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Made in ie
Irked Necron Immortal





What do you guys think of this list?

Spoiler:
Cult Militarum (Warhammer 40,000 8th Edition) [119 PL, 1996pts]
Battalion Detachment +3CP (Tyranids - Genestealer Cults)

No Force Org Slot

Discipline: Broodmind

Heavy Support

Goliath Rockgrinder
Selections: Cache of Demolition Charges, Clearance Incinerator, Heavy Stubber

HQ

Magus
Selections: Power: Mass Hypnosis

Patriarch
Selections: Power: Might From Beyond

Primus
Selections: Bonesword

Elites

Aberrants
Aberrant
Selections: Power Hammer
Aberrant
Selections: Power Hammer
Aberrant
Selections: Power Hammer
Aberrant
Selections: Power Hammer
Aberrant
Selections: Power Hammer
Aberrant
Selections: Power Hammer
Aberrant
Selections: Power Hammer
Aberrant
Selections: Power Hammer

Purestrain Genestealers
Selections: 19x Purestrain Genestealer, 19x Purestrain Talons

Troops

Neophyte Hybrids
Selections: 9x Neophyte Hybrid (Shotgun)
Neophyte Leader
Selections: Autogun, Autopistol

Neophyte Hybrids
Selections: 9x Neophyte Hybrid (Shotgun)
Neophyte Leader
Selections: Autogun, Autopistol

Neophyte Hybrids
Selections: 9x Neophyte Hybrid (Shotgun)
Neophyte Leader
Selections: Autogun, Autopistol

Patrol Detachment (Tyranids - Genestealer Cults)

HQ

Acolyte Iconward
Selections: Icon of the Cult Ascendant

Troops

Acolyte Hybrids
Selections: 4x Acolyte Hybrid
Acolyte Leader
Selections: Lash Whip and Bonesword

Battalion Detachment +3CP (Imperium - Astra Militarum)

HQ

Tank Commander
Selections: Lascannon
Command Battle Tank
Selections: Battle Cannon

Tank Commander
Selections: Lascannon, The Laurels of Command
Command Battle Tank
Selections: Battle Cannon

Tank Commander
Selections: Grand Strategist, Kurov's Aquila, Lascannon, Warlord
Command Battle Tank
Selections: Battle Cannon

Troops

Infantry Squad
Selections: 9x Guardsman
Sergeant
Selections: Laspistol

Infantry Squad
Selections: 9x Guardsman
Sergeant
Selections: Laspistol

Infantry Squad
Selections: 9x Guardsman
Sergeant
Selections: Laspistol


The idea is to have the 3 Russ's be a gunline to destroy multi-wounded T7 or lower models.

Primus Ambushes w/ the 8 Aberrants for better deployment and then have Magus and the Iconward to deploy as close to them as possible. This will be my main CC threat at either S12 AP -3 D 3 2 A per model or S14 Ap -3 D 3 3 A per model depending on what I cast on them or if i cast anything at all.

Genestealers will ambush with the Patriarch as my main T4 or lower infantry type unit killer with over 100 attacks (buffed by Might from Beyond) it should be enough to clear anything they fight.

3 unit of Neos will Cult Ambush to make use of the shotguns +1 if within 6".

Acos will go inside the Rockgrinder to make use of the charges otherwise I could drop them and the charges and just use the Rockgrinder to charge enemy units.

3 units of lasgun troops will just sit back and stop me from being tabled (hopefully).

Anything you guys would change in this list? Cheers

This message was edited 2 times. Last update was at 2017/12/29 05:16:40


necrons - 2500+

Admech - 1500+  
   
Made in us
Fresh-Faced New User




 Strat_N8 wrote:
mugginns wrote:Does anyone have any good examples of how to use Focus of Adoration (the new Chapter Approved Warlord Trait)? I'm struggling to figure out where we'd use it.


Rajah wrote:Sorry, has this been addressed yet: Can you use the back to the shadows stratagem in turn 4 and then re-deploy in turn 5? The basic rules say that any unit not on the table by the end of turn 3 is considered destroyed. Does this mean I cannot take a unit back into ambush beginning of Turn 4?


Might be something for YMDC, but my first inclination reading over the rules is that Return to Shadows should still work after turn 3. The introduction to the Tactical Reinforcements rule specifically refers to units that have been "set up" elsewhere during deployment while Return to Shadows doesn't "set up" a unit, it removes one from the table and returns it to the battlefield the following turn. Mawlocs and Swooping Hawks have similar redeployment rules so I'll skim the FAQs and see if they had any mentions for use as precedent.


Any luck on finding this? I couldn't find anything in my searching, and I am too new to the game to have a confident interpretation of this rule.
   
Made in us
Sneaky Lictor






Odrankt wrote:
Anything you guys would change in this list? Cheers


1. Might want to consider the Heavy Seismic Cannon for your Rockgrinder in place of the Clearance Incinerator. The weapon's close range profile matches up the Demolition Charges perfectly and thanks to Chapter Approved the Heavy Seismic Cannon is cheaper than the Incinerator, so it will help offset some of the cost of the charges. The Shotgun Neophytes might also benefit from some Grenade Launchers or Flamers for more volume of fire, but not strictly necessary.

2. The Acolyte Squad really wants some special weapons, either Demolition Charges or Rock Saws. Small Acolyte units generally act as fire and forget missiles, with their weapons allowing them to threaten big targets. Demolition Charges are disposable and cheap alpha strike tools while the Rock Saws are mildly more expensive but can be used repeatedly if the squad survives.

