol options, mining weapons, shotguns/autoguns/icon).
I basically have all the autoguns I could need from Deathwatch Overkill, so most of the industrial kits get turned into shotgun squads. Shotguns have swiftly become my favorite basic gun for squads since they are surprisingly dangerous once they make it to the 6'' zone (at which point they compare favorably to devourers - similar high rate of fire S4 guns). Paired up mining weapons have also generally done more work for me than weapon teams, but they do not have as much reach and require multiple boxes for redundancy.
I suppose in short, economically the AM kit is probably a bit more efficient since it can produce fully equipped squads right out of a single box, though such squads are stuck with a backfield load-out. The industrial kit is more expensive to properly equip (need multiple boxes to get multiple weapons) but is a bit more flexible in what roles they can be configured for.
Cephalobeard wrote:I have little faith on the terrain drill being good, considering all the other pieces have been huge stinkers.
The Sporocyst isn't too bad actually. The main problem the last few terrain pieces have is that all of them they force the unit attempting to benefit from their effects to sacrifice a turn of doing something useful, with the benefits not really compensating sufficiently to make up for the lost turn of action.
I'm a bit hopeful for the drill, as from the descriptions given so far it sounds as though it is going to be more of a weapon than a support piece. We shall see...
It's a light scouting vehicle. Thus I assume that it probably won't have a degrading statline. We might be looking at something like:
M14" BS4+ T6 W8 Sv4+
However, all of its weapons are heavy, thus it will hit on 5+ after moving. But since this is a recurring theme I strongly suspect that we'll get some way to ignore this. Be it via <Cult> Trait or Stratagem.
Points-wise I hope for it to be under 100 points, maybe around 70-80 points. Its supporting ability for the bikes is nice but not super good, its damage-output is not that great and just like our Goliath Truck it will go pop if an enemy tank sneezes in its general direction. Considering all that I think about 70-80 points seems fair.
New Genestealer Cult Buggy looks very cool! It looks about the same size as a Goliath truck but is supposed to be a faster scout vehicle. My only concern is it looks like it can only be armed with heavy weapons. Kinda feels like it should have assault weapons so it can zip around the battlefield strafing things, otherwise its gonna be hitting on 5s. It would be strange to have a fast vehicle that is encouraged to stay still and shoot. I am just worried this will become the Landspeeder of the Cult :(
The renovation is very good, very nice miniatures, but I was expecting some new infantry unit, with a role somewhat different from the CaC, and not all vehicles and characters..
A suicide/saboteurs mutant hybrids for example, with this aesthetic (right)
Or aberrants with heavy shooting weapons.
And it seems that according to wargame french studio, there are no more things
Also gunslinger can appear at 3 ums from the enemy, shoot 6 times and move back. (French is not my language so I'm not sure at all)
I just math hammered that he does 4.58 damage on a T4 3+ guy and 6.11 damage on a T3 3+ guy. So he will be appearing from ambush and shooting a space marine commander dead.
Not bad, and is only an elite slot, so that's also comforting. If he can bring a squad along with him and give them +3 as well, then we're really cooking with gas.
Kelermorph is really cool but at the moment really expensive with the Kill team box (if you are looking for more than 1).
Doubt they will release him separately before 6 months.
Araablane wrote: Kelermorph is really cool but at the moment really expensive with the Kill team box (if you are looking for more than 1).
Doubt they will release him separately before 6 months.
The new vehicle miniature looks amazing, the rules revealed so far look awful and unless there's something missing no one will ever take it.
Being a vehicle we can expect a cost of at least 100 pts. Would you like to pay 100 pts for a light vehicle with a single shot heavy weapon hitting on 5+? There's a reason you don't see people running around using rock-grinders with heavy mining lasers. Most armies can get dual lascannons that hit on 2+ or 3+ for around the same points, so unless this thing costs somewhere around 50 points, which would be insane for a vehicle, it's not going to see any use.
Cool concept, cool miniature, more rules that look like they were written by someone who's never played a single game of 40k.
We do not assume a vehicle automatically costs 100pts.
A Wyvern, post CA, is around just over one hundred points and has (assumedy) a higher toughness and more shots.
If this comes in somewhere between a Sentinel (35points) and a Wyvern/Russ (100+ points) then somewhere around 75pts is reasonable, at T6 and fast movement.
Your attitude is garbage, even by Dakka standards.
Looking forward to this release a lot more than my wallet is.
While I love the buggy model, I too fear it will suffer in the same way landspeeders do in gameplay terms (and it doesn't fly either).
Although if it is priced appropriately in terms of points, that isn't such an issue.
It'll be really interesting to see how the blip mechanic works out.
I don't intend to buy the buggy or the bikes straight out of the gate. Maybe if they are fantastic, but I much prefer the footslogging ambushing variety of play with lots of genestealers and acolytes. Will definitely pick up some of the new characters though.
I must be the only person bored by the vehicle models. I don't get the hype for any of that.
The Locus however, after reading his description - an elite, GSC champion type guy? now THATS gonna be cool, both thematically and rules wise. I don't like the AdMech looking pattern on his cloak it bothers me, I'll either scrape that or I might make my own, the possibilities for conversions there are endless
Let's try to keep the tactics thread about tactics. Once we actually know the cost and stat line and rules for stuff, bring it here. Everything else belongs in the rumors thread.
It's mind-numbingly obvious that if a unit is X points, it's super awesome and competitive. If it's Y points, it's ok but not great. If it's Z points, it's just awful.
Given that no one knows points yet, this is literally pointless speculation on two levels.
Something that has been confirmed is that we do have a blip deployment system of some kind. You can see the blips in the codex books. How it works is yet unclear, but it does appear that there has to be a unit that actually comes within 9" in order to "spot" our units because there is a 9" measuring stick that comes in the limited edition codex (and perhaps others).
This is very interesting on a few levels. For example, the blip markers don't seem to be different in any way or actually numbered. If this is the case, then we probably will just have to say "I have 10 units on the board, but you don't know which blip is which unit". Furthermore, we may be able to decide which unit goes where when the blips are revealed. That would be strong for obvious reasons.
Lastly, if blips count as units in terms of target ability (meaning they can stop character targeting) we might be the ultimate army that stops gun line armies at long range.
luke1705 wrote: Let's try to keep the tactics thread about tactics. Once we actually know the cost and stat line and rules for stuff, bring it here. Everything else belongs in the rumors thread.
It's mind-numbingly obvious that if a unit is X points, it's super awesome and competitive. If it's Y points, it's ok but not great. If it's Z points, it's just awful.
Given that no one knows points yet, this is literally pointless speculation on two levels.
Something that has been confirmed is that we do have a blip deployment system of some kind. You can see the blips in the codex books. How it works is yet unclear, but it does appear that there has to be a unit that actually comes within 9" in order to "spot" our units because there is a 9" measuring stick that comes in the limited edition codex (and perhaps others).
This is very interesting on a few levels. For example, the blip markers don't seem to be different in any way or actually numbered. If this is the case, then we probably will just have to say "I have 10 units on the board, but you don't know which blip is which unit". Furthermore, we may be able to decide which unit goes where when the blips are revealed. That would be strong for obvious reasons.
Lastly, if blips count as units in terms of target ability (meaning they can stop character targeting) we might be the ultimate army that stops gun line armies at long range.
