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2018/04/20 23:33:06
Subject: Re:Genestealer Cult 8th Edition Tactics - The day of Ascension draws near.
Tiberius501 wrote: You all know how this admittedly awesome army works, so I was wandering if you guys could take a look a the list we came up with and what I'll be facing him with and let me know how to make it fairer for a good experience.
It is very kind of you to go to the trouble of making an even match for your friend. Based on his list I assume he started his army with the battleforce box?
Depending on how many models he has available, it might be wise to replace the tank commander with something a tad softer. From what I can see he doesn't have much for dedicated T8 tank hunting beyond his Russ (can be tied up fairly easily by your melee assets) and the Acolyte squad (very fragile).
Caspian89 wrote: Given the changes to the 50% units and 50% Power Level for ambushing this is the list that seemed to generate itself for me. Brigade!
Nice! Nothing immediately stands out to me as a potential issue. Might be worth finding the points to upgrade to Clearance Incinerators on the Rockgrinders if they are going to be advancing each turn.
I can reduce a bunch of upgrades, drop the Iconward and add two more Lascannon Sentinels for saturation.
I'd probably hold on to the Iconward. The relic banner is very much appreciated by Purestrain Genestealers for their infantry munching duties and helps slightly if they are forced to fight against T8.
This message was edited 1 time. Last update was at 2018/04/20 23:41:35
2018/04/22 18:26:55
Subject: Genestealer Cult 8th Edition Tactics - The day of Ascension draws near.
I have a bunch of nids, and i'm looking to get into GSC -- however, I don't want to buy tanks, or anything mechcanical, due to personal 'fluff' that I think is cool.
That being said, I have a local person willing to sell me 8 abberants, 38 Acolyte Hybrids (Seemingly all the same), 7 Heavy Weapon Neophyte and 34 Neophyte Hybrids (seemingly, mostly rifles, but some shotgun/grenade) for $180
1) Is that a good price? Theyre hard to find on ebay, so its hard to really 'know'
2) Is that a good start to the army, or would I be buying a lot of useless stuff? (I have 20 Purestrains already)
3) Can I easily convert the acolytes in this box to have the heavy weapons, if I buy them somewhere? Or to a metamorph if i find the bits?
4) Can the neophytes be easily converted to have shotguns?
Thanks!
2018/04/22 19:05:05
Subject: Genestealer Cult 8th Edition Tactics - The day of Ascension draws near.
I don't know enough about tyranids, so there might be some useful things here that I'm missing. But I'll comment on the GSC part of the list.
Purestrains work better in bigger units. They need to be able to take a bit of overwatch shooting and still be at 10+ for the extra attack, so at least 12 each. If you want them to be a problem even the turn after they ambushed, take even bigger units.
You need two primus. Both the purestrain units will want to be delivered with one each to minimize the random of their cult ambush.
I can't make the trucks feel useful in my lists. They are expensive and not that powerful. (I'd rather have more infantry, or tanks) But maybe you have a thing going here, where there will be no soft targets on the field turn one?
The beta rules from the recent FAQ makes us deployt at least half or our power levels on the table from the start. With your current list that shouldn't be a problem, but it might be if you up the size of your genestealer units. A neat trick to cover that is to simply add one model to the neophyte units, they will increase in PL to 10. They can still fit inside the trucks because the HW-team only counts as one model.
2018/04/24 10:46:45
Subject: Re:Genestealer Cult 8th Edition Tactics - The day of Ascension draws near.
KnarlocChan wrote: Hey guys, I’m working on starting Genestealer Cults. Can I get some feedback on a 2000 point list?
GSC: As mentioned, it would probably be a good idea to swap the Patriarch for another Primus to insure safe delivery. Since the bulk of the force is mechanized you won't really need the Patriarch's moral immunity bubble and being able to insure the Purstrains end up in a favorable position is going to be very important given they are the only real melee threat in the detachment. I like the Neophyte + Goliath squads, only thing I am not sure on would be the Power Mauls. I'd probably leave them off if possible and use the points saved from the Patriarch to add some Grenade Launchers to each squad.
Tyranids: Not sure about the Warlord trait, as Mawlocs aren't exactly the greatest fighters and the Tyrant himself will probably want to avoid combat where possible. That said, the Mawlocs should provide good disruption capabilities for the Purestrains and draw fire away from your mechanized elements.
