Switch Theme:

Genestealer Cult 8th Edition Index Tactics - The day of Ascension draws near.  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Sneaky Lictor






This thread is intended to serve as a general overview of the Genestealer Cult faction ("GSC") in 8th edition and a place to discuss tactics as it relates to the faction as a whole under the new rules. May it prove useful to all aspiring Primus' out there!

The current FAQ for the army may be found here, under Xenos 2 in the Warhammer: 40,000 tab. I will attempt to keep this post updated as things are adjusted.

Playstyle:
Broadly speaking, the Genestealer Cults are an alpha strike army with a heavy bias towards close combat. All of the army's assault specialists are well equipped to shred through armor saves (even before taking into account specialist weaponry) and feature a fairly reliable Weapon Skill of 3+, which can be improved to a 2+ via certain HQ auras. This means getting damage on a target consistently is rarely a concern for the army once its melee threats have made it to combat, which is fortunate as the vast majority of the army has a meager 5+ armor save to protect them against retaliation. Due to this, a Genestealer Cult commander must focus on damage output and damage control using a combination of the faction's Cult Ambush ability and transports to shield units while en-route to their targets and the superior lethality of their assault units to insure the most dangerous threats are quickly eliminated.

While their assault capabilities are amongst the best in the game, at range the Genestealer Cults are relatively mediocre. The army has an almost universal Ballistic Skill of 4+ and relatively few dedicated shooting units in comparison to their dedicated melee units, plus no abilities that directly improve their shooting capabilities. That said, their fire support units still play an essential role in thinning enemy screening units and softening up harder targets for the assault assets to dispatch. In matched play, the fire support elements also provide the main "on table" presence at the start of the match, enabling the ambush capabilities of other units.

In general the Genestealer Cults tend to struggle in battles of attrition where they are not able to "trade" units cost effectively or take full advantage of their mobility. Conversely, they excel at board control due to their ability to deploy and redeploy during the game and tend to do well against other alpha strike armies and opponents who concentrate their offensive power in a handful of specialists that can be prioritized and eliminated.


Army Specific Rules:

- Unquestioning Loyalty: Whenever a GSC character looses a wound, on a 4+ a nearby infantry model with this rule (GSC player's choice) may intercept the wound on behalf of the character and is slain. While this helps mitigate the fragility of most GSC characters, it doesn't discriminate between 1 wound infantry and multi-wound models, the loyal model is slain outright. Be careful with placement and try to keep the cheaper Neophytes around to use the ability on rather than more costly models.

- Cult Ambush: The main army special rule for the Genestealer Cults keyword, Cult Ambush allows any GSC infantry unit to choose to deploy in ambush and deploy using the following table as reinforcements rather than deploy on the table normally. Like other abilities that allow units to be set-up off table, Cult Ambush is subject to matched play's Tactical Reserves restriction which prevents more than half the army (in points and units) from deploying off the table and units placed in ambush cannot arrive until turn 2 (Fall FAQ). Unlike 7th, the only stipulation to use Cult Ambush is that all units within the GSC detachment must have the GSC faction keyword, so they cannot ambush if there are any Hive Fleet Tyranid units in their detachment or when included in a Hive Fleet Tyranid detachment. If a unit is unable to be deployed using the result rolled, it is not deployed and simply goes back into ambush to be rolled for next turn. (FAQ)

The 8th edition table as of the Index is as follows:
1 - Your opponent picks two table edges and you roll a D6 to see which one your forces will arrive on. Must stay more than 9'' away from enemy models. One advantage this one has over result #2 is that, since you roll the die for where the models arrive, you can use a command point to reroll the result if needed.
2 - You pick two table edges and your opponent rolls a D6 to see which one your forces will arrive on. Must stay more than 9'' away from enemy models. Keep in mind, since your opponent makes the roll they can elect to spend a command point for a reroll to try to send your units to the less advantageous edge.
3 - Unit can be placed anywhere more than 12'' away from enemy models or 9'' if they cannot be seen. Probably the worst result on the table since it is the one of the few (if not only) deployments in the game with such a large range band.
4 - Unit can be placed anywhere more than 9'' away from enemy models. Basic deep strike-style deployment, simple but effective.
5 - Unit can be placed anywhere more than 9'' away from enemy models. The unit may choose to make an out of sequence shooting attack for free or make a free D6'' move. Useful for both melee and shooting squads, probably the best result overall on the new table.
6 - Unit can be placed anywhere more than 9'' away from enemy models. The unit may make a full move after being set up. Almost the same effect as the 7th edition version, though since it is a move after placement it can allow for some fun shenanigans such as picking up the Relic out of ambush and running off with it.

- Brood Brothers: A lengthy rule that allows the Genestealer Cult to bring Astra Militarum allies in matched play despite not sharing any faction keywords. A Genestealer Cult player is allowed to bring 1 AM detachment for each GSC detachment, ignoring the AM units when choosing your faction (basically meaning you ignore the Imperial keyword and the lack of shared keywords between the two factions). All units within this detachment replace their <regiment> keyword with Brood Brothers (FAQ), meaning they do not benefit from AM regimental traits and cannot use named characters or regiment specific stratagems, orders, or warlord traits. That said, the Brood Brother detachment can use the non-affiliated options and may have a trait of their own when the Genestealer Cults Codex is released.

- Broodmind Discipline: While only having three powers to chose from, each is extremely strong and all three have their uses.

1. Mass Hypnosis: When manifested, Mass Hypnosis prevents its target from firing overwatch, forces them to swing last in combat, and puts a -1 to hit penalty on all of their attacks (ranged or melee). Each individual effect is quite potent, but together they can completely shut down a unit and make it very vulnerable to assault. This is generally the default power to look to as it is good in most circumstances and with virtually all army builds.

2. Mind Control: A somewhat situational but potentially game changing power. If manifested it rolls 3D6 against the target's leadership and if the result is equal to or exceeds the leadership of that model it may make a shooting attack or make a single close combat attack against a target of your choice. While being able to use the foe's own models against them is always powerful, the power of Mind Control goes up significantly the more guns the victim has to shoot and is especially dangerous to models carrying plasma weapons since they can be overcharged in hopes of slaying the model outright with an overheat. However, outside of these targets Mind Control has relatively little utility since it can only affect one model at a time.

3. Might from Beyond: When successfully cast the target Genestealer Cult Infantry unit gains +1 strength and +1 attack. A very simple effect, but deadly when paired with the already excellent melee capabilities of most GSC infantry and the strength bonus provided by the Icon of the Cult Ascendant relic (see below). Generally used to insure a successful alpha strike against tough targets by lowering the threshold needed to wound and providing extra attacks (especially for Acolyte and Aberrant units who have relatively few but hard hitting attacks).

