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Made in si
Steady Stonecleaver







Fellas, I got Overkill and a Battleforce on the way. Is there a point to two Broodcovens or should I move one and get more dudes?

Posters on ignore list: 33

40k Potica Edition - 40k patch with reactions, suppression and all that good stuff. Feedback thread here.

Gangs of Nu Ork - Necromunda / Gorkamorka expansion supporting all faction. Feedback thread here
   
Made in pl
Regular Dakkanaut






the_scotsman wrote:
I mean...you're going to have trouble accomplishing much? You've got a bunch of dudes with S3 weaponry and no buffs, a bunch of tanks with hardly any guns on them, and pretty sparse anti tank.

You've certainly achieved chimera spam, but the question is why would you want to spam chimeras?

It'd probably be fine in casual games just on the fact that everything is really barebones with no upgrades meaning you just have a lot of stuff. But any list with a significant shooting alpha strike will just drop in, blow away the basilisks ASAP, and you'd be left with not much to hurt high toughness stuff. HK missiles rarely do anything in my experience.


Hmm, thought about it today really hard.

Came up with a solution - get some Genestealers for Cult Ambush and Vendetta for armor-hunting.

Spoiler:


++ Spearhead (CP +1) (Astra Militarum) ++

+ Elites +

Veterans: Chainsword, 3x Meltagun, 6x Shotgun, Shotgun

+ HQ +

Company Commander: Chainsword, Shotgun

+ Fast Attack +

Hellhounds: Heavy Flamer, Inferno Cannon, Special Weapons Tank

+ Heavy Support +

Basilisks: Basilisk, Heavy Bolter

Basilisks: Basilisk, Heavy Bolter

Basilisks: Basilisk, Heavy Bolter

+ Flyer +

Vendetta Gunships
. 2 Twin lascannons: 2x Twin lascannon
. Vendetta gunship: Twin lascannon

+ Dedicated Transport +

Chimera: Heavy Bolter, Heavy Bolter

++ Battalion (CP +3) (Genestealer_Cults) ++

+ Troops +

Neophyte Hybrids: 10x Neophyte Hybrid

Neophyte Hybrids: 10x Neophyte Hybrid

Neophyte Hybrids: 10x Neophyte Hybrid

+ Elites +

Purestrain Genestealers: 10x Purestrain Genestealer

+ HQ +

Magus

Magus

Magus

+ Dedicated Transport +

Cult Chimera: Heavy Bolter, Heavy Bolter, Hunter Killer Missile

Cult Chimera: Heavy Bolter, Heavy Bolter, Hunter Killer Missile

Cult Chimera: Heavy Bolter, Heavy Bolter, Hunter Killer Missile

++ Total: [1730 Pts] ++

Created with BattleScribe (https://battlescribe.net)
   
Made in us
Enigmatic Sorcerer of Chaos






 lord_blackfang wrote:
Fellas, I got Overkill and a Battleforce on the way. Is there a point to two Broodcovens or should I move one and get more dudes?


The extra Patriarch won't get much use, but the other two can come in handy.

2750 Unliving Legion of the Zarith Dynasty
840 Imperial Knights of House Janis
2000 Khorne Bloodbound of the Skullfiend Tribe
2000 Tzeentch Arcanites of the Cult of Searing Light
3000 Slaves to Darkness of the Legion of Rusted Chains
2500 Sylvaneth of the Seelie Court
 
   
Made in ie
Irked Necron Immortal





Hey guys, so after yer advice and reading the bios on pg1 I came up with a 1500pt GSC/AM list. I was just wondering if it is legal to play this list and if there is anything wrong that I need to fix as I made it on Battlescribe.

Thanks guys!