AM: Not much to say here. Provides long-range fire support and does so well. Depending on the circumstances you might want to make the Company Commander your warlord and give him the CP regeneration tools (warlord trait and relic). If such is done you can still spend 1 CP to get the Cameleonic Mutation for the Tyrant.
I'd be very keen to see any battle reports featuring the list. Looks like fun if nothing else.
This message was edited 1 time. Last update was at 2018/04/24 10:47:19
2018/04/25 06:16:20
Subject: Re:Genestealer Cult 8th Edition Tactics - The day of Ascension draws near.
As a nidplayer, maybe I can give you some pointers on the tyranid-part of the army.
Don't take the toxin sacs on the mawlocs, they are there to distract and the whole purpose for them is to die. 8 attacks seems really good but 0 AP... My mawlocs never do any damage to even marines. I wouldn't take the flyrant as the warlord, he will get targeted down. Easy kill...
As the Chameleonic Mutation is a Kraken-special I assume you will go Kraken? Have you thought about Jormangunder? The detachment is more for the Mawlocs and the +1 save will make them so much harder to kill. If even one survives you can tie up so much with it Leivathain is also a option for the 6++ but then you have to have the Flyrant nearby for the synapse.
Mawlocs are still awesome but the FAQ did hurt their uses. But still, to have 3 big monsters that look scary in your opponents face will make some panic.
This message was edited 1 time. Last update was at 2018/04/25 06:18:47
Swarm all!
2018/04/25 13:54:01
Subject: Genestealer Cult 8th Edition Tactics - The day of Ascension draws near.
Does anyone play Age of Sigmar or other 40k Armies and could extrapolate from existing rules to guess at what we might be seeing in our codex? We've got a pretty unique army but I suspect there are similar mechanics in AoS but that's a black box for me.
Does anyone have any speculation on what the Brood Brothers doctrines might be?
My dreams are:
-Orders for ab-humans (ratlings and Bullgryn/Ogryn)
-Sentinel Commanders that can order Sentinels
-LD boost when near Cult HQ or Genestealer units
I'm hoping for a toughness boost on the Abberants in the codex, or some sort or rule to make them tougher. It would also be nice to be able to re-spawn Neophytes.
2018/04/25 22:31:11
Subject: Genestealer Cult 8th Edition Tactics - The day of Ascension draws near.
My dream for brood brothers is that it allows Astra Militarum units get into Genestealer Cult transports and vice versa. Open-topped Goliath Truck filled with plasma or lascannons? How about a Baneblade variant stuffed with purestrains?
Would be nice, will never happen though.
2018/04/26 01:10:04
Subject: Genestealer Cult 8th Edition Tactics - The day of Ascension draws near.
Somewhere in the new changes there's a ruling about moving/advancing after coming in from reinforcements. Basically you can't. For example GW said you can't use Warp Time to move or use the Swarmlord's ability or a stratagem like Metabolic Overdrive from Tyranids codex.
Does this completely hose the Cult Ambush rules? Does our Cult Ambush override this rule? What is the logic to explain why it effects us or does not effect us?
2018/04/26 07:27:41
Subject: Genestealer Cult 8th Edition Tactics - The day of Ascension draws near.
Caspian89 wrote: Does anyone play Age of Sigmar or other 40k Armies and could extrapolate from existing rules to guess at what we might be seeing in our codex? We've got a pretty unique army but I suspect there are similar mechanics in AoS but that's a black box for me.
Does anyone have any speculation on what the Brood Brothers doctrines might be?
My dreams are:
-Orders for ab-humans (ratlings and Bullgryn/Ogryn)
-Sentinel Commanders that can order Sentinels
-LD boost when near Cult HQ or Genestealer units
I'm hoping for a toughness boost on the Abberants in the codex, or some sort or rule to make them tougher. It would also be nice to be able to re-spawn Neophytes.
I'm hoping for ways to make Cult Ambush more reliable. It even seems like a reasonable expectation given how GW has been treating it as our core mechanic in both Chapter Approved and the latest FAQ.
Things that might contribute to that:
- Models that contribute, like the primus
- Changed ambush table, where there are fewer really bad alternatives
- Several stratagems to affect cult ambush
- Different cults having different "flavours" and at least one of them contributes to cult ambush
I'm a bit worried that the brood brother rules will be restricted so we can only take datacards that have the <regiment> keyword. So no more psykers, ogryns or tempestus scions for example. But likely then with some trade off where those we can take integrates even better with the rest of our army.
2018/04/26 15:51:45
Subject: Genestealer Cult 8th Edition Tactics - The day of Ascension draws near.