Units Overviews:

HQ:

Patriarch:
Spoiler:
Roughly analogous to the Tyranid Broodlord, Patriarchs combine premier melee capability with speed and army support. Each has a suitably monstrous stat line with WS: 2+, S6, T5, 6 attacks, and 6 wounds backed by a 4+ armor save. In addition, they share the Lightning Reflexes rule with their Purestrain kin, granting them the ability to charge after advancing and a 5+ invulnerable save. When combined with the Patriarch's already high innate movement speed, this grants an impressive average threat range of 19’’. Once in combat, the Patriarch’s aptly named Monstrous Rending Claws grant the ability to reroll all failed wound rolls and excellent armor piercing capability with D3 damage per blow, with 6’s to wound being resolved at a staggering AP-6 and a damage characteristic of 3. Outside of its direct offensive capabilities, the Patriarch also acts as a psyker with a single psychic power from the Broodmind discipline and can cast and deny a single power each turn. Furthermore, they also posses two aura effects, one that grants friendly GSC Infantry moral immunity and a second which provides a +1 to hit effect for Purestrain Genestealers.

While powerful, all of these features come at a rather premium cost. The Patriarch is the second most expensive model in the army and despite its impressive statline is fairly fragile against return blows. Use them as a scalpel rather than a hammer.


Magus:
Spoiler:

The Magus serves as a budget psyker and a potent psychic defense battery thanks to his Spiritual Leader ability, which allows all friendly GSC models (including vehicles) within range to attempt to deny a hostile psychic power targeting them as though they were psykers themselves. This is especially helpful against mass Smite and similar offensive powers, as it reduces the denial burden on the Magus and can potential result in more deny attempts than the opponent has casters. In addition, the Magus is fairly competent in melee if needed with a WS of 3+, 3 attacks, and a S5 staff with AP-1 and D3 damage per blow. He also carries an Autopistol which can be used to plink wounds away here and there as a show of defiance.


Primus:
Spoiler:
Whereas the Magus is a budget psyker, the Primus at first glance appears to be a budget fighter with an elite WS of 2+, four attacks, and a choice between a bonesword or a special rending claw that wounds non-vehicles on a 2+. However, his true power is in the Cult Demagogue and Meticulous Planner abilities. The first is a replacement for his old Zealot bubble, now a flat +1 to hit for all friendly GSC units in range during the fight phase, allowing even lowly Neophytes hit most things on a 3+ and practically everything else in the army to hit on a 2+. The second ability is slightly more situational but still very useful, allowing the Primus to reroll the result on the Cult Ambush table for himself and attending squad if he elects to set up in Ambush. The Meticulous Planner ability itself is augmented by the Meticulous Uprising stratagem discussed further below, allowing a Primus to reliably deliver units via Cult Ambush to wherever they may be needed, making a Primus vital to ambush-centric lists.


Abominant:
Spoiler:
The Abominant is the hammer to the Patriarch's scalpel, being an armor cracking monstrosity with multiple layers of defenses to keep it alive against the type of prey it wants to hunt and a very mean melee attack to make the kill. Each starts with a relatively impressive statline with S6, T5, and 5 wounds which are further augmented by the Bestial Vigor ability shared with its Aberrant kin and a passive D3 wounds per turn health regeneration. The Power Sledgehammer wielded by the Abominant provides it with a staggering S12 AP-3 attack with 3 to 6 damage per blow and no to-hit penalty, which makes it surprisingly accurate for such a hard hitting weapon. The Abominant also has two additional S4 attacks provided by the accompanying Mindwyrm Familiar which are mostly for show rather than effectiveness.

Like the other GSC leaders, the Abominant has a few support functions as well. Its Chosen One ability causes each natural to-hit roll of 6 made by a friendly Aberrant unit in range to inflict two hits instead of one, increasing their already impressive offensive capabilities further. Due to the Abominant having the Aberrant keyword it benefits from its own ability, mildly compensating for the relatively low attacks characteristic it possesses and making for a truly unpleasant surprise for targets when the dice are hot. Lastly, the attending Mindwyrm Familiar imposes a -1 casting penalty on opposing psykers within range, which pairs nicely with the Spiritual Leader ability of the Magus and the Shadow in the Warp ability of Tyranid allies.



Acolyte Iconward:
Spoiler:
The Iconward provides a cheap support HQ that offers an assortment of effect auras. By default, the Iconward allows friendly GSC units within range to reroll failed moral checks and confers a 6+ FNP-like ability to nearby models (not units, annoyingly) which adds a bit of extra durability and offers a save against mortal wounds. Neophytes in particular appreciate having an Iconward around, as their larger squad sizes compounded with relatively low target priority means moral is more likely to come into play for them than melee squads. While an Iconward is not especially durable, they are relatively capable fighters with 4 rending claw attacks and are perfectly comfortable wading into the fight alongside their fellow hybrids if a good opportunity presents itself.

As of Chapter Approved, one Iconward in the army may also take the Icon of the Cult Ascendant relic for an additional +1 strength bubble in addition to their standard abilities.


Genestealer Familiars:
Spoiler:
Familiars have changed rather significantly compared to their 7th edition selves. Now, instead of being a marker indicating extra attacks for their master, they are full fledged models in their own right that may be purchased for either of the psykers, forming a character "unit" with their master. While they lost their rending claws, they still provide 2 additional attacks and grant a once per game ability to cast an additional psychic power after successfully manifesting a power. Critically, the Familiar's toughness is not used when rolling to wound against their host and any casualties are ignored for the purposes of moral, making them ideal for taking a hit if Unquestioning Loyalty fails to intercept it. They are a touch expensive for what they do however, so should generally be used as filler.


ELITES:

Aberrants:
Spoiler:
Aberrants are the "heavy infantry" of the Genestealer Cults, featuring S5, T4, and 2 wounds backed by the Bestial Vigor rule which reduces damage by 1 and provides a 5+ FNP ability against wounds suffered. Due to this, Aberrants are unusually resilient against common 2 damage weapons that vex other multi-wound infantry, though they are still fairly vulnerable to small arms fire due to their 5+ armor. Offensively, each model is equipped with Rending Claws and either a Power Hammer or Power Pick and may mix weapons in the squad. Both weapons received a cost reduction in Chapter Approved, making Aberrants more efficient at their armor-cracking role. In addition, Aberrants received a rules overhaul to accompany the new kit released in the Tooth and Claw boxed set, gaining a "Hypermorph" squad leader and major improvements to Power Picks.