Spoiler:
Star gods (Warhammer 40,000 8th Edition) [101 PL, 1500pts]

Super-Heavy Auxiliary Detachment (Imperium - Astra Militarum)

No Force Org Slot
Regiment

Astra Millitarum/Imperium

Lord of War

Banesword
Storm Bolter, Twin heavy bolter

Battalion Detachment +3CP (Tyranids - Genestealer Cults)

Brood Brothers

HQ

Acolyte Iconward
Cult Ambush, Unquestioning Loyalty
Icon of the Cult Ascendant, Warlord

Magus
Cult Ambush, Unquestioning Loyalty
Power: Might From Beyond

Patriarch
Cult Ambush, Unquestioning Loyalty
Power: Mind Control

Troops

Neophyte Hybrids
Cult Ambush, Unquestioning Loyalty
10x Neophyte Hybrid (Shotgun)
Neophyte Leader
Autogun, Autopistol

Neophyte Hybrids
Cult Ambush, Unquestioning Loyalty
9x Neophyte Hybrid (Lasgun)
Neophyte Leader
Autogun, Autopistol

Neophyte Hybrids
Cult Ambush, Unquestioning Loyalty
9x Neophyte Hybrid (Lasgun)
Neophyte Leader
Autogun, Autopistol

Elites

Aberrants
Cult Ambush, Unquestioning Loyalty
Aberrant
Power Hammer
Aberrant
Power Pick
Aberrant
Power Hammer
Aberrant
Power Pick
Aberrant
Power Hammer

Purestrain Genestealers
Cult Ambush, Unquestioning Loyalty
18x Purestrain Genestealer, 18x Purestrain Talons

Heavy Support

Goliath Rockgrinder
Heavy Mining Laser, Heavy Stubber

Dedicated Transport

Cult Chimera
Heavy Flamer, Heavy Flamer



necrons - 2500+

Admech - 1500+  
   
Made in pl
Regular Dakkanaut






 Odrankt wrote:
Hey guys, so after yer advice and reading the bios on pg1 I came up with a 1500pt GSC/AM list. I was just wondering if it is legal to play this list and if there is anything wrong that I need to fix as I made it on Battlescribe.

Thanks guys!

Spoiler:
Star gods (Warhammer 40,000 8th Edition) [101 PL, 1500pts]

Super-Heavy Auxiliary Detachment (Imperium - Astra Militarum)

No Force Org Slot
Regiment

Astra Millitarum/Imperium

Lord of War

Banesword
Storm Bolter, Twin heavy bolter

Battalion Detachment +3CP (Tyranids - Genestealer Cults)

Brood Brothers

HQ

Acolyte Iconward
Cult Ambush, Unquestioning Loyalty
Icon of the Cult Ascendant, Warlord

Magus
Cult Ambush, Unquestioning Loyalty
Power: Might From Beyond

Patriarch
Cult Ambush, Unquestioning Loyalty
Power: Mind Control

Troops

Neophyte Hybrids
Cult Ambush, Unquestioning Loyalty
10x Neophyte Hybrid (Shotgun)
Neophyte Leader
Autogun, Autopistol

Neophyte Hybrids
Cult Ambush, Unquestioning Loyalty
9x Neophyte Hybrid (Lasgun)
Neophyte Leader
Autogun, Autopistol

Neophyte Hybrids
Cult Ambush, Unquestioning Loyalty
9x Neophyte Hybrid (Lasgun)
Neophyte Leader
Autogun, Autopistol

Elites

Aberrants
Cult Ambush, Unquestioning Loyalty
Aberrant
Power Hammer
Aberrant
Power Pick
Aberrant
Power Hammer
Aberrant
Power Pick
Aberrant
Power Hammer

Purestrain Genestealers
Cult Ambush, Unquestioning Loyalty
18x Purestrain Genestealer, 18x Purestrain Talons

Heavy Support

Goliath Rockgrinder
Heavy Mining Laser, Heavy Stubber

Dedicated Transport

Cult Chimera
Heavy Flamer, Heavy Flamer




It is legal list but seriously? Lord of War at 1500? That's seen as dick move at my flgs.
   
