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Made in us
Regular Dakkanaut





I'm going to jump in here on the Tyanid shooting support question. I run Tyranids, Tyranids, and Tyranids with GSC support.

There are several options for Tyranid shooting support: Jormugandr Warriors; Kronos Hive Guard/Exocrines; Carnifexes; and devilgaunts.

I think someone earlier mentioned Tyranofexes. Tyranofexes are only useful in odd T8 spam builds, using their flamer. Cannon Tyranofexes are inferior to equivalent investment in laser Neophytes, and should never be taken.

Jormugandr Warriors use the Jormugandr fleet trait (always in cover) and an Adaptive Physiology to give two max squads of Warriors a 2+ cover save. They then add a Malanthrope for the -1 to hit, a Tyranid Prime for a +1 to hit, and equip them with cannons, guns, and boneswords. The end result is a block of durable multiwound models that puts out solid shooting and solid cc. It is a solid build that is worth putting a list together around. There is another version of it that uses a different Adaptive to give them ignores -1/-2 AP instead of the 2+ cover. Both builds have merits. The issue is that with either build you lose your warlord trait, spend close to half your points, and are basically a Warrior list with backup something else.

Kronos Gun Lines revolve around Hive Guard and/or Exocrines. Both Hive Guard and Exocrines are excellent units that can put out substantial damage. Hive Fleet Kronos grants reroll 1's to hit if the unit didn't move, which synergizes well with both Hive Guard and Exocrines. Kronos also has a fleet specific spell that gives a unit exploding sixes and fits nicely on either Hive Guard or Exocrines. Hive Guard are more expensive than Exocrines, but come with built in S8 (vs S7), ignores cover, and does not require line of sight. Exocrines are flat 2 damage (vs Hive Guard at d3 damage), that can be boosted to 3 with a strat, and have a mobility strat that makes them more flexible, movement wise, than Hive Guard. Both put out 12 shots hitting on 3's. Hive Guard can be double tapped for 2CP (infantry strat that lets you shoot twice).

Both units need a synapse babysitter, which is going to be a Neurothrope, who will carry the exploding 6's spell. Exocrines very much want a Malanthrope for the -1 to hit bubble. Hive Guard are happy staying out of line of sight, so a Malanthrope is much less important and a cheaper Neurothrope works as the second HQ. Rippers and Termagants are cheap enough that there is very little reason not to take a battalion. Kronos also has a very strong anti psycher strat that has a range of 24" from a Kronos model and makes them cast the spell on 1d6 instead of 2d6. Also worth noting is that Termagants are dirt cheap and can be used to screen and occupy space very efficiently, particularly if they trail back to a Malanthrope for the -1 to hit.

If you want to go all in, Neurothrope + Malanthrope + 40-60 model Termagant screen + 3 Exocrines is very solid gunline that will slow down anything that runs into it.

If you wan't splash in the 'nids, 2x Neurothrope + 3x Ripper + 6 Hive Guard gives a nice little firebase that will more than make up for the points you put into them.

Carnifexes can be kitted up to be very effective as short range medium S gun platforms. The standard build is twin pairs of Brainleach Devourers, Enhanced Senses, and Spore Banks. This gives 24 S6 1D shots, hitting on 3's, on reasonably cheap and durable platform with a built in -1 to hit. The normal Hive Fleet for them is Jormugandr, because the always in cover gives them a default 2+ vs shooting. None of the other Hive Fleets help all that much: their range is short enough that they rarely get the bonus from standing still from Kronos, and the rest are unhelpful to simply bad.

Carnifexes don't benefit from Malantropes (the -1's explicitly don't stack), so the default build is going to be a pair of Neurothropes and 3x Rippers, plus up to 9 Carnifexes. You can viably shave points by running the slightly cheaper Tyranid Primes, as there is no particular spell that the Carnifexes need to work. That said, Neurothropes are very durable and have a range of useful spells, so keeping them is never a bad thing. Carnifexes are also eligible for the +1 damage strat mentioned earlier. 24 S6 D2 shots will murder primaris.

