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Made in us
Shadowy Grot Kommittee Memba






 N.I.B. wrote:
Subterranean uprising

0-1 Primus
0-3(?) Aberrants
3-5(?) Acolytes
1-2(?) Metamorphs

I can't remember exactly the unit numbers and the image has been removed, but I am pretty confident of the minimums

Benefits: All units gain Infiltrate and MUST deploy via Cult Ambush. When Cult Ambushing, units roll 2 dice and pick 1, roll 3 and pick 1 if the unit is joined by the Primus.

Overall Rating: 10/10. They also gain turn 1 shroud in the decurion.

Only units with native Infiltrate get Shroud from the Insurrection detachment. Which would be only the Primus of the above (who of course gives it to the unit he joins).


Having infiltrate through the model's rules and gaining infiltrate through the formation doesn't make a difference when it comes to the main detachment. "all units gain infiltrate" is a benefit of the formation which should mean all units in the formation count as units with native infiltrate when it comes to gaining Shrouded from the detachment.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in es
Longtime Dakkanaut





 N.I.B. wrote:
Subterranean uprising

0-1 Primus
0-3(?) Aberrants
3-5(?) Acolytes
1-2(?) Metamorphs

I can't remember exactly the unit numbers and the image has been removed, but I am pretty confident of the minimums

Benefits: All units gain Infiltrate and MUST deploy via Cult Ambush. When Cult Ambushing, units roll 2 dice and pick 1, roll 3 and pick 1 if the unit is joined by the Primus.

Overall Rating: 10/10. They also gain turn 1 shroud in the decurion.

Only units with native Infiltrate get Shroud from the Insurrection detachment. Which would be only the Primus of the above (who of course gives it to the unit he joins). [/quote


Decurion gives shroud to units that have infiltrate. With the subterrean units gains infiltrate, so with the decurion, they gain shroud.
   
Made in us
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 N.I.B. wrote:
Subterranean uprising

0-1 Primus
0-3(?) Aberrants
3-5(?) Acolytes
1-2(?) Metamorphs

I can't remember exactly the unit numbers and the image has been removed, but I am pretty confident of the minimums

Benefits: All units gain Infiltrate and MUST deploy via Cult Ambush. When Cult Ambushing, units roll 2 dice and pick 1, roll 3 and pick 1 if the unit is joined by the Primus.

Overall Rating: 10/10. They also gain turn 1 shroud in the decurion.

Only units with native Infiltrate get Shroud from the Insurrection detachment. Which would be only the Primus of the above (who of course gives it to the unit he joins).


Actually, the Subterranean Uprising gives all the units in it Infiltrate. Because they'd them have the Infiltrate from this formation atop the Infiltrate from the Decurion, they'd get the Shrowded on turn 1.
   
Made in es
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I have other question.
When you roll 3 dice in subterranean uprising, you reroll same results?
   
Made in gb
Pyromaniac Hellhound Pilot






I think this looks really strong on first impressions! So many MSU opportunities, and a horde that almost entirely sets up just 9 inches away from the enemy! I'd say the metamorphs with +2S sound like the most dangerous thing in the book - they'll reliably kill anything from infantry to GMCs and super heavies in CC. Who needs expensive powerfist options when these guys exist?

How does this sound for a list idea?

Brood cycle - 425pts

Iconward 65pts
Acolytes 40pts
Acolytes 40pts
Acolytes 40pts
Neophytes with autocannon 60pts
Neophytes with autocannon 60pts
Metamorphs with crushing claws 55pts
Purestrains 65pts

Subterranian uprising -245pts
Metamorphs with crushing claws 55pts
Metamorphs with crushing claws 55pts
Metamorphs with crushing claws 55pts
Acolytes 40pts
Acolytes 40pts

Subterranian uprising - 245pts
Metamorphs with crushing claws 55pts
Metamorphs with crushing claws 55pts
Metamorphs with crushing claws 55pts
Acolytes 40pts
Acolytes 40pts

Doting throng 415pts
Magus with ML2 65pts
16 neophytes with autocannon 110pts (magus here to keep him safe)
20 neophytes 120pts
20 neophytes 120pts

Cult mutants
5 metamorphs with crushing claws 55pts
5 metamorphs with crushing claws 55pts
5 metamorphs with crushing claws 55pts
5 metamorphs with crushing claws 55pts

Tyranid CAD 315pts (approx.)

