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Made in ie
Terrifying Wraith






Has anyone used these guys? In particular in larger points games with tyranid allies?
   
Made in gb
Longtime Dakkanaut





Nottingham

I have used them in a 600 point game. I won, but could easily have gone the other way. The broodlord and stealers charged his warlord (tau battlesuit) turn one, and after overwatch the stealers were gone and broody was on his last wound. Ripped the commander to shreds and then popped back into cover, which really kept him alive. The 4th gen hybrids camped in cover, with the autogunners tanking the wounds as the krak grenades and mining lasers wiped out his unit of battlesuits over two turns. The magus was with them and psy shrieked anything that looked dangerous. The 2nd gen nearly got wiped by stealthsuits, but once the survivors reached combat they took them straight off the table. Abhorrants took a while to do anything, and probably killed two models that psy shriek left behind. Was a good game, but if I hadn't gotten lucky and stolen the initiative, it would have been a different story, as my opponent's (AEIOU madden) army was left a sitting duck.

Have a look at my P&M blog - currently working on Sons of Horus

Have a look at my 3d Printed Mierce Miniatures

Previous projects
30k Iron Warriors (11k+)
Full first company Crimson Fists
Zone Mortalis (unfinished)
Classic high elf bloodbowl team 
   
Made in ie
Terrifying Wraith






Thanks for the feedback, I quite like the favoured disciples, especially with a primus giving them all zealot
   
Made in gb
Esteemed Veteran Space Marine




UK

Yeah good to hear about how they play. I've been very tempted to get the box set just for the cult.

 
   
Made in us
Infiltrating Broodlord






I have only had one full game with them thus far but really like them. I ran them in a team game alongside a Tyranid ally detachment containing a Prime, Warriors, and a Tyrannocyte.

The Patriarch and his princelings were a vicious bully unit (destroyed a squad of Skitarii rangers first turn), but were also able to hold their own against some Grey Knight terminators thanks to invisibility and hit and run. The Acolytes also felt fairly strong, basically having the offense of a Scything Talon 'stealer with the benefit of grenades and cheaper cost in exchange for the loss of I6 and Fleet. The other two squads didn't get much action sadly as everyone shifted away to the other side of the table so they were left to hold objectives.

The formation as a whole seems tailor made to go with an Infiltrating/Deepstriking Tyranid force. The first turn stealth + shrouded makes them deceptively hard to shift for non-Tau forces and by turn 2 everything should be on top of the enemy and or in combat. Also, all three characters offer huge force multiplyer benefits to Tyranids via their ability to pass off desirable special rules (stealth, hit-and-run, zealot) and access to Telepathy.

This message was edited 1 time. Last update was at 2016/05/07 18:24:48


 
   
Made in gb
Longtime Dakkanaut





Nottingham

I split the box with another poster, and honestly the models are stunning, absolutely worth the price.

Have a look at my P&M blog - currently working on Sons of Horus

Have a look at my 3d Printed Mierce Miniatures

Previous projects
30k Iron Warriors (11k+)
Full first company Crimson Fists
Zone Mortalis (unfinished)
Classic high elf bloodbowl team 
   
Made in ie
Terrifying Wraith






What units do people think are particularly good/bad?
   
Made in gb
Angered Reaver Arena Champion




Connah's Quay, North Wales

Sticking the Primus in with the Abhorents. A 5 man unit is easier to hide out of LOS then a 13 man unit (Primus + Hybrids) so if I can hide this unit out of LOS It means I can deploy 12'' instead of 18, making a first turn charge much more likely. And when they get there I've found them very powerful in combat and hatred to be very useful, as they don't have to many attacks so every one matters. I've actually been sending this unit at Marines more so than vehicles as I dread being caught out of combat the fact every weapon in the unit is AP 3 or lower means they shred through most MEQ units. Just use some common sense of not sending them into Str 8 terminators.

Also one of our best candidates for Invisibility, as 'Stealers tend to MSU and pretty limited in high Str weaponry so keeping this unit safe and a threat could be pivotal.

 
   
Made in ie
Terrifying Wraith






 ALEXisAWESOME wrote:
Sticking the Primus in with the Abhorents. A 5 man unit is easier to hide out of LOS then a 13 man unit (Primus + Hybrids) so if I can hide this unit out of LOS It means I can deploy 12'' instead of 18, making a first turn charge much more likely. And when they get there I've found them very powerful in combat and hatred to be very useful, as they don't have to many attacks so every one matters. I've actually been sending this unit at Marines more so than vehicles as I dread being caught out of combat the fact every weapon in the unit is AP 3 or lower means they shred through most MEQ units. Just use some common sense of not sending them into Str 8 terminators.