3. I don't have my AM book handy at the moment, but if I remember correctly tank commanders cannot issue orders to infantry units and cannot receive orders from other tank commanders. As such I don't think the Laurels of Command will do anything for you. Also if I remember correctly, the Icon of the Cult ascendant can only be used if the Warlord is from the GSC faction, as there currently isn't a stratagem to unlock additional GSC relics like Tyranids and Astra Militarum have.

Apart from those looks like a solid start.

Rajah wrote:
Any luck on finding this? I couldn't find anything in my searching, and I am too new to the game to have a confident interpretation of this rule.


Didn't find anything in the FAQ's sadly. I'll see about sending GW an email asking for clarification and spending some time picking through the rulebooks tomorrow while I am off.
   
Made in us
Regular Dakkanaut




Rajah wrote:
 Strat_N8 wrote:
mugginns wrote:Does anyone have any good examples of how to use Focus of Adoration (the new Chapter Approved Warlord Trait)? I'm struggling to figure out where we'd use it.


Rajah wrote:Sorry, has this been addressed yet: Can you use the back to the shadows stratagem in turn 4 and then re-deploy in turn 5? The basic rules say that any unit not on the table by the end of turn 3 is considered destroyed. Does this mean I cannot take a unit back into ambush beginning of Turn 4?


Might be something for YMDC, but my first inclination reading over the rules is that Return to Shadows should still work after turn 3. The introduction to the Tactical Reinforcements rule specifically refers to units that have been "set up" elsewhere during deployment while Return to Shadows doesn't "set up" a unit, it removes one from the table and returns it to the battlefield the following turn. Mawlocs and Swooping Hawks have similar redeployment rules so I'll skim the FAQs and see if they had any mentions for use as precedent.


Any luck on finding this? I couldn't find anything in my searching, and I am too new to the game to have a confident interpretation of this rule.


Yes you should be able to return from the shadows after turn 3 woth out killing the squad. Using the swooping hawks ruling

Q: If, in a matched play game, I use the Swooping Hawk’s
Skyleap ability to remove the unit from the battlefield during the
third or subsequent battle round, does the Tactical Reserves rule
mean they count as destroyed?
A: No. The unit must already have arrived on the
battlefield before the end of the third battle round in
order to be able to use the Skyleap ability.
However, if the unit used its Children of Baharroth
ability to set up in the skies during deployment, and it
had not arrived by the end of third battle round, then it
would count as destroyed in a matched play game due to
the Tactical Reserves rule.

It's not the same you it or exact rule, but it shows how the tactical reserves rules works, and it seems to only work specifically for units put in reserves at the start of the game, and who haven't arrived yet. It does not effect units that leave again for some other reason.

Hope that helps
   
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Question for you guys.

Aberrants. Hammers or Picks and mixed squads or one or other. Also what is max unit size? I don't have the book as I don't plan on playing them yet, but they are coming up in my list of things to get ready.
   
Made in us
Sneaky Lictor






mmimzie wrote:
Hope that helps


Thank you! That is a huge help. I thought I had picked through the FAQ's with a fine tooth comb, but apparently not.

mightymconeshot wrote:Question for you guys.

Aberrants. Hammers or Picks and mixed squads or one or other. Also what is max unit size? I don't have the book as I don't plan on playing them yet, but they are coming up in my list of things to get ready.


Hammers are broadly speaking the best weapon since they fill a role that cannot easily be filled elsewhere. Mixed squads are ok with Picks providing cheaper ablative wounds and slightly better performance against heavy infantry. Max squad size is currently 8 models, though if they get a kit with the codex that number might change.
   
Made in ie
Irked Necron Immortal





Strat_N8

I don't have my AM book handy at the moment, but if I remember correctly tank commanders cannot issue orders to infantry units and cannot receive orders from other tank commanders. As such I don't think the Laurels of Command will do anything for you. Also if I remember correctly, the Icon of the Cult ascendant can only be used if the Warlord is from the GSC faction, as there currently isn't a stratagem to unlock additional GSC relics like Tyranids and Astra Militarum have.


Thank you for the tips! Currently re-working the list a small bit and thought I'd ask if you have your AM book so see if any of those issue you mentioned actually take place? I would happily take the Iconward as my Warlord if it means taking the relic. Only using the Tanks as my Warlord to re-gain the CP on a 5+. I also only want to issue commands between the Tanks and not so much the Infantry.

necrons - 2500+

Admech - 1500+  
   
Made in us
Sneaky Lictor






 Odrankt wrote:

Thank you for the tips! Currently re-working the list a small bit and thought I'd ask if you have your AM book so see if any of those issue you mentioned actually take place?


Checked it. Looks like I was mistaken regarding the Tank Commanders not being able to order each other (might have been thinking of the prior edition book) but was correct that they can only issue orders to Russes. Also, it looks like the Laurels of Command will be a bit wasted as the Tank Commanders only have 3 orders to choose from and of those one is once per game and the other two are mutually exclusive (one is move instead of shoot and the other is rerolls while shooting).

Also the Acolyte Iconward does not have to be the Warlord to carry the banner, just the Warlord needs to be a GSC model to enable it. Hope that helps!
   
Made in us
Regular Dakkanaut




My favorite AM detachment is an air drop vanguard.

2 company commanders
2 Plasma Special Weapon Squads
2 Plasma Company Command Squads
2 Astropats
2 Valkyries

Everything deploys in the valks (1 of each per). The valks in i remember coorectly can be deployed together. That gives you 10 GSC units you can deepstrike in. You also won't be tabled turn one you just gotta make sure you eventualy get stuff on thetable.