- Power Hammers: While they do suffer from a -1 to hit modifier, Power Hammers are one of the hardest hitting weapons in the army with S10, AP-3, and a fixed 3 damage per blow. This makes Aberrants with Hammers one of the best tools available for demolishing T8+ models while offering consistent damage against any multi-wound target. A Primus is ideal as an ambush leader for hammer-oriented squads to counteract the to-hit penalty and insure safe delivery.
- Power Picks: Power Picks are the anti-infantry focused Aberrant weapon with S5, AP-2, and D3 damage. Prior to the Tooth and Claw boxed set their main issue was the low number of attacks innate to Aberrants, but no more! Now, for each attack made with a Power Pick the bearer may make 1 additional attack with their Rending Claws. This brings Pick-equipped models up to a more respectable 4 attacks each and a staggering 6 attacks each if under the effects of Might from Beyond.
- Heavy Improvised Weapon: A weaponized signpost only available to the Hypermorph. Despite being an improvised weapon the sign hits very hard, starting at S10 with AP-1 and 2 damage per blow, though like the Power Hammer it suffers from a -1 to hit penalty.. Furthermore, the weapon makes 2 to-hit rolls for each attack made with it, allowing for an impressive number of attacks.


Metamorphs:
Spoiler:
Metamorphs unfortunately took a fairly heavy nerf in the transition to 8th in the form of both a cost increase and an overhaul in how their weapons work. Apart from the Metamorph whip, their weapons lost the passive bonuses they used to confer and instead act as weapons of their own with their old bonuses built in. Unfortunately, all of them are fairly expensive and lack any form of armor piercing capability which makes them overlap unfavorably with the free attack provided by the Cult Knives carried by Acolytes. Weapons are as follows:

- Metamorph Whip: With the loss of the Initiative stat the new version of the Metamorph whip grants the ability to swing even if the bearer is slain, allowing a bit more flexibility in activation order and insurance against foes with "always strike first" abilities. Cheapest weapon option and the only one that benefits Rending Claw attacks.
- Metamorph Talon: The Talon now grants a +1 to hit rolls made when attacking with it, allowing the barer to hit on a 2+ without the aid of a Primus at the cost of no AP.
- Metamorph Claw: The most heavily nerfed of all three weapons, partially due to a heavy price increase and partially due to the new damage table in 8th. While S6 was the golden benchmark of utility in 7th (being able to wound most infantry on 2's and glance most vehicles on 4's), in 8th it is now only appreciably better than S5 against T3 and T5 models. Lack of any benefits beyond the enhanced strength is further compounded by the Claw replacing both the model's Metamorph weapon and Rending Claw, making it far less flexible than the other weapons.

Other Equipment:
- Bonesword: Unique to the Metamorph leader, a Bonesword offers an additional weapon with AP-2 to supplement the lack of AP on the Leader's Metamorph weapon.
-Hand Flamer: Any Metamorph may exchange their default Autopistols for a Handflamer, trading range for D3 shots that automatically hit. While the rate of fire increase and automatic hits are nice, each is fairly expensive which makes spamming them somewhat unappealing given the already high cost of the squad.

Like Acolytes, one model in the unit may be equipped with a Cult Icon to gain the ability to reroll to-hit rolls of 1 in combat. This has some synergy with the Metamorph Talons but the overall smaller maximum squad size limits its cost efficiency somewhat.


Purestrain Genestealers:
Spoiler:
Purestrain Genestealers serve as the anti-infantry assault specialists of the GSC army, having a high number of rending claw attacks backed by the same advance and assault ability as the Patriarch and same high base movement of 8''. Like their Hive Fleet cousins, Purstrains gain an additional attack when taken in broods of 10 or more and may take Purestrain Talons (aka Scything Talons) at no additional cost (FAQ). While the talons lack the AP of the brood's default Rending Claws, they do allow the Genestealer to reroll hit rolls of 1 which can be of help against horde models with poor armor and daemons whos invulnerable saves ignore the AP on the Rending Claws anyway. While Purestrains otherwise lack the customization options of their Hive Fleet counterparts, they gain Cult Ambush for innate deployment options and have access to various in-faction strength buffs, allowing them to handle tougher targets that would bounce the attacks of Hive Fleet Genestealers.


TROOPS:

Neophyte Hybrids:
Spoiler:
Neophytes serve as basic grunt troops and are the most flexible infantry unit in-faction due to their plethora of weapon options allowing for a great deal of customization. Each retains their autoguns and autopistols (or the las-equivalent) from before and may exchange the former for the newly improved shotguns which are now S4 at half range (6'') and may be fired even if the unit advanced. In addition, the special and mining weapon arsenals have been tinkered with:

- Flamers: As with all other template weapons, Flamers now get D6 shots that automatically hit. They have rather low range, but pair nicely with Shotguns since both weapons share the assault type and Shotguns squads will generally be acting as screens for more important things.
- Grenade Launcher: An excellent multi-role special weapon that offers either D6 S3 shots for hunting infantry or a single S6 AP-1 D3 damage shot if faced with a tougher target. In general is more effective as an anti-infantry weapon but the multi-damage option is nice against heavy infantry.
-Webber: An unfortunate casualty of the new AP system, the Webber changed from being able to use the strength of the target as its AP value to being able to wound against either the target's strength or toughness (whichever is lower). Relatively low rate of fire paired with short range and no AP makes it fairly unattractive compared to its cousins, though it has niche use against bike or cavalry models which tend to have +1 toughness but unaltered strength.
- Heavy Stubber: Mostly unaltered from 7th, though the new rules for Heavy Weapons means it is far more useful on the move compared to before. Acts as another source of S4 shooting for killing infantry with fairly good reach. Ideal for a cheap dedicated infantry hunting squad or objective sitters.
- Mining Laser: While lacking the reach of a full Lascannon and being capped at D3 damage instead of the full D6, the Mining Laser compensates with its ability to be deployed in pairs, allowing for more S9 AP-3 shots per squad than its military cousin. The lower maximum damage makes them better suited for harassing multi-wound infantry than heavy vehicles, but they can be used to burn off wounds here and there in support of more dedicated armor crackers.
- Seismic Cannon: Probably the most altered weapon in the Neophyte's arsenal, the Seismic Cannon had its long range profile reduced from S5 to S3 and its close range profile reduced from S8 to S6 in the edition change but gained 2 damage per shot on its close range profile and retained its ability to ignore most armor on to-wound rolls of 6+. Despite the loss of strength, the new Seismic Cannon is still an effective tool against infantry (particularly heavy infantry) that pairs especially well with grenade launchers due to similar weapon profiles. Recently had its cost reduced in Chapter Approved, making it one of the cheapest heavy weapon options available to Neophyte squads and thus more appealing due to its flexibility.

Neophytes also retained their ability to form a single special weapon team and equip the corresponding weaponry (Heavy Bolter, Mortar, Autocannon, Lascannon, Missile Launcher) in place of taking any heavy mining weapons. All weapon team options possess good reach and are ideal for backfield objective squads/ambush enablers, though as they are limited to 1-per squad they don't have the volume of fire that the shorter ranged mining weapons offer.

Finally, one Neophyte may take a Cult Icon and the Neophyte leader also retained their unique pistol and melee weapon options and gained the ability to take an Autogun (though oddly not a Shotgun, maybe the Chaos Cultist leader stole it?). In general, the leader melee weapons are better suited to Shotgun squads as there is a greater likelihood they will come into play.