Also one of our best candidates for Invisibility, as 'Stealers tend to MSU and pretty limited in high Str weaponry so keeping this unit safe and a threat could be pivotal.


So you'd recommend running the whole formations? All 600 points?
   
Made in us
Huge Hierodule





Louisiana

 Spyro_Killer wrote:
 ALEXisAWESOME wrote:
Sticking the Primus in with the Abhorents. A 5 man unit is easier to hide out of LOS then a 13 man unit (Primus + Hybrids) so if I can hide this unit out of LOS It means I can deploy 12'' instead of 18, making a first turn charge much more likely. And when they get there I've found them very powerful in combat and hatred to be very useful, as they don't have to many attacks so every one matters. I've actually been sending this unit at Marines more so than vehicles as I dread being caught out of combat the fact every weapon in the unit is AP 3 or lower means they shred through most MEQ units. Just use some common sense of not sending them into Str 8 terminators.

Also one of our best candidates for Invisibility, as 'Stealers tend to MSU and pretty limited in high Str weaponry so keeping this unit safe and a threat could be pivotal.


So you'd recommend running the whole formations? All 600 points?


I would. Every Time. The benefits it provides are very efficient for the points invested and it's easy to stick in just about any Tyranid list. You can also take the 3 HQ's and deploy them in Codex:Tyranids genestealer units, giving them stealth/shroud on turn 1 and stealth the rest of the game.

Been out of the game for awhile, trying to find time to get back into it. 
   
Made in us
Regular Dakkanaut




Right now I painting mine, but here is what I am looking to run once I get them finished.

Hive Fleet Detachment
HQ
Hive tyrant w/ wings, 2 tl devourers, electroshock grubs
Hive tyrant w/ wings, 2 tl devourers, electroshock grubs
Hive tyrant w/ wings, 2 tl devourers, electroshock grubs
Troops
5 genestealers w/ Broodlord
5 genestealers w/ Broodlord
5 genestealers w/ Broodlord
Elites
Zoanthrope

Broodkin Formation
Full formation

Sporefield Formation
Minimum squad

Total: 1850

High pressure, with Broodkin in their face, infiltrating broodlords within Horrify distance, and either infiltrating or deepstriking spore minds. Three hive tyrants, because they are mandatory. Zoanthrope is there as I had 50 points, and can be a nice objective holder back field as well as adding psychic support..There are things I like in this list. Lots of alternative deployment options. Synapse isn't an issue, and it has fifth teen warp charges. With all the upfield pressure the tyrants should be able to catch up quickly. I like the idea of Brood lords working in tandem with the Broodkin. Pinning units to stop the overwatch for the princelings and patriarch to get charges off, and cutting down on the return fire at the Broodkin.
   
Made in ie
Terrifying Wraith






That is a nice list man!
   
Made in us
Longtime Dakkanaut




Wichita, KS

Got my first few test games in yesterday.

My list:
Spoiler:
CAD 1:
Tyrant (Wings, 2 TL Devourers, E.Grubs)
Tyrant (Wings, 2 TL Devourers, E.Grubs)

Zoenthrope
Malanthrope

15 Genestealers
Mucolid

Mawloc

Cad 2:
Tyrant (Wings, 2 TL Devourers, E.Grubs)

Mucolid
Mucolid

BroodKin


Game #1 was vs a very competitive Eldar list.
Spoiler:
I'm talking 7 units of Scat Bikes. Aspect host with 2 Warp spiders, and 1 Dark Reapers, WraithKnight, Warp Hunter, Farseer, Autarch. Coteaz for reroll to seize.

I got 1st turn. He was worried about my alphastrike (with good reason), so he kinda null deployed. He put his Dark Reapers on Terrain, one unit of scat bikes beside them to bubble wrap them so I could assault them 1st turn, and his Wraithknight in the back corner. He warlord trait was +1 to sieze, but despite a rerollable 5+ to sieze he didn't, and I went 1st. I had the Magus with the Genestealers from my CAD, and the other characters with the Favored Disciples.