Also to protect your deep srikes you could drop the astropaths or for ratlings, to keep rom getting coutner deep striked on.
   
Made in ie
Irked Necron Immortal





 Strat_N8 wrote:
 Odrankt wrote:

Thank you for the tips! Currently re-working the list a small bit and thought I'd ask if you have your AM book so see if any of those issue you mentioned actually take place?


Checked it. Looks like I was mistaken regarding the Tank Commanders not being able to order each other (might have been thinking of the prior edition book) but was correct that they can only issue orders to Russes. Also, it looks like the Laurels of Command will be a bit wasted as the Tank Commanders only have 3 orders to choose from and of those one is once per game and the other two are mutually exclusive (one is move instead of shoot and the other is rerolls while shooting).

Also the Acolyte Iconward does not have to be the Warlord to carry the banner, just the Warlord needs to be a GSC model to enable it. Hope that helps!


Awesome sauce! thank you for the help!

Right, so I tweaked the list a "small bit"...

Spoiler:
Genestealers (Warhammer 40,000 8th Edition) [121 PL, 1999pts]
Battalion Detachment +3CP (Tyranids - Genestealer Cults)

HQ

Magus
Selections: Power: Mass Hypnosis

Patriarch
Selections: Power: Might From Beyond, Warlord

Elites

Purestrain Genestealers
Selections: 20x Purestrain Genestealer, 20x Purestrain Talons

Troops

Neophyte Hybrids
7x Neophyte Hybrid (Shotgun)
Neophyte Hybrid (Special Weapon)
Selections: Flamer
Neophyte Hybrid (Special Weapon)
Selections: Flamer
Neophyte Leader
Selections: Autogun, Bolt Pistol

Neophyte Hybrids
7x Neophyte Hybrid (Shotgun)
Neophyte Hybrid (Special Weapon)
Selections: Flamer
Neophyte Hybrid (Special Weapon)
Selections: Flamer
Neophyte Leader
Selections: Autogun, Bolt Pistol

Neophyte Hybrids
7x Neophyte Hybrid (Shotgun)
Neophyte Hybrid (Special Weapon)
Selections: Flamer
Neophyte Hybrid (Special Weapon)
Selections: Flamer
Neophyte Leader
Selections: Autogun, Bolt Pistol

Battalion Detachment +3CP (Imperium - Astra Militarum)

No Force Org Slot
Regiment

Selections: Astra Millitarum/Imperium
HQ

Tank Commander
Selections: Lascannon
Command Battle Tank
Selections: Battle Cannon

Tank Commander
Selections: Kurov's Aquila, Lascannon
Command Battle Tank
Selections: Battle Cannon

Elites

Ratlings
7x Ratling
Selections: 7x Sniper Rifle

Ratlings
8x Ratling
Selections: 8x Sniper Rifle

Ratlings
8x Ratling
Selections: 8x Sniper Rifle

Troops

Infantry Squad
8x Guardsman
Guardsman W/ Special Weapon
Selections: Grenade Launcher
Sergeant
Selections: Laspistol

Infantry Squad
8x Guardsman
Guardsman W/ Special Weapon
Selections: Grenade Launcher
Sergeant
Selections: Laspistol

Infantry Squad
8x Guardsman
Guardsman W/ Special Weapon
Selections: Grenade Launcher
Sergeant
Selections: Laspistol

Patrol Detachment (Tyranids - Genestealer Cults)

HQ

Acolyte Iconward
Selections: Icon of the Cult Ascendant

Troops

Neophyte Hybrids
7x Neophyte Hybrid (Shotgun)
Neophyte Hybrid (Special Weapon)
Selections: Flamer
Neophyte Hybrid (Special Weapon)
Selections: Flamer
Neophyte Leader
Selections: Autogun, Autopistol

Super-Heavy Auxiliary Detachment (Imperium - Astra Militarum)

Lord of War

Banehammer
Selections: Twin heavy bolter


Basically dropped a Tank Commander, Unit of Abberants, Primus Acolyte unit and Rockgrinder .

Buffed all the Neos to 7 Shotguns and 2 flamers, Infantry squad all run 1 Gnade launcher.

Added 3 units of Ratlings 2 8 man and 1 7 man to target enemy characters as I didn't realise i lacked that option.

Brought in a Banehammer to take over the Abberants goal e.g. BH's QC is 2d6 14 -4 D D6 (1-2's damage rolls become minimum 3) vs full unit of AB w/ Hammers buffed by Relic is 16 hits at 12 -3 D 3. Plus, it is a good bit tougher, better save and more wounds.

Idea for this list is to have both Tanks Commanders to give them re-roll 1s for shooting on a 4+.

BHammer is basically to kill Anything with Toughness 8 or above and to be a distraction carnifex.

Using your above info for the Neos w/ flamers and Infantry w/ Gnade launchers.

Gstealers will have Might from Beyond casted on them for +1 A and S (S5 100 attacks) by the Patriarch and Magus uses Mass Hypnosis to make sure they dont get over-watched in the charge phase.