- Chainsword/Cult Knife: Cheap and chipper basic melee weapon that provides an extra attack.
- Power Maul: Adds a much appreciated strength boost to the Leader and a bit of AP capability, making him a credible threat to most infantry at the cost of fewer attacks.
- Power Pick: The Power Pick no longer suffers from unwieldy and offers good AP and D3 damage but lacks a strength boost which means the poor S3 Leader will have difficulty wounding the multi-wound models it is designed to hurt without outside aid.
- Bolt Pistol: Basically a boost to S4 for the Leader's pistol for a point more. Not a must have, but makes sense for shotgun squads and is a good place to dump odd leftover points.
- Web Pistol: While it has the same ability as the larger Webber at -1 strength, the Web Pistol is more valuable than its larger kin thanks to it effectively upgrading the Leader's pistol to D3 shots instead of 1. Again not a must have, but a reasonable option for some extra firepower with a situational ability.




Acolyte Hybrids:
Spoiler:
Compared to the expendable melee horde unit they were in 7th, the new Acolytes are less effective as a source of mass rending attacks due to a combination of increased cost per model and the loss of the extra attacks from multiple melee weapons they had in 7th (replaced with a single bonus attack from their Cult Knives). Instead, Acolytes are now much more optimized as special weapon teams as all of their unique mining weapons were given an extensive overhaul and feature S8, very good AP, and multiple damage. Combined with their innate Rending Claws this makes Acolyte squads ideal for armor cracking while still being able to contribute against opposing infantry.

- Demolition Charges: The cheapest of the four special weapon options, each Demolition Charge is effectively a single-use battlecannon with better AP and the Assault type for a very modest cost, making them the ideal weapon for smaller disposable squads. They are effective against most target types but especially excel against single-model units where their volume of dice coupled with multiple damage allows for greater overall damage potential than against single wound infantry. Due to the short range, Demolition Charge equipped units benefit enormously from a transport of some sort to reliably deliver them.
- Rock Saw: Rock Saws are the cheapest and most general purpose of the three melee weapons. Being what amounts to a chainfist without any to-hit penalty, they are designed to simply put damage on targets without frills or fuss. Of the three melee weapons, they are the best suited for chopping up multi-wound infantry due to their combination of accuracy and consistent 2 damage per blow backed by AP-4, but can threaten larger targets when used en-mass.
- Rock Cutter: The Rock Cutter shares most of the characteristics of the Rock Saw but with the drawback of a -1 to hit penalty (added via FAQ). In exchange, each time a non-vehicle model is damaged by the cutters they may make a D6 roll against the target's remaining wounds. If the roll exceeds the wound remaining the target is simply slain outright. This makes the Cutters an extremely deadly tool for character assassination and monster hunting, though they are slightly less efficient against other targets due to the aforementioned to-hit penalty. Due to their ability, they will generally want to swing after the other models in the unit to make hitting the kill threshold easier.
- Rock Drill: The most expensive of the three melee weapons, Rock Drills have the lowest initial damage per swing but make up for it with their ability to inflict multiple mortal wounds upon successfully wounding a target (initially on a 2+, then a 3+, 4+, 5+, and finally a 6+). This makes them especially well suited for dealing with high health targets and models with decent invulnerable saves, as they only require 1 wound to slip by in order to start the mortal wound chain and grind the target down.

Other equipment:
-Bonesword: Only available to the Acolyte Leader, the Bonesword provides a fixed AP-2 weapon for a relatively low cost. It is a bit redundant with Rending Claws but is slightly better at slicing through single wound 3+ save models due to the better AP and doesn't replace any existing weapons.
-Bonesword/Lash Whip: Same weapon as above, but paired with a Lash Whip which allows the Acolyte Leader to swing even if slain.
-Hand Flamer: Any model may exchange their default Autopistols for a Handflamer, trading range for D3 shots that automatically hit. While a bit expensive, the overall lower cost of the Acolytes makes them a bit more attractive as a pseudo-special weapon than on Metamorphs.

One Acolyte may also opt to take a Cult Icon for rerolls of 1's to hit in combat for the unit. While especially useful under the guidance of a nearby Primus, the relatively high cost of the Icon means it is more efficient for larger units than with smaller ones.


FAST:

Cult Sentinels (Armored and Scout):
Spoiler:
Sentinels are the sole Fast Attack choice available to the Genestealer Cults and regardless of version provide relatively cheap heavy weapon platforms. The primary difference between the two models is the Armored Sentinel sports T6 (FAQ), a rare-in-faction 3+ save, and the ability to take an equally rare Plasma Cannon while the Scout Sentinel has a 4+ save and T5 in exchange for +1'' of movement and the ability to make a free move before the first battle round. This means Scout Sentinels will generally be playing more aggressively forward in support of ambushers while Armored Sentinels will generally be lurking near the backfield to provide fire support.

Weaponry includes:
- Heavy Flamers: Ideal for Scout Sentinels which will generally be up in the opponent's lines in support of ambushers as it is the least expensive weapon option and the only weapon that doesn't care about movement. Less ideal for Armored Sentinels due to very short range.
- Multi-Laser: Anti-infantry weapon with good range and the cheapest non-flamer weapon option for either Sentinel variant.
- Autocannon: Mid-priced weapon good against multi-wound infantry and light vehicles. While it is one of the more flexible guns in terms of targets, it is a bit redundant if taking multiple Goliath Trucks unless the goal is to put as many autocannons on the table as possible.
- Plasma Cannon: Same cost and strength as the Autocannon but with better AP in exchange for lower damage and D3 shots instead of a fixed 2. Can overcharge like other plasma weapons for +1 Strength and Damage but destroys the Sentinel if any 1's are rolled to-hit. As the Genestealer Cult lacks any means of modifying shooting rolls, this should only be done if the Sentinel is likely going to die anyway.
- Lascannon: The premier long range anti-tank weapon everyone knows and loves/loathes. Ideal for a back-field Armored Sentinel due to its reach.
- Missile Launcher: Effectively an up scaled Grenade Launcher with both an anti-infantry and anti-tank firing mode for the same price as the Lascannon.

In addition, both Sentinels have the option to take a Hunter Killer Missile and a Sentinel Chainsaw - the former a single use anti-tank shot and the latter a melee weapon that upgrades the Sentinel's close combat attacks with AP -1.


DEDICATED TRANSPORTS:

Note: Both dedicated transports have the same damage table with Ballistic Skill, Movement, and Attacks characteristics being affected.

Cult Chimera:
Spoiler:
While being mostly identical to its counterparts within the Astra Militarum, the Chimera serves a valuable role as assault transport for the Genestealer Cults thanks to its generous transport capacity of 12 models and copious amounts of anti-infantry firepower to clear a path for its cargo. In addition to its Lasgun array, the Chimera must take two heavy weapons for its turret and hull mounts. For Genestealer Cults this almost always means twin heavy flamers as the vehicle is mainly going to be delivering units to the front lines rather than sitting back lending fire support, making the automatic hits of the flamers more useful than the range offered by the Heavy Bolter or Multi-laser options. In addition, the Chimera may take a Hunter Killer Missile for a single use anti-tank shot and/or a Heavy Stubber or Storm Bolter for added infantry clearance capability.