Devourer's have short enough range that screening the Carnifexes is tricky at best, so the Termagants are not really necessary in the way they are for a Exocrine build. On the other hand, if you are willing to invest in it you can get very durable Termagants, who then stand around occupying space and being a pain the the butt. By spending your warlord trait and a CP, you can give two units Adaptive Physiology. You pick +1 to cover saves for both of them, give it to a pair of 30 man Termagant broods, and add in a Malanthrope. Now you have 60 fearless Termagants with a -1 to hit and a 4+ cover save.

A small investment in Carnifexes (min battalion + 2-4 of them) will give you a handful of strong shooting platforms that compliment Ridgerunner builds. A heavy investment (Carnifexes + Termigants) will give you those strong shooting platforms, plus a back/midfield control.

Devilgants are less a build and more of a tool that can be plugged into other builds or taken on their own. The core idea is to give a big block of Termagants devourers, deep strike them, and murder infantry. And when I say murder infantry, I mean see them driven before you and hear the lamentations of their women. Devilgants hit infantry targets HARD. They are also expensive, and don't do much more than scratch paint on non-infantry targets.

You can run them in any Hive Fleet by using a Trygon as a delivery mechanism. The issue with that is that Trygons are expensive, frail, not synapse, and are a big enough threat that they will be blown off the table before they get to do anything. You can pay extra points to make the Trygon have synapse, but that doesn't fix any of the other issues.

The better way to run devilgants is in a Jorgmundr detachment. Jorgmundr allows you to spend CP to use the much cheaper Raveners as your delivery mechanism, and you can put Infantry in them instead of just Troops, so you can bring synapse with you in the form of Neurothropes. Neurothropes are prefered because there is a Jorgmundr spell that lets you reroll hits vs a target unit if the shooting unit deep struck that turn. Depending on how many 'gants you take, the end result is something between 60 and 90 S4 shots, hitting on 4's, rerolling hits, rerolling 1's to wound, and able to double tap. One of my fondest memories in 40k was taking advantage of a positioning mistake and the double tap to use a 30 man devilgant brood to kill the entire loyal 32 in one shooting phase.

If you want to go all out with it, you can add in a Malanthrope and spend a CP on an Adaptive to give them that -1 to hit and 4+ cover, then fill the battalion with a pair of Ripper squads. Or you can go the minimal route: Neurothrope + Raveners + Termagants as a patrol that plugs in as a third detachment.

The downsides to Devilgants is that they are really good at killing the sort of horde infantry that isn't all that common right now, they are expensive (400 points for the patrol, going up from there) and they are CP intensive. If you run them you effectively dedicate 4 CP to them (two for putting units in deep strike, and two for double tapping). They are basically an excellent solution for a problem that doesn't exist right now.



I find that Kronos works well in support of Acolyte/Neophyte builds. The extra shooting and on the board presence from the Hive Guard/Exocrines combined with the board control that Termagants provide is very useful. I'm planning on running 12 Hive Guard, Neurothrope + Malanthrope, and 60 Termagants plus my Saws and laser Neophytes once the local stores open up.

I think that Carnifexes would work well with Ridgerunners, but I haven't reached my Ridgerunners in my painting stack yet, so I don't have any practical experience with it.

The Warrior build I think works best in reverse: a Tyranid army supported by GSC. Devilgants are fun, but not really necessary.






   
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Uppsala, Sweden

Great guide. Thanks babelfish!
   
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Dakka Veteran





It's a really good breakdown too. I personally agree very much with everything he said. Maleceptor may be worth a mention for psychic and defense support especially when running a Warrior platoon. (Also probably worth including that Exocrines targeted with the spell get exploding hits on 5+'s because of their innate +1). Very good write up.


