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Made in ca
Sneaky Lictor



oromocto

That list has 148 models... how many more do I need?

I do like the idea of summoning but sheesh the list is already so cp hungry. I guess I can drop an acolyte unit maby switch my 2nd Paterarch for a second iconward and more troops so I can have the pts for summoning.
   
Made in us
Shadowy Grot Kommittee Memba






 FatBoyNoSlim wrote:
Quick question. If a unit is embarked in a Goliath Truck, and the truck is within 6" of a Jackal Alphus, would they still benefit from the Jackal Alphus Priority Target Sighted Ability?

Or is this one of those weird things where technically they are not on the table?

The reason I am asking is am trying to see if the Cult can "out Guard the Guard" and being able to run multiple trucks as gunboats is going to be a core of my list.


Nope, it's one of those things where "modifiers that affect the transport affect the occupants".

Any - and + to hit modifiers that apply to the transport, do apply to the models inside, so if the goliath gets it, the passengers get it.

It might seem weird, but think about it this way: Otherwise, if the transport the models were firing out of was outside of 12" from a Raven Guard unit, the unit being transported would not get -1 to hit. So they've created an exception to the usual "off the battlefield" rule that allows specifically for modifiers, plusses and minuses.

"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 gb
Hardened Veteran Guardsman




Warrington

the_scotsman wrote:
 FatBoyNoSlim wrote:
Quick question. If a unit is embarked in a Goliath Truck, and the truck is within 6" of a Jackal Alphus, would they still benefit from the Jackal Alphus Priority Target Sighted Ability?

Or is this one of those weird things where technically they are not on the table?

The reason I am asking is am trying to see if the Cult can "out Guard the Guard" and being able to run multiple trucks as gunboats is going to be a core of my list.


Nope, it's one of those things where "modifiers that affect the transport affect the occupants".

Any - and + to hit modifiers that apply to the transport, do apply to the models inside, so if the goliath gets it, the passengers get it.

It might seem weird, but think about it this way: Otherwise, if the transport the models were firing out of was outside of 12" from a Raven Guard unit, the unit being transported would not get -1 to hit. So they've created an exception to the usual "off the battlefield" rule that allows specifically for modifiers, plusses and minuses.


Ah thank you! Could you tell where that is? Is it a rule book or FAQ?

I only ask as I reckon someone I play against is going to argue that they don't benefit.

6000 pts of Foot Guard

"I once gave the order to one of my platoons to fix bayonets and charge a squad of genestealers. If they believed in the emperor hard enough they could win... I don't think they believed enough..." 
   
Made in us
Shadowy Grot Kommittee Memba






 FatBoyNoSlim wrote:
the_scotsman wrote:
 FatBoyNoSlim wrote:
Quick question. If a unit is embarked in a Goliath Truck, and the truck is within 6" of a Jackal Alphus, would they still benefit from the Jackal Alphus Priority Target Sighted Ability?

Or is this one of those weird things where technically they are not on the table?

The reason I am asking is am trying to see if the Cult can "out Guard the Guard" and being able to run multiple trucks as gunboats is going to be a core of my list.


Nope, it's one of those things where "modifiers that affect the transport affect the occupants".

Any - and + to hit modifiers that apply to the transport, do apply to the models inside, so if the goliath gets it, the passengers get it.

It might seem weird, but think about it this way: Otherwise, if the transport the models were firing out of was outside of 12" from a Raven Guard unit, the unit being transported would not get -1 to hit. So they've created an exception to the usual "off the battlefield" rule that allows specifically for modifiers, plusses and minuses.


Ah thank you! Could you tell where that is? Is it a rule book or FAQ?

I only ask as I reckon someone I play against is going to argue that they don't benefit.


Right on the rule for Open-Topped: "When they do so, any restrictions or modifiers that apply to this model also apply to its passengers, for example the passengers cannot shoot if this model has Fallen Back in the same turn, cannot shoot (except with pistols) if this model is within 1" of an enemy unit, and so on."

The base rulebook defines what a modifier is, and you can pretty much understand from the examples what is considered a "restriction" - anything that prevents you from shooting a certain weapon if you do something during your turn, like advance, fall back, etc.

The only time the rule "feels" weird is when it interacts with auras: because most auras are re-rolls, not modifiers, most auras don't affect the passengers, just the vehicle. and unless the aura affects the vehicle (like, lets say the aura is only for Infantry) then it would not affect the passengers inside because they're just "piggybacking" off what happens to the vehicle.