A few notable things:
- The Dark Reapers punched the purestrain Genestealers to death in Close combat.
- The Genestealers plus a psychic scream from a tyrant put down the WraithKnight but not before he stomped the Magus to death.
- I had trouble getting psychic shriek off because of the 18" range.
- I threw 7 dice at invisibility twice and failed to cast it.
- The Abarrants infiltrated to the center of the table in ruins. They basically sat there the whole game, and soaked up an epic ton of firepower. It was kill points, and he kept looking at that unit as an easy kill point, but scatter laser after scatter laser bounced off of them.
- The cult is seriously lacking in mobility. You can infiltrate, but after that, even with move through cover, a more mobile army can dance circles around you.

I ended up winning the game handily, but it could have turned at one point if my dice had gone cold.


------------------------------

The next game was against a slightly less competitive Daemon army.
Spoiler:
2 Great Unclean Ones. 2 Nurgle Heralds 3 Soul Grinders. 4 Plague Bearers 3 Nurglings. in a formation that gave me -1 leadership, and in some cases I was -1 Strength and Toughness.

This was a much harder game for me. I got 1st turn, and he deployed the GUO's, the Soul Grinders, and some nurglings in terrain. I infiltrated the cult, and deployed everything.
- I poured all of my firepower into a GUO on turn 1, but only did 3 wounds, but on his turn that GUO perils himself to death (Thanks to shadows).
- Warp Strorm turned a flyrant into spawn, and turn 1, his soul grinders shot a 2nd one out of the sky because I couldn't make saves.
- The Genesteaers and Favored Disciples charges soulgrinders, and he made most of his invuls, and eventually the Soul Grinders won combat.
- The GUO with endurance up the whole game walked through the Genestealer Cult. I put 3 Instant death wounds on him, but at the end of the game he still had 4 wounds left.
- The Abarrants killed some nurglings, and then changed a Soul Grinder with only 1 hull point. I did one glance, and he invulled it away.
- I couldn't get any psychic powers to work all game. Kept trying to psychic shriek the GUO, but he kept denying it. I kept warp lancing at the Soul Grinders, but kept missing.
- A soul Grinder changed a combat such that the Primarch was closest, and I had to take 3 LOS's one of which I failed, and lost him. If I had made those LOS's I might have been able to hold on.

I ended up losing the game (Crusade). He had 2 objectives to my 1. We both had warlord and linebreaker. I got 1st blood.


------------------------------

What I learned.
- The big squad of Genestealers from my CAD was a bad idea. The infiltrating squads are so big there wasn't enough place to put them all.
- The psychic powers create a whole new game for nids, BUT they are unreliable.
- The cult lacks mobility. I think I need some Deep Striking Rippers or Lictors in the list to help me out. Maybe a 2nd Mawloc.
- The cult has the tools to deal with WraithKnight which Tyranids previously lacked.
- The Primus is interesting, but also hard to use a bit. I'm going to have to think him over.
- I think 3 Flyrants is a good number to go alongside the Genestealer Cult, and since I refuse to play more than 3 Flyrants, I think this is going to be an army that I continue to test, and try to perfect.
   
Made in ie
Terrifying Wraith






tag8833 wrote:
Got my first few test games in yesterday.

My list:
Spoiler:
CAD 1:
Tyrant (Wings, 2 TL Devourers, E.Grubs)
Tyrant (Wings, 2 TL Devourers, E.Grubs)

Zoenthrope
Malanthrope

15 Genestealers
Mucolid

Mawloc

Cad 2:
Tyrant (Wings, 2 TL Devourers, E.Grubs)

Mucolid
Mucolid

BroodKin


Game #1 was vs a very competitive Eldar list.
Spoiler:
I'm talking 7 units of Scat Bikes. Aspect host with 2 Warp spiders, and 1 Dark Reapers, WraithKnight, Warp Hunter, Farseer, Autarch. Coteaz for reroll to seize.

I got 1st turn. He was worried about my alphastrike (with good reason), so he kinda null deployed. He put his Dark Reapers on Terrain, one unit of scat bikes beside them to bubble wrap them so I could assault them 1st turn, and his Wraithknight in the back corner. He warlord trait was +1 to sieze, but despite a rerollable 5+ to sieze he didn't, and I went 1st. I had the Magus with the Genestealers from my CAD, and the other characters with the Favored Disciples.