Made in ie
Irked Necron Immortal





 Kandela wrote:
 Odrankt wrote:
Hey guys, so after yer advice and reading the bios on pg1 I came up with a 1500pt GSC/AM list. I was just wondering if it is legal to play this list and if there is anything wrong that I need to fix as I made it on Battlescribe.

Thanks guys!

Spoiler:
Star gods (Warhammer 40,000 8th Edition) [101 PL, 1500pts]

Super-Heavy Auxiliary Detachment (Imperium - Astra Militarum)

No Force Org Slot
Regiment

Astra Millitarum/Imperium

Lord of War

Banesword
Storm Bolter, Twin heavy bolter

Battalion Detachment +3CP (Tyranids - Genestealer Cults)

Brood Brothers

HQ

Acolyte Iconward
Cult Ambush, Unquestioning Loyalty
Icon of the Cult Ascendant, Warlord

Magus
Cult Ambush, Unquestioning Loyalty
Power: Might From Beyond

Patriarch
Cult Ambush, Unquestioning Loyalty
Power: Mind Control

Troops

Neophyte Hybrids
Cult Ambush, Unquestioning Loyalty
10x Neophyte Hybrid (Shotgun)
Neophyte Leader
Autogun, Autopistol

Neophyte Hybrids
Cult Ambush, Unquestioning Loyalty
9x Neophyte Hybrid (Lasgun)
Neophyte Leader
Autogun, Autopistol

Neophyte Hybrids
Cult Ambush, Unquestioning Loyalty
9x Neophyte Hybrid (Lasgun)
Neophyte Leader
Autogun, Autopistol

Elites

Aberrants
Cult Ambush, Unquestioning Loyalty
Aberrant
Power Hammer
Aberrant
Power Pick
Aberrant
Power Hammer
Aberrant
Power Pick
Aberrant
Power Hammer

Purestrain Genestealers
Cult Ambush, Unquestioning Loyalty
18x Purestrain Genestealer, 18x Purestrain Talons

Heavy Support

Goliath Rockgrinder
Heavy Mining Laser, Heavy Stubber

Dedicated Transport

Cult Chimera
Heavy Flamer, Heavy Flamer




It is legal list but seriously? Lord of War at 1500? That's seen as dick move at my flgs.


The guy I'm playing plays AM and usually brings a LoW at 1500pts so it's only there just in case. Otherwise I have a list with 2 russe's and another unit of Genestealers incase he doesn't bring a LoW. I don't really play power list I just don't want my 1st time playing GSC to be a slaughter-fest as the guy I am playing is a pretty big power player. Only playing him as we did a draw system.

necrons - 2500+

Admech - 1500+  
   
Made in pl
Regular Dakkanaut






 Odrankt wrote:

The guy I'm playing plays AM and usually brings a LoW at 1500pts so it's only there just in case. Otherwise I have a list with 2 russe's and another unit of Genestealers incase he doesn't bring a LoW. I don't really play power list I just don't want my 1st time playing GSC to be a slaughter-fest as the guy I am playing is a pretty big power player. Only playing him as we did a draw system.


If you are taking LoW to bring justice to this world against someone who brings LoW unexpectedly at 1500 points go for it, hate that kind of players that force your hand
   
Made in no
Powerful Ushbati





Bergen

I have been flirting with the thought of an alpha strike in my mainly tyranid list.

Most tyranid lists run trygons, genestealers and some thing to remove wrapping. (Jorm or trygon deviigaunts, or a dakka flyrant.) Usuaoly the swarm lord spores inn to garante a charge.

I think a primus with abbreants looks very good as an ally. A lot damage in those hammers. The primus is effectivly the transport, and the hammers offer a lot of high damage attacks, smething nids currently do not have.

I am a dyslectic, so bear with me.

Dyslectics in a text based environment? Dakka is aware of you and sympathises with any troubles you have: http://www.dakkadakka.com/dakkaforum/posts/list/505863.page

Kronos biovore box fresh sporemines. Denying psykick powers since 2017.

 
   
Made in us
Liberated Grot Land Raida




Tbh if you're facing a low, it's actually better to just bring a fairly heavy alpha strike.