Except for one part:
babelfish wrote:



Carnifexes can be kitted up to be very effective as short range medium S gun platforms. The standard build is twin pairs of Brainleach Devourers, Enhanced Senses, and Spore Banks. This gives 24 S6 1D shots, hitting on 3's, on reasonably cheap and durable platform with a built in -1 to hit. The normal Hive Fleet for them is Jormugandr, because the always in cover gives them a default 2+ vs shooting. None of the other Hive Fleets help all that much: their range is short enough that they rarely get the bonus from standing still from Kronos, and the rest are unhelpful to simply bad.


As someone with 6x Dakkafexes who absolutely love them... I will say I heavily disagree with this. Jorm is one of the less bad choices for them, but honestly, anything other than Kraken on a Devourer Carniafex and you've made a mistake. They have 8" move and optional AG (an option you should strongly consider). They have 18" range. They have assault weaponry, and they are one of the few units in the dex who can get 3+ BS, allowing them to still hit on 4's after advancing, and one of the only units that doesn't have to hug a Malanthrope bubble if they want -1 to be shot at. They are meant to tear up the field as fast as possible (they run like Jetbikes in Kraken at consistent 13"-14" advances), and mow down screens or chip off damage anywhere and just get in the way. Great unit, but trying to slowly creep them up the board is a waste of everything they do well and you'd have just been better getting another Exocrine or two.
   
Made in fi
Locked in the Tower of Amareo





 Strat_N8 wrote:
On a different note, anyone have thoughts on what has been hinted at for 9th? I have mixed feelings myself at the moment. Improved terrain rules is good for us and vehicles being able to fire into combat is a big boon for our Goliath Trucks (Demo Cache is more attractive) and Rock Grinders (especially with clearance incinerators). Some tweaks to overwatch, falling out of combat, and charging will also be welcome as well. The new command point system I feel a bit mixed on. The current system is ok for us since we like our troops and tend to be CP hungry. If the starting number is significantly higher it could be good for us but time will tell. I am a bit concerned about reserves costing command points though. Depending on how many are available that change could be very problematic for mass ambush-style lists, since such lists are already very command point hungry as is.


Couple points. a) tanks are said to be able to shoot FROM combat. Haven't heard them being able to shoot INTO combat. It's quite a difference and unlikely tanks(and monsters) gain ability to shoot into combat half a table away... b) reserve CP I very much doubt going into reserve with units that were free before costs CP in 9th ed. It sounds they want to INCREASE reserves. Making previously free ones cost CP would do opposite likely...

I suspect the CP cost is stratagem that allows to put units outfanking that wouldn't be able anyway. And stratgems that gives you deep strike style is still valid as you wouldn't be restricted to coming from board edges(I suspect the 9th ed one restricts coming from table edge. At first sides and later to other side of board as well).

2024 painted/bought: 109/109 
   
Made in us
Regular Dakkanaut





 Nitro Zeus wrote:
It's a really good breakdown too. I personally agree very much with everything he said. Maleceptor may be worth a mention for psychic and defense support especially when running a Warrior platoon. (Also probably worth including that Exocrines targeted with the spell get exploding hits on 5+'s because of their innate +1). Very good write up.


Except for one part:
Spoiler:

babelfish wrote:



Carnifexes can be kitted up to be very effective as short range medium S gun platforms. The standard build is twin pairs of Brainleach Devourers, Enhanced Senses, and Spore Banks. This gives 24 S6 1D shots, hitting on 3's, on reasonably cheap and durable platform with a built in -1 to hit. The normal Hive Fleet for them is Jormugandr, because the always in cover gives them a default 2+ vs shooting. None of the other Hive Fleets help all that much: their range is short enough that they rarely get the bonus from standing still from Kronos, and the rest are unhelpful to simply bad.