Where the rule feels most intuitive is when you're applying negative modifiers, like enemy units that are -1 to hit, or moving and shooting heavy weapons out of the inside.

"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 gb
Hardened Veteran Guardsman




Warrington

the_scotsman wrote:
 FatBoyNoSlim wrote:
the_scotsman wrote:
 FatBoyNoSlim wrote:
Quick question. If a unit is embarked in a Goliath Truck, and the truck is within 6" of a Jackal Alphus, would they still benefit from the Jackal Alphus Priority Target Sighted Ability?

Or is this one of those weird things where technically they are not on the table?

The reason I am asking is am trying to see if the Cult can "out Guard the Guard" and being able to run multiple trucks as gunboats is going to be a core of my list.


Nope, it's one of those things where "modifiers that affect the transport affect the occupants".

Any - and + to hit modifiers that apply to the transport, do apply to the models inside, so if the goliath gets it, the passengers get it.

It might seem weird, but think about it this way: Otherwise, if the transport the models were firing out of was outside of 12" from a Raven Guard unit, the unit being transported would not get -1 to hit. So they've created an exception to the usual "off the battlefield" rule that allows specifically for modifiers, plusses and minuses.


Ah thank you! Could you tell where that is? Is it a rule book or FAQ?

I only ask as I reckon someone I play against is going to argue that they don't benefit.


Right on the rule for Open-Topped: "When they do so, any restrictions or modifiers that apply to this model also apply to its passengers, for example the passengers cannot shoot if this model has Fallen Back in the same turn, cannot shoot (except with pistols) if this model is within 1" of an enemy unit, and so on."

The base rulebook defines what a modifier is, and you can pretty much understand from the examples what is considered a "restriction" - anything that prevents you from shooting a certain weapon if you do something during your turn, like advance, fall back, etc.

The only time the rule "feels" weird is when it interacts with auras: because most auras are re-rolls, not modifiers, most auras don't affect the passengers, just the vehicle. and unless the aura affects the vehicle (like, lets say the aura is only for Infantry) then it would not affect the passengers inside because they're just "piggybacking" off what happens to the vehicle.

Where the rule feels most intuitive is when you're applying negative modifiers, like enemy units that are -1 to hit, or moving and shooting heavy weapons out of the inside.


I took a look in the FAQ and I am sad because I dont think it works in our favour. Page 6 of the main rulebook FAQ :(

Q: If a transport with the Open-topped ability (e.g. a Trukk) is
within range of an aura ability, are units that are embarked upon
that transport affected by that ability?
A: No.


6000 pts of Foot Guard

"I once gave the order to one of my platoons to fix bayonets and charge a squad of genestealers. If they believed in the emperor hard enough they could win... I don't think they believed enough..." 
   
Made in us
Haemonculi Flesh Apprentice






 SHUPPET wrote:
 Red Corsair wrote:
I think it will absolutely happen. Makes no sense from a background perspective to have 3 different cult creed characters coming from the same brood coven.

My advice to folks is always to play by the conservative interpretation of the rules so you won't get used to something that a FAQ will easily remove.

After the FAQ in a week however, go nuts.

Hey Corsair, can I get your opinion on what else you think might go down?


TheScotsman shared a pretty solid list of the things that I wouldn't be surprised by if/when they get a FAQ. I say if/when because the Big FAQ 2 will be out this spring and anything they don't catch with the post release FAQ is fair game then. In this first FAQ I expect them to fix publishing errors. Things like the Broodbrothers orders, the locus heroic intervention and the discrepancy in mining lasers (D3 damage in the armory but D6 damage on the wolf quad data slate).

While a lot of the other stuff is fun/powerful and may change which can be frustrating, I called out Brood Coven because it alters how you build your detachment and army, since some folks are mixing creeds and using WLT. I don't think it is broken or particularly powerful, but it definitely does not fit the fluff and it can alter your entire lists and purchases or armies color schemes.


   
Made in us
Shadowy Grot Kommittee Memba






 FatBoyNoSlim wrote:
the_scotsman wrote:
 FatBoyNoSlim wrote:
the_scotsman wrote:
 FatBoyNoSlim wrote:
Quick question. If a unit is embarked in a Goliath Truck, and the truck is within 6" of a Jackal Alphus, would they still benefit from the Jackal Alphus Priority Target Sighted Ability?