8 Hammer abberants with a Primus who has the new relic and getting the night from beyond power on them deal 54 wounds on average to LOW T8/2+ stats.
   
Made in no
Powerful Ushbati





Bergen

the_scotsman wrote:
Tbh if you're facing a low, it's actually better to just bring a fairly heavy alpha strike.

8 Hammer abberants with a Primus who has the new relic and getting the night from beyond power on them deal 54 wounds on average to LOW T8/2+ stats.


Would not 8 hammerants be a fairly heavy alpha strike? It is better then much else we have in the tyranid codex.

I am a dyslectic, so bear with me.

Dyslectics in a text based environment? Dakka is aware of you and sympathises with any troubles you have: http://www.dakkadakka.com/dakkaforum/posts/list/505863.page

Kronos biovore box fresh sporemines. Denying psykick powers since 2017.

 
   
Made in ie
Irked Necron Immortal





the_scotsman wrote:
Tbh if you're facing a low, it's actually better to just bring a fairly heavy alpha strike.

8 Hammer abberants with a Primus who has the new relic and getting the night from beyond power on them deal 54 wounds on average to LOW T8/2+ stats.


Good point. Would it be better transporting then in a Chimera or Truck? Or would using the Cult Table be the better option?

necrons - 2500+

Admech - 1500+  
   
Made in gb
Been Around the Block




 Odrankt wrote:
the_scotsman wrote:
Tbh if you're facing a low, it's actually better to just bring a fairly heavy alpha strike.

8 Hammer abberants with a Primus who has the new relic and getting the night from beyond power on them deal 54 wounds on average to LOW T8/2+ stats.


Good point. Would it be better transporting then in a Chimera or Truck? Or would using the Cult Table be the better option?


Ambush using the strat that gives you 3 dice, which you can then reroll with the primus
   
Made in us
Dominating Dominatrix






Southeastern PA, USA

Isn't the relic only for Iconwards?

My World Eaters Showcase
View my Genestealer Cult! Article - Gallery - Blog
Best Appearance - GW Baltimore GT 2008, Colonial GT 2012

DQ:70+S++++G+M++++B++I+Pw40k90#+D++A+++/fWD66R++T(Ot)DM+++

 
   
Made in es
Dakka Veteran





 gorgon wrote:
Isn't the relic only for Iconwards?


Yes.

   
Made in us
Liberated Grot Land Raida




Maybe skip the relic then, iconwards are hot garbage in my experience. Besides, 36 odd wounds on average vs 54 isn't going to matter unless you're fighting a warlord titan.

I think 4-8 hammerants is a nice handy tactical option to include in your list alongside a couple other units that could use the same Primus+stratagem depending on what you're up against. If you see a Land Raider, Knight, unit of dakkastelans, etc, send in the mutant gorillas to take care of them. horde of infantry, maybe the Primus brings in some Purestrains instead.
   
Made in fr
Regular Dakkanaut





the_scotsman wrote:
Maybe skip the relic then, iconwards are hot garbage in my experience. Besides, 36 odd wounds on average vs 54 isn't going to matter unless you're fighting a warlord titan.

I think 4-8 hammerants is a nice handy tactical option to include in your list alongside a couple other units that could use the same Primus+stratagem depending on what you're up against. If you see a Land Raider, Knight, unit of dakkastelans, etc, send in the mutant gorillas to take care of them. horde of infantry, maybe the Primus brings in some Purestrains instead.


My calculations say the following for 8 Abberants with Hammers against T8 3+ Save.

Normal:
13.4 wounds

With might from beyond:
20 wounds

With might from beyond and Primus +1 to hit:
26.7 wounds

So unless I am mistaken they need massive support to kill a Baneblade equivalent in 1 phase.
   
Made in no
Powerful Ushbati





Bergen

Remember that you multiply before adding S, in 8th edition.

I am a dyslectic, so bear with me.