As someone with 6x Dakkafexes who absolutely love them... I will say I heavily disagree with this. Jorm is one of the less bad choices for them, but honestly, anything other than Kraken on a Devourer Carniafex and you've made a mistake. They have 8" move and optional AG (an option you should strongly consider). They have 18" range. They have assault weaponry, and they are one of the few units in the dex who can get 3+ BS, allowing them to still hit on 4's after advancing, and one of the only units that doesn't have to hug a Malanthrope bubble if they want -1 to be shot at. They are meant to tear up the field as fast as possible (they run like Jetbikes in Kraken at consistent 13"-14" advances), and mow down screens or chip off damage anywhere and just get in the way. Great unit, but trying to slowly creep them up the board is a waste of everything they do well and you'd have just been better getting another Exocrine or two.


Interesting. Now I'm going to lose at least 2 hours in battlescribe playing with fast Carnifex builds.

I haven't really used Carnifexes this edition, mostly due to not getting enough chances to play to try out all the things I want to run. I can definitely see the argument for Kraken 'fexes.
   
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Liche Priest Hierophant





Bergen

I have asked this befire but after much searching on the internett I could not find the awnser.

The vigulus relic is not free. Even if I upgrade a detacment and make a field commander, right?

   
Made in fr
Mekboy Hammerin' Somethin'






I for one am more excited about 2 kraken acid tyranofexes with a 5++ (provided they can double shoot when engaged in close combat) than about carnifexes.
Ever since the model came out, it has been half good half bad unit at best. Perhaps with 9th ed, the Day of Tyranofex has beckoned...

Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
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 addnid wrote:
I for one am more excited about 2 kraken acid tyranofexes with a 5++ (provided they can double shoot when engaged in close combat) than about carnifexes.
Ever since the model came out, it has been half good half bad unit at best. Perhaps with 9th ed, the Day of Tyranofex has beckoned...

This was my first pick for a good unit to outflank as well. I think they are already better than they seem on paper, and I enjoy running them.

But as babel said, I think they are best when you're going for T8 Saturation/Nidzilla style build. So probably more of a Tyranid tactic than a GSC one, in my opinion at least

This message was edited 1 time. Last update was at 2020/06/03 09:18:38


 
   
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Bergen

We are discussing favoret MC in the gsc thread witch is a bit odd.

Anywah, do not dump on the tyranofex. It is nieche, but good:

The flamer has been our best weapon vs flyers. It is good with slimet maggot stratgrm vs vehicels and with fearless screens it is quite dangerush.

The rupture cannon comes out better then hiveguards and exoshrines vs T8. You rarly do not see it in all commers lists as hive guards and exoshrines are not far behind it vs T8, and they are better vs 2 wound primarises. T8 is something nids have a real problem with, so it has a function. Usualy GSC are also good at dealing with T8 so the rupture cannon tyranofex gets often blocked out.


   
Made in us
Regular Dakkanaut





 Niiai wrote:
We are discussing favoret MC in the gsc thread witch is a bit odd.

Anywah, do not dump on the tyranofex. It is nieche, but good:

The flamer has been our best weapon vs flyers. It is good with slimet maggot stratgrm vs vehicels and with fearless screens it is quite dangerush.

The rupture cannon comes out better then hiveguards and exoshrines vs T8. You rarly do not see it in all commers lists as hive guards and exoshrines are not far behind it vs T8, and they are better vs 2 wound primarises. T8 is something nids have a real problem with, so it has a function. Usualy GSC are also good at dealing with T8 so the rupture cannon tyranofex gets often blocked out.



I have to disagree with you.

For pure Tyranids, the flamer-fex has its role, agreed. Depending on the details of how outflank works, I can see a flamerfex making sense as a ally to GSC, although GSC already tends to want lots of units in reserve and adding in another one might be tricky.

For pure Tyranids, the cannon-fex just isn't good enough. A competent opponent will kill a monster a turn. One hit per cannon-fex for a few turns just isn't enough damage. Against Knights or similar, you can't kill enough before they die to be worth it. Against low T armies, the cannon-fex basically gets ignored. Exocrines and Hive Guard die at similar rates, but have utility against non-T8 targets. With Exocrines and Hive Guard you are less likely to get stuck playing against a list where the gun is wasted in the way a cannon-fex is when they don't bring anything tougher than a Rhino.