Heres my dilemma though. Is it worth giving the Iconward the relic to make the Gstealers S6 instead of S5? I mainly want to use him for his 6+ FnP but not sure if taking the relic is worth a CP. Your thoughts lads? Thanks so far for the help.

necrons - 2500+

Admech - 1500+  
   
Made in ru
Navigator





What do you guys think of building a 1500 points brigade detachment? Those 9 CP for redeploying can be quite a thing, but it severely limits unit strength (and there is no points left for russes)
Thought about something like this one:


Spoiler:
HQ
Acolyte Iconward; Icon of the Cult Ascendant [53pts]
Magus; Power: Mass Hypnosis [73pts]
Primus; Warlord, Warlord Trait: Focus of Adoration [76pts]

Elites
5 Aberrants; power hammers [132pts]
5 Hybrid Metamorphs; Cult Icon, Autopistol, Metamorph Whip, Rending Claw [95pts]
5 Purestrain Genestealers [75pts]

Fast Attack
Cult Scout Sentinel; Multi-laser [45pts]
Cult Scout Sentinel; Multi-laser [45pts]
Cult Scout Sentinel; Multi-laser [45pts]

Troops
5 Acolyte Hybrids; 2 Demolition Charges [75pts]
5 Acolyte Hybrids; 2 Demolition Charges [75pts]
5 Acolyte Hybrids; 2 Demolition Charges [75pts]
10 Neophyte Hybrids; 2 grenade launchers, 2 heavy stubbers [76pts]
10 Neophyte Hybrids; 2 grenade launchers, 2 heavy stubbers [76pts]
10 Neophyte Hybrids; 2 grenade launchers, 2 heavy stubbers [76pts]

Heavy Support
Goliath Rockgrinder; Cache of Demolition Charges, Clearance Incinerator [136pts]
Goliath Rockgrinder; Cache of Demolition Charges, Clearance Incinerator [136pts]
Goliath Rockgrinder; Cache of Demolition Charges, Clearance Incinerator [136pts]


Metamorphs are interchangible with purestrains, though. Alpha strike is crippled due to little numbers in squads, but delaying the ambushes for a few turns of rockgrinders/scouts fire is a viable tactic for me. And those neophytes may hop around carelessly with 12 CP, as well as army can react to deep striking squads if army get to stretched (and oh boy, it probably will)

"Ever tried. Ever failed. No matter. Try Again. Fail again. Fail better." - Samuel Beckett © 
   
Made in no
Powerful Ushbati





Bergen

There has been some time since CA came out. How are the cultists now?

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
Sneaky Lictor






Niiai wrote:There has been some time since CA came out. How are the cultists now?


GSC feels like they are in a fairly good spot right now, especially compared to most of the other index armies. The cost tweaks made several options more competitive (Aberrants being the stand-outs) and the two stratagems both are a huge boon for ambush tactics.

If I were to rank them, I'd probably put GSC near the top of the indexes as far as competitive capabilities and near the middle of the pack overall.


Vexler wrote:What do you guys think of building a 1500 points brigade detachment? Those 9 CP for redeploying can be quite a thing, but it severely limits unit strength (and there is no points left for russes)
Thought about something like this one:


I'm not sure if 12 command points are entirely needed at 1500 points. I like the general idea of the list though, main issue is just how relatively thin the units are as you noted. I'd probably drop the Cult Icon from the Metamorphs as they are a bit too expensive for small units (4 points per fellow at five strong vs 2 points per fellow at 10 strong). Might also want to swap the Multi Lasers for Heavy Flamers (cheaper if I remember right) so the Sentinels can move and fire at full effect for tying up opposing units.

Give it a go and report back to us. I'd be curious to hear how it does.


Odrankt wrote:
Added 3 units of Ratlings 2 8 man and 1 7 man to target enemy characters as I didn't realise i lacked that option.


Not been too impressed with Ratlings in my encounters with them. One of our local guard players includes a unit in virtually every game and they tend to bounce harmlessly off whatever they fire at. They are speedy little hobbits with their shoot and scoot rule though...

Odrankt wrote:
Brought in a Banehammer to take over the Abberants goal e.g. BH's QC is 2d6 14 -4 D D6 (1-2's damage rolls become minimum 3) vs full unit of AB w/ Hammers buffed by Relic is 16 hits at 12 -3 D 3. Plus, it is a good bit tougher, better save and more wounds.


Should be a fair substitution, though keep in mind one of the advantages the Abberrants have is that they can hide in ambush off table until you are ready to deploy them while the Banehammer has to start on the table and is a very tempting target for an alpha strike. The Aberrants are also easier to hide and slightly more accurate with a Primus around (hitting on 3's vs 4's or worse depending on damage table).

Odrankt wrote:
Heres my dilemma though. Is it worth giving the Iconward the relic to make the Gstealers S6 instead of S5? I mainly want to use him for his 6+ FnP but not sure if taking the relic is worth a CP. Your thoughts lads? Thanks so far for the help.


Probably something to experiment with and see for yourself. In terms of math S6 helps against T3 (wounding on a 2+ vs 3+), T5 (wounding on a 3+ vs 4+), T6 (wounding on a 4+ vs 5+), and a hypothetical T10 (wounding on a 5+). With the amount of attacks you have though, they probably won't require the extra strength to eviscerate most troops and light vehicles.

Also remember the moral reroll ability on the Iconward. I usually have mine follow Neophytes around as insurance against bad moral rolls (though granted, they need to take a lot of casualties before moral becomes problematic).

This message was edited 2 times. Last update was at 2017/12/31 15:49:11


 
   
Made in ie
Irked Necron Immortal





Not been too impressed with Ratlings in my encounters with them. One of our local guard players includes a unit in virtually every game and they tend to bounce harmlessly off whatever they fire at. They are speedy little hobbits with their shoot and scoot rule though...
I know that feeling. It's worse when models that cost 20pts (Necron Deathmarks) bounce Everything they shoot... They are a cheap sniper unit so I am not losing that much of an investment. Better to have snippers then hsve none.

Should be a fair substitution, though keep in mind one of the advantages the Abberrants have is that they can hide in ambush off table until you are ready to deploy them while the Banehammer has to start on the table and is a very tempting target for an alpha strike. The Aberrants are also easier to hide and slightly more accurate with a Primus around (hitting on 3's vs 4's or worse depending on damage table).
The real difference is one is a Singular Gun Line that Destroys nearly everything but it's 50% chance to hit it's 2d6 shots is very swingy. Aberrants need to be buffed to make them any way defensive otherwise they are pretty squishy after they do there attacks. Acolyte Iconward producing 6+ FnP and +1 w/ relic us probably the best 53pt invest you could make for the Aberrants besides a Primus for +1 to hit. They can also re-cult ambush for 1 CP.

Probably something to experiment with and see for yourself. In terms of math S6 helps against T3 (wounding on a 2+ vs 3+), T5 (wounding on a 3+ vs 4+), T6 (wounding on a 4+ vs 5+), and a hypothetical T10 (wounding on a 5+). With the amount of attacks you have though, they probably won't require the extra strength to eviscerate most troops and light vehicles.

Also remember the moral reroll ability on the Iconward. I usually have mine follow Neophytes around as insurance against bad moral rolls (though granted, they need to take a lot of casualties before moral becomes problematic).
I used a website called www.dice-hammer.com and when comparing the +1 S on a Genestealers unit (S5 vs S6) the difference in wounds was only about 5 e.g. T4 S3 took 30 wounds vs S6 and it was 25 wounds vs S 5. However, it does depend on the to hit and the to wound rolls as well as getting 3+ instead of 4+ is better or 2+ vs 3+ etc. I would say that S5 Genestealers is enough if they produce 100 attacks but having them at S6 is just to make sure they kill Everything they touch while getting a 6+ FnP.

Also, nice idea for the Neophytes! Didn't think of giving them the 6+ FnP via Acolyte Iconward. I was mainly using them as a cheap tax unit to fill requirements but I guess I could make them pretty deadly vs T4 or less and quite resilient all for 53pts. Spamming Iconward is probably the way to go.

necrons - 2500+

Admech - 1500+  
   
Made in ca
Dakka Veteran




*Current meatspace coordinates redacted*

The only issue with the Iconward is that it's models w/in 6" not units. So to maximize efficiently you need to clump up, which is fine unless you're supposed to be bubble wrapping and/or area denying, then it's counter productive. Depends on your list I guess.

He knows that I know and you know that he actually doesn't know the rules at all. 
   
Made in ie
Irked Necron Immortal





Fair point, whilst the 6+ FnP is for infantry models within 6" you can still prove +1 Strength and re-roll morale per unit within 6" so still not a bad idea to have them for morale rolls.

Are we able to mix Genestealers/Tyranids/Astra Militarum together? E.g. Battalion Detach of GSC and AM and then a Patrol Detach for Tyranids? Just wondering if that is possible as it would add a lot to our armies capabilities.

necrons - 2500+

Admech - 1500+  
   
Made in us
Sneaky Lictor






 Fenris-77 wrote:
The only issue with the Iconward is that it's models w/in 6" not units. So to maximize efficiently you need to clump up, which is fine unless you're supposed to be bubble wrapping and/or area denying, then it's counter productive. Depends on your list I guess.


Embarrassed to say, I never noticed that... Still, it should be possible to spread out a bit and still benefit by allocating hits to the models closest to the Iconward first. The Iconward is small enough he can wedge himself amidst the unit too in order to get more coverage.

 Odrankt wrote:

Are we able to mix Genestealers/Tyranids/Astra Militarum together? E.g. Battalion Detach of GSC and AM and then a Patrol Detach for Tyranids? Just wondering if that is possible as it would add a lot to our armies capabilities.


Yes, with the FAQ specifically confirming it.

This message was edited 1 time. Last update was at 2018/01/01 06:04:47


 
   
Made in ie
Irked Necron Immortal





 Strat_N8 wrote:
 Fenris-77 wrote:
The only issue with the Iconward is that it's models w/in 6" not units. So to maximize efficiently you need to clump up, which is fine unless you're supposed to be bubble wrapping and/or area denying, then it's counter productive. Depends on your list I guess.


Embarrassed to say, I never noticed that... Still, it should be possible to spread out a bit and still benefit by allocating hits to the models closest to the Iconward first. The Iconward is small enough he can wedge himself amidst the unit too in order to get more coverage.

 Odrankt wrote:

Are we able to mix Genestealers/Tyranids/Astra Militarum together? E.g. Battalion Detach of GSC and AM and then a Patrol Detach for Tyranids? Just wondering if that is possible as it would add a lot to our armies capabilities.


Yes, with the FAQ specifically confirming it.

I am officially happy I picked GSC as my Escalation League army for a Yearly Tournament.

How does it affect Codices, battle-forged armies and Stratagems? If using GSC/AM then the Regiment is Brooder Brothers does that mean I could run my Nids as Kraken and have GSC/AM as Brood brothers and use nid Stratagems on the Nids Detachment? My mind in blown right now. Never seen an army that can borrow from 2 different armies

necrons - 2500+

Admech - 1500+  
   
Made in us
Sneaky Lictor






 Odrankt wrote:

If using GSC/AM then the Regiment is Brooder Brothers does that mean I could run my Nids as Kraken and have GSC/AM as Brood brothers and use nid Stratagems on the Nids Detachment? My mind in blown right now. Never seen an army that can borrow from 2 different armies


Yes. Each detachment is their own self contained force with their faction's stratagems. You just ignore the guard units when selecting your overall faction (meaning you can't bring other Imperial forces along with the cultists and their alien masters) and can only take 1 AM detachment for each GSC detachment.
   
Made in es
Dakka Veteran





Sorry if this question was answered, but, are we sure that tyanids stratagems dont affect GCs units?

The faq said that genestealer cults cannot make use of the rules. But a friend (Tournament player) has told me that it refers to not winning the rules (stratagems, items. spells..) for take a mix or a pure genestealer cult detachament. That if we take a tyranid (hive fleet) detachament we win the stratagems, and there is no rule that says a stratagem can't affect to a genestealer cult.

What do you think?
   
Made in us
Sneaky Lictor






Unfortunately there isn't really any ambiguity with the Tyranid FAQ, as one of the additions was a clarification that all instances of "Tyranids Unit" in stratagems, warlord traits, and psychic powers equals "Tyranids unit with <Hive Fleet> keyword". No GSC models have the <Hive Fleet> keyword, so aren't eligible targets. In order for stratagems to target units out of faction, they have to match the targeting keywords. An earlier FAQ gave an example of Death Guard Cultists being able to benefit from the Chaos Space Marine Tide of Traitors stratagem because it targets a friendly Chaos Cultist unit, not a <Legion> Chaos Cultist unit.

Tyranids are still great allies for the Genestealer Cults though if aiming for a more aggressive approach. Lots of fast units in the army that can tie up guns so ambushers can go to work without getting shot up.

This message was edited 1 time. Last update was at 2018/01/03 19:29:06


 
   
Made in us
Drop Trooper with Demo Charge





Kalamazoo Michigan

Anyone try Bullgryns or Crusaders with GSC / AM? They make for great centerline defenders with their 2+/4++ and 3++. They can be pretty offensive in Valkyries too. AM psykers can also give them a 2++ / 3++ invuln.

I kind of want to try an Valkyrie with 2 special weapon squads with 3 demo charges each (for a total of 39 points per unit.. lol). The AM stratagem allows you to throw all grenades in a unit (all 3 demo charges at once). They could really help abberants or acolytes finish off vehicles. 6 demo charges you can put wherever you want for 220 points.

Life before death, Strength before weakness, Journey before destination. 
   
Made in ca
Fresh-Faced New User




I've been working on this list and have landed here. Thanks for your time in reading it and commenting, it's very helpful to me.
GSC 1999 points. 8 CPs
Spoiler:

GSC Battalion
HQ
Primus (Ambush w/Genestealers)
Primus (Ambush w/Aberrants)

TROOPS
Acolytes x6: Heavy Rock Saw x2 (Transported in Rockgrinder)
Acolytes x6: Heavy Rock Saw x2 (Transported in Rockgrinder)
Neophytes x10: Autoguns, Grenade Launcher x2, Siesmic Cannon x2
Neophytes x10: Autoguns, Grenade Launcher x2, Siesmic Cannon x2

ELITES
Aberrants x6: Power Hammer x6
Purestrain Genestealers x19

HEAVY SUPPORT
Goliath Rockgrinder: Cache of Demolition Charges, Clearance Incinerator, Heavy Stubber
Goliath Rockgrinder: Cache of Demolition Charges, Clearance Incinerator, Heavy Stubber

GSC Supreme Command Detchment
Magus: Mass Hypnosis (Ambush with Neophyte back-up)
Magus: Mind Control
Magus: Might from Beyond (Ambush with Neophyte back-up)

AM Outrider Detachment
HQ
Tank Commander: Battle Cannon, Heavy Bolter Sponsons, Lascannon, Warlord: Grand Strategist, Kurov's Aquila
Company Commander (basic)

FAST ATTACK
Armoured Sentinel: Hunter-killer missile, Lascannon
Armoured Sentinel: Lascannon
Armoured Sentinel: Lascannon
Selections: Lascannon

HEAVY SUPPORT
Heavy Weapons Squad: Heavy bolter x3
Heavy Weapons Squad: Heavy bolter x3


I've tried to create a good balance between ranged punch that can stand up to an opening salvo of fire turn one and close-combat units that can get where they need to be.

I went with the 3 Magus detachment over buying Neurothrope models as I'm hesitant to spend $80 CAD for units that might get heavily nerfed with the possible new Smite rules. The Magus casts less powers and are weaker so it's a bit of a shame. I'd like a 3rd unit of Neophytes to body-guard that last Magus but can't figure out a way. These guys are all support all the time. They buff, harass, die and hold objectives.

The Acolytes in Rockgrinders rush up the board to provide some forward pressure while the ambushers come in. They play a flexible roll against characters or tanks. A Primus can show-up to buff them. I'm assuming the ambushers are coming in a bit slower because I really want to make use of our new strategem paired with the Primus(es?) to ensure the heavy hitters land where and when I want them.

The Heavy Weapons team and Company Commander are primarily there as a screen for the Tank Commander. They can do some damage to hoards on their own though so can be deployed as a separate unit if required.

The Sentinels and Tank Commander are my long-range anti-armour weapons. The Sentinels can be sacrificed to tie up ground and draw fire. I'm SO tempted to drop them all out for 3x Power Lifters at 45 points each given the AM stratagem that gives them move, advance and charge AND hit on 2's. I chose the Tank Commander as my Warlord to essentially double my CPs. I intend to use many of them

I'm wondering if I've missed anything? Any units that could do jobs better than what I've chosen?
   
Made in us
Drop Trooper with Demo Charge





Kalamazoo Michigan

Caspian89 wrote:
I've been working on this list and have landed here. Thanks for your time in reading it and commenting, it's very helpful to me.
GSC 1999 points. 8 CPs
Spoiler:

GSC Battalion
HQ
Primus (Ambush w/Genestealers)
Primus (Ambush w/Aberrants)

TROOPS
Acolytes x6: Heavy Rock Saw x2 (Transported in Rockgrinder)
Acolytes x6: Heavy Rock Saw x2 (Transported in Rockgrinder)
Neophytes x10: Autoguns, Grenade Launcher x2, Siesmic Cannon x2
Neophytes x10: Autoguns, Grenade Launcher x2, Siesmic Cannon x2

ELITES
Aberrants x6: Power Hammer x6
Purestrain Genestealers x19

HEAVY SUPPORT
Goliath Rockgrinder: Cache of Demolition Charges, Clearance Incinerator, Heavy Stubber
Goliath Rockgrinder: Cache of Demolition Charges, Clearance Incinerator, Heavy Stubber

GSC Supreme Command Detchment
Magus: Mass Hypnosis (Ambush with Neophyte back-up)
Magus: Mind Control
Magus: Might from Beyond (Ambush with Neophyte back-up)

AM Outrider Detachment
HQ
Tank Commander: Battle Cannon, Heavy Bolter Sponsons, Lascannon, Warlord: Grand Strategist, Kurov's Aquila
Company Commander (basic)

FAST ATTACK
Armoured Sentinel: Hunter-killer missile, Lascannon
Armoured Sentinel: Lascannon
Armoured Sentinel: Lascannon
Selections: Lascannon

HEAVY SUPPORT
Heavy Weapons Squad: Heavy bolter x3
Heavy Weapons Squad: Heavy bolter x3



First thing, in order to be able to use Cache of Demo charges on the Rockgrinders the units inside need to have demo charges. Heavy Seismic Cannon synergize better with the Cache of demo charges and are cheaper than Clearance Incinerators.

You could drop 1 Acolytes so your lone Mangus could hitch a ride.

Lascannon HWT with orders or fitting in 3 Tank commanders would do much better than 3 Armoured Sentinels with Lascannons... Sentinels are not really that good and can die very fast.

If you take a Supreme Command Detachment with 3 Tank Commanders with lascannons thats 627 points. ~100 off from your outrider detachment, but SOOOO much more firepower. You need some Neophytes bubble wrap for them though.

This message was edited 1 time. Last update was at 2018/01/03 22:38:43


Life before death, Strength before weakness, Journey before destination. 
   
Made in ie
Irked Necron Immortal





Caspian89 wrote:
I've been working on this list and have landed here. Thanks for your time in reading it and commenting, it's very helpful to me.
GSC 1999 points. 8 CPs
Spoiler:

GSC Battalion
HQ
Primus (Ambush w/Genestealers)
Primus (Ambush w/Aberrants)

TROOPS
Acolytes x6: Heavy Rock Saw x2 (Transported in Rockgrinder)
Acolytes x6: Heavy Rock Saw x2 (Transported in Rockgrinder)
Neophytes x10: Autoguns, Grenade Launcher x2, Siesmic Cannon x2
Neophytes x10: Autoguns, Grenade Launcher x2, Siesmic Cannon x2

ELITES
Aberrants x6: Power Hammer x6
Purestrain Genestealers x19

HEAVY SUPPORT
Goliath Rockgrinder: Cache of Demolition Charges, Clearance Incinerator, Heavy Stubber
Goliath Rockgrinder: Cache of Demolition Charges, Clearance Incinerator, Heavy Stubber

GSC Supreme Command Detchment
Magus: Mass Hypnosis (Ambush with Neophyte back-up)
Magus: Mind Control
Magus: Might from Beyond (Ambush with Neophyte back-up)

AM Outrider Detachment
HQ
Tank Commander: Battle Cannon, Heavy Bolter Sponsons, Lascannon, Warlord: Grand Strategist, Kurov's Aquila
Company Commander (basic)

FAST ATTACK
Armoured Sentinel: Hunter-killer missile, Lascannon
Armoured Sentinel: Lascannon
Armoured Sentinel: Lascannon
Selections: Lascannon

HEAVY SUPPORT
Heavy Weapons Squad: Heavy bolter x3
Heavy Weapons Squad: Heavy bolter x3




I would drop an Acolyte unit cause you only need 3 Troops and put those points to buff your units. You also have Genestealers and Hammer Abberants so not like your lacking in CC. If you want to produce Mortal wounds why not use a Tyranid Detachment and bring some Biovores?

You might as well drop a Primus and Magus for Patriarch because they basically cost the same ( Magus + Primus = 149, Patriarch = 150) and the Patriarch gives both +1 to hit and can cast a power. Also, no Acolyte Iconward? You should really field 1 of these guys to at least give your Aberrants 6+ FnP and +1 S via the relic.

I would swap the Gnade launcher for a Missle Launcher on the Neophytes. Better range and better stats overall. Is a bit more expensive though.

You could Supreme Command the AM Detach to get 3 Tank Commanders w/ Lascannon instead of bringing Sentinels and heavy weapons squad?

This message was edited 1 time. Last update was at 2018/01/03 23:03:07


necrons - 2500+

Admech - 1500+  
   
Made in no
Powerful Ushbati





Bergen

I am adding asupreme commander detchament to my nids. For the hammerants.

But I am looking into adding more to my tyranids. I am having a hard time thinking what that should be. What do they have that nids don't have?

My nid core is 18 warriors with venom cannons, 6 impaler hive guards. Some rippers for grabbing objectives, some gaunts for screening.

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





 Odrankt wrote:
Caspian89 wrote:
I've been working on this list and have landed here. Thanks for your time in reading it and commenting, it's very helpful to me.
GSC 1999 points. 8 CPs
Spoiler:

GSC Battalion
HQ
Primus (Ambush w/Genestealers)
Primus (Ambush w/Aberrants)

TROOPS
Acolytes x6: Heavy Rock Saw x2 (Transported in Rockgrinder)
Acolytes x6: Heavy Rock Saw x2 (Transported in Rockgrinder)
Neophytes x10: Autoguns, Grenade Launcher x2, Siesmic Cannon x2
Neophytes x10: Autoguns, Grenade Launcher x2, Siesmic Cannon x2

ELITES
Aberrants x6: Power Hammer x6
Purestrain Genestealers x19

HEAVY SUPPORT
Goliath Rockgrinder: Cache of Demolition Charges, Clearance Incinerator, Heavy Stubber
Goliath Rockgrinder: Cache of Demolition Charges, Clearance Incinerator, Heavy Stubber

GSC Supreme Command Detchment
Magus: Mass Hypnosis (Ambush with Neophyte back-up)
Magus: Mind Control
Magus: Might from Beyond (Ambush with Neophyte back-up)

AM Outrider Detachment
HQ
Tank Commander: Battle Cannon, Heavy Bolter Sponsons, Lascannon, Warlord: Grand Strategist, Kurov's Aquila
Company Commander (basic)

FAST ATTACK
Armoured Sentinel: Hunter-killer missile, Lascannon
Armoured Sentinel: Lascannon
Armoured Sentinel: Lascannon
Selections: Lascannon

HEAVY SUPPORT
Heavy Weapons Squad: Heavy bolter x3
Heavy Weapons Squad: Heavy bolter x3




I would drop an Acolyte unit cause you only need 3 Troops and put those points to buff your units. You also have Genestealers and Hammer Abberants so not like your lacking in CC. If you want to produce Mortal wounds why not use a Tyranid Detachment and bring some Biovores?

You might as well drop a Primus and Magus for Patriarch because they basically cost the same ( Magus + Primus = 149, Patriarch = 150) and the Patriarch gives both +1 to hit and can cast a power. Also, no Acolyte Iconward? You should really field 1 of these guys to at least give your Aberrants 6+ FnP and +1 S via the relic.

I would swap the Gnade launcher for a Missle Launcher on the Neophytes. Better range and better stats overall. Is a bit more expensive though.

You could Supreme Command the AM Detach to get 3 Tank Commanders w/ Lascannon instead of bringing Sentinels and heavy weapons squad?


This Might do the trick:

Spoiler:
+++ GSC (Warhammer 40,000 8th Edition) [120 PL, 1997pts] +++

++ Battalion Detachment +3CP (Tyranids - Genestealer Cults) ++

+ HQ +

Acolyte Iconward: Icon of the Cult Ascendant

Patriarch: Power: Might From Beyond

+ Troops +

Neophyte Hybrids: 8x Neophyte Hybrid
. Neophyte Leader: Autogun, Autopistol
. Neophyte Weapons Team: Missile Launcher

Neophyte Hybrids: 8x Neophyte Hybrid
. Neophyte Leader: Autogun, Autopistol
. Neophyte Weapons Team: Missile Launcher

Neophyte Hybrids: 8x Neophyte Hybrid
. Neophyte Leader: Autogun, Autopistol
. Neophyte Weapons Team: Missile Launcher

+ Elites +

Aberrants
. Aberrant: Power Hammer
. Aberrant: Power Hammer
. Aberrant: Power Hammer
. Aberrant: Power Hammer
. Aberrant: Power Hammer
. Aberrant: Power Hammer

Purestrain Genestealers: 18x Purestrain Genestealer, 18x Purestrain Talons

++ Patrol Detachment (Tyranids - Genestealer Cults) ++

+ HQ +

Magus: Power: Mass Hypnosis

Primus: Bonesword

+ Troops +

Neophyte Hybrids: 9x Neophyte Hybrid
. Neophyte Leader: Autogun, Autopistol

++ Supreme Command Detachment +1CP (Imperium - Astra Militarum) ++

+ HQ +

Tank Commander: Grand Strategist, Lascannon, Warlord
. Command Battle Tank: Battle Cannon

Tank Commander: Lascannon
. Command Battle Tank: Battle Cannon

Tank Commander: Lascannon
. Command Battle Tank: Battle Cannon

Tank Commander: Lascannon
. Command Battle Tank: Battle Cannon

+ Elites +

Ratlings
. 9x Ratling: 9x Sniper Rifle

necrons - 2500+

Admech - 1500+  
   
Made in no
Powerful Ushbati





Bergen

Can cultists use AM transports, like the airplane?

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 vn
Fresh-Faced New User




I wondering GSC cannot use Tyranids psychic power, but can a Tyranids psychic power affect them?
   
Made in pl
Regular Dakkanaut






 Niiai wrote:
Can cultists use AM transports, like the airplane?


Sadly no. They can't even use normal transport of AM, it has to be GSC Chimera due to wording saying AM Infantry, and Regiment. Normal cultists lack both keywords.
   
 
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