Dyslectics in a text based environment? Dakka is aware of you and sympathises with any troubles you have: http://www.dakkadakka.com/dakkaforum/posts/list/505863.page

Kronos biovore box fresh sporemines. Denying psykick powers since 2017.

 
   
Made in fr
Regular Dakkanaut





 Niiai wrote:
Remember that you multiply before adding S, in 8th edition.


Yes, but in the case against T8 models this is no difference, if you have S10, S11 or S12.
   
Made in gb
Been Around the Block




 Astmeister wrote:
the_scotsman wrote:
Maybe skip the relic then, iconwards are hot garbage in my experience. Besides, 36 odd wounds on average vs 54 isn't going to matter unless you're fighting a warlord titan.

I think 4-8 hammerants is a nice handy tactical option to include in your list alongside a couple other units that could use the same Primus+stratagem depending on what you're up against. If you see a Land Raider, Knight, unit of dakkastelans, etc, send in the mutant gorillas to take care of them. horde of infantry, maybe the Primus brings in some Purestrains instead.


My calculations say the following for 8 Abberants with Hammers against T8 3+ Save.

Normal:
13.4 wounds

With might from beyond:
20 wounds

With might from beyond and Primus +1 to hit:
26.7 wounds

So unless I am mistaken they need massive support to kill a Baneblade equivalent in 1 phase.


1 psychic power and 1 HQ unit buff that they need to get in range isn’t exactly huge support, and you sound like you aren’t impressed by the ability to OHKO a baneblade. Remember you also don’t have to one shot it, crippling it is good enough
   
Made in fr
Regular Dakkanaut





C4790M wrote:
 Astmeister wrote:
the_scotsman wrote:
Maybe skip the relic then, iconwards are hot garbage in my experience. Besides, 36 odd wounds on average vs 54 isn't going to matter unless you're fighting a warlord titan.

I think 4-8 hammerants is a nice handy tactical option to include in your list alongside a couple other units that could use the same Primus+stratagem depending on what you're up against. If you see a Land Raider, Knight, unit of dakkastelans, etc, send in the mutant gorillas to take care of them. horde of infantry, maybe the Primus brings in some Purestrains instead.


My calculations say the following for 8 Abberants with Hammers against T8 3+ Save.

Normal:
13.4 wounds

With might from beyond:
20 wounds

With might from beyond and Primus +1 to hit:
26.7 wounds

So unless I am mistaken they need massive support to kill a Baneblade equivalent in 1 phase.


1 psychic power and 1 HQ unit buff that they need to get in range isn’t exactly huge support, and you sound like you aren’t impressed by the ability to OHKO a baneblade. Remember you also don’t have to one shot it, crippling it is good enough


You need 8 Abberants for 297 points, the primus and the magus in range. Most likely at least the Abberants and the Primus are dead after they hit the Baneblade, since they are super exposed.
Isn't it more clever to just ignore the LoW, since they don't have enough Dakka to matter against mass infantery GSC anyway?
   
Made in no
Powerful Ushbati





Bergen

How are the troop choises for cultists these days? What are they used for? Do either of the ootion offer anything for a tyranid army?

I am a dyslectic, so bear with me.

Dyslectics in a text based environment? Dakka is aware of you and sympathises with any troubles you have: http://www.dakkadakka.com/dakkaforum/posts/list/505863.page

Kronos biovore box fresh sporemines. Denying psykick powers since 2017.

 
   
Made in pl
Regular Dakkanaut






 Niiai wrote:
How are the troop choises for cultists these days? What are they used for? Do either of the ootion offer anything for a tyranid army?


They are good in my opinion.
Neophytes:
Leader can take autogun or shotgun (really important to me), others can take 2 special weapons and 2 Heavy Mining Weapon or one heavy (which you never take - Heavy Mining Weapons are just better), they can die for your HQ choices as they have Unquestioning Loyalty. Want some anti-tank? Mining Lasers. They also have the same range as your autoguns so a win-win situation. Want to make horde player cry? Heavy Seismic Cannon (which got points decreased by whooping 7!) + Grenade Launchers (as they synergize well). The only bad choice is Heavy Stubber imo.

Acolytes:
CC heavy hitters guys. Nevermind normal Acolytes (though they are not that bad) - you want some nice special weapons. Heavy Rock Saws after point decrease is in my opinion best (basically two-handed chainfist) and you can take 2 in a 5-man squad for about 80 points. That's a steal for heavy lifting they bring. Just treat them like a missile that dies with whatever you point them at as they will be shot next turn. Demolition Charges are also an excellent choice. You take 4 in 10-man squad and blow something on turn 1. Then they are expended so they won't be targeted by your enemy allowing you to take them and bully some infantry with their rending claws. Heavy Rock Cutters are great if you know you will be against monstrous creatures like Tyranids or Daemons, but they are worse than Heavy Rock Saws now that we got points decreased. Still decent, just not good anymore in my opinion.

As for what they offer to Tyranids I don't really know. Probably some nice ranged anti-tank ability with Mining Lasers or CC Heavy hitter in form of Acolytes with Rock Saws. That's how I would use them.
   
Made in ca
Fresh-Faced New User




Are neophytes and Heavy Weapons really that bad? A HWT sitting on an objective firing lascannon shots seems like a big enough threat that the opponent can't ignore. Delivering mining lasers seems hard unless you've got them in goliaths (or I guess ambushing).
   
Made in pl
Regular Dakkanaut






ajax_xaja wrote:
Are neophytes and Heavy Weapons really that bad? A HWT sitting on an objective firing lascannon shots seems like a big enough threat that the opponent can't ignore. Delivering mining lasers seems hard unless you've got them in goliaths (or I guess ambushing).

They ain't bad. Just AM does them much better (their squads cost less) than GSC and we have more point efficient options in terms of Heavy Mining Weapons. I found that Heavy Mining Weapons are great if you take them in Chimeras and deliver them in their threat ranges. That and since we aren't a top tier army we need to take any advantage over AM we can get - that is getting double firepower in form of two Heavy Mining Weapons instead of one better Heavy Weapon.
But hey, that's just my opinion, your mileage may vary. I'm still at quite early stage with my GSC tactics but love them more and more with every new list I make. Not so long ago I wasn't convinced by Heavy Mining Weapons myself.
   
Made in se
Fresh-Faced New User




I must disagree with the praise of the mining weapons. As your main asset in cult is your mad mobility your units is close to always in the move, even more so with 24 inch range mining weapons trying to find targets. With 2 mining lasers in a squad moving or coming in from ambush they deal .74 wounds together to a Leman Russ, slightly above the laser platform (0.65 in similar circumstances). This comes at a higher cost, 38 vs 30 including platform. They are significantly better thoug vs 2 wound targets such as primaris Marines, but for me this is offset by the range differences.

They main reason I rarely use either though is the terrible synergy with the rest of the army, they stack terribly with a mobile army and cult ambush. They work considerably better for a static guard army hitwise. Also, I find teams useful for guards to bring down stray wounds on enemy monster/veichles just above the deterioration bracket, after the ruses and basilisk have done their main punch. As our main punch comes in the cc phase, we need to assign the shots without knowing where 1-2 extra wounds can make a difference, lowering the utility considerably.

In another note, I wish that gw would allow us some more customisation, I’m dying to rip the bone sword of my Primus’es and the heavy stunner from my grinders
   
Made in pl
Regular Dakkanaut






Gremmer wrote:
I must disagree with the praise of the mining weapons. As your main asset in cult is your mad mobility your units is close to always in the move, even more so with 24 inch range mining weapons trying to find targets. With 2 mining lasers in a squad moving or coming in from ambush they deal .74 wounds together to a Leman Russ, slightly above the laser platform (0.65 in similar circumstances). This comes at a higher cost, 38 vs 30 including platform. They are significantly better thoug vs 2 wound targets such as primaris Marines, but for me this is offset by the range differences.