Goliath Truck:
Spoiler:
What the Chimeria is to assault troops the Goliath is to ranged ones, thanks to its rare Open Topped rule allowing its 10 passengers to contribute their shooting while safely embarked. The Goliath itself comes equipped with a Twin-Autocannon and Heavy Stubber, giving it reasonable multi-purpose firepower and good range for a transport vehicle. While defensively the Goliath lacks the toughness and armor of its military counterpart (T6 and 4+ save), its Rugged Construction special rule grants it the ability to negate unsaved wounds on a 6+ (including mortal wounds) and the range of its weaponry paired with a generally less aggressive mission allows it to sit back at a safe distance. The sole upgrade option available to a Goliath Truck is the Demolition Cache, effectively arming it with reusable Demolition Charges while a unit is embarked. They are best taken on Trucks that are dedicated to transporting Acolyte demolition teams for drive-by bombings due to the very short range and damage saturation with the passenger's own demolition charges.



HEAVY:

Goliath Rockgrinder:
Spoiler:
The Goliath Rockgrinder is a flexible vehicle that can perform multiple roles depending on its armaments and the overall army composition, but in general serves a melee-oriented vehicle with six attacks to start with and a modest transport capacity of 6 infantry models. It combines aspects of both the Chimera and standard Goliath Truck in terms of durability, featuring T7 and a 4+ Save backed up by the 6+ from Rugged Construction. As with the Goliath Truck and Chimera, the Rockgrinder's damage table reduces its Movement, Ballistic Skill, and Attacks characteristics once it reaches half health, but thankfully its attacks characteristic never decays lower than D3 which allows it to still get some work done in melee even on its last legs. Unlike its dedicated transport counterpart, the Rockgrinder has several ranged weapon options to choose from in addition to its Heavy Stubber.

- Clearance Incinerator: The Clearance Incinerator is effectively a heavy flamer with 12'' range and the Assault type. It is ideal for an aggressive Rockgrinder intent on getting itself or its cargo into combat as quickly as possible since they can move at top speed while still being able to fire to full effect. Being a weapon that automatically hits its targets also makes it the sole weapon option that is unaffected by the Rockgrinder's damage table.
- Heavy Seismic Cannon: The cheapest weapon available to the Rockgrinder post Chapter Approved. Like its man-portable counterpart, the Heavy Seismic Cannon features the ability to ignore most armor on to-wound rolls of 6+ and two profiles depending on range. At 12''-24'' it is Heavy 4 S4 with AP -1 and 2 damage per shot while at 12'' and closer it morphs to a much more scary Heavy 2 S8 AP -2 gun with 3 damage per shot. This gives it a good amount of flexibility at the cost of slightly less reliability (especially as the Rockgrinder is damaged).
- Heavy Mining Laser: Effectively a Lascannon in all but name with slightly less range. While it has some merit in a purely industrial themed army, the weapon conflicts with the otherwise aggressive nature of its platform and suffers immensely from the to hit penalties inflicted by movement and the damage table.
- Demolition Cache: Optional weapon that may be taken in addition to one of the three heavy mining weapons above. As the Rockgrinder will generally want to get close to foes the Cache has more utility than on the more stand-off Goliath Truck but has the slight drawback of more limited passenger options to activate it due to the Rockgrinder's reduced carrying capacity. Pairs especially well with the Clearance Incinerator as another assault weapon and with the Heavy Siesmic Cannon as a source of additional S8 shots.

Regardless of ranged weaponry the Rockgrinder's main armament is the extremely unsubtle Drilldozer blade at the front of the vehicle, which adds an additional D3 attacks on the charge and hits at S8 AP-2 with D3 damage. While effective against both infantry and larger targets, the Rockgrinder's (admittedly better-than-usual-for-a-vehicle) WS of 5+ means it really wants a Primus nearby to maximize its potential.


Cult Leman Russ:
Spoiler:
Unlike the Cult Chimera and Sentinels which both have unique functions and interactions with the GSC army, the Cult Russ is more or less identical to its Imperial counterpart as a mobile firebase. As such, if taking more than 1-2 it may be more efficient to simply use the Brood Brothers rule to take an AM Spearhead detachment as the individual tanks are both slightly cheaper and have access to force multipliers their cult cousins lack. Regardless, the Cult Leman Russ offers a blend of durability and firepower, having the greatest concentration of heavy weaponry to be found on a single model in the army and being the sole T8 model available innately to the cults. Its Grinding Advance ability now allows it to fire its main turret-mounted cannon twice if it moves at half speed or remains stationary. (FAQ). Each tank comes equipped with one of the following turret weapons:

- Battle Cannon: In most instances this will be the go-to gun option unless one has something more specific in mind, as it offers the highest strength and flexibility of the three weapons at the lowest cost.
- Eradicator Nova Cannon: The Eradicator trades the strength of the other turret mounts for the ability to ignore cover, making it ideal for rooting marines and similar high save models out of cover in hard to reach places.
- Exterminator Autocannon: Effectively the same armament as a Goliath Truck with the ability to fire twice due to Grinding Advance and on a more durable platform. Has some merit if spamming autocannons but otherwise doesn't offer anything unique.
- Vanquisher Battle Cannon: A variant of the battle cannon that trades rate of fire for range and more reliable damage. As it shares the same strength as the standard cannon (FAQ), it is probably better to just take the normal weapon and rely on weight of fire to inflict damage.

In addition to its turret mount, the Cult Leman Russ must take a single hull mounted weapon (Heavy Flamer/Bolter or Lascannon) and may also take a pair of sponson mounted heavy weapons, of which Multi-meltas are entirely unique to it and Plasma Cannons are shared only with Armored Sentinels.



FORTIFICATIONS:
While GSC does not have any fortifications explicitly unique to the faction, they can use any of the <unaligned> structures.
(Under Construction)




Warlord Traits:

- Legendary Fighter: (main rulebook)
Warlord gains +1 attack on turns in which they charge. Most Genestealer Cult Characters are fairly respectable in combat so extra attacks are always welcome. Best suited to the Patriarch as he will most likely be hunting opposing characters himself and the extra attack increases the odds of getting a lethal rend.

- Inspiring Leader: (main rulebook)
Warlord grants +1 Ld. to nearby units. Not especially helpful with the Patriarch since they already confer moral immunity, but the support-minded characters can make good use from it. Especially useful for the Iconward, as the trait stacks with their moral reroll ability.

- Tenacious Survivor: (main rulebook)
Warlord gains 6+ FNP ability. More or less universally useful, though especially appreciated by a Magus or Primus Warlord as they lack invulnerable saves and in the case of the former provides a bit of protection from Perils of the Warp. Currently stacks with the Iconward's ability.