Caspian89 wrote: Does anyone play Age of Sigmar or other 40k Armies and could extrapolate from existing rules to guess at what we might be seeing in our codex? We've got a pretty unique army but I suspect there are similar mechanics in AoS but that's a black box for me.
My best guesses:
Spoiler:
1. While there is a chance there won't be any sub-faction rules given that no unit has a <subfaction> tag in the index, if we do get them I imagine the GSC "chapter tactics" equivalent will probably be called "Gambits", tying into Deathwatch:Overkill.
2. Assuming we do get sub-faction rules, I'd expect to see the <Cult> tag added to unit entries with Cult of the Four Armed Emperor, Pauper Princes, Bladed Cog, Rusted Claw, and Hivecult as available sub-factions. These five had fairly extensive background in the 7th edition book and pages dedicated to their color schemes. - Cult of the Four Armed Emperor is the "poster boy" color scheme used on the boxes and in Deathwatch Overkill, so their trait would probably be the most general purpose one. Possibly something with Cult Ambush or the -1 to hit at >12'' trait since the army as a whole had the stealth special rule in 7th edition. - Cult of the Rusted Claw is the color scheme used for the pictures accompanying the unit entries within the 7th edition codex. Their background paints them being obsessed with entropy (worshiping the "metallophagic wyrm" ), so I could see them having the extra AP in close combat trait or possibly a reroll to wound trait (maybe both). - Hivecult is shown as being an extremely militant cult with a lot of captured AM equipment, so they will probably be the "shooty" sub-faction like Kronos is for Tyranids. - The Bladed Cog hails from an Adeptus Mechanicus dominated world, so their trait might reflect the superior quality of their equipment (seeing as they can pinch it right from the assembly line) or possibly bionic augmentations. - The Pauper Princes are mentioned as being particularly fanatical and prescient, so they might get a moral improving trait coupled with a "once per phase reroll" ability like Salamanders.
3. We will probably see quite a few of the old Formation bonuses bought back as stratagems. I'm expecting: - A stratagem that allows units to reload their demolition charges if near or riding in a vehicle with a demolition cache (Demolition Claw) - A stratagem that that allows Sentinels to Cult Ambush (Neophyte Cavalcade) or vehicles to ambush from a flank (also Neophyte Cavalcade) - A stratagem that allows a unit embarked on a Goliath Truck to disembark after the Goliath Truck moves, albeit at the risk of taking mortal wounds (Deliverance Broodsurge) - A stratagem version of Telepathic Summons (the old summoning psychic power) with the CP cost replacing the Warp Charge cost. Will need reinforcement points. - A stratagem akin to Tide of Traitors or Fresh Coverts that removes a targeted infantry unit and redeploys it back at full strength, possibly via Cult Ambush. (Numbers Beyond Counting from the Cult Uprising detachment) - A stratagem similar to Forward Operatives that allows infantry units to infiltrate up the board turn 1 (Subterrain Uprising). - A few Astra Militarum stratagems repurposed for the Cults (Go! Recon! and Crush 'em! being the most likely).
4. Small tweaks to some units. - Iconward changed to affect units rather than models, possibly see the range of their bubble increased back to 12''. - Patriarch capped at 1 per detachment (for fluff reasons). - Familiars given back their Rending Claws and given a 6+ invulnerable save, possibly moved to ELITES as an option that requires bringing a Patriarch or Magnus to unlock (like Drukahri Beastmasters unlock a beast unit or an Archon unlocks Court of the Archon models) - Metamorph weapons given an overhaul, possibly adding Flesh Hooks and Acid Maws as equipment options like they did for the Hive Fleet Genestealers since there are metamoph heads with said biomorphs. - Acolytes and Metamorphs both given a slight cost reduction. - Purestrain Genestealers changed to have the same equipment options as their Hive Fleet counterparts (baring a new kit) and infestation node deployment option. - Goliath Rockgrinder might gain the open topped rule to reflect its old ability in 7th that allowed embarked units to shoot despite not being an open topped vehicle (done mostly so it wouldn't hurt itself as bad while tank-shocking/ramming). - Mining Lasers and Heavy Mining Lasers might be changed to a flat 3 damage per shot as they are in Necromunda, with the reduced range and lower max damage being the trade-off compared to a standard Lascannon.