They main reason I rarely use either though is the terrible synergy with the rest of the army, they stack terribly with a mobile army and cult ambush. They work considerably better for a static guard army hitwise. Also, I find teams useful for guards to bring down stray wounds on enemy monster/veichles just above the deterioration bracket, after the ruses and basilisk have done their main punch. As our main punch comes in the cc phase, we need to assign the shots without knowing where 1-2 extra wounds can make a difference, lowering the utility considerably.

In another note, I wish that gw would allow us some more customisation, I’m dying to rip the bone sword of my Primus’es and the heavy stunner from my grinders


Fair points, though I play more static than you it seems. I tend to play it more like the Guard with Chimeras and AM supporting units. In those circumstances Mining Weapons shine.

BTW
How does my list looks?
Spoiler:

++ Battalion (CP +3) (Genestealer_Cults) ++

+ HQ +

Magus

Magus

Magus

+ Dedicated Transport +

Cult Chimera: Heavy Bolter, Heavy Bolter

Cult Chimera: Heavy Bolter, Heavy Bolter

Cult Chimera: Heavy Bolter, Heavy Bolter

Cult Chimera: Heavy Bolter, Heavy Bolter

Cult Chimera: Heavy Bolter, Heavy Bolter

+ Troops +

Neophyte Hybrids: 10x Neophyte Hybrid

Neophyte Hybrids: Mining Laser, 10x Neophyte Hybrid

Neophyte Hybrids: Mining Laser, 10x Neophyte Hybrid

Neophyte Hybrids: 2x Mining Laser, 10x Neophyte Hybrid

Neophyte Hybrids: 2x Mining Laser, 10x Neophyte Hybrid

++ Spearhead (CP +1) (Astra Militarum) ++

+ HQ +

Company Commander: Shotgun

+ Heavy Support +

Basilisks: Basilisk, Heavy Bolter

Basilisks: Basilisk, Heavy Bolter

Heavy Weapons Squad: 3x Mortar

+ Flyer +

Vendetta Gunships
. 2 Twin lascannons: 2x Twin lascannon
. Vendetta gunship: Twin lascannon

+ Dedicated Transport +

Chimera: Heavy Bolter, Heavy Bolter

+ Elites +

Veterans: 3x Flamer, 7x Shotgun

++ Total: [1700 Pts] ++

Created with BattleScribe (https://battlescribe.net)

It's more a static Guard army with GSC twist to get some nice support in form of Mining Weapons and Magi.

This message was edited 1 time. Last update was at 2017/12/14 15:12:38


 
   
Made in se
Fresh-Faced New User




You need to answer one question: why is your list better than a pure AM list? It looks like you don’t plan to ambush much, and all those cult chimaeras could be rerolling ones or ignoring -1 ap, and the cultist could take orders. the magi don’t have a lot of spells that benefit you. Why not play a Armageddon guard with those models? You have 300 p left to 2k, I would go Primus and a bunch of genestealers
   
Made in gb
Junior Officer with Laspistol






 Niiai wrote:
Remember that you multiply before adding S, in 8th edition.


The Psychic power gives +1S, the weapon then doubles that.

See the Designers Commentary FAQ:

Q: If a rule modifues a model’s Strength characteristic, and that model is equipped with a melee weapon that also has a modifier (e.g. ‘x2’), could you explain the order in which the modifiers are applied to the characteristics and the weapon’s Strength?

A: First you must determine the model’s current Strength characteristic. To do so apply all modifiers to it that multiply or divide the value, then apply any that add or subtract to it. Having done this, you then modify this value as described by the weapon’s Strength characteristic.

For example, let’s imagine a model with a basic Strength characteristic of 3 is under the effects of two psychic powers: a friendly one that doubles their Strength characteristic, and an enemy one that subtracts 1 from their Strength characteristic. That model’s current Strength
is therefore 5. If this model then fights with a weapon like a power fist, which has a Strength characteristic of ‘x2’, that attack will therefore be resolved at Strength 10.