- Focus of Adoration: (Chapter Approved)
Warlord allows nearby Genestealer Cult Infantry units to perform Heroic Interventions. This has some interesting applications since it allows unengaged units to pile into a fight if the opposing charger ends their move within 3'' and per the assault rules the intervening unit cannot be chosen as targets for attack unless they were included as charge targets during the charge phase, effectively allowing for risk-free combat for the turn and leaves the victim locked down on your turn to deal with as you see fit. The biggest limitation is the short range for Heroic Interventions and relatively few things having any desire to get into combat with GSC models to begin with.

Relics:

Icon of the Cult Ascendant: (Chapter Approved)
Only available to Iconwards. Genestealer Cult Infantry units near the barer gain +1 to their Strength characteristic. Simple but effective relic that provides an additional support functionality to an Iconward and stacks nicely with Might from Beyond, allowing Acolytes to hit Strength 10 with their special weapons and Aberrants with Hammers to reach strength 12.


Stratagems:
All faction-specific stratagems are currently found in Chapter Approved.


- Return to Shadows: Cheap stratagem used at the end of the movement phase that allows a Genestealer Cults infantry unit to be removed from the table provided no enemies are within 6'' of them and they did not arrive from reserves that turn. The removed unit then returns to play next turn via Cult Ambush. The much anticipated return of the extremely useful rule from 7th, mostly unchanged from its prior self save for the added command point cost and matched play restrictions. Return to shadows adds a great deal of tactical flexibility and board control options, allowing a stranded unit to redeploy at a moment's notice, a large unit to be reallocated as the needs of the battle dictate, or a wounded character to be whisked away to safety. The 2018 fall FAQ clarified that Return to Shadows is not affected by the Tactical Reserves rule so units leaving the table after turn 3 will still arrive safely.

- Meticulous Uprising: Cheap stratagem used before rolling on the Cult Ambush table for a unit arriving from ambush. When used, the unit rolls 2 dice for their ambush result or 3 dice if ambushing alongside a Primus. This allows for much finer control over the ambush table which makes ambushing with larger, more expensive units less risky. I


Allies:
One of the greatest advantages the Genestealer Cults have compared to other Index armies is their access to two very competitive allies, both of which can build upon existing strengths of the army. As part of the TYRANDS faction, a Genestealer Cults can bring detachments from Codex: Tyranids naturally while the aforementioned Brood Brothers rule allows access to Codex: Astra Militarum. It is also fully possible to bring all three armies at once (FAQ), but this is rather points prohibitive.

Astra Militarum allies brought through Brood Brothers offer additional gunline support (including better Russes and a plethora of other artillery), cheap cannon fodder, wide access to otherwise restricted plasma weaponry, and valuable command point recovery tools. In addition, most AM units share similar statlines to their Cult counterparts, providing greater threat saturation across the army as a whole. If running an army with mixed industrial and military units, it will usually be worthwhile to include a Brood Brothers detachment to unlock the force multiplies offered by the Astra Militarum equivalents. In general, Astra Militarum allies will be used for chaff removal and long ranged anti-tank while the GSC detachment provides melee bite and mobility.

In contrast, Tyranid allies are a bit of a toolbox, offering moral immune troops and passive psychic defense along with great flexibility in army construction. Tyranids are equally capable of running vast swarms of lesser creatures supported by characters, packs of elite infantry, or stampedes of monstrous creatures with assault and gunlines playstyles both being equally possible. Unlike Astra Militarum allies, Tyranids do not loose access to their subfaction rules when taken as allies, allowing for further customization of their capabilities through the various Hive Fleet Adaptations. The GSC detachment will likely be operating in support of the Tyranid detachment rather than the other way around, providing anti-armor melee infantry to support the anti-infantry minded Tyranid troops and additional T6 and T7 saturation via GSC vehicles. Ambushing GSC Troops are also ideal for grabbing out-of-the-way objectives, freeing up the more aggressively minded Tyranid troops for offensive duties.

This message was edited 76 times. Last update was at 2018/09/28 18:40:38


 
   
Made in no
Powerful Ushbati





Bergen

Well done. :-)

I am a dyslectic, so bear with me.

Dyslectics in a text based environment? Dakka is aware of you and sympathises with any troubles you have: http://www.dakkadakka.com/dakkaforum/posts/list/505863.page

Kronos biovore box fresh sporemines. Denying psykick powers since 2017.

 
   
Made in us
Regular Dakkanaut




just to let you know you have the "magus" written as "magnus" not a huge deal at all just thought you might wanna know the primarch has snuck his way into your hive xD

This message was edited 1 time. Last update was at 2017/08/30 17:47:29


 
   
Made in us
Regular Dakkanaut




Also of note, unless I somehow missed a FAQ or errata, the Rock Drill begins it's mortal wound rolling on a 2+ and goes up rather than starting at a 4+.
   
Made in us
Elite Tyranid Warrior





Chicago, IL

Big thumbs up for this StratN8
   
Made in us
Sneaky Lictor






Ecdain wrote:just to let you know you have the "magus" written as "magnus" not a huge deal at all just thought you might wanna know the primarch has snuck his way into your hive xD


Hoodwink wrote:Also of note, unless I somehow missed a FAQ or errata, the Rock Drill begins it's mortal wound rolling on a 2+ and goes up rather than starting at a 4+.


Not sure how I missed those... Both errors have been corrected, thanks for pointing them out!
   
Made in us
Regular Dakkanaut




Tyranids codex is announced to be released before the end of November. Is GSC going to be included or a separate codex?
   
Made in no
Powerful Ushbati





Bergen

Hoodwink wrote:
Tyranids codex is announced to be released before the end of November. Is GSC going to be included or a separate codex?


Ecstremly unlikly.

I am a dyslectic, so bear with me.

Dyslectics in a text based environment? Dakka is aware of you and sympathises with any troubles you have: http://www.dakkadakka.com/dakkaforum/posts/list/505863.page

Kronos biovore box fresh sporemines. Denying psykick powers since 2017.

 
   
Made in us
Sneaky Lictor






Hoodwink wrote:
Tyranids codex is announced to be released before the end of November. Is GSC going to be included or a separate codex?


They will be a separate codex. While both armies have the Tyranid faction keyword, Genestealer Cult units lack the secondary <Hive Fleet> keyword that Tyranid-specific units have and (more importantly) are listed as their own faction on GW's website. That said, it will probably still be worth picking up for ally purposes and some of their Stratagems might be useable with Cult units too.

This message was edited 1 time. Last update was at 2017/08/31 13:38:05


 
   
Made in gb
Stabbin' Skarboy





Dorset, England

Nice guide! I don't play Genestealer Cultists but enjoy reading evaluations of other armies, especially the cool ones.
   