Flyrant with devourers

Mucolid
Mucolid
Mucolid
Mucolid
Mucolid

The plan would be for all the GSC to cult ambush save the Magus and his unit, which would infiltrate behind the main battle line - ideally near to the 20-strong neophyte units to turn them into fearless tarpits for anything that can't be reliably killed. The flyrant engages air targets and the mucolids act as a dangerous annoyance.

I think it'd be pretty nasty for a lot of lists to face on non kill-point missions! It's got 170 models in your face turn one. Most of which are comfortable engaging wraithknights, riptides and imperial knights with their S6 rending, while making a nasty mess of anything smaller. Imperial deathstars would likely be a problem, but they are for everyone these days...

This message was edited 1 time. Last update was at 2016/09/29 13:39:12


Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights  
   
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zamerion wrote:
I have other question.
When you roll 3 dice in subterranean uprising, you reroll same results?


Nope. It only says roll 2 dice/3 dice, and choose.

If I roll "4, 4, 4" then I have a choice between 4, 4, or 4.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
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the_scotsman wrote:

If I roll "4, 4, 4" then I have a choice between 4, 4, or 4.


Kinda like elections.

This message was edited 1 time. Last update was at 2016/09/29 13:54:32


 
   
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 DoomMouse wrote:
I think this looks really strong on first impressions! So many MSU opportunities, and a horde that almost entirely sets up just 9 inches away from the enemy! I'd say the metamorphs with +2S sound like the most dangerous thing in the book - they'll reliably kill anything from infantry to GMCs and super heavies in CC. Who needs expensive powerfist options when these guys exist?

How does this sound for a list idea?

Brood cycle - 425pts

Iconward 65pts
Acolytes 40pts
Acolytes 40pts
Acolytes 40pts
Neophytes with autocannon 60pts
Neophytes with autocannon 60pts
Metamorphs with crushing claws 55pts
Purestrains 65pts

Subterranian uprising -245pts
Metamorphs with crushing claws 55pts
Metamorphs with crushing claws 55pts
Metamorphs with crushing claws 55pts
Acolytes 40pts
Acolytes 40pts

Subterranian uprising - 245pts
Metamorphs with crushing claws 55pts
Metamorphs with crushing claws 55pts
Metamorphs with crushing claws 55pts
Acolytes 40pts
Acolytes 40pts

Doting throng 415pts
Magus with ML2 65pts
16 neophytes with autocannon 110pts (magus here to keep him safe)
20 neophytes 120pts
20 neophytes 120pts

Cult mutants
5 metamorphs with crushing claws 55pts
5 metamorphs with crushing claws 55pts
5 metamorphs with crushing claws 55pts
5 metamorphs with crushing claws 55pts

Tyranid CAD 315pts

Flyrant with devourers

Mucolid
Mucolid
Mucolid
Mucolid
Mucolid

The plan would be for all the GSC to cult ambush save the Magus and his unit, which would infiltrate behind the main battle line - ideally near to the 20-strong neophyte units to turn them into fearless tarpits for anything that can't be reliably killed. The flyrant engages air targets and the mucolids act as a dangerous annoyance.

I think it'd be pretty nasty for a lot of lists to face on non kill-point missions!


Here would be my sole concern with this setup: A large number of your units are NOT going to end up setting up near the enemy, and from experience with the Ghosar Quintus Broodkin, you end up using up optimal infiltrate locations pretty quickly and wind up setting units up in very suboptimal positions just because of your board footprint.

And that's just with a dozen 32mm bases on the board, two units of twenty plus countless metamorphs and acolytes and all that might prove to be a headache.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Regular Dakkanaut






Don't forget that the Subteranean Uprising doesn't disallow transports, and that those transports would have to deploy using Cult Ambush. That might be damn fun. ;-)

http://TheDiceAbide.com - Same game, better attitude .
 
   
Made in se
Dakka Veteran





the_scotsman wrote:
 N.I.B. wrote:
Subterranean uprising

0-1 Primus
0-3(?) Aberrants
3-5(?) Acolytes
1-2(?) Metamorphs

I can't remember exactly the unit numbers and the image has been removed, but I am pretty confident of the minimums

Benefits: All units gain Infiltrate and MUST deploy via Cult Ambush. When Cult Ambushing, units roll 2 dice and pick 1, roll 3 and pick 1 if the unit is joined by the Primus.

Overall Rating: 10/10. They also gain turn 1 shroud in the decurion.

Only units with native Infiltrate get Shroud from the Insurrection detachment. Which would be only the Primus of the above (who of course gives it to the unit he joins).

"all units gain infiltrate" is a benefit of the formation

Ah for some reason I missed the line directly under Special Rules where it said Infiltrate, nice!
   
Made in gb
Pyromaniac Hellhound Pilot






the_scotsman wrote:


Here would be my sole concern with this setup: A large number of your units are NOT going to end up setting up near the enemy, and from experience with the Ghosar Quintus Broodkin, you end up using up optimal infiltrate locations pretty quickly and wind up setting units up in very suboptimal positions just because of your board footprint.

And that's just with a dozen 32mm bases on the board, two units of twenty plus countless metamorphs and acolytes and all that might prove to be a headache.


Yeah, I can see what you mean - hadn't realised that the metamorphs/acolytes came with 32mm bases, it'd increase their footprint a lot. Seems a bit excessive to have 8pt models based on 32mm bases but oh well. I guess the enemy's likely to make your job a little easier by frantically trying to kill as many critters as possible? And even if you had to cluster them up together it wouldn't be so bad as blasts wouldn't hit a lot of models due to the 32mm bases?

Maybe it's not as good in practice as it looks in theory, but I'm sure it'd still be fun to play, and pretty terrifying for opponents. I guess it could REALLY matter who gets first turn haha

Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights  
   
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Dakka Veteran





 DoomMouse wrote:
the_scotsman wrote:


Here would be my sole concern with this setup: A large number of your units are NOT going to end up setting up near the enemy, and from experience with the Ghosar Quintus Broodkin, you end up using up optimal infiltrate locations pretty quickly and wind up setting units up in very suboptimal positions just because of your board footprint.

And that's just with a dozen 32mm bases on the board, two units of twenty plus countless metamorphs and acolytes and all that might prove to be a headache.


Yeah, I can see what you mean - hadn't realised that the metamorphs/acolytes came with 32mm bases, it'd increase their footprint a lot. Seems a bit excessive to have 8pt models based on 32mm bases but oh well. I guess the enemy's likely to make your job a little easier by frantically trying to kill as many critters as possible? And even if you had to cluster them up together it wouldn't be so bad as blasts wouldn't hit a lot of models due to the 32mm bases?

Maybe it's not as good in practice as it looks in theory, but I'm sure it'd still be fun to play, and pretty terrifying for opponents. I guess it could REALLY matter who gets first turn haha
the acolytes already came with 32mm in dw: ok

 
   
Made in us
Longtime Dakkanaut







 minionboy wrote:
Don't forget that the Subteranean Uprising doesn't disallow transports, and that those transports would have to deploy using Cult Ambush. That might be damn fun. ;-)


I wouldn't rely on that, especially since "Cannot" rules override "Must" rules. For example: A Mayhem Pack Helbrute that rolls a 6 for Crazed! to "Must Charge" still cannot Charge out of Deepstrike.

On another note, one thing I'm wondering is whether it would be worth running a "secondary" CAD so you can have a non-Patriarch Warlord? Have a Magus and, have him roll on the Strategic table and hope to roll Master of Ambush just so you can Shroud several additional units and play a more defensive ambush army. The ability to Cult Ambush would allow you to do stuff like Infiltrate a 40-point unit of Acolytes directly in front of a unit of Thundercav and block their movement for a round, among other things, or allow you to grab Maelstrom objectives far more effectively than a normal gunline would allow. Toss in a Flyrant CAD and some optional ADLs for additional shooting support.
   
Made in us
Regular Dakkanaut






 MagicJuggler wrote:
 minionboy wrote:
Don't forget that the Subteranean Uprising doesn't disallow transports, and that those transports would have to deploy using Cult Ambush. That might be damn fun. ;-)


I wouldn't rely on that, especially since "Cannot" rules override "Must" rules. For example: A Mayhem Pack Helbrute that rolls a 6 for Crazed! to "Must Charge" still cannot Charge out of Deepstrike.


Even if that's the case, you can still take transports, and they can still infiltrate. ;-)

EDIT: I'm also not sure why you're worried about "Cannot" business. There is nothing in Cult Ambush that says vehicles cannot use the rule... Your "cannot" wording if anything supports that the units can deploy inside the transport while the vehicle uses Cult Ambush from the Subterranean Uprising requirement.

[Thumb - image.jpeg]

This message was edited 2 times. Last update was at 2016/09/29 16:10:15


http://TheDiceAbide.com - Same game, better attitude .
 
   
Made in us
Neophyte Undergoing Surgeries





If that's the case, and you can bring the DT's with the Subterranean Uprising, and they can Infiltrate, then this would be a pretty strong tactic versus some armies. Infiltrate up and start real close. Hopefully you van effectively screen your units. Then you can use them to tank shock enemies, hopefully making them flee. Then charge the fleeing units with your Acolytes/Metamorphs for a quick clean-up.

And honestly, RAW, it really does look like you can Infiltrate/Cult Ambush the trucks. I mean, the whole formation gets it, so the trucks would be allowed. The only thing that might make it seam like they can't is because they themselves don't have the Cult Ambush rule. Even then, they can still Infiltrate, which is pretty nice.
   
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Snivelling Workbot





 minionboy wrote:
 MagicJuggler wrote:
 minionboy wrote:
Don't forget that the Subteranean Uprising doesn't disallow transports, and that those transports would have to deploy using Cult Ambush. That might be damn fun. ;-)


I wouldn't rely on that, especially since "Cannot" rules override "Must" rules. For example: A Mayhem Pack Helbrute that rolls a 6 for Crazed! to "Must Charge" still cannot Charge out of Deepstrike.


Even if that's the case, you can still take transports, and they can still infiltrate. ;-)

EDIT: I'm also not sure why you're worried about "Cannot" business. There is nothing in Cult Ambush that says vehicles cannot use the rule... Your "cannot" wording if anything supports that the units can deploy inside the transport while the vehicle uses Cult Ambush from the Subterranean Uprising requirement.


The issue is that none of the vehicles have the Cult Ambush special rule, so they simply cannot do it.

"Skin is the prison of the blessed and the stronghold of the heretic." 
   
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"Units with this special rule" indicates that the unit itself must have the rule and that it's not an "army-wide" special rule. Barring Scout Sentinels in a Neophyte Calvacade, none of the vehicles in the codex have the Cult Ambush rule.
   
Made in us
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 MagicJuggler wrote:
"Units with this special rule" indicates that the unit itself must have the rule and that it's not an "army-wide" special rule. Barring Scout Sentinels in a Neophyte Calvacade, none of the vehicles in the codex have the Cult Ambush rule.


Correct, but the wording of "Time to Rise Up" says, "All of the units in a Subterranean Uprising must Infiltrate during deployment, and set up using the Cult Ambush special rule (pg 96)." Which would imply that they set up using that rule, even if they don't normally have it. Just like a unit can perform a Deep Strike if a special rule forces or allows them to, even if they do not have the Deep Strike rule.

Also, the Subterranean Uprising does at the very least give all the transports Infiltrate, so even if you cannot Cult Ambush them, you can Infiltrate them, and they would be Shrouded if taken as part of a Cult Insurrection. Still totally worth taking.

This message was edited 2 times. Last update was at 2016/09/29 16:41:10


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 minionboy wrote:
 MagicJuggler wrote:
"Units with this special rule" indicates that the unit itself must have the rule and that it's not an "army-wide" special rule. Barring Scout Sentinels in a Neophyte Calvacade, none of the vehicles in the codex have the Cult Ambush rule.


Correct, but the wording of "Time to Rise Up" says, "All of the units in a Subterranean Uprising must Infiltrate during deployment, and set up using the Cult Ambush special rule..." Which would imply that they set up using that rule, even if they don't normally have it. Just like a unit can perform a Deep Strike if a special rule forces or allows them to, even if they do not have the Deep Strike rule.


No, they cannot set up using a rule they don't have. Formations that allow units which don't normally Deep Strike to deploy that way, explicitly give them the Deep Strike special rule, just like this Formation gives units Infiltrate.

"Skin is the prison of the blessed and the stronghold of the heretic." 
   
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 CryonicCenobyte wrote:
 minionboy wrote:
 MagicJuggler wrote:
"Units with this special rule" indicates that the unit itself must have the rule and that it's not an "army-wide" special rule. Barring Scout Sentinels in a Neophyte Calvacade, none of the vehicles in the codex have the Cult Ambush rule.


Correct, but the wording of "Time to Rise Up" says, "All of the units in a Subterranean Uprising must Infiltrate during deployment, and set up using the Cult Ambush special rule..." Which would imply that they set up using that rule, even if they don't normally have it. Just like a unit can perform a Deep Strike if a special rule forces or allows them to, even if they do not have the Deep Strike rule.


No, they cannot set up using a rule they don't have. Formations that allow units which don't normally Deep Strike to deploy that way, explicitly give them the Deep Strike special rule, just like this Formation gives units Infiltrate.


I understand that it may not be the way you read the rules, but it seems pretty clear when you remove any bias. Just look at Gate of Infinity, it doesn't grant them the Deep Strike rule, the unit just "arrives anywhere on the board using the rules for Deep Strike". No ability I've found that lets a unit Deep Strike in this way actually grants the unit the Deep Strike rule. Similarly, the Time to Rise Up rule doesn't give them Cult Ambush (no argument there) but it does say the unit is set up using the Cult Ambush special rule.

Like I've said, even if that's not the case, you can still take Transports, which will be able to Infiltrate regardless of how you want to argue the rules... Which is still awesome.

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The formation grants the vehicles infiltrate, but NOT cult ambush. If the formation requires all units to deploy via cult ambush, then no model lacking that rule can be taken in that unit.

See: Every formation that currently exists that requires the models to deep strike. You can't bring a DT rhino in a skyhammer and magically have that rhino deep strike onto the board next to the assault squad.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
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 minionboy wrote:
 CryonicCenobyte wrote:
 minionboy wrote:
 MagicJuggler wrote:
"Units with this special rule" indicates that the unit itself must have the rule and that it's not an "army-wide" special rule. Barring Scout Sentinels in a Neophyte Calvacade, none of the vehicles in the codex have the Cult Ambush rule.


Correct, but the wording of "Time to Rise Up" says, "All of the units in a Subterranean Uprising must Infiltrate during deployment, and set up using the Cult Ambush special rule..." Which would imply that they set up using that rule, even if they don't normally have it. Just like a unit can perform a Deep Strike if a special rule forces or allows them to, even if they do not have the Deep Strike rule.


No, they cannot set up using a rule they don't have. Formations that allow units which don't normally Deep Strike to deploy that way, explicitly give them the Deep Strike special rule, just like this Formation gives units Infiltrate.