GSC have a better option for the same job in the form of laser neophytes. A Tyranid list that feels like it lacks shooting vs T8 is better off looking at an allied GSC battalion than fixing it internally. A GSC list that is lacking T8 shooting should be taking Neophytes, not looking at Tyranofexes.
   
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Bergen

Yes I agree. In big parts because you just quoted what I said with more words.

   
Made in us
Regular Dakkanaut




Nexos or some other character better change to act as CP generation instead of recovery, because I have a hard time thinking of a CP thirstier army than GSC, and 12 +1/turn absolutely won't cut it.
   
Made in us
Brainy Biophagus Brewing Potent Chemicals






@babblefish: As the others have said, very nice write-up. I took the liberty of linking to it beneath the section on Tyranid allies in the main post, but if you would like me to remove it I can do so.

Niiai wrote:I have asked this befire but after much searching on the internett I could not find the awnser.

The vigulus relic is not free. Even if I upgrade a detacment and make a field commander, right?


Sorry for the late response to this. You are correct, the Vigilus relics act like all of the others in that the first one is free but if you want additional ones you will have to pay command points.

For what it is worth, I'm not sure the Vigilus relics are as attractive as they used to be. The Vial of Grandsire's Blood lost a bit of its appeal with the nerfs to Mental Onslaught and the ability to get benefits similar to its once-per-game effect that last for the duration of the battle rather than one turn. The Blessed Sledgehammer is a bit more appealing with the nerf to the Abominant's hammer, but admittedly the main appeal for the Abominant currently is his relative durability more than his offensive potential so relics that lend themselves towards taking advantage of that are comparatively more useful.

Madjob wrote:Nexos or some other character better change to act as CP generation instead of recovery, because I have a hard time thinking of a CP thirstier army than GSC, and 12 +1/turn absolutely won't cut it.


I agree it is a potential concern, but admittedly most of my lists have been hovering around 14 CP to start with so for me the new system (based on what limited data we have so far) is somewhat of a wash. I do think the +1 per turn should be a net boon though, since in some regards it can be viewed as a "discount" for stratagems that see repeated use (Perfect Ambush, Lying in Wait, Chilling Efficiency) and anything after turn 3 is just an added bonus. I also don't anticipate that the current limitations on CP regeneration will be making the transition to 9th with the new +1 per turn rule, which should be a good buff to the Nexus's ability to fuel stratagem usage.

Also I suppose if nothing else 3000 points might become the new 2000 for tournament play given it has been mentioned that points will be going up. At that point,18 CP is fairly close to the high-end ceiling of potential starting CP currently possible at 2000 while remaining viable (roughly equal to a brigade + battalion).

This message was edited 1 time. Last update was at 2020/06/08 01:44:04


 
   
Made in us
Regular Dakkanaut




 Strat_N8 wrote:

Madjob wrote:Nexos or some other character better change to act as CP generation instead of recovery, because I have a hard time thinking of a CP thirstier army than GSC, and 12 +1/turn absolutely won't cut it.


I agree it is a potential concern, but admittedly most of my lists have been hovering around 14 CP to start with so for me the new system (based on what limited data we have so far) is somewhat of a wash. I do think the +1 per turn should be a net boon though, since in some regards it can be viewed as a "discount" for stratagems that see repeated use (Perfect Ambush, Lying in Wait, Chilling Efficiency) and anything after turn 3 is just an added bonus. I also don't anticipate that the current limitations on CP regeneration will be making the transition to 9th with the new +1 per turn rule, which should be a good buff to the Nexus's ability to fuel stratagem usage.

Also I suppose if nothing else 3000 points might become the new 2000 for tournament play given it has been mentioned that points will be going up. At that point,18 CP is fairly close to the high-end ceiling of potential starting CP currently possible at 2000 while remaining viable (roughly equal to a brigade + battalion).


After pre-game spending, right?