Made in ca
Been Around the Block





Really appreciate the time and effort that went into that primer. Enjoyable read. I'm furiously painting up my army and getting a few games in now and then. This primer is helpful in planning my future purchases.

Looking forward to any new rules we might see in Chapter Approved.
   
Made in us
Regular Dakkanaut




(Ignore, missed a rule)

This message was edited 1 time. Last update was at 2017/08/31 19:56:52


 
   
Made in us
Fresh-Faced New User




Starting up a cultist army! Where is the best place to look to see what I can take in a AM detachment?
   
Made in us
Glorious Grot Banna Wava




RIPferdy wrote:
Starting up a cultist army! Where is the best place to look to see what I can take in a AM detachment?


Index: Imperium 2?

Or wait for the Astra Militarum codex in September/October.
   
Made in ca
Been Around the Block





I've been watching battle reports of various armies, trying to get a sense of armies different strengths and weaknesses. I've heard a few people say that they employ some novel Cult Ambush tactics when playing and I'd be interested to hear more about that directly from players. Rather than creating a sort of gun-line with Neophytes and Tanks and then ambushing your melee units as close as possible you, instead, could put your Genestealers, Acolytes and Aberrant units inside Chimeras/Goliath/Rockgrinders and ambush your Neophytes as needed, usually inside some nice cover. This allows you to lay down a bunch of small-arms fire and a few quasi-Lascannon (aka. Mining Laser) shots to soften tougher units before your hard hitting, but glass-jawed, melee units get to them. This tactic, I assume, also is quite confusing to the opponent who now wants to deal with what is very close them (Neophytes) but is a much lower threat than what is about to hurtle into their ranks (Genestealers/Rock Drills). Rapid firing Neophytes are a bit worse than Guardsmen with orders but still probably no slouches. If you bring those Neophyte squads in with a Primus then, after helping with the ambush roll, he moves off to give his buff aura to the incoming melee units.

It seems that the Rockgrinder is a particularly good model, being a transport and can contribute quite a bit of damage if a Primus is around to buff it's WS rolls.

Maybe a few Lascannon Sentinels stay back and provide support fire against tougher units not engaged.

Does anyone have experience trying this? I have not seen it or tried it myself.

This message was edited 3 times. Last update was at 2017/09/01 18:56:33


 
   
Made in us
Sneaky Lictor






RIPferdy wrote:Starting up a cultist army! Where is the best place to look to see what I can take in a AM detachment?


Welcome! Besides the aforementioned Imperial 2 index, I found this thread to be rather insightful. It is written with pure AM in mind (thus without consideration for the strong melee presence we have), but there are things that can be learned from it.


Caspian89 wrote: Rather than creating a sort of gun-line with Neophytes and Tanks and then ambushing your melee units as close as possible you, instead, could put your Genestealers, Acolytes and Aberrant units inside Chimeras/Goliath/Rockgrinders and ambush your Neophytes as needed, usually inside some nice cover.

Does anyone have experience trying this? I have not seen it or tried it myself.


I've used this tactic before and it offers good flexibility compared to all-mech or all foot + ambushers. The main advantage of using Neophytes for ambushers is none of the results on the Cult Ambush table are entirely bad for them due to their ranged weaponry (the worst result still puts them in rapid fire range) and ambushing allows them to deploy in larger squads than if they were transport-bound. On the melee side of things, transports offer protection and can soak overwatch on behalf of their cargo once it has been delivered (or in the case of the Rockgrinder can contribute themselves).

This message was edited 3 times. Last update was at 2017/09/04 19:31:29


 
   
Made in se
Dakka Veteran





Brace for a Tyranid/Cult curve ball;

Outrider
Hive Tyrant with wings, rending, stranglethorn

6x Hive Crones

2x Biovores
1x Biovore

Supreme Command
5x Magus
1x Familiar

Brigade
3x Magus
3x10 Neophytes

Karl is currently Sweden's #1 ranked 40K player, usually playing nids and/or cult. He's had success with this list in the recent ETC and also grabbed 2nd place at a major ITC tournament. He's dropped the Familiar and the Stranglethorn cannon since ETC.

You can read about it here: http://thetyranidhive.proboards.com/thread/53497/magos-crone-spam
   
Made in us
Longtime Dakkanaut






 N.I.B. wrote:
Brace for a Tyranid/Cult curve ball;

Outrider
Hive Tyrant with wings, rending, stranglethorn

6x Hive Crones

2x Biovores
1x Biovore

Supreme Command
5x Magus
1x Familiar

Brigade
3x Magus
3x10 Neophytes

Karl is currently Sweden's #1 ranked 40K player, usually playing nids and/or cult. He's had success with this list in the recent ETC and also grabbed 2nd place at a major ITC tournament. He's dropped the Familiar and the Stranglethorn cannon since ETC.

You can read about it here: http://thetyranidhive.proboards.com/thread/53497/magos-crone-spam


This is very funny, i literally was looking at starting GSC and wanted to know if Magus spam was a thing, it looks good along with Nids, but i was thinking a different nid list to go with it.

15k+ 12k+ 5k :Harlequin: 4k

Reading/Writing LD, be kind!

https://maddpaint.blogspot.com 
   
Made in us
Fresh-Faced New User




A am starting genestealer cult where should I start?
   
Made in us
Sneaky Lictor






 Amishprn86 wrote:

This is very funny, i literally was looking at starting GSC and wanted to know if Magus spam was a thing, it looks good along with Nids, but i was thinking a different nid list to go with it.


Yeah, the Broodmind discipline is quite strong and the Magus himself is fairly good for Smite spam and especially countering opposing Smite spam thanks to their passive buff.


Kill Team Blitz wrote:
A am starting genestealer cult where should I start?


Currently the best place to start is the Deathwatch:Overkill boxed game. It has a good selection of miniatures including almost all of our HQ options (just missing an Iconward) and three troop units so you can start with a battalion. The Deathwatch half can either be kept for use with the game itself (it is surprisingly fun in its own right) or sold/traded to recoup some of the cost. After Overkill, I'd probably look towards picking up a box of Genestealers (giving you 10 in total) and a box of Acolytes to build special weapons to add into the squads from Overkill. A Goliath or two are also nice, giving transport options and some extra autogun neophytes if you leave the vehicle crew off.

This message was edited 5 times. Last update was at 2017/09/24 12:35:49


 
   
Made in gb
Regular Dakkanaut




Has anyone come up with cheap alternatives to the magus model? I want to try the spam list but don't feel like buying a bunch of broodcovens
   
Made in us
Longtime Dakkanaut






I was thinking about https://www.games-workshop.com/en-US/Empire-Battle-Wizards

Its 2 models that are close enough, especially when you had GSC heads

15k+ 12k+ 5k :Harlequin: 4k

Reading/Writing LD, be kind!

https://maddpaint.blogspot.com 
   
Made in us
Sneaky Lictor






 Amishprn86 wrote:
I was thinking about https://www.games-workshop.com/en-US/Empire-Battle-Wizards

Its 2 models that are close enough, especially when you had GSC heads


There is also a new 4-pack version that is a bit cheaper per model: https://www.games-workshop.com/en-US/Collegiate-Arcane-Mystic-Battle-Wizards. Also the push-fit High Elf mage from the old Warhammer starter set/Spire of Dawn box would make a good basis for a Magus, just swap the head and it is good to go. Should have a fairly plentiful supply on the second hand market too.