I understand that it may not be the way you read the rules, but it seems pretty clear when you remove any bias. Just look at Gate of Infinity, it doesn't grant them the Deep Strike rule, the unit just "arrives anywhere on the board using the rules for Deep Strike". No ability I've found that lets a unit Deep Strike in this way actually grants the unit the Deep Strike rule. Similarly, the Time to Rise Up rule doesn't give them Cult Ambush (no argument there) but it does say the unit is set up using the Cult Ambush special rule.

Like I've said, even if that's not the case, you can still take Transports, which will be able to Infiltrate regardless of how you want to argue the rules... Which is still awesome.


"If you remove any bias..." What are you talking about? I'm obviously in this thread because I'm playing Genestealer Cults, if anything my bias would push me towards agreeing with you, but I don't allow bias to sway my interpretation of rules. It's very clear that the Codex did not intend you to ever Ambush with vehicles, that's why they don't have the Cult Ambush rule, and no amount of rules lawyering a Formation themed around infantry crawling up out of sewers is going to allow you to do it.

"Skin is the prison of the blessed and the stronghold of the heretic." 
   
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the_scotsman wrote:
The formation grants the vehicles infiltrate, but NOT cult ambush. If the formation requires all units to deploy via cult ambush, then no model lacking that rule can be taken in that unit.

See: Every formation that currently exists that requires the models to deep strike. You can't bring a DT rhino in a skyhammer and magically have that rhino deep strike onto the board next to the assault squad.


The Skyhammer Annihilation force has restrictions in place which stop you from having a Rhino, so it's not a problem. Also, I'm not saying it gives them the Cult Ambush rule, I'm saying the formation forces them to set up following the Cult Ambush rule, as described by the "Time to Rise Up" rule. After re-reading "An Uprising in the Making" it seems that they do not gain shrouded, but oh well.

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 minionboy wrote:
the_scotsman wrote:
The formation grants the vehicles infiltrate, but NOT cult ambush. If the formation requires all units to deploy via cult ambush, then no model lacking that rule can be taken in that unit.

See: Every formation that currently exists that requires the models to deep strike. You can't bring a DT rhino in a skyhammer and magically have that rhino deep strike onto the board next to the assault squad.


The Skyhammer Annihilation force has restrictions in place which stop you from having a Rhino, so it's not a problem. Also, I'm not saying it gives them the Cult Ambush rule, I'm saying the formation forces them to set up following the Cult Ambush rule, as described by the "Time to Rise Up" rule. After re-reading "An Uprising in the Making" it seems that they do not gain shrouded, but oh well.

Why wouldn't they gain Shrouded?

"Skin is the prison of the blessed and the stronghold of the heretic." 
   
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 CryonicCenobyte wrote:
 minionboy wrote:
 CryonicCenobyte wrote:
 minionboy wrote:
 MagicJuggler wrote:
"Units with this special rule" indicates that the unit itself must have the rule and that it's not an "army-wide" special rule. Barring Scout Sentinels in a Neophyte Calvacade, none of the vehicles in the codex have the Cult Ambush rule.


Correct, but the wording of "Time to Rise Up" says, "All of the units in a Subterranean Uprising must Infiltrate during deployment, and set up using the Cult Ambush special rule..." Which would imply that they set up using that rule, even if they don't normally have it. Just like a unit can perform a Deep Strike if a special rule forces or allows them to, even if they do not have the Deep Strike rule.


No, they cannot set up using a rule they don't have. Formations that allow units which don't normally Deep Strike to deploy that way, explicitly give them the Deep Strike special rule, just like this Formation gives units Infiltrate.


I understand that it may not be the way you read the rules, but it seems pretty clear when you remove any bias. Just look at Gate of Infinity, it doesn't grant them the Deep Strike rule, the unit just "arrives anywhere on the board using the rules for Deep Strike". No ability I've found that lets a unit Deep Strike in this way actually grants the unit the Deep Strike rule. Similarly, the Time to Rise Up rule doesn't give them Cult Ambush (no argument there) but it does say the unit is set up using the Cult Ambush special rule.



Like I've said, even if that's not the case, you can still take Transports, which will be able to Infiltrate regardless of how you want to argue the rules... Which is still awesome.