Or is this one of those weird things where technically they are not on the table?

The reason I am asking is am trying to see if the Cult can "out Guard the Guard" and being able to run multiple trucks as gunboats is going to be a core of my list.


Nope, it's one of those things where "modifiers that affect the transport affect the occupants".

Any - and + to hit modifiers that apply to the transport, do apply to the models inside, so if the goliath gets it, the passengers get it.

It might seem weird, but think about it this way: Otherwise, if the transport the models were firing out of was outside of 12" from a Raven Guard unit, the unit being transported would not get -1 to hit. So they've created an exception to the usual "off the battlefield" rule that allows specifically for modifiers, plusses and minuses.


Ah thank you! Could you tell where that is? Is it a rule book or FAQ?

I only ask as I reckon someone I play against is going to argue that they don't benefit.


Right on the rule for Open-Topped: "When they do so, any restrictions or modifiers that apply to this model also apply to its passengers, for example the passengers cannot shoot if this model has Fallen Back in the same turn, cannot shoot (except with pistols) if this model is within 1" of an enemy unit, and so on."

The base rulebook defines what a modifier is, and you can pretty much understand from the examples what is considered a "restriction" - anything that prevents you from shooting a certain weapon if you do something during your turn, like advance, fall back, etc.

The only time the rule "feels" weird is when it interacts with auras: because most auras are re-rolls, not modifiers, most auras don't affect the passengers, just the vehicle. and unless the aura affects the vehicle (like, lets say the aura is only for Infantry) then it would not affect the passengers inside because they're just "piggybacking" off what happens to the vehicle.

Where the rule feels most intuitive is when you're applying negative modifiers, like enemy units that are -1 to hit, or moving and shooting heavy weapons out of the inside.


I took a look in the FAQ and I am sad because I dont think it works in our favour. Page 6 of the main rulebook FAQ :(

Q: If a transport with the Open-topped ability (e.g. a Trukk) is
within range of an aura ability, are units that are embarked upon
that transport affected by that ability?
A: No.



Aura abilities by default do not (such as rerolls) but a "modifier" with a range is pretty strictly defined in the rulebook.

You follow an identical sequence in the two following examples:

Model inside a goliath targets a Raven Guard unit.

Measure range from the hull of the truck: 16"

Modifier applies to the truck: -1 to hit.

Therefore, modifier applies to the unit being transported.

Model inside a goliath targets a model selected by the Alphus' Priority Target.

Measure range from the hull of the truck: 6" to the alphus.

Modifier applies to the truck: +1 to hit.

Therefore modifier applies to the unit being transported.

If it didn't work this way, there are a lot of abilities in the game that would not function as written.

"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
Haemonculi Flesh Apprentice






shogun wrote:
Spoiler:
Timeshadow wrote:
The current list I want to try out is 3 Battalions with 3 separate cultures.

2000pts

4 Armed Battalion
Patriarch (non WL)
Magus WL +3CP/reroll

Nexos
Kelermorph
Sanctus with Sniper rifle


4x Acolytes (5) base pistols

Bladed Cog Battalion
Primus WL: -1 to be hit, Relic: 3+inv/2+MW on charge
Jackal Alphus

Kelermorph
Sanctus with Sniper rifle


2x Acolytes (15) 5x Demo charge, 10x Hand flamer
Neophytes (11) all autoguns

Jackal Bikes 8+2 Quads 5x Demo/Shotgun, 2x H Stubber/Shotgun, 2x GL/Shotgun, 1xCult knife/Shotgun

Twisted Helix Battalion
Patriarch Real WL +1S/A, Relic +1A/T/W
Magus
Iconward Relic: Icon +1S in 6"


Purestrain genestealers (14)

2x Neophytes (20) each 2xGL, 18xAutogun
Neophytes (11) all Autoguns


I'am sorry to say, but I think your armylist is a great example of 'character overdose' (red) and not enough damage output. One genestealer unit, a few small units of acolytes and one bike unit, cannot deal with knights, custodes bikes, heavy astra militarum shooting, Orks green tide with loota bomb.

Astra Militarum can move infantry forward (move move move..) and push back your ambush zone and outshoot you from that point on. Same goes for teleporting ork boyz.