This message was edited 2 times. Last update was at 2017/09/26 17:48:59


 
   
Made in us
Longtime Dakkanaut






 Strat_N8 wrote:
 Amishprn86 wrote:
I was thinking about https://www.games-workshop.com/en-US/Empire-Battle-Wizards

Its 2 models that are close enough, especially when you had GSC heads


There is also a new 4-pack version that is a bit cheaper per model: https://www.games-workshop.com/en-US/Collegiate-Arcane-Mystic-Battle-Wizards. Also the push-fit High Elf mage from the old Warhammer starter set/Spire of Dawn box would make a good basis for a Magus, just swap the head and it is good to go. Should have a fairly plentiful supply on the second hand market too.



I did not see this, perfect thanks.

15k+ 12k+ 5k :Harlequin: 4k

Reading/Writing LD, be kind!

https://maddpaint.blogspot.com 
   
Made in us
Snord





Florida

So, has anyone tried to use their Astra Militarum detachment to add a Baneblade or Shadowsword? Seems like the Shadowsword could potentially 1-shot a Knight or maybe Mortarion if you get lucky on the disgustingly resilient rolls.

I play:
40K: Daemons, Genestealer Cults
AoS: Blades of Khorne
Warmachine: Convergence of Cyriss
Infinity: Haqqislam, Tohaa
Malifaux: Gremlins,Neverborn
Wrath of Kings: Shael Han
Dark Age: Brood, Kukulkani
Guild Ball: Morticians, Brewers 
   
Made in us
Dark Angels Librarian with Book of Secrets






A Protoss colony world

I've got a friend who's trying to figure out a good pure GSC list for 8th. I'm trying to work with him to help optimize his lists, but I'm not as familiar with the army so I'm turning to this thread. In our last game, my friend was using a list like the following:
Spoiler:

Battalion Detachment:
HQ:
Patriarch
Primus
Acolyte Iconward
Troops:
3x10 Neophyte Hybrids with 2x Mining Laser, 2x Grenade Launcher
1x20 Acolyte Hybrids with banner
Elites:
1x20 Purestrain Genestealers
Fast Attack:
3x3 Scout Sentinels with Lascannons
Dedicated Transport:
3x Goliath Truck
Total 2000 points

In this game I ended up winning by a landslide with him conceding by the end of the third turn (I was running Alpha Legion CSM). He put his three Neophyte squads in the trucks to make them into mobile gun platforms, and he mostly kept the sentinels sitting still after scout moving them into better firing positions. He used Cult Ambush with the Patriarch and Purestrains coming in as one group, the Primus and Acolytes as another group, and the Iconward as a separate ambush (which he rolled poorly for). Long story short, in our game I had good bubble wrap with Chaos Cultists, which were slaughtered to a man but stalled the ambushers long enough to allow me to Smite and shoot most of them off the board in my first turn. My Alpha Legion trait meant that most of his shooting from range with the trucks and Sentinels just kept missing. I'm ultimately thinking that this was just a bad matchup for his list, but I'm asking for advice to pass on to him on how to improve his GSC lists. Is the list I just posted any good at all?

My armies (re-counted and updated on 6/7/18, including modeled wargear options):
Dark Angels: ~11200 | Space Marines (Blood Ravens and others): ~1100 | Space Wolves: ~2000
Inquisition: ~300 | Officio Assassinorum: ~500 | Imperial Knights: ~800 | Talons of the Emperor: ~500
Tau Empire: ~6300 | Chaos Space Marines (various legions): ~8400 | Death Guard: ~2700 | Chaos Daemons (all types): ~2400
Check out my P&M Blogs: ZergSmasher's P&M Blog | Stormsurge blog | Imperial Knights blog | Total models painted in 2017: 65 | Total models painted in 2018: 105 | Current main painting project: Death Guard Poxwalkers
 Mr_Rose wrote:
Who doesn’t love crazy mutant squawk-puppies? Eh? Nobody, that’s who.
 
   
Made in se
Dakka Veteran





GSC has disappeared from tournaments in my region. They are so hosed by their index.
   
Made in us
Sneaky Lictor






ZergSmasher wrote:
Is the list I just posted any good at all?


It has some good individual components but it suffers a bit from a lack of redundancy on the part of the melee elements and perhaps a bit too much emphasis on anti-tank overall. I'd probably look towards dropping the Patriarch and Genestealers for more Acolytes with Demolition Charges (and break the existing squad into 2 ten-strong units - adding demolition charges) or exchange the Primus and Acolyte blob for more Genestealers. In the first case the Acolytes will want to take the Goliaths to deliver their payload (Neophytes can ambush and then jump in after the Acolytes are delivered) while in the latter case the Genestealers will want to lurk in Ambush until chaff is cleared or a counter-assault threat is required. Given the amount of anti-tank in the list he might also want to consider dropping the Mining Lasers on the Neophyte squads for Seismic Cannons or Heavy Stubbers for more chaff clearing capabilities.

Also regardless he will probably want to shift the Sentinels to an Outrider detachment to earn an extra command point. If he has the book available he could also make them an Astra Militarium detachment to gain access to regiment traits (Tallaran are probably ideal - no penalty for moving and firing heavy weaponry) and relics/warlord traits.

D6Damager wrote:So, has anyone tried to use their Astra Militarum detachment to add a Baneblade or Shadowsword? Seems like the Shadowsword could potentially 1-shot a Knight or maybe Mortarion if you get lucky on the disgustingly resilient rolls.


Don't have access to one at this time, but it might be a fun addition. It is certainly a huge fire magnet if nothing else which is great for other units. I'm actually somewhat hoping Baneblades and their ilk become more popular, as they are the perfect targets for Mind Control.

 N.I.B. wrote:
GSC has disappeared from tournaments in my region. They are so hosed by their index.


Metamorphs and mass-ambushing yes, but a lot of that is also from core rule changes rather than the Index. If you look past the old 7th edition standbys I think the army as a whole has the tools and potential to be competitive with the index.

This message was edited 4 times. Last update was at 2017/10/12 01:13:23


 
   
Made in pl
Regular Dakkanaut






Can somebody help a new Genestealer Cult player out? I can't find cost for the Cult Icon in the points section. Is it simply free?
   
Made in gb
Regular Dakkanaut




So what did we get out the imperial guard codex? Anything juicy? I know we can take a bunch of extra stuff that gained the AM keyword like crusaders. Think its worth it?
   
 
Forum Index » 40K Tactics
Go to: