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Made in us
Brainy Biophagus Brewing Potent Chemicals






I updated the original post with the two FAQ clarifications.

 Ordana wrote:

And I could see them upping the price of hand flamers in CA.


I don't expect to see any faction-specific changes for the GSC this cycle. If some of the shared units or weapons have their prices altered (flamers, multi-meltas, plasma cannons, Russ turrets) those might be added for consistency sake. That being said, if they were aiming to nerf the flamer bomb I'd expect to see them hit Acolytes rather than the weapon itself, since Metamorphs have access to it as well and it is only really nasty when taken en-mass.

This message was edited 2 times. Last update was at 2019/10/02 13:50:46


 
   
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Acolytes and flamer bomb are strong but important tools for the army. Unlikely to be changed. Rock Saws though, are my number one pick for nerf prediction.
   
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Keep in mind that omni scramblers really put the screws to several unit load outs. Hand flamers for one are next to useless in that match up since the FAQ. Rock saws are much less likely to touch things they want to in that same vein. So I imagine GSC will be pretty untouched. Honestly, the book is a mess anyway and it already has some serious issues and it has only been a bit over half a year lol.

   
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 Red Corsair wrote:
Keep in mind that omni scramblers really put the screws to several unit load outs. Hand flamers for one are next to useless in that match up since the FAQ. Rock saws are much less likely to touch things they want to in that same vein.


This is true, sadly. I am somewhat surprised that they ruled scramblers block stratagems given that they ruled the opposite for using counter-attack vs abilities that force a unit to swing last, but one can always hope for the next FAQ I suppose.

 Red Corsair wrote:

So I imagine GSC will be pretty untouched.


I agree, though as said Chapter Approved generally doesn't tinker with armies that have released within a 6 month window (Druhkari and Orks missed out last time if I remember right). We will probably get some indirect benefits from changes to Tyranids (wouldn't be surprised to see their monsters and multi-wound infantry drop a bit) and any changes to war gear shared with the Astra Militarum (Flamers are a likely candidate for a reduction, maybe some of the misc. heavy weapons like missile launchers).

 Red Corsair wrote:

Honestly, the book is a mess anyway and it already has some serious issues and it has only been a bit over half a year lol.


For discussion's sake, what issues have you been having with the book specifically?

This message was edited 1 time. Last update was at 2019/10/12 22:36:59


 
   
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Mutilatin' Mad Dok






If they could simply reduce points for goliath trucks i see many "mad max" builds becoming viable all of a sudden.

Ere we go ere we go ere we go
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Norn Queen






Dublin, Ireland

Couple of questions for a GSC newb all related to matched play rules:

1 Is there a way to get a turn one charge if units are placed underground or are GSC still subject to the T2 reserve restrictions?
2 If units are in ambush and GSC get the first turn, a first turn charge is possible using perfect ambush, move, advance, charge?
3 If an opponent gets first turn the GSC player must reveal all of his ambush units at the end of the opponents turn? This gives the opponent the chance to shoot them as normal? (assuming the blip isnt placed behind BLOS etc).
4 Can you use a perfect ambush in your opponents movement phase to counter #3 ? The rule says "movement phase" not "your movement phase". I.e. you can get some shots or a move off?


Dman137 wrote:
goobs is all you guys will ever be

By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.

"Feelin' goods, good enough". 
   
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 Ratius wrote:
Couple of questions for a GSC newb all related to matched play rules:

1 Is there a way to get a turn one charge if units are placed underground or are GSC still subject to the T2 reserve restrictions?
2 If units are in ambush and GSC get the first turn, a first turn charge is possible using perfect ambush, move, advance, charge?
3 If an opponent gets first turn the GSC player must reveal all of his ambush units at the end of the opponents turn? This gives the opponent the chance to shoot them as normal? (assuming the blip isnt placed behind BLOS etc).
4 Can you use a perfect ambush in your opponents movement phase to counter #3 ? The rule says "movement phase" not "your movement phase". I.e. you can get some shots or a move off?



1. The army is subject to the matched play reserve restrictions. The FAQ closed a loop-hole that allowed units sent into reserve with They Came From Below to arrive on the first turn, but said stratagem still allows us to put more than half the army in reserve. Currently the only way to get an underground ambush off on the first turn is to use Telepathic Summons on the first turn (which requires setting aside points).

2. If units are being revealed from ambush tokens then yes this works. I believe this tactic was discussed in some detail on the previous page. You can also get a first turn charge with Atalan Jackals + Flare Launchers + Psychic Stimulus or the Broodsurge detachment's Reckless Maneuver stratagem.

3. Tokens are revealed at the beginning of the opponent's shooting phase, so yes they can shoot. The main advantage of the blips is that you get to deploy after the opponent has committed their positions, so you can try to present sub-optimal targets. GSC is very good at doing denied flank deployment (where everything gets put to one side and splits the opponent's firepower).

4. Yes you can. This is actually one of the nice things about the Sniper Sanctus, since you can have him pop up and take a potshot on the opponent's turn for free.

This message was edited 2 times. Last update was at 2019/10/16 13:43:42


 
   
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 Ratius wrote:
Couple of questions for a GSC newb all related to matched play rules:

1 Is there a way to get a turn one charge if units are placed underground or are GSC still subject to the T2 reserve restrictions?
2 If units are in ambush and GSC get the first turn, a first turn charge is possible using perfect ambush, move, advance, charge?
3 If an opponent gets first turn the GSC player must reveal all of his ambush units at the end of the opponents turn? This gives the opponent the chance to shoot them as normal? (assuming the blip isnt placed behind BLOS etc).
4 Can you use a perfect ambush in your opponents movement phase to counter #3 ? The rule says "movement phase" not "your movement phase". I.e. you can get some shots or a move off?
1) GSC still has to abide by the tactical reserve rules so yes. T2 at the earliest. Even if you move a blip back into reserve with the stratagem.
2)If the opponent is in range, sure.
3)End of the opponents movement phase yes, so they can shoot you as normal.
4)Yes you can use Perfect Ambush to move or shoot at that point.

   
Made in ie
Norn Queen






Dublin, Ireland

Very helpful, thank you both.

Dman137 wrote:
goobs is all you guys will ever be

By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.

"Feelin' goods, good enough". 
   
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 Strat_N8 wrote:


For discussion's sake, what issues have you been having with the book specifically?


I mean, I saw the writing on the wall over a year ago when we got some stratagems in CA17. Then the release confirmed my fears entirely, that the army was going to live and die by stratagems. I own and play with several armies, none of my other armies rely on stratagems to function as they were designed. For example, my dark eldar are obviously made incredibly powerful with the addition of stratagems, but the army is still a fast glass canon without them. My guard, is still a mass of disposable infantry and supported by heavy tanks with crippling firepower. Etc etc.

GSC should be an army that starts the game more or less with board control. That's how an ambush works. You don't decide to ambush someone, then realize they already occupy the space so show up someplace else, it's just silly. I was having a blast playing from the index and winning most of my games because I was ambushing neophytes turn 1 all over the place and using them to hold control and shoot screens down do my acolytes, genestealers and abbs could come in for the swing on turn 2 and beyond. Once the beta reserve rules hit the army was gutted.

So I had one hope, that they would shift the ambush mechanic entirely, they did but in the most clunky absurd manner. Here have tokens that you don't have to book keep, but you kind of do. Now what I had hoped for was a VERY simple change, simply allow the infantry in the army to deploy via infiltration OR deep strike. Simple, I can set up during deployment just over 9" from the enemy deployment zone and enemy models or be placed in reserve arriving turn 2. This is how an actual ambush would work, you would be waiting closely for the enemy. Now I understand there is no fog of war, but they could have made GSC always count in cover or have a -1 hit mod on infantry in cover already on turn 1 to mitigate going second or being seized on. This would have been so much more thematic IMHO and so much simpler. You could still have powerful strats and traits, but they would be tricks to compliment the army and add flavor and flexibility. The army doesn't have a big whammy unit or good long ranged fire, and that's good IMHO, so long as you allow the army to have board control. Right now the simplest fix is to start adding in ranged units, I don't care for that solution since it's very unlike GSC.