I don't think anything that's been discussed so far has been too inappropriate for the tactics thread. We can only go off what information we have, and any other conversation can happen along with it just fine. When more information comes we can talk about that. Writing off units as good or bad till we get there is probably a bit premature, but we can speculate how certain tools becoming available will help the army play.
A Wyvern, post CA, is around just over one hundred points and has (assumedy) a higher toughness and more shots.
If this comes in somewhere between a Sentinel (35points) and a Wyvern/Russ (100+ points) then somewhere around 75pts is reasonable, at T6 and fast movement.
Your attitude is garbage, even by Dakka standards.
You're need to argue with something obvious just for the sake of arguing makes your assessment of it garbage. What's a land speeders BS?
This vehicle is going to hit how often, once a game maybe? if you're lucky, with weapons that have very low number of shots that makes it even worse odds. If you think this is such a great idea how many of your rock-grinders do you run with the heavy mining laser instead of the flamer?
Danny. Please just stop. There is no reason to assume any of the things you've just outright declared, and started to whine about and declared they were written by someone who has never played a game of 40k because it's overcosted. Like what, you haven't even seen the cost. Cephalo isn't the problem here. This thing could be cheap as hell. Points reflect the rules.
InControl's hype for a faction (the guy who won London Grand Tournament with Custode's this year, he's also a playtester) has been a pretty good indicator so far of how good they are. Couple of examples, Space Wolves, he was very lukewarm. Orkz, he was very excited for. GSC? He's lit up as hell for them, and picked them up as his new army as a result of what he knows so far. That should probably tell you not to make rash decisions this early when you literally haven't even seen the points costs yet.
This vehicle is going to hit how often, once a game maybe? if you're lucky, with weapons that have very low number of shots that makes it even worse odds. If you think this is such a great idea how many of your rock-grinders do you run with the heavy mining laser instead of the flamer?
Ah hyperbole it’s been too long. Is it even a GW codex release if someone doesn’t jump to unfounded conclusions?
For what it’s worth, though, he’s probably right that GW really has yet to hit the buggy on the nose for any of the ork vehicles or any vehicles of that chassis type except maybe DE Venoms. Just too expensive for what they bring to the table. Cool model though. We’ll see if GW can get the price point right.
Cult Ambush
This ability is at the very heart of everything it means to field the Genestealer Cults in battle. It represents the culmination of all the cult’s cunning machinations and careful planning that has led them to this battlefield. Cult Ambush gives you all the tools you need to start every battle on the front foot** – if you can maintain the momentum, victory will surely be yours.
The ability takes two forms according to how you choose to set up your units, so let’s take a quick look at each.
Setting Up Underground: During deployment, you can set up Infantry and Bike units with the Cult Ambush ability underground. At the end of any of your Movement phases, some or all of these units can emerge anywhere on the battlefield that is more than 9″ from enemy models. The freedom you’ll have to suddenly strike your opponent’s forces in great force from any direction will cause mayhem with their battleplans.
Setting Up in Ambush: Were you wondering what those 28 ‘blip’ counters that come with the codex were for? They are, in fact, Cult Ambush markers designed to help you play horrible mind games with your opponent as you set up!
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Instead of setting up a unit underground or on the battlefield, you can choose to place an ambush marker anywhere within your deployment zone. You can place a marker for each unit you choose to set up an ambush – even Transports and larger Vehicles such as a Cult Leman Russcan be set up in this manner! The crucial detail here is that you don’t need to assign which units are represented by each ambush marker – you can decide that later. There is also a sneaky Stratagem that enables you to place additional ambush markers to further confound your opponent.
If you have the first turn, you reveal all of your ambush markers at the start of your first Movement phase. If your opponent goes first, you instead reveal all of your ambush markers at the end of their first Movement phase, and they cannot move anywhere within 9″ of any ambush markers beforehand.
These markers are revealed one at a time – each time you do so, you select one unit from your army that you set up in ambush, then set up one model from that unit within 1″ of that ambush marker, followed by any other models in the unit. All units set up in this manner must be wholly within your deployment zone – that is, unless you further mess with your opponent by changing the nature of your ambush.
On first glance, this really guts the ability of the army to hit hard with the melee units and style it seems focused on. Unless there are easy and copious rerolls for charging and ways to get bonus movement on charges.
Also worth noting, is the number of drops for deployment increased substantially, as each character will be a separate one now.
Also, from my own experiences as deathwatch, it is far, far too easy to create exclusion zones with the 9" requirement, and the ability for cults to get closer was what made them work.
Guys in 7th the army was broken because it was too reliable and had a metric feth ton of models. Your looking at the army with index prices and applying the new leaks. Bad idea. The amr y should be much more then a large Nid stealer unit and a few abberants bombs.
With acolytes dropping to the rumored 7ppm the new system is going to be more then enough. 70points for a unit with 31 attacks that can spring up and charge is no joke. Your going to be rolling with multiple cheap units, plus we already know for a fact we have a strat to move a unit d6" after is arrives.
Also, Incontrol also played the army in 7th, he isn't new to the cult, and he is a tough critic, if he is excited and says it is solid I have no reason to doubt.
The cult ambush stratagem, move 1d6 or shoot again mirrors what we used the prime for i many cases.
It sets up probable charges turn 2 and 3. I can live with that.
We still do not know what the drill, the primus or the two new chatacters related to strategy does. The one with the hiøogram table and the one with the vox speaker. It could all stil be good.
I mean all we really need is a 3d6 charge strat and we're fine still. But this does make GSC incredibly CP intensive. Also I wonder what the primus does now
To be honest reliable deep strike on every model in our army is (on the whole) worth the sacrifice in potential wombo from a large number of units, as long as a few units a turn can still make a charge with a decently high degree of reliability.
Interesting to note that we are still not seeing the entire story, as this made me think that they are doing away with rolling on the cult ambush table entirely, but that can't be possible with the previewed Kellermorph adding 3 to a cult ambush roll.
So to be honest, this may just be a solid buff in that our backline units can cult ambush just like normal deep strike without any chance of rolling a 1 or 2, and the units that we wanted to ambush normally can perhaps still move after deep strike.
TLDR: it may seem like we know a lot of the picture now, but I don't think we even know the half of how cult ambush works yet.
This vehicle is going to hit how often, once a game maybe? if you're lucky, with weapons that have very low number of shots that makes it even worse odds. If you think this is such a great idea how many of your rock-grinders do you run with the heavy mining laser instead of the flamer?
Ah hyperbole it’s been too long. Is it even a GW codex release if someone doesn’t jump to unfounded conclusions?
For what it’s worth, though, he’s probably right that GW really has yet to hit the buggy on the nose for any of the ork vehicles or any vehicles of that chassis type except maybe DE Venoms. Just too expensive for what they bring to the table. Cool model though. We’ll see if GW can get the price point right.
what unfounded conclusion, that 5+ to hit single shot heavy weapons don't hit very often? That's not hyperbole or unfounded conclusions, that's math.
It's universally known that platforms which have low number of shots and poor to hit chances aren't taken, doesn't matter on the army they simply aren't taken because they're not very good. That's just fact.
I agree they're a cool model. I want several, the rules just completely miss the mark just like the rock-grinder did.