Using this as guidance, an Aberrant under the effects of Might From Beyond using a Power Hammer fights at S12.

Base S5
+1 for the power = 6, their "current Strength characteristic" as per the FAQ
Then apply x2 for the Power Hammer = 12

This message was edited 2 times. Last update was at 2017/12/14 17:32:29


I scratch-built a Macharius Vulcan, Thunderbolt and Spartan! Have a peek at the build and my painting progress here: https://www.dakkadakka.com/dakkaforum/posts/list/90/513429.page

My all-plastic Praetorian build log: http://bit.ly/1K7gn7J

People who say "special snowflake" a lot tend to be unpleasant people.

 
   
Made in ca
Fresh-Faced New User




 JohnnyHell wrote:
 Niiai wrote:
Remember that you multiply before adding S, in 8th edition.


The Psychic power gives +1S, the weapon then doubles that.

See the Designers Commentary FAQ:

Q: If a rule modifues a model’s Strength characteristic, and that model is equipped with a melee weapon that also has a modifier (e.g. ‘x2’), could you explain the order in which the modifiers are applied to the characteristics and the weapon’s Strength?

A: First you must determine the model’s current Strength characteristic. To do so apply all modifiers to it that multiply or divide the value, then apply any that add or subtract to it. Having done this, you then modify this value as described by the weapon’s Strength characteristic.

For example, let’s imagine a model with a basic Strength characteristic of 3 is under the effects of two psychic powers: a friendly one that doubles their Strength characteristic, and an enemy one that subtracts 1 from their Strength characteristic. That model’s current Strength
is therefore 5. If this model then fights with a weapon like a power fist, which has a Strength characteristic of ‘x2’, that attack will therefore be resolved at Strength 10.


Using this as guidance, an Aberrant under the effects of Might From Beyond using a Power Hammer fights at S12.

Base S5
+1 for the power = 6, their "current Strength characteristic" as per the FAQ
Then apply x2 for the Power Hammer = 12


You've literally proved yourself wrong in the exact FAQ that you quoted. Apply all multiply/divide modifiers, and THEN add/subtract modifiers. They're hitting at STR 11.

Edit: Ugh, yeah I goofed. Poor reading comprehension + horrible GW wording ftl.

This message was edited 1 time. Last update was at 2017/12/14 18:53:19


 
   
Made in gb
Been Around the Block




ajax_xaja wrote:
 JohnnyHell wrote:
 Niiai wrote:
Remember that you multiply before adding S, in 8th edition.


The Psychic power gives +1S, the weapon then doubles that.

See the Designers Commentary FAQ:

Q: If a rule modifues a model’s Strength characteristic, and that model is equipped with a melee weapon that also has a modifier (e.g. ‘x2’), could you explain the order in which the modifiers are applied to the characteristics and the weapon’s Strength?

A: First you must determine the model’s current Strength characteristic. To do so apply all modifiers to it that multiply or divide the value, then apply any that add or subtract to it. Having done this, you then modify this value as described by the weapon’s Strength characteristic.

For example, let’s imagine a model with a basic Strength characteristic of 3 is under the effects of two psychic powers: a friendly one that doubles their Strength characteristic, and an enemy one that subtracts 1 from their Strength characteristic. That model’s current Strength
is therefore 5. If this model then fights with a weapon like a power fist, which has a Strength characteristic of ‘x2’, that attack will therefore be resolved at Strength 10.


Using this as guidance, an Aberrant under the effects of Might From Beyond using a Power Hammer fights at S12.

Base S5
+1 for the power = 6, their "current Strength characteristic" as per the FAQ
Then apply x2 for the Power Hammer = 12


You've literally proved yourself wrong in the exact FAQ that you quoted. Apply all multiply/divide modifiers, and THEN add/subtract modifiers. They're hitting at STR 11.


Check it again, it says calculate unit buffs (might from beyond and the relic), then calculate the weapon buffs (the power hammer x2)
   
 
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