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Playing Genestealers for the 1st time in my next game. Just wondering how viable this list is
Spoiler:
Cult Militarum (Warhammer 40,000 8th Edition) [121 PL, 1995pts]
Battalion Detachment +3CP (Tyranids - Genestealer Cults)
No Force Org Slot
Discipline: Broodmind
HQ
Magus
Selections: Power: Mass Hypnosis
Patriarch
Selections: Power: Might From Beyond
Primus
Selections: Bonesword
Elites
Aberrants
Aberrant
Selections: Power Hammer
Aberrant
Selections: Power Hammer
Aberrant
Selections: Power Hammer
Aberrant
Selections: Power Hammer
Aberrant
Selections: Power Hammer
Aberrant
Selections: Power Hammer
Aberrant
Selections: Power Hammer
The idea is to have the 3 Tank Commanders be my main gunline and to target T7 or lower models. also to get CPs when used on stratagems and re-rolls.
3 Guardsmen are there to sit on objectives and to make sure I don't get tabled by tucking them in cover.
2 units of Ratlings are to deepstrike in and target pesky Character units to stop aura buffs and cripple my enemies units.
4 Neophyte units will be Cult Ambushing to maximise the shot guns rules. They will be deployed when needed but before turn 3.
Patriarch will CA with the 19 Genestealers. He will cast Might From Beyond to give them +1 A and S so that the whole unit will produce 95 S5 attacks plus the Patriarch himself. this will be my main anti-infantry type unit killer.
The 7 Hammer Aberrants are my main CC threat. They will CA with the Primus get the best chance at deploying via CA. He also gives them +1 to hit which helps the -1 modifier from the hammers. I also plan to accompany these 2 units with the Iconward and Magus. Iconward will use his Relic to give the Aberrants +1 S which makes them S12 AP -3 D 3 with 2 attacks per model. Magus will then cast Mass Hypnosis on the enemy I charge so that no damage can be dealt when I go in for the charge. I might cast Might from Beyond to buff them to S14 and 3 attacks per model but all depends on what happens. The idea of giving Genestealers the possibility of S6 makes them a little bit more dangerous as well.
What do you guys think? What would you change? Thanks very much for your help.
Cool list! I’m not sure about the shotgun spam, you tend to end up at long range while ambushing, as you generally take the extra shot result on 5:es, but it would be nice to know how it does in the field also, there’s a risk you will be command point starved as you are using quite a few for am relics.
Gremmer wrote: Cool list! I’m not sure about the shotgun spam, you tend to end up at long range while ambushing, as you generally take the extra shot result on 5:es, but it would be nice to know how it does in the field also, there’s a risk you will be command point starved as you are using quite a few for am relics.
Cheers for the reply. Yeah I guess having so many Shotgun units is a bit spammy but when compared to a lasgun or any equivalent gun (Rapid fire 1 S3) It's almost better to take the Sguns due to the ability to get them to S4 if within half of its range. Also, I don't plan to Ambush them all in one go. I plan to ambush them when I need to e.g. Genestealers unit is going to be destroyed so CA a unit or 2 of Neos to act as distractions, do potential damage and my Stealers being charged via them being in the way. There is a chance they will not deploy the way I want them but then you can just look at them as cheap Tax units. Could give them nande lauchers and flamers to make them more scary w/ the Sguns. Your thoughts?
I am also thinking of dropping those extra relics due to how much CP they are taking up (completely forgot you pay CPs for extra relics lol). Would I be better of taken normal Leman Russ's hitting on 4+ BS or will I stick to the Tank commanders for 3+ BS? Was taking them for getting CPs on 5s and what not but think I might drop that idea.
I think this list would be fun to play with. Just needs small tweeks