Cephalobeard wrote: No, I do agree, but I think the criticism of "this is going to make x or y more difficult" is valid.
Growing pains will happen, impacts everyone with a codex, I'm just excited to see more and am glad they ripped the bandaid with the first day.
Totally fair, I started the army in 7th and the index had changed the army a lot then so I can relate. It looks like they are finding a solid middle ground rather then going back to the same well which has me excited. As I said, in 7th the army was quickly becoming boring for me since it was too good at ambushing. Last few months have been the opposite Really can't wait to have a fleshed out book with multiple modes of attack.
Red Corsair wrote: Guys in 7th the army was broken because it was too reliable and had a metric feth ton of models. Your looking at the army with index prices and applying the new leaks. Bad idea. The amr y should be much more then a large Nid stealer unit and a few abberants bombs.
With acolytes dropping to the rumored 7ppm the new system is going to be more then enough. 70points for a unit with 31 attacks that can spring up and charge is no joke. Your going to be rolling with multiple cheap units, plus we already know for a fact we have a strat to move a unit d6" after is arrives.
Also, Incontrol also played the army in 7th, he isn't new to the cult, and he is a tough critic, if he is excited and says it is solid I have no reason to doubt.
but those units will have a less than 30% chance to make their charges now, can't do it until turn 2, can have less units overall in ambush, and die to a stiff breeze.
Let's say you have 3 units underground, that means statistically you might get 1 unit into combat before all 3 are shot off the board. It feels real bad to pay points for units that have very low chance to do even a single point of damage before they're dead.
I even agree that the old system could be gamed too hard by taking 20 min squads of acolytes with no upgrades and 5 primus, that was cheesy and broken. I even think fluff wise i think the ambush tokens are really neat, but GW seems insistent on making close combat non-viable. This nerfed the entire foundation our army is built on, being a glass cannon close combat army.
This vehicle is going to hit how often, once a game maybe? if you're lucky, with weapons that have very low number of shots that makes it even worse odds. If you think this is such a great idea how many of your rock-grinders do you run with the heavy mining laser instead of the flamer?
Ah hyperbole it’s been too long. Is it even a GW codex release if someone doesn’t jump to unfounded conclusions?
For what it’s worth, though, he’s probably right that GW really has yet to hit the buggy on the nose for any of the ork vehicles or any vehicles of that chassis type except maybe DE Venoms. Just too expensive for what they bring to the table. Cool model though. We’ll see if GW can get the price point right.
what unfounded conclusion, that 5+ to hit single shot heavy weapons don't hit very often? That's not hyperbole or unfounded conclusions, that's math.
It's universally known that platforms which have low number of shots and poor to hit chances aren't taken, doesn't matter on the army they simply aren't taken because they're not very good. That's just fact.
I agree they're a cool model. I want several, the rules just completely miss the mark just like the rock-grinder did.
Well, the point is you haven't seen the data slate yet. It might ignore the movement penalty on heavy weapons. It may have a variant set of weapons. It may, as your assuming suck. Try waiting a week for the full details though.
It reminds me a lot of the Tauros Venator which has rules for ignoring the hit penalties when moving if I recall.
Red Corsair wrote: Guys in 7th the army was broken because it was too reliable and had a metric feth ton of models. Your looking at the army with index prices and applying the new leaks. Bad idea. The amr y should be much more then a large Nid stealer unit and a few abberants bombs.
With acolytes dropping to the rumored 7ppm the new system is going to be more then enough. 70points for a unit with 31 attacks that can spring up and charge is no joke. Your going to be rolling with multiple cheap units, plus we already know for a fact we have a strat to move a unit d6" after is arrives.
Also, Incontrol also played the army in 7th, he isn't new to the cult, and he is a tough critic, if he is excited and says it is solid I have no reason to doubt.
but those units will have a less than 30% chance to make their charges now, can't do it until turn 2, can have less units overall in ambush, and die to a stiff breeze.
Fluff wise i think the ambush tokens are really neat, but GW seems insistent on making close combat non-viable.
Again, your making so many assumptions. You are entitled to your opinion of the mechanics of course, but right now you have no idea what your complaining about yet.
Again, your making so many assumptions. You are entitled to your opinion of the mechanics of course, but right now you have no idea what your complaining about yet.
you're right we don't know points, but again how is math an assumption. the odds of rolling high enough to charge out of a 'greater than 9 inch' deployment is about 27%, this isn't an assumption, this is math. You keep calling things that we've known from playing 8th edition for over a year "assumptions" when these are facts that universally apply to how the game works.
we also know you can't do this until turn 2, not an assumption, those are the rules.
we also know that they're not going to magically increase the armor save of GSC, this is not an assumption this is the rules (as seen by the unit previews so far.)
so nothing i've said is an assumption, these are all facts about the game, i'm unsure what you think i'm assuming here.
Again, your making so many assumptions. You are entitled to your opinion of the mechanics of course, but right now you have no idea what your complaining about yet.
you're right we don't know points, but again how is math an assumption. the odds of rolling high enough to charge out of a 'greater than 9 inch' deployment is about 27%, this isn't an assumption, this is math. You keep calling things that we've known from playing 8th edition for over a year "assumptions" when these are facts that universally apply to how the game works.
Because you don't have all the facts.
Not just points, but all the relevant rules.
Odds are doctrines are related to known hive fleets. Like say behemoth. Or reroll charges. Then again maybe not. I am not going to make baseless assumptions. I'll wait rather then jump to conclusions.
There could be many different ways charges are improved.
Automatically Appended Next Post: Right now it's as if your looking through a key hole into a dark room and commenting on the feng shui.
Again, your making so many assumptions. You are entitled to your opinion of the mechanics of course, but right now you have no idea what your complaining about yet.
you're right we don't know points, but again how is math an assumption. the odds of rolling high enough to charge out of a 'greater than 9 inch' deployment is about 27%, this isn't an assumption, this is math. You keep calling things that we've known from playing 8th edition for over a year "assumptions" when these are facts that universally apply to how the game works.
Because you don't have all the facts.
Not just points, but all the relevant rules.
Odds are doctrines are related to known hive fleets. Like say behemoth. Or reroll charges. Then again maybe not. I am not going to make baseless assumptions. I'll wait rather then jump to conclusions.
There could be many different ways charges are improved.
Automatically Appended Next Post: Right now it's as if your looking through a key hole into a dark room and commenting on the feng shui.
I really don't know what leads you to believe there are some drastic rule differences from what they've previewed, maybe there are, but that's highly unlikely.
My point is the design philosophy for the army was a glass cannon that can be pretty well wiped out in a single turn of shooting, while having no good shooting or tough units of it's own, but was balanced by having all sorts of tricksy ways to get a few of those bodies into combat if they threw enough meat at the grinder.
Essentially they seem to have forgotten their own design philosophy. First it was "you're a glass cannon that needs to ambush to be viable" then they nerfed the ambush hard, and forgot that's what they were using to balance out the weaknesses that are all still there.
I like the blips a lot. The idea of watching an opponent invest a big push of footslogging infantry towards one side of the board only to be met with a unit of three leman russ punishers is hilarious.