5. I expect to see the Cult Ambush table tweaked again, mainly results 1-3 as the first two are somewhat redundant (main difference being who rolls to see where the units arrive) and result 3 was a direct port from the previous version where arriving 12'' away in the open was normal. Alternatively they might change it to a pseudo D3 with results 1-2 and 3-4 being merged while 5-6 remain as-is.
That said, while speculating is fun it is probably wise to keep the topic mostly oriented towards tactics. A bit is fine of course, but we probably don't want pages of wishlisting cluttering up things.
Also on a related note, when the time comes and our codex arrives should I update the main post with codex information or would it be better to make a new thread?
Caspian89 wrote: Somewhere in the new changes there's a ruling about moving/advancing after coming in from reinforcements. Basically you can't. For example GW said you can't use Warp Time to move or use the Swarmlord's ability or a stratagem like Metabolic Overdrive from Tyranids codex.
Does this completely hose the Cult Ambush rules? Does our Cult Ambush override this rule? What is the logic to explain why it effects us or does not effect us?
It is in the main rulebook FAQ. I don't believe it affects Cult Ambush as the extra movement is granted as part of the unit's deployment rather than an outside ability. To put it another way, the movement from results 5 or 6 comes into effect before the part in the rulebook that states a model cannot move further after arriving from reserves since they are making the movement as part of their arriving from reserves.
This message was edited 1 time. Last update was at 2018/04/26 15:52:41
2018/04/27 17:21:10
Subject: Genestealer Cult 8th Edition Tactics - The day of Ascension draws near.
That said, while speculating is fun it is probably wise to keep the topic mostly oriented towards tactics. A bit is fine of course, but we probably don't want pages of wishlisting cluttering up things.
Fair enough! It's great to get your input though, I didn't play in 7th, don't have the codex from then. So knowing what is likely is really entertaining and fun, appreciated.
Also on a related note, when the time comes and our codex arrives should I update the main post with codex information or would it be better to make a new thread?
I think it's fair to start a new thread...I don't see why having 1 big one is any advantage over having 1 streamlined one.
Caspian89 wrote: Somewhere in the new changes there's a ruling about moving/advancing after coming in from reinforcements. Basically you can't. For example GW said you can't use Warp Time to move or use the Swarmlord's ability or a stratagem like Metabolic Overdrive from Tyranids codex.
Does this completely hose the Cult Ambush rules? Does our Cult Ambush override this rule? What is the logic to explain why it effects us or does not effect us?
It is in the main rulebook FAQ. I don't believe it affects Cult Ambush as the extra movement is granted as part of the unit's deployment rather than an outside ability. To put it another way, the movement from results 5 or 6 comes into effect before the part in the rulebook that states a model cannot move further after arriving from reserves since they are making the movement as part of their arriving from reserves.
Thanks for the language on that. I didn't want to be caught without a coherent answer if challenged. Now I have one. Cheers.
This message was edited 1 time. Last update was at 2018/04/27 17:21:37
2018/04/27 22:48:02
Subject: Genestealer Cult 8th Edition Tactics - The day of Ascension draws near.
Am I right in thinking that if we get turn 1 we could Cult Ambush 3 units of 20 Neophytes pretty much 9-12" from our enemies deployment zone so that;
1) every enemy unit that cannot fly or has the fly keyword can only move in their DZ and up to 1" of our enemy models so that prevents board control and them getting objectives.
2) we can deploy "smartly" with the Neophytes to basically make no room for anything our opponent has to deepstrike in
3) create enough bodies that even if the "NeoWave" last at least 2 turns of shooting and charging?
Am I right in thinking all this and how much will my opponent hate me of I do this tactic? All fair in love and wargames
This message was edited 1 time. Last update was at 2018/04/27 22:48:58
Odrankt wrote: Am I right in thinking that if we get turn 1 we could Cult Ambush 3 units of 20 Neophytes pretty much 9-12" from our enemies deployment zone so that;
1) every enemy unit that cannot fly or has the fly keyword can only move in their DZ and up to 1" of our enemy models so that prevents board control and them getting objectives.
2) we can deploy "smartly" with the Neophytes to basically make no room for anything our opponent has to deepstrike in
3) create enough bodies that even if the "NeoWave" last at least 2 turns of shooting and charging?
Am I right in thinking all this and how much will my opponent hate me of I do this tactic? All fair in love and wargames
It is an interesting idea. Neophytes are cheap enough that you should have room to include some heavy hitters that can capitalize on the opponent being contained within their deployment zone and it does buy time for mechanized units to trundle up the board while the enemy deals with the immediate threat. The biggest issue I see is probably going to be moral. You will probably want an Iconward or Patriarch to ambush alongside to mitigate the results of casualties so they will have to invest more into removing the Neophyte counter-screen than they would like.