Those are the main issues I am referring to when I say the books a mess and needs a total overhaul. I HATE that the army relies entirely on stratagems to function as designed. I can literally play any of my other armies with zero strats and still win, I'd of course be at a disadvantage in the early game, but my army would still function as designed.

None of that even touches on point costs, unit or gear profiles or the fact that genestealers in a GSC army are not only elites and more expensive then hivefleet stealers lol but they also don't get any traits. Something that is beyond piss poor design. Oh, AND the vehicles get boned lol. Vehicles that are not designed well to begin with. Rock grinders that are closed top lol or the fact that you can't throw demos without occupants, yet they cost double a normal demo charge.

I love the army, I own 9 goliaths, 3 sentinels, 3 of every character, 22 abbs and over 300 infantry because the models and theme is so epic however every list I make degenerates into a mess of needing top farm CP, stack 3 doctrines and use vigilus detachments and then I need to play cagey and or rely on gotcha 40k. If you play a seasoned opponent that knows how GSC works, your going to struggle. I don't like that the army destroys people that have no idea how the army works, it just creates feel bad 40k.

So yea, 2.5 years into 8th and this is my feeling on the army. I love them, but I find I play them hardly at all these days when so many other armies can be played as intended without a fething journal and a law degree to track all the "bespoke rules" interactions. It's like building and playing a one trick pony magic deck and relying on that perfect opening hand or first draw lol.

   
Made in fr
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RED CORSAIR you are so spot on ! I started collecting gsc in 7th and was hoping for a simple ambush mechanic, but all we get is a headache army (not as bad as during 7th though) that as you say is quite easy to beat for someone who knows the gotchas, or if you fail a few charges, but very very hard to beat for someone who rarely plays against them.

I play them only with tyranid support now because it makes them less "one dimensional" this way. But I dslike the unfluffyness of it

This message was edited 1 time. Last update was at 2019/10/16 14:42:50


Ere we go ere we go ere we go
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addnid wrote:
If they could simply reduce points for goliath trucks i see many "mad max" builds becoming viable all of a sudden.


I have done it and it works against people that are gun shy and don't know how to counter it. I'll elaborate. In this edition you get completely fethed over by terrain if your a vehicle and you don't have the fly keyword. Like, it's God damned silly how bottle necked and trapped you get when running more then 4 trucks. So any cheeky player like my brother lol will know you need to rush them through said choke points on the table and set up in such a way that you end up clumping transports, then using more mobile units and or strats, wrap your tanks prior to shooting them. Thus forcing the occupants to burn to death lol. Worst case scenario you manage to get out and there a MSU disposable unit blocking the column now. This game really needs some form of tank shock and a fix to terrain lol.

   
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Genestealers went from the most attractive infantry in the dex to the least attractive. That’s not acceptable for a dex names after them imo, it feels too much like trying to encourage purchases away from the oldest model in the dex to sell newer stuff. Why are they 3 ppm more expensive than literally the exact same unit in Tyranids, and don’t even get cult traits for the cost? That’s flat out bs imo and I share that criticism strongly.

This message was edited 1 time. Last update was at 2019/10/16 14:46:41


 
   
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addnid wrote:
If they could simply reduce points for goliath trucks i see many "mad max" builds becoming viable all of a sudden.


Yeah, I'd like to run a list like that, but my issue is pure GSC vehicles are are pretty easy to take down, so I feel like if I only bring a few then they become the only targets for my opponents anti-armor and get shot off the board by the second turn — but if I bring a bunch of vehicles it kind of cripples my army because of the massive points investment, and they're not really competitive units either.

Achilles Ridgerunners need a hefty point drop and/or buff — 84pts is far too expensive for the Heavy Mining Laser version (which, between a Missile Launcher and Heavy Mortar, is the only good choice). I really wish we had the option for a Clearance Incinerator on the Ridgerunner, since it's perfectly suited for its role as a fast scout vehicle — but I'd settle for a move & shoot the main weapon without penalty ability, since I doubt our vehicles will be getting cult traits.