Here are my two cents Imperial Credits on the new ambush situation:
First of all I am a big fan of the blip system. I regularly play against Orks and Evil Sunz bikers etc. can easily travel over 24" and get a first turn charge off. So pushing them away 9" is very nice. And then there is the obvious tactical advantage of being able to deny a flank, place our tanks etc. outside of LOS from our opponent's AT guns etc.
Secondly yes, at first glance the new ambush mechanic seems like a regular deepstrike. 3CP for moving D6" is a bit much in my eyes but not unuseable. However, I fully expect that we will have more than enough ways to buff those charge odds or ways to set up our units closer than 9". Looking at you, Nexus, Primus, Drill Terrain, Cult Traits etc.
I just hope that our Heavy mining weapons like the Seismic Cannon or the Mining Laser will get more useful.
cole1114 wrote: I like the blips a lot. The idea of watching an opponent invest a big push of footslogging infantry towards one side of the board only to be met with a unit of three leman russ punishers is hilarious.
That'll happen once and not again, lol
Do we have any units that really benefit from shooting twice? Not that I can think of of the topp of my head.
Not really - maybe the gunslinger and bikes, like said above, but I imagine they won't be much better than high volume autoguns
Again, your making so many assumptions. You are entitled to your opinion of the mechanics of course, but right now you have no idea what your complaining about yet.
you're right we don't know points, but again how is math an assumption. the odds of rolling high enough to charge out of a 'greater than 9 inch' deployment is about 27%, this isn't an assumption, this is math. You keep calling things that we've known from playing 8th edition for over a year "assumptions" when these are facts that universally apply to how the game works.
Because you don't have all the facts.
Not just points, but all the relevant rules.
Odds are doctrines are related to known hive fleets. Like say behemoth. Or reroll charges. Then again maybe not. I am not going to make baseless assumptions. I'll wait rather then jump to conclusions.
There could be many different ways charges are improved.
Automatically Appended Next Post: Right now it's as if your looking through a key hole into a dark room and commenting on the feng shui.
I really don't know what leads you to believe there are some drastic rule differences from what they've previewed, maybe there are, but that's highly unlikely.
My point is the design philosophy for the army was a glass cannon that can be pretty well wiped out in a single turn of shooting, while having no good shooting or tough units of it's own, but was balanced by having all sorts of tricksy ways to get a few of those bodies into combat if they threw enough meat at the grinder.
Essentially they seem to have forgotten their own design philosophy. First it was "you're a glass cannon that needs to ambush to be viable" then they nerfed the ambush hard, and forgot that's what they were using to balance out the weaknesses that are all still there.
Index cult ambush only has a 33% chance of getting a less than 9” charge, unless you have primus support. Speaking of the primus, we don’t know how he interacts with the new system. Or any of our other new characters
It also has a 16% shot at an impossible (more then 12") charge as well as near impossible coming in off odd board edges 33% of the time.
I think the 3 CP strat is priced correctly. Something that was tough prior was stackng buff auras. Abberants wanted to come in with a primus for consistancy, but also wanted a psycher for buffs/debuffs and the abomanant for exploding attacks. Had to choose one or risk rolling separately and daisy chaining which sucked.
With the consistant 9" arrival I can easily drop 10 aberrants or 20 purestrains and get all the buffs I want guaranteed and still get a 3d6 charge off for 3cp. Only it's better because since 1 D6 of that movement happens in the movement phase it gets me closer for declaring charge targets within 12" meaning if/when we get a fight again stratagem we can really gut a flank.
The more I think of tactics with the blips the happier I am, there are going to be some really filthy redeploys you can get on your opponent, and depending on mission, forcing them to remain over 9 from your deployment can be a major swing in missions.
BTW blips will really shaft supersonic fliers lol.
Red Corsair wrote: It also has a 16% shot at an impossible (more then 12") charge as well as near impossible coming in off odd board edges 33% of the time.
I think the 3 CP strat is priced correctly. Something that was tough prior was stackng buff auras. Abberants wanted to come in with a primus for consistancy, but also wanted a psycher for buffs/debuffs and the abomanant for exploding attacks. Had to choose one or risk rolling separately and daisy chaining which sucked.
With the consistant 9" arrival I can easily drop 10 aberrants or 20 purestrains and get all the buffs I want guaranteed and still get a 3d6 charge off for 3cp. Only it's better because since 1 D6 of that movement happens in the movement phase it gets me closer for declaring charge targets within 12" meaning if/when we get a fight again stratagem we can really gut a flank.
The more I think of tactics with the blips the happier I am, there are going to be some really filthy redeploys you can get on your opponent, and depending on mission, forcing them to remain over 9 from your deployment can be a major swing in missions.
BTW blips will really shaft supersonic fliers lol.
The 6 inch move also has one drawback. You can get into flamer range.
Red Corsair wrote: It also has a 16% shot at an impossible (more then 12") charge as well as near impossible coming in off odd board edges 33% of the time.
I think the 3 CP strat is priced correctly. Something that was tough prior was stackng buff auras. Abberants wanted to come in with a primus for consistancy, but also wanted a psycher for buffs/debuffs and the abomanant for exploding attacks. Had to choose one or risk rolling separately and daisy chaining which sucked.
With the consistant 9" arrival I can easily drop 10 aberrants or 20 purestrains and get all the buffs I want guaranteed and still get a 3d6 charge off for 3cp. Only it's better because since 1 D6 of that movement happens in the movement phase it gets me closer for declaring charge targets within 12" meaning if/when we get a fight again stratagem we can really gut a flank.
The more I think of tactics with the blips the happier I am, there are going to be some really filthy redeploys you can get on your opponent, and depending on mission, forcing them to remain over 9 from your deployment can be a major swing in missions.
BTW blips will really shaft supersonic fliers lol.
The 6 inch move also has one drawback. You can get into flamer range.
This is true, but we were with the old table as well so it's nothing new to get around at least, gotta send in a truck or use mass hypnosis first. Or charge from out of line of sight. That is a good point though. Personally I see less flamers in general though, unless they are 12-18"
With the consistant 9" arrival I can easily drop 10 aberrants or 20 purestrains and get all the buffs I want guaranteed and still get a 3d6 charge off for 3cp. Only it's better because since 1 D6 of that movement happens in the movement phase it gets me closer for declaring charge targets within 12" meaning if/when we get a fight again stratagem we can really gut a flank.
You can only use the 3cp 1d6 on one unit, right? So the aberrants are gonna run away from your Primus and abomination. And you're left with hoping for the best with 9" charges with your characters.
With the consistant 9" arrival I can easily drop 10 aberrants or 20 purestrains and get all the buffs I want guaranteed and still get a 3d6 charge off for 3cp. Only it's better because since 1 D6 of that movement happens in the movement phase it gets me closer for declaring charge targets within 12" meaning if/when we get a fight again stratagem we can really gut a flank.
You can only use the 3cp 1d6 on one unit, right? So the aberrants are gonna run away from your Primus and abomination. And you're left with hoping for the best with 9" charges with your characters.
With a 6" range and 32 mm bases fighting in 2 ranks spaced 1" from the enemy and from eachother I would have to disagree. Could you move out of range, sure, but only after you creamed something and are piling into the second target which I am OK with. This assumes a fight twice strat btw, which I know isn't the best thing to do, but nearly every book has one. Actually I think only armies that avoid combat traditionally don't have that stratagem.
Niiai wrote: Well, for 6 CP we will have a reasonable delivery system for two units. That is Ok. We will see if there are other methids to deliver them.
What are the chanches transports weill be OK?
I'm not quite understanding the 6CP for 2 units. Are you saying use the 3CP stratagem on Turns 2 and 3, or is there another method I'm missing?
Niiai wrote: Well, for 6 CP we will have a reasonable delivery system for two units. That is Ok. We will see if there are other methids to deliver them.
What are the chanches transports weill be OK?
It's not a pregame strat so your not going to be using it twice outside narrative games. As for transports, they will be fine I am sure, the Chimera already got dirt cheap in CA so that is a decent starting point. I am hoping the clearance incinerator increases it's output to 2d6 and the drill dozer gets some love.
Niiai wrote: Well, for 6 CP we will have a reasonable delivery system for two units. That is Ok. We will see if there are other methids to deliver them.
What are the chanches transports weill be OK?
I'm not quite understanding the 6CP for 2 units. Are you saying use the 3CP stratagem on Turns 2 and 3, or is there another method I'm missing?
He must mean in two turns now that I re read his comment.
We can always hope for the chimera hand flamer delivery system for descent points.
Yeah, I was planingvon using the stratagem turn 2 and 3. Spend turn 1 removing chaff, if possible.
Turn 2 have your choise of hybrid miners, genestealers or hammer abberations. Turn 3 one of the units you did not choose.
If the groups are large enough you can put in a tail for the prime. We need to do some math hammerring for genestealers, but for hybrid miners loosing some regular attacks to give the the mining tools +1 will be worth it. Depending on the wording on the prime aura.
Niiai wrote: I had an ork opponent get of da jump and get 2 flyers close enough to nulefy genestealer nodes. These blips are better.
Use points in cheap squads or statagems to place enough blips and your russes are standing pritty.
Da jump isn't going to be phased by the blips as they'll be gone by then. In fact, that's probably going to be one of our biggest troublesome matchups (but that's nothing new for most other armies - Orks are nuts right now)
Niiai wrote: I had an ork opponent get of da jump and get 2 flyers close enough to nulefy genestealer nodes. These blips are better.
Use points in cheap squads or statagems to place enough blips and your russes are standing pritty.
Da jump isn't going to be phased by the blips as they'll be gone by then. In fact, that's probably going to be one of our biggest troublesome matchups (but that's nothing new for most other armies - Orks are nuts right now)
I don't think so. I think being able to retrospectively position your entire army in direct counter to Orkz first turn movement, is going to be incredibly powerful vs them.
Niiai wrote: I had an ork opponent get of da jump and get 2 flyers close enough to nulefy genestealer nodes. These blips are better.
Use points in cheap squads or statagems to place enough blips and your russes are standing pritty.
Da jump isn't going to be phased by the blips as they'll be gone by then. In fact, that's probably going to be one of our biggest troublesome matchups (but that's nothing new for most other armies - Orks are nuts right now)
I don't think so. I think being able to retrospectively position your entire army in direct counter to Orkz first turn movement, is going to be incredibly powerful vs them.
I agree, and further more da jump would go off directly after you reveal but before they shoot, meaning you can use a single cheap model or unit of hybrids to force back the unit in question so that it isn't really a threat. Thats ignoring the fact that we can still use scout sentinels and the new buggy to push them back even further. All of this glosses over the fact that if an ork mob wants to get close you shouldn't be fighting it, for all the talk of having difficulties getting into combat I find it odd that folks are worrying about threats countering the blips to get into assault. Just use some of the blips to drop counter assault elements after they have committed and profit.
If you know you’re fighting an army that can hit with Da Jump or other shenanigans you take the warlord trait that gives everyone in 6” heroic intervention.
Badablack wrote: If you know you’re fighting an army that can hit with Da Jump or other shenanigans you take the warlord trait that gives everyone in 6” heroic intervention.
That shoot twice stratagem now makes the Kelermorph seem a bit OTT for 100 or less points. It is basically a suicidal free-kill on a character of your choice. Even MCHQs and dudes with invulns will have to fear him.
JNAProductions wrote: If you can't screen 3" out from your characters... What are you doing?
Yea I agree, not really seeing how this guy gets it done on turn 2 unless the other guy really fethed it up lol.
He's amazing but from what we know so far he is hardly OP unless hes like 30 points.
It is strange that none of these guys are unique characters though.
BTW did anyone notice all the banners in the video for the cults in the book. There were 6, and they all looked to be the highlighted ones from the 7th edition codex.
BTW did anyone notice all the banners in the video for the cults in the book. There were 6, and they all looked to be the highlighted ones from the 7th edition codex.
Yeah. Identifying based on the cult symbols, we have Rusted Claw, Bladed Cog, Pauper Princes, Four-Armed Emperor (new art), Hive Cult, and Twisted Helix (new art).
Also as one small aside regarding the Ridgerunner and Rockgrinder comparison: It isn't entirely a fair one given that A.) The Rockgrinder is a melee transport vehicle that really wants to close with the foe, and B). The rockgrinder suffers an accuracy penalty as it is damaged. The Ridgerunner by all looks is going to be a much more stand-off style of unit and none of the heavy weapons are really wanting for range. It make for a nice counterpart for Goliath Trucks seeing as it has a more anti-infantry slant while the Goliath is more oriented towards mid-strength firepower.
In regards to the previewed rules for the new cult ambush, my inital impression is that it basically trades a tiny bit of power (5-6 results) for greater consistency and control. Loosing the #6 effect (pending further reveals) hurts a bit, but I think that is offset by no longer needing to worry about a 1-3 (especially #3, a more than 12'' deploy is miserable) and having an effect on vehicles. Also it is worth noting that both the specialist detachments in Vigilus Defiant have warlord traits that modify charge rolls. If worried about not being able to make a charge out of ambush one could always just spend 2 CP for the trait and use the field commander as an ambush leader.
I'll try to get around to adding the Kelermorph information to the original post sometime tomorrow. After that I'll set about getting it archive-ready and turn my attentions to the upcoming codex thread.
JNAProductions wrote: If you can't screen 3" out from your characters... What are you doing?
If you're keeping your character(s) 15'' in the backline for three turns, you are successfully being zoned and are doing exactly what I want you to do. You're going to lose.
JNAProductions wrote: If you can't screen 3" out from your characters... What are you doing?
If you're keeping your character 15'' back for three turns, you're doing exactly what I want you to do, and I'm beating you.
They need only be screened by 3" of other units to avoid double-tapping from a Kelermorph-hell, put them 4" deep and you can quite possibly avoid their shooting from Deep Strike altogether. (1/6 chance at 4", 2/6 at 5", all the way to blanket immunity at 9" of screens, though that's a little excessive.)
I agree, if you want to prevent the Gunslinger from dropping in and shooting a character twice, you just make sure your characters with their 6” aura’s are at least 3” away from the back of your screening units, or, have them hiding in the middle of a big blob unit – i.e. Ahriman surrounded by 30 Tzaangors/Pink Horrors for turns 2 and 3.
Not sure I’m sold on the blips really messing up supersonic flyers. Sure, the GSC player can deploy in a way to try to make you crash and burn at the start of turn 2, but, you then have to ask why the player with the flyers didn’t look to position turn 1 in a way that would prevent it. Also, most flyers have ample range to shoot most of the table, so, they’ll always have a target to shoot at regardless of which blips are blank or not.
I can see the 3CP strat being used more for a combat unit than for shooting. Put a big Genestealer or Abberant unit underground, then turn 2, use it to move d6” and secure the charge – even if it is to just reliably clear 2 or 3 screening units. Of course, it’s a prime example of a strat that’ll get vect’d 99% of the time.
The blips are a nice mind game, but, I feel like any fast, mobile, shooty armies will be able to react quick enough or give themselves enough options to cause GSC problems. I feel like GSC almost want to go 2nd all the time, so, by removing that option from them, they could have some issues. (In ITC I’d expect GSC to not be getting the +1 in most games due to high unit counts, and the CA2018 missions, it comes down to a 50/50 dice roll in regards to who setups first and goes first).
Like a true battlefield assassin, he'll have to wait till the fighting is in the thick of it and the target is focused elsewhere. He can bide his time in reserves till the 360 degrees of screens have dispersed by turn 2-4, and then come down out the smoke from whichever direction the gap is, and assassinate his target.
Whether or not that's a unit you want to bring is to taste, but I'll definitely be keeping him in mind (unless the price is stupid) depending on what I find myself struggling with as I play my list into the next couple of months. It's a good tool to have available and its not like the dex has any shortage of characters if he doesn't end up being a choice.
Looking at those prices $400 cdn for one of each thing except dice inc codex and cards is not as bad as I thought. Add an extra 65 for a second bike squad and an extra 75 for the killteam box for the kelomorph/gunslinger that's 540$ many stores will give a discount for a large order like this so likely to avoid the tax at least. Add another 80 I'm guessing for the ridge runner for a grand total of 620$. Ouch.... time to see if kidneys are still acceptable as currency.
Got my Kill Team Box with the Gunslinger in it today. Can confirm that he has no other special rules etc. than what was previewed on the WHC site.
But some of the weapons for the Acolytes and Metamorphs changed!
-Hand Flamers are D6 shots now (no surprise there)
-Rock Saw stayed the same (no -1 to-hit)
-Rock Cutter does Damage D3 now
-Drill stayed the same
-No stat changes to Metamorphs
-Metamorph Talon now also adds an additional attack. Still no AP.
-The claw is still S+2 but now AP-1. Still only does 1 damage sadly...
Food for thought.. A rumor of a skimmer type flyer transport to that not reviled yet
Sadly, the Kill Team Pamphlet doesn't contain points costs. :( The Gunslinger is PL 3 so maybe around 60 points? For comparison, the Primus is PL 4.
Metas are armed with an autopistol, rending claw, talon and blasting charges as their standard loadout.
Anyone can take a Hand Flamer instead of the autopistol.
Anyone may replace their rending claw with a second talon.
Anyone may replace the talon and rending claw for a whip and rending claw. (Yes, you replace the claw for... a claw. Don't ask me why.)
Anyone may replace the talon and rending claw for a Metamorph claw.
Leader may take a bonesword. Doesn't say he has to exchange it for anything so he can have either Sword and Meta Claw or Sword, Rending Claw and Talon.
One Meta may take an Icon.
Max unit size is 10.
Their PL is still 6. But I can imagine that at least the Talon will be free and the Meta Claw will get cheaper (as will the Hand Flamers).
These guys could actually be very good chaff and infantry killers. 2x5 dudes (for the extra attack from the Sarge) in a Chimera w/ 2x HF. Give them all Hand Flamers, Leaders with the Meta Claw and the rest Talon + Rending Claw. Have the Iconward with the +1 S relic babysitt them. They throw out 8 S7 AP-1 attacks, and either 32 S5 AP- attacks hitting on 2s, or 24 S5 AP-1 (6s AP4) attacks hitting on 3s + 8 talon attacks. And that's on top of ~7 Heavy Flamer hits and ~35 Hand Flamer hits.
And if you fight against Orks or other melee armies that would just kill them in the fight phase, give them the Whips so that they can swing at their enemy no matter what.
Adding everything together they kill ~40 GEQ, ~25 MEQ, ~41 Boyz, ~47 Cultists.
Whole bunch info got dumped in the rumor thread. Guardsmen squads at 4 points, neophytes 5, acolytes 7, bikes 10, and quads 15.
Bikes get two pick for weapons from a list. I am half thinking autogun, shotgun with some grenade launcher mixed in. I am also interested to see the quads stats to see if it has 3 wounds or a higher save. But 180 points for 3 quads and a 12 bikes kept cheap seems like a really cheap way to round out a battalion.
mightymconeshot wrote: Whole bunch info got dumped in the rumor thread. Guardsmen squads at 4 points, neophytes 5, acolytes 7, bikes 10, and quads 15.
Bikes get two pick for weapons from a list. I am half thinking autogun, shotgun with some grenade launcher mixed in. I am also interested to see the quads stats to see if it has 3 wounds or a higher save. But 180 points for 3 quads and a 12 bikes kept cheap seems like a really cheap way to round out a battalion.
Id be surprised if Gun/Gun were really an option, but it would be very nice. I'm guessing it'll be gun/melee weapon like most units, in which case I'd probably lean toward shotgun. Quad with clearance incinerator definitely going to be my go-to.
N.I.B. wrote: Glorified Infestation Nodes. There you go.
No! no no no! These are much better than Infestation Nodes, much MUCH better. In fact they are really good. REALLY good.
The other half is much better too imo!
I think this is almost directly upwards for GSC.
I agree. The new blip system is pretty freaking cool. Probably the only thing in the new releases that seems well thought out and not a useless option, but it's very well done and will be a load of fun to use.
With the new ambush, do you think it would be better to use large or small units of acolytes?
i will try to make 2 brigade detachaments.
One with 6+ units of 10 neophytes with heavy stubbers and grenade launchers, and 3 units of bikes, this detachament will be rusted claw for sure.
The other detachament will have 6+ units of acolytes in ambush, and I'm doubting between twisted helix or four armed emperor.. The +1 S its very interesting but charge with +2 and rerolling charges (clamavus + vigilius) its really good.
So as an Astra Milltarum player I noticed something interesting in the blood brothers rules that could be pretty useful.
"These AM detachments are then known as Brood Brother detachments, and every unit in them that has the <Regiment> or Militarum Tempestus keyword must replace it in every instance with Brood Brothers (if a unit doesn't have either of these keywords it simply gains the Brood Brothers keyword)."
Assuming this is the correct wording. Leads to some interesting combo ideas. This would allow Bullgryns, Ogyrns, and Ratlings to recieve orders. The Taurox Prime becomes usable for all AM models. And while the codex special Orders can't be used the ones from DKoK and EDT can be. Also the Sabre Weapon Platform will now work With Tempestus, DKOK, and Elysians.
So this is kinda silly and might not be worth it but you could load up a Valk With a 10 man Combat Engineer Squad with a Melta bomb on the sarge. Put in an Elysian Platoon Commander in the Valk as well. Zoom the Squad to their target 9" away and Grav-Shute them in. Move the unit up 6" (So they should be just over 3" away) then have the Platoon Comander give them the "Move and Fire" order turning all there weapons to Assault. That would include their Grenade Weapons. So the Squad would then get 20 shotguns, 10 Frag Genades, 10 Krak Grenades, 10 Acid Bombs, and 1 Melta Bomb. Toss in a Sabre weapons Platform to have them hitting on 2+.
In the event that a silencer sniper rifle causes an unsaved wound to a unit of Rubrics, Scarab Occult Terminators, or Horrors, will it result in the entire unit suffering perils of the warp and the resultant 'psyker explosion' of D3 mortals to all other units in 6" as the entire unit has the PSYKER key word?
Another bit of info from the codex, there’s apparently some limitations on taking characters in matched play games. You can only take one of any particular character per detachment. So no 3 kellermorph detachments, you’d need to run the full 3 to spam any of them.
As far as perils on units, they don’t blow up unless the last model in the squad is the one to peril.
In the event that a silencer sniper rifle causes an unsaved wound to a unit of Rubrics, Scarab Occult Terminators, or Horrors, will it result in the entire unit suffering perils of the warp and the resultant 'psyker explosion' of D3 mortals to all other units in 6" as the entire unit has the PSYKER key word?
It suffers perils of the warp like it normally suffers perils of the warp. In most cases, this means one model in the unit will take the damage.
In the event that a silencer sniper rifle causes an unsaved wound to a unit of Rubrics, Scarab Occult Terminators, or Horrors, will it result in the entire unit suffering perils of the warp and the resultant 'psyker explosion' of D3 mortals to all other units in 6" as the entire unit has the PSYKER key word?
Horrors yes, they are all psykers so they will take a peril and lose D3 models (they won't "explode" unless the last model in the unit is killed). Same deal for GK/warlocks/etc.
Thousand Sons the sergeant is the only one who counts as a psyker, which is why when he perils he insta-pops. That would mean disaster, except that I can just take the sanctus' shot on a model that's not my aspiring sorc, and the unit won't peril because the rubrics aren't psykers.
Horrors yes, they are all psykers so they will take a peril and lose D3 models (they won't "explode" unless the last model in the unit is killed). Same deal for GK/warlocks/etc.
If I'm reading the information I have correctly, Horrors don't have the same rules as GK (sanctic squad), which specifically state the last model must die for detonation. Wyrdvanes (Wyrdvanes rule) also have that rule. Thousand Son's and Horrors do not have that rule in their codex, nor their data sheets for each respective unit. Unless this was added as FAQ recently, that is not the case, at all. I know they mentioned something on facebook, however, i dont see it in the codex/battlescribe.
Thousand Sons the sergeant is the only one who counts as a psyker, which is why when he perils he insta-pops. That would mean disaster, except that I can just take the sanctus' shot on a model that's not my aspiring sorc, and the unit won't peril because the rubrics aren't psykers.
Again, going by the data sheets and codex, this is also wrong? Rubric Marines have the Psyker keyword, as does the Sorcerer separately. They are Psykers, they just don't have the ability to cast smite or other spells.
Yea unless it was FAQ'd both have the psycher keyword on there datasheet. It's probably the same with grey knights as well. That being said, the rifle must inflict an unsaved wound, and then the unit suffers a perils as well.
So you basically inflict a wound, which kills a model, but the perils also triggers on the unit inflicting d3 more. Not sure how to address the casualties as result of the perils, they do have the psycher keyword so you would assume they explode further.
It must have been FAQ's already. If not it needs to be. How else have perils been resolved in such armies?
The issue is we've never had an ability that causes perils, before, that I can think of.
Typically, the caster (Aspiring Sorcerer) casts a power, failed, and perils. If he died from the perils, he would detonate. After he's dead, they couldn't perils any more because they couldnt cast the powers to get a perils -- despite the remaining rubrics being psykers still.
Cult of the Four Armed Emperor: While I think this is going to be very popular (rewards 7th edition-ambush heavy lists and has a very strong unique stratagem), I kinda see it being a lot like Hive Fleet Kronos for the Tyranids. Something you take as a small, self-contained detachment for the stratagem and the buff to the specific units it strongly benefits. I don't know how well it will work as a stand-alone trait given that doesn't do anything really for the "anvil" part of the army after turn 1. If it were being run as a stand-alone I'd expect to see the bulk of the army comprised of Brood Brothers for an anvil and all CTFA units deploying underground. The trait has very good synergy with with the Anointed Throng's Insidious Mindwyrm warlord trait, granting +2 to charge rolls on the Aberrants on the turn they arrive or +3 with an accompanying Clamavus. Don't really need to modify the ambush with a stratagem at that point.
Twisted Helix Solid perk for most of the army. If Purstrains were able to benefit it would certainly be an auto-take for them, but even still I can't think of any unit that won't benefit in some fashion from the trait. The strength buff could make Neophyte swarms interesting combined with First to Draw blood:. S4 base, +1 for Icon of the Cult Ascendant, +1 for Might from Beyond -> S6 cultists. It also gives Metamorphs a bit of a bump and Aberrants/Acolytes obviously like it as well. I could see this one making use of either specialist detachment. It doesn't really do much for non-Rockgrinder vehicles, but First to Draw Blood from the Deliverance Broodsurge could be very amusing with S4-base Neophytes or S5 base Acolytes and naturally it likes Aberrants so by extension the Anointed Throng works well.
Relic would be quite amusing on an Abominant. It already has fairly impressive stats, but it basically rivals a Daemon Prince with the Elixir in effect and they are tough enough that they should be able to get a good amount of use out of it before succumbing.
Pauper Princes I think this one is probably going to be ideal for MSU tactics. The reroll ability is probably going to be too damaging with large units but will allow smaller commando squads punch harder than their numbers would suggest. Should be very nice for Rockgrinders assuming they keep their current WS and attacks ratio. Also seems an ideal place to use the Focus of Adoration warlord trait seeing as it activates the cult creed as well.
I think this one will probably do brigades really well since smaller units will get more benefit from the trait than larger ones. It could easily fill its 6 troop selections with 5x strong Acolytes, 3 Fast with Jackals, and 3 Heavy with Rockgrinders, with HQ and Elites filled to taste. Alternatively could make for a good support detachment for one of the more shooty-oriented creeds.
Hivecult This one seems to be good for gunline-leaning armies and mechanized forces (lots of Goliath Trucks, Jackals, and Achillies). Shame it can't apply to Brood Brothers, seeing as the 7th edition codex stressed how much military hardware the cult had. I think this one would work really well with the Deliverance Broodsurge specialist detachment. The Goliaths + Infantry appreciate the freedom to leave combat and still shoot, and the warlord trait and relic from the detachment have some nice synergy (moreso the relic, +1 Ld bubble on units that halve mortal casualties should effectively mean near-immunity to moral coupled with the innately high ld. of the cults and the reroll granted by the Iconward who carries said relic). Also First to Draw blood helps compensate for this creed being more shooting centric and potentially makes large units of Neophytes dangerous.
Bladed Cog Bladed Cog could be another good one for mechanized lists since it gives an extra 6+ save to Goliath vehicles and a back-up save for the Achillies. Invulnerables are nice for the infantry as well, but generally they aren't getting shot at with good AP weaponry so I don't anticipate quite as much utility there outside of melee combat and the characters (Kelermorph and Locus). The ability to move and fire with heavy weaponry on the Neophytes will be very nice for Seismic Cannons since it gives them more control over which firing mode they have available.
I could see this one working well as a stand-alone. It has a wide enough range of units affected and doesn't favor any particular playstyle.
Rusted Claw This one is rather interesting... The armor boost is really nice across the board, but especially for the industrial vehicles who get bumped to a 3+ against the mid-strength high rate of fire guns that normally cause trouble while still having their 6+++ to fall back on against dedicated anti-tank shots. Coupled with the bonuses to bikes and I could see Rusted Claw being very popular for the "anvil" half of the army (especially with Prepared Positions - looking at 3+ save hybrids and 2+ save vehicles on the first turn), probably paired with one of the more ambush-centric creeds to provide the damage output.
As said, these are just my initial thoughts. Will need some time with the codex to get a full feel for how each subfaction plays.
zamerion wrote:With the new ambush, do you think it would be better to use large or small units of acolytes?
I'm leaning towards larger squads in general (10-15) simply because you do want force concentration when they arrive and splitting the units up limits the amount that can actually ambush. Remember, only half the army in points(or power) and unit count can go into reserves so for every Acolyte unit you want to drop you will need another squad or vehicle to sit on the table.
It will also depend on the cult creed as touched on above. I think Pauper Princes for instance will be happy to do smaller squads since it causes an indirect damage boost which means a larger squad will be overkill. Someone like Cult of the Four-Armed Emperor probably not so much since they are going to be very reliant on a good alpha strike to take full advantage of their trait.
Khadorstompy wrote:So as an Astra Milltarum player I noticed something interesting in the blood brothers rules that could be pretty useful.
"These AM detachments are then known as Brood Brother detachments, and every unit in them that has the <Regiment> or Militarum Tempestus keyword must replace it in every instance with Brood Brothers (if a unit doesn't have either of these keywords it simply gains the Brood Brothers keyword)."
Assuming this is the correct wording. Leads to some interesting combo ideas. This would allow Bullgryns, Ogyrns, and Ratlings to recieve orders. The Taurox Prime becomes usable for all AM models. And while the codex special Orders can't be used the ones from DKoK and EDT can be. Also the Sabre Weapon Platform will now work With Tempestus, DKOK, and Elysians.
So this is kinda silly and might not be worth it but you could load up a Valk With a 10 man Combat Engineer Squad with a Melta bomb on the sarge. Put in an Elysian Platoon Commander in the Valk as well. Zoom the Squad to their target 9" away and Grav-Shute them in. Move the unit up 6" (So they should be just over 3" away) then have the Platoon Comander give them the "Move and Fire" order turning all there weapons to Assault. That would include their Grenade Weapons. So the Squad would then get 20 shotguns, 10 Frag Genades, 10 Krak Grenades, 10 Acid Bombs, and 1 Melta Bomb. Toss in a Sabre weapons Platform to have them hitting on 2+.
Seems like this has some possibilities.
I'm not sure if any of the Forge World guard variants would be eligible for Brood Brothers. The old version specifically said that they could not use any "named" regimental doctrines or units (namely characters). I think the leaked version of the rule had that restriction as well, with exception being made for Militarium Tempestus (presumably since Scions are troops and to avoid a rules headache with their loosing their trait if included in an AM detachment).
I can't say anything about the abhumans, but I think the Taurox Prime's transport restrictions were specifically Scion models, not <subfaction> models with the subfaction being Miltarium Tempestus.
Maybe drop the observation in the AM tactics thread for analysis? I'm afraid I don't know the codex especially well beyond a cursory skimming for this thread's primer.
Arkengate wrote: In the event that a silencer sniper rifle causes an unsaved wound to a unit of Rubrics, Scarab Occult Terminators, or Horrors, will it result in the entire unit suffering perils of the warp and the resultant 'psyker explosion' of D3 mortals to all other units in 6" as the entire unit has the PSYKER key word?
Just one model in most cases. The rules for group psykers always include a blurb about the player selecting one model to suffer the effects of a peril in the warp if one should occur. The explosion effect also only triggers if the last model in the unit is killed by perils in the warp.
Admittedly, I'm not sure how the rule interacts with the Aspiring Sorcerer and Rubics/Scarabs since that is the only "psychic squad" that I can think of where only one model is actually a psyker. All of the others (Zoanthropes, Seer Counsel, Horrors, Grey Knights, etc.) have every model as one. One of my brothers has Thousand Sons, so I can check will him and report back tomorrow.
Except, again, the entire squad are psykers, only one can cast. Secondly, there is no rule in the FAQ or the Codex' saying the last model has to die, only for GK and Wyrdvane.
I’m really liking Bladed cog for a shooting ambush style army. You can drop in a couple units of neophytes with your heavy weapons of choice, ambush a kellermorph alongside, and then scoot a jackal alphas up behind your neophyte blobs. Have the kellermorph use the double tap stratagem, then shoot up some nearby screening infantry. With 10-12 D2 ap -1 shots, you should be able to kill a few mopes. Designate the neophytes’ target with the alphus’ ability to grant them the +1 to hit, and all of a sudden your mining lasers/seismic cannons are hitting on a 3+, rerolling 1s. Great screen clearing potential with all the 3+ auto guns too.
Ok folks. So all those leaks seem legit and everything has matched the WHC previews so far. So I assume all of the new infos we have are true.
So what are your thoughts and what tactics do you come up with?
Here's my POV:
I painted my army as a slight variation of the Rusted Claw Cult (green chitin instead of blue, mechanicus standard grey for the mining suits instead of ushabti bone), thus I'll ofc run my force as this Cult. I have 70 Neophytes and 20 Acolytes (all painted boooy!). Will run Neos as such:
1x20 w/ Shotguns and Flamers
2x10 w/ ML and GL in Trucks (maybe make them Bladed Cog so that they don't suffer the -1 when the truck moves up for the MLs to get into range)
2x10 w/ GL and LC sitting waaay back so that most anti infantry weapons wont reach them
1x10 w/ Stubbers and GL to zone deepstrikers or bodyguard a character
Jackal Alphus will probably be my Warlord to get the old grudges trait (bladed cog). Use the stratagem to give my Primus, Magus and Patriarch a WT as well. Patriarch will either get -1 dmg or +1 a s. Magus will get -1 to-hit. Primus will get +3" to his bubble.
Give the +1 to save rolls and no-overwatch amulet to the Patriarch. Cast MfB on him. Laugh as my S8 A8 4++ blender rips appart the enemy's warlord/tanks/hopes-and-dreams.
Also pop up with the Primus and hand flamer Acolytes (8ppm!!!), give them re-roll 1s to-wound against that infantry unit and blaze them with 20D6 autohits. Step aside Salamanders and Sisters, we are the real cult of fire!
Awww... I had a updated Primer sitting on my wordpad awaiting the release.
Many thanks to everyone who participated in this thread. We made it a full 11 pages longer than the last one and it has been a wonderful journey to this point.
Awww... I had a updated Primer sitting on my wordpad awaiting the release.
Many thanks to everyone who participated in this thread. We made it a full 11 pages longer than the last one and it has been a wonderful journey to this point.
My question to Shuppet in that thread;
Fifty wrote: Strat_N8 updated the Index tactica front page primer post 92 times, most recently on two days ago
Shuppet, do you want the responsibility of doing the same, or would it be better to let Strat_N8 make a new thread instead of this one?