The question then becomes, Shotguns or Autoguns/Lasguns? Shotguns would love starting that close to the enemy (potentially even within S4 range) and are fine being run cheap, but Autoguns/Lasguns are slightly more flexible due to their range advantage. Maybe a mix of both squads?
2018/04/29 18:21:22
Subject: Genestealer Cult 8th Edition Tactics - The day of Ascension draws near.
Odrankt wrote: Am I right in thinking that if we get turn 1 we could Cult Ambush 3 units of 20 Neophytes pretty much 9-12" from our enemies deployment zone so that;
1) every enemy unit that cannot fly or has the fly keyword can only move in their DZ and up to 1" of our enemy models so that prevents board control and them getting objectives.
2) we can deploy "smartly" with the Neophytes to basically make no room for anything our opponent has to deepstrike in
3) create enough bodies that even if the "NeoWave" last at least 2 turns of shooting and charging?
Am I right in thinking all this and how much will my opponent hate me of I do this tactic? All fair in love and wargames
It is an interesting idea. Neophytes are cheap enough that you should have room to include some heavy hitters that can capitalize on the opponent being contained within their deployment zone and it does buy time for mechanized units to trundle up the board while the enemy deals with the immediate threat. The biggest issue I see is probably going to be moral. You will probably want an Iconward or Patriarch to ambush alongside to mitigate the results of casualties so they will have to invest more into removing the Neophyte counter-screen than they would like.
The question then becomes, Shotguns or Autoguns/Lasguns? Shotguns would love starting that close to the enemy (potentially even within S4 range) and are fine being run cheap, but Autoguns/Lasguns are slightly more flexible due to their range advantage. Maybe a mix of both squads?
Thanks for the input. If you can Patriarch with your 1st unit of Neos you will be able to set the other 2 Neo units to get the Auto-pass morale buff. Even if a unit is forced a morale we can just spend 2 CPs to auto pass if we need too. If your worried bout spending to much CPs we can still take a AM Brood Brother detachment so we still have access to Grand Strat and K.Aquila to get CPs back.
I'm thinking of running this in my Next game. Might record it if people are interested in the game?
I'd like to see a battle report if you would be willing to do one. There aren't too many around and it would be neat to see how the idea works in practice rather than pure theory crafting.
On a related note, I've recently come into possession of quite a few Guardsmen missile launchers. Might be interesting to see how a couple truck-mounted squads with 2x Grenade Launcher and 1x Missile Launcher team play out.
2018/04/30 19:13:19
Subject: Genestealer Cult 8th Edition Tactics - The day of Ascension draws near.
I don't get to play that much so take this with a few grains of salt.
I really like what you're proposing with the 60 model, nigh-fearless screen but I'm not sure what your Neophyte ambush will accomplish in this list. A lot of your points is tanks and AM units that will just sit in your deployment zone and shoot. Are you just buying time to get more battle cannon shots off?
I see a lot of ambushers but not enough balance of Power Level or units to accommodate them. For my money I would be taking those 20 man units of Neophytes and matching them with aggressive assault units in transports. I would take units of 6 Acolytes with 2x Saws in Rockgrinders or 11 man units (15PL!) in a Chimera with a Primus. That way you have your Neophytes tying them up and then you have this big sledge hammer coming up to finish the job. I suspect you'll want to keep those big units of Genestealers in reserve to do what they do, that Patriarch can then sally forth from his meat shield at the appropriate time to support his little bros. Getting the Power Level balance is tricky!
I also wonder how much damage could be done fishing for a 5 on the Cult ambush chart with those big Neophyte squads. You'll get 62 shooting phases! That's 80 autogun shots...not great, but also not terrible.
2018/05/02 19:31:09
Subject: Re:Genestealer Cult 8th Edition Tactics - The day of Ascension draws near.
So, im mostly a painter that likes to play every 3 months so i need your help, what should i get for my army next.
Im going to add 3-4 boxes of units this month, but what, there are so many options.
I would like to go Astra Militarum side, there only few nids i really like.
Below is the list that i currently have.
HQ:
Acolyte Iconward
Magus
Patriarch
Primus
Troops:
15x Acolyte Hybrid
10x Neophyte Hybrid (AM version)
1x Heavy weapons team
Araablane wrote: So, im mostly a painter that likes to play every 3 months so i need your help, what should i get for my army next.
