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Made in au
Regular Dakkanaut




Played my first kill team game fists vs cult me as cult, he took a rhino and six veterans so they had all those extra ammo types. Was in a rush so I brought 12 neophytes and 5 pure strains wit a cannoy aND miNing laser. With no cover saves coz of his ammo he wreck faced. I didn't roll a 6 for all 5 cult ambushes and the biggest kicker is that you cant use return to the shadows coz of no ongoing reserves being allowed. So if you don't get first turn you're screwed and even if you do get first turn if you don't roll 6s for ambush you're getting shot.

My plan was to take 14 pure strains so even if he shoots and kills a maximum of 7 I'll still have 7 alive. If I go second though the list is screwed coz of no return to the shadows.hell get two shots against me because i cant assult on the first turn without a 6

So what cult kill team would you take?

I think sentinels are a must and a truck because it's open topped is good for assaulting out of without copping shots to the modes inside. This is specific to playing against marines

What ideas do you guys have?
   
Made in gb
Brainy Zoanthrope





I have a few ideas for Genecult KTs. The 14 Gene one is definitely solid - I think that actually, since none of the rest of the army get Infiltrate base, it's better to either max them out like that or run none at all.

Also, for full armour, something like:

Armoured Sentinel, Autocannon
Chimera DT w/ flamer on the front
10 Neophytes - you have points left for either 2 Seismic Cannons, or you can drop them to Mining lasers to take Special weapons and/or the Chimera's Storm Bolter.

I'd been thinking about trying them in a Goliath so they could all fire out, but honestly I don't think it's worth losing the Chimera's weapons and AV12 front. If I did want to make use of a truck, I'd do something like...

Goliath Truck
10 Metamorphs (all with some combination of 2pt upgrades)
And then either take a Sentinel, or max out the squad with Hand flamers, a leader, etc.

The other thing I think might be worth trying is...

2x 10 Neophytes, 2 seismic cannons and 2 special weapons each (likely 2 flamers, 2 nade launchers) - relatively hordey whilst also packing a lot of special/heavy weapons.
   
Made in ca
Sneaky Lictor



oromocto

Truck I think is a must for its cost.
5 purestrains.
10 neophytes sysmic cannon, flamer, grenade launcher.

   
Made in au
Regular Dakkanaut




The last liat would get mowed down by 15 scouts with bolters, all that hitting on 3s wounding on 3s no armour save. Id take the chimera or trucks for sure even a rock grinder for a laugh because it protects the crew and there tshirt saves. If you do play some games let me know how you go!
   
Made in gb
Brainy Zoanthrope





ravenerioli wrote:
The last liat would get mowed down by 15 scouts with bolters, all that hitting on 3s wounding on 3s no armour save. Id take the chimera or trucks for sure even a rock grinder for a laugh because it protects the crew and there tshirt saves. If you do play some games let me know how you go!


No rockgrinders allowed - it's Heavy Support. Unfortunate, as it would be a beast!
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Personally I like this list best

+ Troops +

Neophyte Hybrids [Goliath Truck, 7x Neophyte Hybrid]
··Neophyte Hybrid w/ Heavy Weapon [Seismic Cannon]
··Neophyte Hybrid w/ Special Weapon [Grenade Launcher]
··Neophyte Hybrid w/ Special Weapon [Grenade Launcher]

+ Fast Attack +

Scout Sentinels
··Scout Sentinel [Heavy Flamer]

Scout Sentinels
··Scout Sentinel [Heavy Flamer]

Alternatley swap the two Sentinels for 5 Purestrain



This message was edited 1 time. Last update was at 2016/10/16 15:09:59


'\' ~9000pts
'' ~1500
"" ~3000
"" ~2500
 
   
Made in nl
[MOD]
Decrepit Dakkanaut






Cozy cockpit of an Archer ARC-5S

Curious, does the GSC also have access to the Armoured Sentinel, or just the Scout variant?



Fatum Iustum Stultorum



Fiat justitia ruat caelum

 
   
Made in us
Longtime Dakkanaut



Cheyenne WY

 BrookM wrote:
Curious, does the GSC also have access to the Armoured Sentinel, or just the Scout variant?


Yes both...

The will of the hive is always the same: HUNGER 
   
Made in nl
[MOD]
Decrepit Dakkanaut






Cozy cockpit of an Archer ARC-5S

In that case, my vote would go out to taking an Armoured Sentinel over a Scout Sentinel, AV12 up front is godly in the Kill Team setting.



Fatum Iustum Stultorum



Fiat justitia ruat caelum

 
   
Made in us
Fixture of Dakka





Benlisted wrote:
I have a few ideas for Genecult KTs. The 14 Gene one is definitely solid - I think that actually, since none of the rest of the army get Infiltrate base, it's better to either max them out like that or run none at all.


I'm curious if it would be worth swapping out 6 of them for 12 Acolyte Hybrids in The Favoured Disciples. The Acolytes don't really have much in the way of desirable upgrades anyway, and the Overkill group gets essentially 2 free Hybrids and trades out the non-functioning Cult Ambush/Back in the Shadows rules for the highly relevant Fearless.
   
Made in nz
Longtime Dakkanaut





Auckland, NZ

LunarSol wrote:
Benlisted wrote:
I have a few ideas for Genecult KTs. The 14 Gene one is definitely solid - I think that actually, since none of the rest of the army get Infiltrate base, it's better to either max them out like that or run none at all.


I'm curious if it would be worth swapping out 6 of them for 12 Acolyte Hybrids in The Favoured Disciples. The Acolytes don't really have much in the way of desirable upgrades anyway, and the Overkill group gets essentially 2 free Hybrids and trades out the non-functioning Cult Ambush/Back in the Shadows rules for the highly relevant Fearless.


Just curious. How does fearless help in a killteam game?
I haven't seen the most recent killteam rules, but I figure that if every model is it's own unit, then morale tests aren't going to come up very often. Is there something that makes it useful?
   
Made in nl
Dakka Veteran





Arson Fire wrote:
LunarSol wrote:
Benlisted wrote:
I have a few ideas for Genecult KTs. The 14 Gene one is definitely solid - I think that actually, since none of the rest of the army get Infiltrate base, it's better to either max them out like that or run none at all.


I'm curious if it would be worth swapping out 6 of them for 12 Acolyte Hybrids in The Favoured Disciples. The Acolytes don't really have much in the way of desirable upgrades anyway, and the Overkill group gets essentially 2 free Hybrids and trades out the non-functioning Cult Ambush/Back in the Shadows rules for the highly relevant Fearless.


Just curious. How does fearless help in a killteam game?
I haven't seen the most recent killteam rules, but I figure that if every model is it's own unit, then morale tests aren't going to come up very often. Is there something that makes it useful?

it would be helpfull against things like fear causing units

 
   
Made in us
Regular Dakkanaut




Arson Fire wrote:
LunarSol wrote:
Benlisted wrote:
I have a few ideas for Genecult KTs. The 14 Gene one is definitely solid - I think that actually, since none of the rest of the army get Infiltrate base, it's better to either max them out like that or run none at all.


I'm curious if it would be worth swapping out 6 of them for 12 Acolyte Hybrids in The Favoured Disciples. The Acolytes don't really have much in the way of desirable upgrades anyway, and the Overkill group gets essentially 2 free Hybrids and trades out the non-functioning Cult Ambush/Back in the Shadows rules for the highly relevant Fearless.


Just curious. How does fearless help in a killteam game?
I haven't seen the most recent killteam rules, but I figure that if every model is it's own unit, then morale tests aren't going to come up very often. Is there something that makes it useful?



When you lose more than half your models than you gotta take breaking tests. Each model takes a Ld test, I'd they fail they die. Every turn.

Fearless is nice, especially with the 12" Ld bubble Ld trait.

This message was edited 1 time. Last update was at 2016/10/20 09:13:14


 
   
Made in gb
Brainy Zoanthrope





LunarSol wrote:
Benlisted wrote:
I have a few ideas for Genecult KTs. The 14 Gene one is definitely solid - I think that actually, since none of the rest of the army get Infiltrate base, it's better to either max them out like that or run none at all.


I'm curious if it would be worth swapping out 6 of them for 12 Acolyte Hybrids in The Favoured Disciples. The Acolytes don't really have much in the way of desirable upgrades anyway, and the Overkill group gets essentially 2 free Hybrids and trades out the non-functioning Cult Ambush/Back in the Shadows rules for the highly relevant Fearless.


That's a really solid idea actually. You lose nothing by taking the favoured, as ambush is useless on anyone without infiltrate, and return is always useless. Fearless and cheaper acolytes is a really nice boon, and it rounds the team out at a nice 20 models. Might have to take it for a spin.

You wouldn't be able to abuse the fearless "stand fast" bubble with it though, as you'd have to have a gene leader since they're higher LD. Still, a KT of entirely LD10 and fearless models isn't bad!
   
 
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