I feel like Rockgrinders need an improvement as well — maybe 3+ WS, or changing the drilldozer blade to d6 damage rather than d3. Our other melee units are much more powerful in comparison.





This message was edited 2 times. Last update was at 2019/10/17 04:16:34


 
   
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 Khorzain wrote:
addnid wrote:
If they could simply reduce points for goliath trucks i see many "mad max" builds becoming viable all of a sudden.


Yeah, I'd like to run a list like that, but my issue is pure GSC vehicles are are pretty easy to take down, so I feel like if I only bring a few then they become the only targets for my opponents anti-armor and get shot off the board by the second turn — but if I bring a bunch of vehicles it kind of cripples my army because of the massive points investment, and they're not really competitive units either.

Achilles Ridgerunners need a hefty point drop and/or buff — 84pts is far too expensive for the Heavy Mining Laser version (which, between a Missile Launcher and Heavy Mortar, is the only good choice). I really wish we had the option for a Clearance Incinerator on the Ridgerunner, since it's perfectly suited for its role as a fast scout vehicle — but I'd settle for a move & shoot the main weapon without penalty ability, since I doubt our vehicles will be getting cult traits.

I feel like Rockgrinders need an improvement as well — maybe 3+ WS, or changing the drilldozer blade to d6 damage rather than d3. Our other melee units are much more powerful in comparison.


IMHO they just need a point decrease, like 20 points each. That would do the trick fine. They are rigged civilian vehicules, so in my opinion they are supposed to not be durable.

This message was edited 1 time. Last update was at 2019/10/17 06:42:30


Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
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addnid wrote:
 Khorzain wrote:
addnid wrote:
If they could simply reduce points for goliath trucks i see many "mad max" builds becoming viable all of a sudden.


Yeah, I'd like to run a list like that, but my issue is pure GSC vehicles are are pretty easy to take down, so I feel like if I only bring a few then they become the only targets for my opponents anti-armor and get shot off the board by the second turn — but if I bring a bunch of vehicles it kind of cripples my army because of the massive points investment, and they're not really competitive units either.

Achilles Ridgerunners need a hefty point drop and/or buff — 84pts is far too expensive for the Heavy Mining Laser version (which, between a Missile Launcher and Heavy Mortar, is the only good choice). I really wish we had the option for a Clearance Incinerator on the Ridgerunner, since it's perfectly suited for its role as a fast scout vehicle — but I'd settle for a move & shoot the main weapon without penalty ability, since I doubt our vehicles will be getting cult traits.

I feel like Rockgrinders need an improvement as well — maybe 3+ WS, or changing the drilldozer blade to d6 damage rather than d3. Our other melee units are much more powerful in comparison.


IMHO they just need a point decrease, like 20 points each. That would do the trick fine. They are rigged civilian vehicules, so in my opinion they are supposed to not be durable.


All of this and also bring back the cult limo because... it's a freakin limo
   
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Yea the truck should be much cheaper, the ridge runner as well. Oh and for god sake they need cult traits. That would be enough to get started but on a whole 8th really is a failure in regard to land based vehicles. A nurgling base can block a column of tanks lmao.

But again, that isn't just a problem with GSC. Tanks should drive through ruins at the risk of taking a MW and tank shock needs to be reintroduced in a thoughtful way.

   
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 Red Corsair wrote:

So any cheeky player like my brother lol will know you need to rush them through said choke points on the table and set up in such a way that you end up clumping transports, then using more mobile units and or strats, wrap your tanks prior to shooting them. Thus forcing the occupants to burn to death lol. Worst case scenario you manage to get out and there a MSU disposable unit blocking the column now.


You can counter that tactic to some extent with Jackals. Their speed lets them screen trucks and they aren't too expensive in the grand scheme of things. They also are just tough enough that they don't entirely break saturation with the Truck spam, since the same sort of mid-strength firepower is needed for both. Most of my mechanized lists tend to have some Rockgrinders as well to act as the spearhead. While they don't hit as hard as the infantry, they can generally plow through most token chaff without problem between their guns and melee while drawing fire from the other vehicles.

This message was edited 2 times. Last update was at 2019/11/17 23:32:49


 
   
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What are peoples thoughts Aberrant unit size? MSU of x5 or a larger x10?

I know the opinion is largely "Acolytes are still better" but I'm not keen on forking out for more boxes when they're liable to get nerfed into the dirt come CA.

This message was edited 1 time. Last update was at 2019/11/20 00:15:27


 
   
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 Arbitrator wrote:
What are peoples thoughts Aberrant unit size? MSU of x5 or a larger x10?

I know the opinion is largely "Acolytes are still better" but I'm not keen on forking out for more boxes when they're liable to get nerfed into the dirt come CA.


Unless you're camping the Patriarch on top of them or adding some other sort of morale benefit (eating resources that could go elsewhere), 10 seems an invitation to kill them. They lose their relative toughness when it comes time to do morale losses- 2 wounds don't matter, bestial vigor doesn't matter, just pick up models and take them away.

2 MSU seems strictly better than 1 10 sized unit.

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Some of the strongest parts of Abberants are the stratagems that affect them. You should have a Patriarch and if you don’t you have a stratagem for morale that you don’t need elsewhere. If you are going to take them, maxing out units or at least making them large enough to benefit is probably a good idea.
   
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 Nitro Zeus wrote:
Some of the strongest parts of Abberants are the stratagems that affect them. You should have a Patriarch and if you don’t you have a stratagem for morale that you don’t need elsewhere. If you are going to take them, maxing out units or at least making them large enough to benefit is probably a good idea.
This.
1x10 is better then 2x5 because of stratagems, psychic powers (MfB) and because of how melee needs to commit. 5 runs into problems of not having enough hitting power to remove what you need to remove in 1 round without buffs so you need to send in 2 squads anyway.
   
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 Arbitrator wrote:
What are peoples thoughts Aberrant unit size? MSU of x5 or a larger x10?


It depends on what you want the unit to do. Five-strong units have the advantage of being able to operate fairly independently (don't need much support, not as concerned with moral) and hit harder than comparable 5-strong units. The downside is that they have relatively low maximum attack volume and aren't as effective recipients of stratagem and psychic support. Ten-strong units can generally smash whatever you point them at and are far more efficient recipients of buffs, but they do have concerns about moral checks and are more reliant upon support to make sure they can recuperate their cost.

For me, 5-strong units are better when all that is needed is fairly self-contained assault unit with a small footprint that can drop in and pick on backfield units. The 10 strong units are better if you are focusing on Aberrants as your main heavy hitters and have the infrastructure in place to support them (Primus, Clamavus, Patriarch or Reliquary of Saint Tenndarc, Iconward, etc.). I usually run the 5-strong as 4x Picks + Signpost Hypermorph to maximize attack volume, while the 10-strong unit tends to have a mix of weapons (generally 4x Picks, 2x Hypermorphs, 4x Hammers) to let them handle a wider variety of targets.

 Arbitrator wrote:

I know the opinion is largely "Acolytes are still better" but I'm not keen on forking out for more boxes when they're liable to get nerfed into the dirt come CA.


I don't anticipate any changes for us specifically in this upcoming chapter approved. Even still, with the current environment I don't imagine Acolytes are very high on the radar in terms of things to complain about.

This message was edited 1 time. Last update was at 2019/11/21 12:59:13


 
   
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I really hope we don't get hit by the nerf bat, just because Chapter Approved was likely written before the devs had any time to balance it against the new Space Marine codex & supplements.

Speaking of which, has anyone had matches against post-supplement/faq Space Marines, particularly Ultramarines/Iron Hands? What was your experience? How did you go about fighting them? Any GSC units that performed particulary well against them, or Space Marine units that you had issues dealing with?