A few notable things:
- The Dark Reapers punched the purestrain Genestealers to death in Close combat.
- The Genestealers plus a psychic scream from a tyrant put down the WraithKnight but not before he stomped the Magus to death.
- I had trouble getting psychic shriek off because of the 18" range.
- I threw 7 dice at invisibility twice and failed to cast it.
- The Abarrants infiltrated to the center of the table in ruins. They basically sat there the whole game, and soaked up an epic ton of firepower. It was kill points, and he kept looking at that unit as an easy kill point, but scatter laser after scatter laser bounced off of them.
- The cult is seriously lacking in mobility. You can infiltrate, but after that, even with move through cover, a more mobile army can dance circles around you.

I ended up winning the game handily, but it could have turned at one point if my dice had gone cold.


------------------------------

The next game was against a slightly less competitive Daemon army.
Spoiler:
2 Great Unclean Ones. 2 Nurgle Heralds 3 Soul Grinders. 4 Plague Bearers 3 Nurglings. in a formation that gave me -1 leadership, and in some cases I was -1 Strength and Toughness.

This was a much harder game for me. I got 1st turn, and he deployed the GUO's, the Soul Grinders, and some nurglings in terrain. I infiltrated the cult, and deployed everything.
- I poured all of my firepower into a GUO on turn 1, but only did 3 wounds, but on his turn that GUO perils himself to death (Thanks to shadows).
- Warp Strorm turned a flyrant into spawn, and turn 1, his soul grinders shot a 2nd one out of the sky because I couldn't make saves.
- The Genesteaers and Favored Disciples charges soulgrinders, and he made most of his invuls, and eventually the Soul Grinders won combat.
- The GUO with endurance up the whole game walked through the Genestealer Cult. I put 3 Instant death wounds on him, but at the end of the game he still had 4 wounds left.
- The Abarrants killed some nurglings, and then changed a Soul Grinder with only 1 hull point. I did one glance, and he invulled it away.
- I couldn't get any psychic powers to work all game. Kept trying to psychic shriek the GUO, but he kept denying it. I kept warp lancing at the Soul Grinders, but kept missing.
- A soul Grinder changed a combat such that the Primarch was closest, and I had to take 3 LOS's one of which I failed, and lost him. If I had made those LOS's I might have been able to hold on.

I ended up losing the game (Crusade). He had 2 objectives to my 1. We both had warlord and linebreaker. I got 1st blood.


------------------------------

What I learned.
- The big squad of Genestealers from my CAD was a bad idea. The infiltrating squads are so big there wasn't enough place to put them all.
- The psychic powers create a whole new game for nids, BUT they are unreliable.
- The cult lacks mobility. I think I need some Deep Striking Rippers or Lictors in the list to help me out. Maybe a 2nd Mawloc.
- The cult has the tools to deal with WraithKnight which Tyranids previously lacked.
- The Primus is interesting, but also hard to use a bit. I'm going to have to think him over.
- I think 3 Flyrants is a good number to go alongside the Genestealer Cult, and since I refuse to play more than 3 Flyrants, I think this is going to be an army that I continue to test, and try to perfect.


That's some really good feedback. I've played a couple of games myself but I've found that the whole formation isn't worth it's points. A 2 man genestealer squad is far too easy a way to give up first blood, the magus never does much, the abberrants are in too small a unit size and the 3rd/4th gen hybrids are basically a guard squad with mid range guns that don't seem to have a place in the list. I've been running just the primus and a couple of squads of favoured disciples with my tyranid force and I really like them. My gaming group favouring kill point missions doesn't suit the 600 MSU formation.
   
Made in gb
Regular Dakkanaut





tag8833 wrote:
Got my first few test games in yesterday.

My list:
Spoiler:
CAD 1:
Tyrant (Wings, 2 TL Devourers, E.Grubs)
Tyrant (Wings, 2 TL Devourers, E.Grubs)

Zoenthrope
Malanthrope

15 Genestealers
Mucolid

Mawloc

Cad 2:
Tyrant (Wings, 2 TL Devourers, E.Grubs)

Mucolid
Mucolid

BroodKin


Game #1 was vs a very competitive Eldar list.
Spoiler:
I'm talking 7 units of Scat Bikes. Aspect host with 2 Warp spiders, and 1 Dark Reapers, WraithKnight, Warp Hunter, Farseer, Autarch. Coteaz for reroll to seize.