Im going to add 3-4 boxes of units this month, but what, there are so many options.
I would like to go Astra Militarum side, there only few nids i really like.
Leman Russes both work well and look great together in pairs.
2018/05/03 02:21:48
Subject: Genestealer Cult 8th Edition Tactics - The day of Ascension draws near.
If price is not an issue go Banblade chassies, enginseer, 2 primaris psykers in a sup command detachment. Covers pwr/pts for on board drops so rest of your force (minus bubblewrap) can cult ambush.
2018/05/03 06:38:59
Subject: Re:Genestealer Cult 8th Edition Tactics - The day of Ascension draws near.
Uhh, Baneblade is the one thing I really want to get but I'm thinking about adding more different units before that because I can get so much more for that cost.
Hmm, should I get 2 or 3 Leman Russes and how good is artillery for GSC, love the models for Basilisk and Manticore models.
2018/05/03 07:47:34
Subject: Genestealer Cult 8th Edition Tactics - The day of Ascension draws near.
I have started to build up my first Cult and I am loving building and painting the models (going for a C7C Brotherhood of Nod paint scheme).
I really like the look of the Goliath rock grinder and was wondering how effective it would be to take 3 of these things with a primus (for the +1 to hit) and just smash them into the enemy lines? 18 + 3d3 "battle cannon shots" on the charge seems pretty good.
I am concerned they will die before they are able to reach the enemy. How would you deliver the Rock Grinders to the enemy lines? Would it be good to have a couple units of pure strains as a first wave distraction that enemy has to deal with?
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..."
2018/05/04 13:37:34
Subject: Genestealer Cult 8th Edition Tactics - The day of Ascension draws near.
I believe rockgrinders can be useful. I would transport a small assault unit inside (acolytes w saws or aberrants) to give a more reliable turn 2 delivery of them (more reliable than cult ambush without a primus). Combine with Russes and maybe sentinels to create target saturation of heavy armour.
Mocked up a quick mechanized list around this idea. Genestealers + Primus ambush each turn. One primus rides with aberrants. Neophytes ambush aiming for an objective. Could be fun to play!
I have started to build up my first Cult and I am loving building and painting the models (going for a C7C Brotherhood of Nod paint scheme).
As an RTS fan, that is a thematically brilliant idea! I'm quite attached to my own color scheme, but that should look really nice on the table. Maybe make a Temple of Nod ('Nid) from a Vortex Missile bunker to go with the theme?
I really like the look of the Goliath rock grinder and was wondering how effective it would be to take 3 of these things with a primus (for the +1 to hit) and just smash them into the enemy lines? 18 + 3d3 "battle cannon shots" on the charge seems pretty good.
I am concerned they will die before they are able to reach the enemy. How would you deliver the Rock Grinders to the enemy lines? Would it be good to have a couple units of pure strains as a first wave distraction that enemy has to deal with?
I usually run 3 Goliath Rockgrinders alongside 3-5 Goliath Trucks in mechanized lists and saturation of both hulls and Rugged Construction usually sees them through. There are usually at least two of the Goliath Trucks loaded with Demolition Charge Acolytes in said list, which makes for a similarly aggressive threat to help to draw some of the firepower away from the Rockgrinders while they advance. Here was the original version of the list if you're interested (near the bottom of the post).
I'm hoping that Rockgrinders will regain their old Squadron rules with the codex. If not for the recent Errata I'd consider doing a T7 spam list with a 50/50 mix of Rockgrinders and Chimeras. Chimeras probably aren't a bad idea regardless since they offer more flamer shots and threat saturation (more assault units to unload), but I only have 1 currently.
2018/05/05 02:36:22
Subject: Genestealer Cult 8th Edition Tactics - The day of Ascension draws near.
I'm hoping that Rockgrinders will regain their old Squadron rules with the codex. If not for the recent Errata I'd consider doing a T7 spam list with a 50/50 mix of Rockgrinders and Chimeras. Chimeras probably aren't a bad idea regardless since they offer more flamer shots and threat saturation (more assault units to unload), but I only have 1 currently.
Is there merit in running lists with only light armour, such as Basilisks, Sentinels and GSC Trucks? Is there a logic there of more units to take down as well as potentially 'wasting' the points your opponent paid for higher caliber weapons?
What errata are you referring to that would impact this strategy? Do you mean the one that incentivizes us to be more ambush centric?