The cost on our bread and butter strats is a big concern for me, you mentioned them but it bears repeating because frankly our army is designed around Lying in Wait and Perfect Ambush. Without them, it barely functions, which is why we're viewed as something of a glass cannon army - if we don't get the initial impact we need, we peter out quickly. A second concern is detachments - besides the issues with the limitations on our Characters (something I'm personally hoping they have the forethought to do away with via errata), our Elites are absolutely bloated, making multiple detachments a requirement for a lot of lists even ignoring CP.

I can also only hope they won't saddle GSC with the same CP burden on putting units into reserve, whatever that looks like - all we know is that CP is involved in it. With every <Cult> unit in our army being able to enter reserve, and indeed being designed around their ability to do so, there must be some sort of special consideration made.
   
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Madjob wrote:

After pre-game spending, right?


Surprisingly, no. My current list doesn't really have much to spend CP on early game. There generally isn't a Patriarch to allow an Alphus to be the Warlord (she is one of the most defensible options, since she wants to hang back and buff things) and I can generally make do with one relic. I will sometimes use They Came From Below and Sensor Decoys to open up more options, but otherwise I don't generally start spending much until turn 2-3. Part of the reason I can do this is admittedly a huge amount of Fast Attack. I have three squads of 8 Jackals + 2 Wolfquads (shotguns, incinerators or mining lasers) and two squadrons of 3 Ridgerunners with 1-2 Alphus to provide to-hit bonuses. The remaining units are either set in ambush or ride in Goliath Trucks depending on what archetype I'm going with.

Now before my mass ambush lists generally would start with 5-6 CP spent on pre-game things, but I haven't been using that archetype as much because it has had trouble with my local meta (too many Infiltrators and anti-deepstrike builds) and the last edition of Chapter Approved was rather unkind to my preferred "bomb" units.

Madjob wrote:
A second concern is detachments - besides the issues with the limitations on our Characters (something I'm personally hoping they have the forethought to do away with via errata), our Elites are absolutely bloated, making multiple detachments a requirement for a lot of lists even ignoring CP.


I agree I hope they will errata something for the characters. I can understand limiting the important leadership characters, but it would be nice to be able to take multiples of lesser characters. I haven't noticed as much trouble with the Elites, though admittedly they have twice as many slots as the Fast or Heavy slots.

For what it is worth I think we will be fine taking a Brigade as our free detachment. Our troops and HQs are generally our favorite things anyway and our Fast Attack and Elite options are fairly solid. Worst slot is oddly the Heavy Support, though at least we can fill it cheaply with weapon teams.
   
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Scuttling Genestealer





GSC is in an odd spot. The army was originally designed around being able to deep-strike turn 1 — our last codex helped us somewhat adjust, but with all the changes, it feels like GSC is really struggling to function as a standalone faction. It seems like one of the few armies that is entirely reliant on strategems to set it up, unless you heavily soup.

We typically always take more than 1 detachment because of the character limitations and because our Cult Creeds greatly favor certain units over others.

Now we have to pay CP to deep strike, pay CP to soup, and pay CP to take multiple detachments?

I know things greatly change between editions, but I have to hope that GW is going to give Genestealer Cults special rules for 9th — because I have no idea how to build a mono-GSC list with these new restrictions. I'm anxious to see how the rest of the new stuff will affect us.

This message was edited 4 times. Last update was at 2020/06/09 01:19:10


 
   
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Not saying I disagree, but just correcting that you won't have to pay CP to Deepstrike. The CP is for units who don't have a natural DS.
   
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Bergen

As of yet we so not know enough about 9th edotion to conclude anything. And speculations are to hard without more information to be of any use.

   
Made in fi
Locked in the Tower of Amareo





Figuring out natural reserves don't cost CP is easy enough seeing they aren't increasing CP a lot(many will have less) and are saying reserves will be used more than before

2024 painted/bought: 109/109 
   
Made in fr
Mekboy Hammerin' Somethin'






I have hopes that my 4 goliath trucks will be the key to "9th ed" GSC, at least before codex drops and it's back to DS shenanigans (4*10 transport capacity is not too shabby if armies are reduced, and if aberrants aren't as overpriced as post CA then transporting instead of DSing could work !)
Love the lore, the minis, but the gameplay got really tedious after a while...

So I for one am happy if what worked during 8th for GSCs no longer works for 9th.

Of course perhaps the army won't work at all before codex drops, who knows... I don't think it is an army which is high on GW's priority list, at all. Now that doesn't mean GSC can't be good start of 9th

This message was edited 2 times. Last update was at 2020/06/09 09:06:22


Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in us
Regular Dakkanaut




 addnid wrote:
I have hopes that my 4 goliath trucks will be the key to "9th ed" GSC, at least before codex drops and it's back to DS shenanigans (4*10 transport capacity is not too shabby if armies are reduced, and if aberrants aren't as overpriced as post CA then transporting instead of DSing could work !)
Love the lore, the minis, but the gameplay got really tedious after a while...

So I for one am happy if what worked during 8th for GSCs no longer works for 9th.

Of course perhaps the army won't work at all before codex drops, who knows... I don't think it is an army which is high on GW's priority list, at all. Now that doesn't mean GSC can't be good start of 9th


Their twin autocannons certainly look a lot more attractive now with the Heavy penalty removed.
   
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Today's overwatch news probably the best 9th edition news for GSC - with our paper toughness, losing a good chunk of a turn 2 punch before it could do anything to mass Overwatch often ended games. Now our opponents have to choose against a mass of charges which one is worth spending the stratagem on... And that's after we've turned off 1-2 units from being able to.
   
Made in fr
Mekboy Hammerin' Somethin'






Madjob wrote:
Today's overwatch news probably the best 9th edition news for GSC - with our paper toughness, losing a good chunk of a turn 2 punch before it could do anything to mass Overwatch often ended games. Now our opponents have to choose against a mass of charges which one is worth spending the stratagem on... And that's after we've turned off 1-2 units from being able to.


I was thinking the same ! Also as you mentioned twin ACs on goliath trucks will help us a lot too

Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
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Dakka Veteran





lower point levels without losing CP is also a good thing for this faction too imo
   
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I feel as though the new Morale rules will help us a bit. GSC has no problem playing MSU style, which seems to be favored with the new Attrition rules.
   
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Bergen

Can you explain how the new attrition rules benefits GSC? I have a hard time seing it.

   
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 Niiai wrote:
Can you explain how the new attrition rules benefits GSC? I have a hard time seing it.


Because, outside of huge Neophyte mobs or whatever, our units will only loose like 1-2 models, rather than wiping our whole units.
   
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Bergen

Can somebody explain the new brood brother to me?

https://www.warhammer-community.com/2020/06/29/faction-focus-genestealer-cults/

   
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Scuttling Genestealer







What they've shown is just the first two paragraphs of our current Brood Brother rules. We'll have to wait and see if anything actually changes for the full rules.

They mention "the ability to flexibly add Astra Militarum and a large number of units in a single detachment", but didn't actually show anything to support that statement — so we don't know if they're talking about the current "Cult" units in our codex like the Leman Russ and Sentinels — or if they've decided to let us use other Astra Militarum units in a Genestealer Cult detachment.



This message was edited 4 times. Last update was at 2020/06/30 02:21:43


 
   
Made in us
Regular Dakkanaut




"Mike: First off, army building is a bit easier for the Genestealer Cults. The ability to flexibly add Astra Militarum and a large number of units (both big and small) within a single Detachment is a huge advantage since it guarantees you the full 12 starting Command points."

Yea it could possibly be interpreted to mean that IG codex units can be freely added to a Genestealer Cults detachment, not just the Brood Brother units which are included in the GSC codex. But then, the very next statement is about how we can afford to bring additional detachments thanks to Nexos regeneration + 1CP/turn from the new rules, though they don't mention IG units again in that context but rather GSC stuff.

Having the entire IG codex sans special characters available in a single detachment + our codex options too would be pretty great.
   
 
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