I got 1st turn. He was worried about my alphastrike (with good reason), so he kinda null deployed. He put his Dark Reapers on Terrain, one unit of scat bikes beside them to bubble wrap them so I could assault them 1st turn, and his Wraithknight in the back corner. He warlord trait was +1 to sieze, but despite a rerollable 5+ to sieze he didn't, and I went 1st. I had the Magus with the Genestealers from my CAD, and the other characters with the Favored Disciples.

A few notable things:
- The Dark Reapers punched the purestrain Genestealers to death in Close combat.
- The Genestealers plus a psychic scream from a tyrant put down the WraithKnight but not before he stomped the Magus to death.
- I had trouble getting psychic shriek off because of the 18" range.
- I threw 7 dice at invisibility twice and failed to cast it.
- The Abarrants infiltrated to the center of the table in ruins. They basically sat there the whole game, and soaked up an epic ton of firepower. It was kill points, and he kept looking at that unit as an easy kill point, but scatter laser after scatter laser bounced off of them.
- The cult is seriously lacking in mobility. You can infiltrate, but after that, even with move through cover, a more mobile army can dance circles around you.

I ended up winning the game handily, but it could have turned at one point if my dice had gone cold.


------------------------------

The next game was against a slightly less competitive Daemon army.
Spoiler:
2 Great Unclean Ones. 2 Nurgle Heralds 3 Soul Grinders. 4 Plague Bearers 3 Nurglings. in a formation that gave me -1 leadership, and in some cases I was -1 Strength and Toughness.

This was a much harder game for me. I got 1st turn, and he deployed the GUO's, the Soul Grinders, and some nurglings in terrain. I infiltrated the cult, and deployed everything.
- I poured all of my firepower into a GUO on turn 1, but only did 3 wounds, but on his turn that GUO perils himself to death (Thanks to shadows).
- Warp Strorm turned a flyrant into spawn, and turn 1, his soul grinders shot a 2nd one out of the sky because I couldn't make saves.
- The Genesteaers and Favored Disciples charges soulgrinders, and he made most of his invuls, and eventually the Soul Grinders won combat.
- The GUO with endurance up the whole game walked through the Genestealer Cult. I put 3 Instant death wounds on him, but at the end of the game he still had 4 wounds left.
- The Abarrants killed some nurglings, and then changed a Soul Grinder with only 1 hull point. I did one glance, and he invulled it away.
- I couldn't get any psychic powers to work all game. Kept trying to psychic shriek the GUO, but he kept denying it. I kept warp lancing at the Soul Grinders, but kept missing.
- A soul Grinder changed a combat such that the Primarch was closest, and I had to take 3 LOS's one of which I failed, and lost him. If I had made those LOS's I might have been able to hold on.

I ended up losing the game (Crusade). He had 2 objectives to my 1. We both had warlord and linebreaker. I got 1st blood.


------------------------------

What I learned.
- The big squad of Genestealers from my CAD was a bad idea. The infiltrating squads are so big there wasn't enough place to put them all.
- The psychic powers create a whole new game for nids, BUT they are unreliable.
- The cult lacks mobility. I think I need some Deep Striking Rippers or Lictors in the list to help me out. Maybe a 2nd Mawloc.
- The cult has the tools to deal with WraithKnight which Tyranids previously lacked.
- The Primus is interesting, but also hard to use a bit. I'm going to have to think him over.
- I think 3 Flyrants is a good number to go alongside the Genestealer Cult, and since I refuse to play more than 3 Flyrants, I think this is going to be an army that I continue to test, and try to perfect.


Very interesting, what do you think you will replace the 'stealer blob with? 3x 5 genestealers?
   
Made in gb
Angered Reaver Arena Champion




Connah's Quay, North Wales

I've been using this MSU infiltrate list and I've been having loads of fun and a fair amount of success with it.

Deathleaper Assasin Brood
Manufactorum Brood. 2 Broodlords, both with Toxin Sacs. The 3 Broods without the Broodlords all have Adrenal Glands.
Broodkin.

1500pts

100% of the army infiltrates, sometimes deepstrike the Lictors for some additional mobility.

Played against a 30K Ironhands army and steam rolled them. Large unit sizes and lack of ATSKNF really showed in this game, as the invisible Abhorents charged and chased down a 20 man blob after the Primus managed to instant death there fearless giving dude (chaplin?). I was able to box him in his deployment zone and the game was basically over by turn two. Using depleted units of 'Stealers to absorb overwatch proved very effective and Str 5 rending was effective against vehicles. Had trouble with a dreadnaught until the Abhorents got to him.

Played against a Tau list, 2 Riptides, small gunline with a few units of crisis. Closer game than before, due to going second and 2 units of Pathfinders marking 2 units a turn to get deleted. Managed to charge them second turn with a single wound invisible Patriach and Shriek the other unit of the face of the earth. Overwatch was brutal, I had to dedicate two units to every charge, one to sacrifice and one to kill. To charge his gunline I had to take the primus out of the unit and charge him seperately (brave soul) to allow the Hybrids to get a multicharge off. 1 Riptide was brought down over 3 turns by Shrieks and Mining Lasers and the other took 4 turns to wack a Lictor to death. Ended up a win, but If i didn't get invisibility or my shrieks hadn't been so good it would of gone differently.

The second time i played both players however I was thoroughly trounced. The 30k had some rule that disallowed all infiltration within 24 of the model and the Tau player allied in an Inquisitor with servo skulls. Not fun, dick move :(

What I've learned.
- The list is great at boxing the opponent into his deployment zone, making up for the lack of mobility, but also makes it vulnerable to deepstrike based armies.
- Very fun and effective trick...to pull once. There are some very hard counters around.
- Multiple units gives loads of shenanigans, absorbing overwatch with depleted units, screening big units with small units, putting tiny 2 man 'Stealer units somewhere they have to be dealt with. Great at forcing hard decisions.
-Acceptable AT, Str 4-5-6 rending is enough to scare, if not reliable.
-Psy Shriek + Lictors -1 aura makes for a strong weapon.
- Play around with Warlord choices, Deathleaper is the most secure and easiest to protect but then he is wasted. Patriarch is usually a bad Warlord choice, as is the Magnus as I need to expose him for Psy-Shrieks. I've not had the same warlord in two concsecutive games.

This message was edited 1 time. Last update was at 2016/05/15 16:39:30


 
   
Made in gb
Regular Dakkanaut





I have also been pairing GSC with Deathleaper's Assassin Brood. I have played a few games using (2x) 3x zoan/neurothrope broods in pods, but its not reliable really. Quite funy, and Spirit Leech with DLAB's leadership penalties can be devastating.
   
Made in us
Regular Dakkanaut




 ALEXisAWESOME wrote:


Overwatch was brutal, I had to dedicate two units to every charge, one to sacrifice and one to kill. To charge his gunline I had to take the primus out of the unit and charge him seperately (brave soul) to allow the Hybrids to get a multicharge off.


Kind of figured that would be the case. That's why I wanted broodlords in conjunction with the Broodkin to pin units down. Spore mines from the Sporefield formation can soak up some overwatch as well. That's the theory hammer anyways.

Great reading up on the bat reps all. Keep them coming!
   
Made in gb
Regular Dakkanaut





This is the next army I'm going to try out; making use of Deathleaper's Assassin Brood, the full Cult and a Tyranid CAD for some OBSEC rippers, podded devilgaunts and mawlocs. Not the most uber powerful army, but I wanted to limit myself to one dakka flyrant and I thought the heavy infiltration and no scatter deep strike could be quite an effective high pressure army.

BROODKIN FORMATION
Patriarch Ghosar
Magos
Primus
Acolyte Hybrids x12
Neophyte Hybrids x16
Aberrants x4
Purestrain princelings x2
600

DEATHLEAPERS ASSASSIN BROOD
Deathleaper
Lictor
Lictor
Lictor
Lictor
Lictor

CAD Tyranids
HQ
Dakka flyrant

TROOPS
Rippers w/ ds
Rippers w/ ds
Rippers w/ ds
Termagants x18 w/ 17x devourers

HEAVY SUPPORT
Mawloc
Mawloc
Tyrannocyte
   
Made in ie
Terrifying Wraith






whirlwindstruggle wrote:
This is the next army I'm going to try out; making use of Deathleaper's Assassin Brood, the full Cult and a Tyranid CAD for some OBSEC rippers, podded devilgaunts and mawlocs. Not the most uber powerful army, but I wanted to limit myself to one dakka flyrant and I thought the heavy infiltration and no scatter deep strike could be quite an effective high pressure army.