In my opinion GSC need to do the following;

1: Get as much units in ambush and the rest need to be in cover / out of sight to deny as much first turn shooting. Rusted claw + cover / prepared positions makes them 3+ save + icon 6+ feel no pain.
2: I believe you can summon a unit (stratagem) first turn so you could remove the first enemy rank with a nice close combat unit (+d6 perfect ambush) or deploy outside 3 inch (prepared positions) and bring 20 acolyte handflamers (first blood!). For this reason I would always reserve reinforcement points.
3: second turn you need to decide if you only bring in a single / few units to remove the next layer or if its possible to break thru and get to the juicy enemy units with full force. Keep your eye on the price -> objectives, and be ready to sacrifice (almost) everything to keep the enemy in the ropes and walk away with the objective.

Must haves:

- reinforcement points that gives you different summoning options. You need the models for that though.
- At least one 'cult of the 4..' detachment because you need the +d3 command point WL trait and the option to block other stratagems.
- I would always bring one boosted tough close combat hammer to take care of the other enemies 'hammers'. So that would an abberant unit or 20 acolytes with 8 rock saws, or something.
- Personally I would stay away from shooting apart from cheap handflamers or cheap demolition charges. I got lot's of acolytes so that's easy for me to say.
- Don't go overboard on the (elite)characters.
- I prefer the 'deliverance broodsurge' detachment (vigilus) because it gives reroll charge (WL trait), combining this with a clamavus (+1 charge) and maybe even 'cult of the 4..' (+1 charge) and those acolytes are almost always getting into the fight. Primus + 8 rock saws + acolyte icon + deliverance broodsurge stratagem + extra S iconward or/and might from beyond: means 2+ to hit + reroll 1, and then 2+ to wound against toughness 8 (maybe even reroll 1 with primus). That messes up a knight paintjob for sure.

But thats easy for me to say..I got lots of acolytes. bought a few boxes and made a mold for the legs and torsos and bought a few arm bits. No way in hell I pay that much money for 5 models.


Hey shogun, I was waiting for you to reappear from the shadows. Seemed you were sitting out until the release, can't blame you with what they did to the army post 7th release. I fondly remember the debate you had last edition over battling Magnus and friends at the end of 7th. Those pictures were great. I like your analysis, and look forward to discussing more ideas with you I have a lot of acolytes but I don't think I have nearly as many as you do What do you think of the creeds? This has been the thing I am waffling most on. 4AE seems like the obvious starting point, but then I end up looking at the others and end up wanting Pauper princes for example really fixes things like characters and abberants and saves points on icons and possibly primuses but then Rusted claw seems invaluable because of how much more durable it boosts a fragile army. Against HB equivalents it's like having a 3+ base save. I painted my stuff one color so I am not too keen on mixing creeds unless I can do it by unit type (neos and abbs from one creed, acolytes from another etc.) Overall I am happy with the release, I feel like I can play for a long time and still fins new ways to play, I am lucky enough to play this army and DE, two of the best factions for creativity IMHO.

   
Made in us
Rampaging Carnifex





South Florida

Is a Primus or an Abominant a better babysitter for a deep-strike Aberrant bomb? The Abominant has access to the Throng WL trait, which is great, but is more expensive, and I think the Primus might benefit the Aberrants more with the re-rolls than the extra attacks on 6's. Thoughts?

   
Made in de
Dakka Veteran






 rollawaythestone wrote:
Is a Primus or an Abominant a better babysitter for a deep-strike Aberrant bomb? The Abominant has access to the Throng WL trait, which is great, but is more expensive, and I think the Primus might benefit the Aberrants more with the re-rolls than the extra attacks on 6's. Thoughts?


You might be right. A Primus could even be better for Aberrants. But the reroll buff is actually just against one unit, so it is definitely more limited than the exploding 6. Also the Abominant can survive longer, which is also a good point for him as a frontline brawler.
   
Made in us
Rampaging Carnifex





South Florida

I agree about the Abominant being a better brawler, but re-roll 1s to hit and 1s to wound is tasty for some Aberrants to come in with the express purpose of killing a single high-value target.

   
Made in ca
Tunneling Trygon






I prefer the primus. They both buff the expected hit number by the same degree (a normal abberant unit expects four hits for every six attacks. Near primus, expected value of 5 hits. Near abominant, expected value of five hits) The abominant is beefier and the primus is cheaper, but the big thing to me is that the Primus buffs all units and the abominant buffs limited ones. The bonus to Acolytes makes the primus a champion to me.


 
   
Made in gb
Regular Dakkanaut





Hello everyone,

Just wanted to ask what everyone thinks are solid loadout options for neophyte hybrids (Mining ones)?.

cheers
   
Made in us
Longtime Dakkanaut





Connecticut

I prefer my Neophytes as Autoguns and 2 Webbers. Cheap and effective.

Blood Angels, Custodes, Tzeentch, Alpha Legion, Astra Militarum, Deathwatch, Thousand Sons, Imperial Knights, Tau, Genestealer Cult.

I have a problem.

Being contrary for the sake of being contrary doesn't make you unique, it makes you annoying.

 Purifier wrote:
Using your rules isn't being a dick.
 
   
Made in us
Fresh-Faced New User





Hey guys, I've been a long time Tyranids player looking to get into the GSCs. Here is my prelimary 2k point list, any feedback would be appreciated.


Spoiler:
++ Battalion Detachment +5CP (Tyranids) [45 PL, 851pts] ++

+ No Force Org Slot +

Discipline: Hive Mind

Hive Fleet: Kronos

+ HQ +

Hive Tyrant [11 PL, 204pts]: Monstrous Rending Claws, Two Devourers with Brainleech Worms, Wings

Neurothrope [4 PL, 90pts]

+ Troops +

Ripper Swarms [2 PL, 33pts]: 3x Ripper Swarm

Ripper Swarms [2 PL, 33pts]: 3x Ripper Swarm

Ripper Swarms [2 PL, 33pts]: 3x Ripper Swarm

+ Elites +

Hive Guard [13 PL, 288pts]
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon

+ Heavy Support +

Exocrine [11 PL, 170pts]

++ Battalion Detachment +5CP (Tyranids - Genestealer Cults) [30 PL, -1CP, 572pts] ++

+ No Force Org Slot +

Cult Creed: Cult of the Four-Armed Emperor

Stratagem: Broodcoven [-1CP]

+ HQ +

Patriarch [8 PL, 137pts]: Amulet of the Voidwyrm, Familiar, Power: Mental Onslaught, Power: Might From Beyond, Warlord, Warlord Trait: Biomorph Adaptation

Primus [4 PL, 75pts]: Bonesword, Broodcoven Primus, Warlord Trait: Inscrutable Cunning

+ Troops +

Acolyte Hybrids [6 PL, 120pts]: Cult Icon
. 5x Acolyte Hybrid
. Acolyte Hybrid (Heavy Weapon): Autopistol, Heavy Rock Saw
. Acolyte Hybrid (Heavy Weapon): Autopistol, Heavy Rock Saw
. Acolyte Hybrid (Heavy Weapon): Autopistol, Heavy Rock Saw
. Acolyte Hybrid (Heavy Weapon): Autopistol, Heavy Rock Saw
. Acolyte Leader: Autopistol, Cultist Knife

Acolyte Hybrids [6 PL, 120pts]: Cult Icon
. 5x Acolyte Hybrid
. Acolyte Hybrid (Heavy Weapon): Autopistol, Heavy Rock Saw
. Acolyte Hybrid (Heavy Weapon): Autopistol, Heavy Rock Saw
. Acolyte Hybrid (Heavy Weapon): Autopistol, Heavy Rock Saw
. Acolyte Hybrid (Heavy Weapon): Autopistol, Heavy Rock Saw
. Acolyte Leader: Autopistol, Cultist Knife

Acolyte Hybrids [6 PL, 120pts]: Cult Icon
. 5x Acolyte Hybrid
. Acolyte Hybrid (Heavy Weapon): Autopistol, Heavy Rock Saw
. Acolyte Hybrid (Heavy Weapon): Autopistol, Heavy Rock Saw
. Acolyte Hybrid (Heavy Weapon): Autopistol, Heavy Rock Saw
. Acolyte Hybrid (Heavy Weapon): Autopistol, Heavy Rock Saw
. Acolyte Leader: Autopistol, Cultist Knife

++ Battalion Detachment +5CP (Tyranids - Genestealer Cults) [36 PL, 577pts] ++

+ No Force Org Slot +

Cult Creed: The Hivecult

+ HQ +

Jackal Alphus [4 PL, 70pts]

Magus [4 PL, 80pts]: Broodcoven Magus, Warlord Trait: Hivelord

+ Troops +

Neophyte Hybrids [4 PL, 50pts]: 9x Neophyte Hybrid
. Neophyte Leader: Autogun, Autopistol

Neophyte Hybrids [4 PL, 50pts]: 9x Neophyte Hybrid
. Neophyte Leader: Autogun, Autopistol

Neophyte Hybrids [4 PL, 50pts]: 9x Neophyte Hybrid
. Neophyte Leader: Autogun, Autopistol

+ Elites +

Kelermorph [3 PL, 60pts]

+ Fast Attack +

Atalan Jackals [13 PL, 217pts]
. Atalan Jackal: Demolition Charge, Shotgun
. Atalan Jackal: Demolition Charge, Shotgun
. Atalan Jackal: Demolition Charge, Shotgun
. Atalan Jackal: Demolition Charge, Shotgun
. Atalan Jackal: Demolition Charge, Shotgun
. Atalan Jackal: Demolition Charge, Shotgun
. Atalan Jackal: Demolition Charge, Shotgun
. Atalan Jackal: Demolition Charge, Shotgun
. Atalan Jackal: Demolition Charge, Shotgun
. Atalan Jackal: Demolition Charge, Shotgun
. Atalan Jackal: Demolition Charge, Shotgun
. Atalan Leader: Demolition Charge, Grenade Launcher
. Atalan Wolfquad: Heavy Stubber, Shotgun
. Atalan Wolfquad: Heavy Stubber, Shotgun

++ Total: [111 PL, -1CP, 2000pts] ++

This message was edited 1 time. Last update was at 2019/02/14 18:06:22


 
   
Made in us
Regular Dakkanaut




What does everyone think of the ambull? Provided it is a slotless elite or heavy choice and reasonable choice, would it be worth it to put in? I was thinking turn 1 start somewhere out of LoS than drop underground. Turn two pop up with everything else deep striking. It looks like a good distraction carnifex.
   
Made in us
Regular Dakkanaut




What does it do
   
Made in us
Shadowy Grot Kommittee Memba






IVIOOSE wrote:
What does it do


it gets designed with 40k rules as a little bonus, it becomes the best in slot elite choice for a bunch of factions in tournament play, it gets a bunch of people to buy it for the rules, then it gets FAQed to not be allowed in matched play after it becomes the tournament meta for a brief moment.

Then everyone is sad and has an expensive pair of plastic bug monsters.

That's what it does.

This message was edited 1 time. Last update was at 2019/02/14 18:52:26


"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 gb
Stubborn Hammerer




Weston-super-mare

Wanted to try an aberrant heavy list not sure if pauper princes 're rolls is better than twisted helix strength. 1750 points.
Spoiler:

Pauper princes, vanguard detachment, anointed throng

Abominant - Blessed sledgehammer, insidious mindwyrm
3x10 brood brothers - mortars
2x 10 aberrants - 5 picks, 3 hammers, 2 hypermorph hammers
Biophagus

Cult of the four-armed emperor, battalion detachment

Jackal alphus
Magus
3x10 brood brothers - mortars

Tyranid supreme command detachment, Kraken

3xflyrant - monstrous rending claws, two devourers

So plan is 60 guard with mortars hide and hold objectives and help clear chaff, hive tyrants can be a big distraction and again clear as much out of the way for the the 20 aberrant to come down. With 're rolls to hit and the stratagem to 're roll 1 to wound I think the aberants can cause havoc turn 2 onwards especially if the biophagus gets +1attack buff off.
   
Made in nl
Longtime Dakkanaut





 Red Corsair wrote:

Hey shogun, I was waiting for you to reappear from the shadows. Seemed you were sitting out until the release, can't blame you with what they did to the army post 7th release. I fondly remember the debate you had last edition over battling Magnus and friends at the end of 7th. Those pictures were great.


Ah Red, Yea it's been a while since I been active on dakkadakka. Really like the GSC codex and working on a new tournament army.

 Red Corsair wrote:

I like your analysis, and look forward to discussing more ideas with you I have a lot of acolytes but I don't think I have nearly as many as you do What do you think of the creeds? This has been the thing I am waffling most on. 4AE seems like the obvious starting point, but then I end up looking at the others and end up wanting Pauper princes for example really fixes things like characters and abberants and saves points on icons and possibly primuses but then Rusted claw seems invaluable because of how much more durable it boosts a fragile army. Against HB equivalents it's like having a 3+ base save. I painted my stuff one color so I am not too keen on mixing creeds unless I can do it by unit type (neos and abbs from one creed, acolytes from another etc.) Overall I am happy with the release, I feel like I can play for a long time and still fins new ways to play, I am lucky enough to play this army and DE, two of the best factions for creativity IMHO.


At my last tournament (not GSC BTW) I came to the following conclusion: Most times it didn't matter what I killed, the outcome would be the same. It was all about the mission and the objectives and how the mealstrom objectives unfold.

First turn: both players got a firm grip on their own objectives,

Second turn: things die (especially when you get the second turn) but not possible to gain the upper hand regarding objectives. Enemy player get's scoring objective 1, defend objective 1, and scoring objective 3, and these objectives are all on his side. Oh BTW, I also got defend objective 1 and defend objectve 2...

Third turn: I killed a lot of stuff and now I need to move in and go for the complete kill/objectives,

Fourth turn: only 20 minutes left so we decide to play it out 10 minutes each player, because we agree that only three turns would be pitiful...

I want to give it a shot with GSC now because with this army its possible to play defensive first turn and almost completely deny enemy return shooting. You simply start playing at the second turn and got the option to come in as a big 'deal with this!' -blob or simply put in wave after wave to peal of the enemy units layer by layer. You also got the option to keep taking objectives while dying in the process and still walk away with victory. I liked that strategy in the old edition /first GSC codex and I want to do this again. But at a tournament you need to get you priorities in order because GSC is very time consuming and difficult to keep track, especially for you opponent.

Regarding the creeds: If you stick with one creed than I think you can't go wrong with rusted claw because that +1 save helps all the time, and is not situational. Only useless against ap2+ weapons but I don't mind if the shoot at 7 point infantry with that. Even with 4AE you might not get in close combat or maybe you do and kill an enemy unit, but either way at some point the enemy is going to shoot at your models. If GSC didn't got the 'perfect ambush stratagem' I might go for 4AE but then I would bring lots of neophytes to simply lock the enemy units down and get as many units to make sure a few charges work. I have been thinking about small detachments with very specific creed units, like a boosted helix patriarch or something.

But first I'am going to try this army and keep you posted.
   
Made in us
Regular Dakkanaut




Spoiler:






Big nasty thing that regenerates wounds. I was just thinking since we have all these deep strikers and CC units it would fit in easily and be a nice distraction from say a Primarch or something. It won't be able to take on a knight but it should be able to mess up a light tank pretty well and take down a character easily.
   
Made in de
Dakka Veteran






I will also go full rusted claw, because i love the bikes and want them to be able to do cool stuff.
   
Made in ca
Sneaky Lictor



oromocto

Shogun

Thx for the advice about my list. I am definitely gonna tweak my list a bit and save about 200 pts for summoning. I didn't realize we could effectively 1st turn DS doing this. I do think character spam will work in many situations though. Yes it gives up some easy kill points sometimes but some of these characters can make back 2 or even 3 times their points and if that happens just a few times you can get a decisive advantage.
   
Made in fi
Dakka Veteran




Vihti, Finland

Well I decided to go for the shooty option and decided to dedicate for Hivecult.

Primus, Magus, Iconward for HQ, Kelermorp for heroic shooting and atleast 3 x 20 Acolytes with autoguns, grenade launchers and mining lasers. Tanks and big guns for the absolute havoc!

And few dozen other things,

This message was edited 1 time. Last update was at 2019/02/14 19:51:22


 
   
Made in no
Liche Priest Hierophant





Bergen

Do summoned units ghet keywords? Four armed summons have +1 to charge?

   
Made in us
Haemonculi Flesh Apprentice






 Niiai wrote:
Do summoned units ghet keywords? Four armed summons have +1 to charge?


They come from the same cult as the summoning model.


Automatically Appended Next Post:
 rollawaythestone wrote:
I agree about the Abominant being a better brawler, but re-roll 1s to hit and 1s to wound is tasty for some Aberrants to come in with the express purpose of killing a single high-value target.


Primus doesn't provide rerolls to hit, he adds +1 to hit for all friendly cult units within 6". He also picks a unit when he is deployed and all units within 6" reroll failed wound rolls of 1.

I am starting to become more and more convinced that pauper princes will do the anointed throng best. You don't need a primus then and you actually get better odds at exploding hits. It also makes the abomanant much better. I don't think twisted helix is as good since I don't need to swing 3 times generally. Maybe helix would work better if you took two bricks of abberants since you would have a strat for each unit, but thats a crazy CP commitment and a lot of reinforcements in reserve. It's kind of a win big or lose big build.

@Shogan, I think I like Rusted claw the most, but I play mostly in tournys these days and I know with death watch being popular in the meta auspex scan is going to be a major problem without 4AE cancel power. Unfortunately I will probably need to take at least one detachment from them. Splitting characters is my issue, you don't want to lose out on auras, I think the patriarch or abomanant would be best, maybe from a vanguard and just run anointed throng, but then I lose out on 4+ save ignoring rend abbs lol. Oh well, can't have it all.

I really want to use the jackals, building two boxes as we chat lol.

This message was edited 1 time. Last update was at 2019/02/14 20:52:35


   
Made in nl
Longtime Dakkanaut





Timeshadow wrote:That list has 148 models... how many more do I need?

I do like the idea of summoning but sheesh the list is already so cp hungry. I guess I can drop an acolyte unit maby switch my 2nd Paterarch for a second iconward and more troops so I can have the pts for summoning.


Yes, you got lots of models but not a lot of damage output, thats not the same. You could boost the genestealers but after the die you can only boost 20 neophytes or 5 acolytes. Bikers are also not really tough. But hey, I also need to try this stuff so no universal truths (yet)..

Timeshadow wrote:Shogun

Thx for the advice about my list. I am definitely gonna tweak my list a bit and save about 200 pts for summoning. I didn't realize we could effectively 1st turn DS doing this. I do think character spam will work in many situations though. Yes it gives up some easy kill points sometimes but some of these characters can make back 2 or even 3 times their points and if that happens just a few times you can get a decisive advantage.


I might be wrong, but I see no rules that prevent you from summoning first turn, right? I do agree that I also don't want to spend 2 CP on a unit that could already be put in ambush second turn. But the different options that summoning brings in combination with first turn harassment makes me want to have this option.

Red Corsair wrote:
@Shogan, I think I like Rusted claw the most, but I play mostly in tournys these days and I know with death watch being popular in the meta auspex scan is going to be a major problem without 4AE cancel power. Unfortunately I will probably need to take at least one detachment from them. Splitting characters is my issue, you don't want to lose out on auras, I think the patriarch or abomanant would be best, maybe from a vanguard and just run anointed throng, but then I lose out on 4+ save ignoring rend abbs lol. Oh well, can't have it all.

I really want to use the jackals, building two boxes as we chat lol.


Thats why my list includes a basis 4AE battalion:

HQ: magus
HQ: iconward
TR: 10 neophytes
TR: 10 neophytes
TR: 10 neophytes

The just sit on the backfield objectives and the magus just picks mind control / mass hypnosis. Magus could summon a 4AE unit if I want it to get the +1 charge. Magus also gets the +d3 CP warlord trait with broodcoven. No problem with aura's.

I have not looked at the Jackals because I don't want to buy more stuff. Best way to stay away from getting persuaded is to simply not look at them! Are the good? No, do not tell me.... But are they? Damn!
   
Made in us
Beast of Nurgle





Alabama2

So I just want to check and see if I'm understanding the rules correctly. When I take a AM detachment they replace all instances of <Regiment> with brood brothers, which means anyone issuing orders replaces the regiment clause with brood brother, meaning I can issue orders to brood brothers in my genestealer cult detachment with a company Commander in my AM detachment...is that correct?

 
   
Made in gb
Norn Queen






 UncleJetMints wrote:
So I just want to check and see if I'm understanding the rules correctly. When I take a AM detachment they replace all instances of <Regiment> with brood brothers, which means anyone issuing orders replaces the regiment clause with brood brother, meaning I can issue orders to brood brothers in my genestealer cult detachment with a company Commander in my AM detachment...is that correct?
Technically, no. BROOD BROTHERS replaces <REGIMENT> but is not a <REGIMENT> as defined in the Astra Copywritum codex. It needs wording saying it is a regiment ala Militarum Tempestus to work.
   
Made in us
Beast of Nurgle





Alabama2

Ah ok I thought maybe it also replace the instance of <regiment> in the voice of command ability with brood brothers as well.

 
   
 
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