A Warhammer store finally opened in my city, and I'm starting to seriously consider finishing up my Genestealer Cult army so I can use it in the wild. Space Marines 2.0 are the only faction I really just don't know how I'd fight against with pure GSC, especially if they include a couple Infiltrator units.

This message was edited 1 time. Last update was at 2019/11/22 05:16:37


 
   
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 Khorzain wrote:

Speaking of which, has anyone had matches against post-supplement/faq Space Marines, particularly Ultramarines/Iron Hands? What was your experience? How did you go about fighting them? Any GSC units that performed particulary well against them, or Space Marine units that you had issues dealing with?


I've had two games so far with the new marines, one with pure GSC (vs raven guard) and one with pure 'nids (vs Iron Hands pre-nerf). The game with the raven guard was a bit rough , but I think it was more due to our terrain set up than the two armies. We played on a necron-themed table which had several monolith-style structures and very little cover otherwise. My opponent just infiltrated a bunch of snipers on top a central ziggurat and I never had a chance to get them down (structure was too tall to assault and he had deep strike denial everywhere). I was able to put up a fair fight with my trucks but anytime infantry were exposed they just melted (again, bad terrain set up). At the end of the game I had 2 trucks, 2 squads of Neophytes (one on foot, one embarked), and a squad and a half of Acolytes (full squad was embarked, half squad was on the table) while the opponent had his central firebase (2 squads of the Primaris snipers, Lieutenant, Captain, and a libby) and a venerable dreadnaught.

The Iron Hands game ended up a disaster, but I attributed it more to showing up with a pre-built list and my opponent doing everything in his power to skew things in his favor. I brought a comparatively friendly Kronos gunline with a swarm of Termagants, three Tervigons, two Exocrines, and a full brood of Zoanthropes. The opponent insisted on using power level (so my pre-built army was about 20% more expensive - I had to cut some things from the original list to make room) and I am fairly confident he tailored his list specifically to combat mine, since he brought three Redempter Dreadnaughts with double Onslaught cannons (mass S5 shooting), Aggressors, and a bunch of plasma. It was mostly an exercise in me pulling models off the table and the opponent was generally insufferable (threw a fit about Zoanthropes having a 3++ and complained about my respawning Termagants).

I am going to try to get some more games in once finals week is concluded. I'm currently leaning towards a Bladed Cog list as the best counter. The trait counteracts some of the extra AP flying around and indirectly buffs our anti-MEQ shooting (Mining Lasers and Seismic Cannons). The Kelermorph and Locus also did rather well in the game in question and Bladed Cog improves their existing invulnerable saves to a more respectable 4+. Also, an Abominant with the Bladed Cog relic is a serviceable counterpart to the infamous smash captain (doesn't hit as hard, but a bit tankier between a 3++, bestial vigor, and regeneration).

This message was edited 1 time. Last update was at 2019/11/23 21:31:46


 
   
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I switched to bladed cog already as well. With all the AP-2 or better floating around, Rusted Claw is DOA. At least with BCog I get a guaranteed 6++ and I can move and shoot neophyte mining lasers with no penalty. The game plan overall is move block and hide and win on points before the tabling though, new marines just do everything better, they control the entire board upon deployment, zone block our entire gimmick and piss high quality attacks in every phase.

I'd say we need a point drop in CA, but I don't think that saves us. I really wish the army was written in an elgant way and not this clunky blip crap. All the army needed for cult ambush was as follows:

Cult Ambush: A unit with this ability can deploy anywhere on the battlefield more then 9 inches from enemy models and more then 9 inches from the enemy deployment zone. Alternatively the unit may deploy under ground. If a unit deploys underground at the end of the movement phase it may be set up anywhere on the battlefield more then 9 inches from enemy models following the rules for tactical reserves.

Instead we got the terrible blip mechanic that forces our ambushers into our deployment zone turn 1 if they don't deploy under ground. At first it sounded flexible until you play a game and realize there is only so much room for 15-20+ blips and the spots are all rather predictable anyway.

Then there are the other obvious flaws, like tying all our tricks to stratagems when the army is a horde not elite, so you don't get the same mileage out of strats. Or having sub par traits that also don't apply to half the units in the book.

It's really sad that Raven Guard and White Scars both ambush their army better then GSC.

That said, since all we can hope for are point drops, I really hope a fair number of our characters are dropped, because a lot of them are WAY too pricey. Abomanant needs to go back down to 80. Clamavus, Nexos, sanctus and jackal are all at least 10 points too expensive if not more. It really adds up since the characters are currently required in heavy supply.

   
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 Red Corsair wrote:
With all the AP-2 or better floating around, Rusted Claw is DOA.


I sadly have to agree. The Rusted Claw's toolbox is fairly narrow without the armor enhancement. I think they can still be justified as an outrider detachment filled with Jackals (Drive By Demolitions is still good and the trait ability makes Wolfquads good mining laser platforms), but it will struggle as an army-wide trait in a meta dominated by marines and counter-marine shooting.

Currently, I think the best creeds are probably Bladed Cog, Hivecult, and Twisted Helix. Four-Armed Emperor has a nice toolbox, but given deep strike denial I am unsure as to how reliably the creed ability will trigger (similar to the issue Rusted Claw faces). I do like Pauper Princes, but their toolbox doesn't really help solve the two most pressing concerns we have at the moment: survival and dealing with deep strike denial. Bladed Cog and Hivecult both offer tools to improve the shooting capabilities of the army (helping with deep strike denial) and add some form of durability (invul for Bladed Cog, moral resilience for Hivecult) while Twisted Helix offers a reliable threat range extension to get assault troops up the field if ambush is closed off.


 Red Corsair wrote:
Instead we got the terrible blip mechanic that forces our ambushers into our deployment zone turn 1 if they don't deploy under ground. At first it sounded flexible until you play a game and realize there is only so much room for 15-20+ blips and the spots are all rather predictable anyway.


I know I should like a broken record (for which I apologize), but I have found the blip system works well enough for mechanized builds. Mech really likes getting to deploy after the opponent has designated where their primary anti-armor is going to be and vehicle-heavy lists tend to have fewer drops overall which increases the relative effectiveness of blip manipulation (moving a blip concealing a vehicle is more valuable than moving a blip containing Brood Brothers).
   
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Sure, I actually agree and in the past have promoted the idea of full mech on here as well. I have 6 trucks and 3 grinders, however terrain REALLY becomes a problem when your going so mech heavy and don't fly, so I was ending up in columns verse smart opponents and getting move blocked by cheap throw away units.

Heaven help a goliath in the new marine meta. I am now back to spamming neophytes and characters. it's a rather boring build though.

   
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Chapter Approved 2019 changes:

HQ

-None-

Troops

Acolyte Hybrids:
  • Heavy Rock Drill - Down 2 points: from 17 to 15

  • Demolition Charge: up 5 points: from 5 to 10

  • Neophyte Hybrids went up to 55pts per model, RAW

    Elites

    Aberrants - Up 3 points: from 16 to 19
  • Heavy Improvised Weapon - Up 15 points: from 10 to 25pts


  • Hybrid Metamorphs - Down 2 points: from 9 to 7
  • Metamorph Claw - Down 2 points: from 4 to 2


  • Kelermorph - Up 15 points: from 60 to 75


    Fast Attack

    Achilles Ridgerunner
    - Went down 15 points: from 50 to 35
  • Heavy Mining Laser - Down 10 points: from 25 to 15

  • Missile Launcher - Down 5 points: from 15 to 10

  • Atalan Jackals:
  • Demolition Charge: Up 5 points: from 5 to 10


  • Heavy Support

    Cult Leman Russ - Down 15 points: from 122 to 107

    Goliath Rockgrinder:
  • Clearance Incinerator - down 10 points: from 30 to 20

  • Heavy Mining Laser - down 10 points: from 25 to 15

  • Heavy Seismic Cannon: down 5 points: from 20 to 15
  • This message was edited 4 times. Last update was at 2019/11/30 17:17:55


     
       
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    Augusta GA

    Ridgerunners might actually be runnable now. Lol at those hypermorph changes though.
       
     
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