BROODKIN FORMATION
Patriarch Ghosar
Magos
Primus
Acolyte Hybrids x12
Neophyte Hybrids x16
Aberrants x4
Purestrain princelings x2
600

DEATHLEAPERS ASSASSIN BROOD
Deathleaper
Lictor
Lictor
Lictor
Lictor
Lictor

CAD Tyranids
HQ
Dakka flyrant

TROOPS
Rippers w/ ds
Rippers w/ ds
Rippers w/ ds
Termagants x18 w/ 17x devourers

HEAVY SUPPORT
Mawloc
Mawloc
Tyrannocyte


That list looks like it'd be a hell of a lot of fun to play with/against. I also like not seeing three flyrants
   
Made in gb
Lethal Lhamean




Birmingham

Is the Subterranean Swarm Formation from Apocolypse? I've been toying with the idea of the Cult, Deathleaper Assassin Brood and SW. Not a competative army at all but I like the idea of havin the Cult put a lot of turn 1 pressure on and the Lictors guaranteeing the Trygons and Mawloc come up where I want them to be.
   
Made in gb
Tough Tyrant Guard



UK

 Imateria wrote:
Is the Subterranean Swarm Formation from Apocolypse? I've been toying with the idea of the Cult, Deathleaper Assassin Brood and SW. Not a competative army at all but I like the idea of havin the Cult put a lot of turn 1 pressure on and the Lictors guaranteeing the Trygons and Mawloc come up where I want them to be.


There is a formation of the same name in Rising Leviathan III: Onslaught

1 Trygon Prime, 1 Trygon, 1 Mawloc, 3 units of Raveners. Expensive at 875 points before upgrades, and devastated by the random nerfs to the profiles of the Trygons and Scything Talons, but it does certainly look impressive. You're at the mercy of reserve rolls as well.

Pity, it's a great idea for a formation and visually very impressive. Shame it's not Faction: Eldar, because then it would auto-arrive turn 1, get free upgrades and the biomorphs/profiles for weapons would be fixed!
   
Made in gb
Brainy Zoanthrope





I've played one game using cults so far, my list was as follows:

Cults CAD

Patriarch
Magos

2x Favoured disciples

Void Shield Generator (this was before the nerf)

Tyranid CAD

Prime w/Maw-claws, LWBS, AG, FH

Venomthrope

2x Mucolid Spores

9x Raveners, RC
9x Shrikes, AG, FH, 6x RC, 3x LWBS

Basic premise was that the Patriarch went in with the Ravener unit, Prime with the Shrikes, and I fished for 2x invis with the Psykers. The two big melee units should be very resilient with Shrouded, a VSG and hopefully invis, letting them get into melee unimpeded. The Disciples are just there to hold objectives in the backfield.

I played a not hugely competitive Cron list, but equally not awful. It had big blobs of warriors and immortals with Lords, the Nightbringer, some Deathmarks and the Lychstar with the guy who ascends, on standard objectives. I also lucked out hugely and rolled 2x invisibility, literally best case scenario.

From memory, game went like this:

Turn one he failed to do anything to my units, the VSG rendered me immune. I then cast invis on both my units and went for his Lychstar, which had walked forward. My logic was that if both units got into melee, they'd probable put a big dent into it and from there I could whittle it down. Of course, my Shrikes failed their 6" charge with rerolls, so I hesitantly sent only the Raveners and Patriarch in. Neither side did any damage, and the next turn they hit and ran out and charged a unit of immortals. The shrikes multicharged two units of warriors. All three I killed about 3-4 more than he did wounds to me, so they all got swept, leaving just the lychstar and Ctan. The next turn my shrikes cleaned up the deathmarks whilst the raveners took on the Lychstar. That thing absolutely would not die. After several turns of melee I'd downed about 6 Lychguard, and the Raveners had been wiped but then they were tied up by the shrikes - the Ctan got tarpitted by acolytes the whole game, so I won pretty heavily on objectives since they were obsec, my prime was holding his objective and the shrikes contesting his other one.

Overall one of the most fun games I've ever played - it's a shame that it relied quite a lot on invis (I think I would've won without it, but I would've probably nearly lost the shrikes by the end too, as opposed to them being nearly full strength still). The Shrikes and Ravs performed very well - but I think I'd put the Patriarch with Shrikes in future since they benefit more from HnR as they have FC. Not a competitive list, especially with the VSG nerf, but fun as hell.
   
Made in gb
Lethal Lhamean




Birmingham

Xyptc wrote:
 Imateria wrote:
Is the Subterranean Swarm Formation from Apocolypse? I've been toying with the idea of the Cult, Deathleaper Assassin Brood and SW. Not a competative army at all but I like the idea of havin the Cult put a lot of turn 1 pressure on and the Lictors guaranteeing the Trygons and Mawloc come up where I want them to be.


There is a formation of the same name in Rising Leviathan III: Onslaught

1 Trygon Prime, 1 Trygon, 1 Mawloc, 3 units of Raveners. Expensive at 875 points before upgrades, and devastated by the random nerfs to the profiles of the Trygons and Scything Talons, but it does certainly look impressive. You're at the mercy of reserve rolls as well.

Pity, it's a great idea for a formation and visually very impressive. Shame it's not Faction: Eldar, because then it would auto-arrive turn 1, get free upgrades and the biomorphs/profiles for weapons would be fixed!

That is the formation I was referring to. The point is, is it a n Apocalypse formation though? The FAQ made it clear that Apoc formations can't be used in regular games.

The Trygons are defintiely a serious tax in there but the Prime at least offers up some Synapse for the Raveners, the ones that need it most, and I like Raveners, they can offer up a fair bit of damage in combat.
   
Made in us
Longtime Dakkanaut




Wichita, KS

 Imateria wrote:
That is the formation I was referring to. The point is, is it a n Apocalypse formation though? The FAQ made it clear that Apoc formations can't be used in regular games.

The Trygons are defintiely a serious tax in there but the Prime at least offers up some Synapse for the Raveners, the ones that need it most, and I like Raveners, they can offer up a fair bit of damage in combat.

there is an Apoc formation by the same name, but it has different components and rules. It is much, much better than the non-apoc one.
   
Made in ie
Terrifying Wraith






I ran the full formation in a list with the swarmlord, rippers, genestealers, a carnifex and tyrannofex with tyrannocyte for the swarm lord. Played against tau with thirty fire warriors, twenty pathfinders I think their called, riptide, storm surge and some suits with farsight. I won in the end but mainly due to the primus IDing the riptide turn two
   
Made in gb
Angered Reaver Arena Champion




Connah's Quay, North Wales

Can we get a shout out for the Primus? He is such an amazing character for his price. His stat-line is modest but rending plus the Bonesword has been gold for me and Zealot adds a lot to tyranid units that usually rely on masses of attacks rather then quality. If the tyranid codex had the option to take him and the Magnus they'd be taken sooo often.

 
   
Made in ie
Terrifying Wraith






 ALEXisAWESOME wrote:
Can we get a shout out for the Primus? He is such an amazing character for his price. His stat-line is modest but rending plus the Bonesword has been gold for me and Zealot adds a lot to tyranid units that usually rely on masses of attacks rather then quality. If the tyranid codex had the option to take him and the Magnus they'd be taken sooo often.


And his model is stunning
   
Made in gb
Regular Dakkanaut





 ALEXisAWESOME wrote:
Can we get a shout out for the Primus? He is such an amazing character for his price. His stat-line is modest but rending plus the Bonesword has been gold for me and Zealot adds a lot to tyranid units that usually rely on masses of attacks rather then quality. If the tyranid codex had the option to take him and the Magnus they'd be taken sooo often.



If only the Tyranid Prime was similar
   
Made in us
Fixture of Dakka






whirlwindstruggle wrote:
 ALEXisAWESOME wrote:
Can we get a shout out for the Primus? He is such an amazing character for his price. His stat-line is modest but rending plus the Bonesword has been gold for me and Zealot adds a lot to tyranid units that usually rely on masses of attacks rather then quality. If the tyranid codex had the option to take him and the Magnus they'd be taken sooo often.



If only the Tyranid Prime was similar


5th Tyranid Prime was my MVP, I miss him so much :( If he was 1/2 the Cost IDK if I would still take him nowadays.
5th Ed, 125pts, LW/BW/ST/Poison (Ignore Armor, +3 Initiative, Reroll 1's to hit and Reroll all Wounds) Back then MC didnt have Smash Attack, so he was cheaper and more killy than a HT, with 1 toughness and wound less.

But Im loving these GSC Ideas, cant wait to read more. I also cant wait for a full Book to come out.

Also, Has anyone tried the draft FAQ's with Shriek being Auto hit now?

This message was edited 1 time. Last update was at 2016/05/20 15:30:42


   
 
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