"If you remove any bias..." What are you talking about? I'm obviously in this thread because I'm playing Genestealer Cults, if anything my bias would push me towards agreeing with you, but I don't allow bias to sway my interpretation of rules. It's very clear that the Codex did not intend you to ever Ambush with vehicles, that's why they don't have the Cult Ambush rule, and no amount of rules lawyering a Formation themed around infantry crawling up out of sewers is going to allow you to do it.


I don't mean bias towards an army, I mean bias towards the previous ideas that vehicles shouldn't be allowed to use Cult Ambush under any circumstance, despite us not having the full rules in our hands (which I do now have). Nothing in the Cult Ambush rule itself prevents vehicles, and there is even a formation which explicitly gives the rule to a unit of vehicles. The Subterranean Uprising doesn't give the units Cult Ambush, I totally agree with that, but the rules for how to deploy the units say you follow the rules for Cult Ambush. I would never argue that Gate of Infinity gives a unit the Deep Strike rule, but I would agree that it allows them to set up anywhere on the table following the rules for Deep Strike.

There is big significance in how these rules are worded, and for example, it would mean a transport which was forced back into ongoing reserves (like by that Eldar power) wouldn't get to use Cult Ambush when it came back on, since it doesn't have the rule.

 CryonicCenobyte wrote:
 minionboy wrote:
the_scotsman wrote:
The formation grants the vehicles infiltrate, but NOT cult ambush. If the formation requires all units to deploy via cult ambush, then no model lacking that rule can be taken in that unit.

See: Every formation that currently exists that requires the models to deep strike. You can't bring a DT rhino in a skyhammer and magically have that rhino deep strike onto the board next to the assault squad.


The Skyhammer Annihilation force has restrictions in place which stop you from having a Rhino, so it's not a problem. Also, I'm not saying it gives them the Cult Ambush rule, I'm saying the formation forces them to set up following the Cult Ambush rule, as described by the "Time to Rise Up" rule. After re-reading "An Uprising in the Making" it seems that they do not gain shrouded, but oh well.

Why wouldn't they gain Shrouded?


Because An Uprising in the Making applies to non-vehicle units only.

This message was edited 1 time. Last update was at 2016/09/29 17:07:56


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You've got purestrains listed as troops, when they're elites. :(
   
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 Traceoftoxin wrote:
You've got purestrains listed as troops, when they're elites. :(


At the time of writing, I had not actually paid attention to the FOC slots of any of the units. I listed them as "troops" in the sense of "infantry units" which I can see being confusing.

If you know the FOC slots for the various units, I'll happily add them in. With this pre-codex version, some of the specifics I'm not sure about haven't been added in yet.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
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the_scotsman wrote:
 Traceoftoxin wrote:
You've got purestrains listed as troops, when they're elites. :(


At the time of writing, I had not actually paid attention to the FOC slots of any of the units. I listed them as "troops" in the sense of "infantry units" which I can see being confusing.

If you know the FOC slots for the various units, I'll happily add them in. With this pre-codex version, some of the specifics I'm not sure about haven't been added in yet.


Headquarters
Acolyte Iconward
Magus
Patriarch
Primus

Troops
Acolyte Hybrids
Neophyte Hybrids

Elites
Aberrants
Hybrid Metamorphs
Purestrain Genestealers

Fast Attack
Scout Sentinels
Armored Sentinels
Chimera
Goliath Truck

Heavy Support
Goliath Rockgrinders
Leman Russ Squadron

This message was edited 1 time. Last update was at 2016/09/29 19:52:03


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oromocto

So how much do the mining weapons cost?
   
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Timeshadow wrote:
So how much do the mining weapons cost?


Do you mean the heavy mining weapons that Neophytes get, or the melee weapons carried by the Neophytes?

Acolytes heavy mining weapons are a Heavy Stubber (1 meltabomb), Mining Laser (3 Meltabombs) or Seismic Cannon (4 meltabombs). The Acolyte melee weapons are 4 bombs for the drill, 5 for the other two.

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