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Made in us
Haemonculi Flesh Apprentice






Initial impression is still looking like neophytes are the best troop slot option and you just skip acolytes and head over to abberants or purestrains if you want combat punch.

   
Made in nl
Longtime Dakkanaut





hangnailnz wrote:
Here's a tidbit - models that emerge from underground can be set up more than 8" away rather than 9", which instantly improves your charge success from 28% to 42%, and then if you have the 'roll 3 dice, drop one' rule from A Trap Sprung, that jumps again to 68%. Still sucks if you don't make it, but the chances just got much better...
Also, you can't split fire if you want to give a unit a Crossfire token - which is fine... but worth thinking about.
Acolytes buying Demo charges get two at a time, which makes them a bit more competitive against the heavy mining weapons - although how many units are going to get to drop their second round of demos is up for question!
~70% to make a charge with just Trap upgrade, going to like 90% with a CP re-roll
or a +1 from the Iconward (apparently) means you have an 80% chance before the re-roll.

I think a deepstrike charging army is actually viable with this book, the reliability is there and you don't need to take 4AE to do it.

This message was edited 1 time. Last update was at 2022/01/08 10:22:25


 
   
Made in nl
Longtime Dakkanaut





 Red Corsair wrote:
Initial impression is still looking like neophytes are the best troop slot option.....


Was looking forward to field a full neophyte army.

Brigade:

HQ: 80 points
HQ: 80 points
HQ: 80 points

TR: 10 neophytes, 2x mining laser, 2x grenade launcher 100 points
TR: 10 neophytes, 2x mining laser, 2x grenade launcher 100 points
TR: 10 neophytes, 2x mining laser, 2x grenade launcher 100 points
TR: 10 neophytes, 2x mining laser, 2x grenade launcher 100 points
TR: 10 neophytes, 2x mining laser, 2x grenade launcher 100 points
TR: 10 neophytes, 2x mining laser, 2x grenade launcher 100 points
TR: 10 neophytes, 2x mining laser, 2x grenade launcher 100 points
TR: 10 neophytes, 2x mining laser, 2x grenade launcher 100 points
TR: 10 neophytes, 2x mining laser, 2x grenade launcher 100 points
TR: 10 neophytes, 2x mining laser, 2x grenade launcher 100 points
TR: 10 neophytes, 2x mining laser, 2x grenade launcher 100 points
TR: 10 neophytes, 2x mining laser, 2x grenade launcher 100 points

1440 points.... 560 points left for other stuff (2000 list).

Could make them bladed cog and give all 12 neophyte units 5++ save. No CP left after that. Weird but could be fun...
Or maybe:
- Agile Guerrillas (count as stationairy after advance)
- Industrial Affinity (no negative hit modifiers for industrial weapons)
- Accustomed to toil (ignore result 1-2 to wound)

Question: how does summon the cult work?

This message was edited 1 time. Last update was at 2022/01/08 11:20:56


 
   
Made in gb
Longtime Dakkanaut




shogun wrote:

Question: how does summon the cult work?


In the command phase, if a unit has an icon - or are Core and within 6" of an Iconward, you can summon destroyed models back to a unit. You get back D6 Neophytes, or D3 anything else. If you have an icon & are in range of an Iconward you can roll twice and the results are cumulative - but you can't recover more than 6 Neophytes or 3 of any other unit in a single turn.

I think therefore it can apply to Neophytes, Acolytes, Metamorphs (who can all have Cult Icons and are Core) and Jackals (who are Core).

Its interesting - but feels a bit old-school Necrons to be and out and out "good". If you get one roll you are expecting to break even, if you get to roll twice you are definitely winning. But that means your opponent has had at least two attempts to kill some fairly flimsy units. In 9th? Not sure I see it. Would you be better off with just some extra bodies in the unit who can potentially do some damage and take the damage?




   
Made in us
Brainy Zoanthrope





Fire trucks and laser cars will still probably be the list to play. Simply because 20 flamers with crossfire qnd exposed are going to melt everything
   
Made in no
Liche Priest Hierophant





Bergen

With all of the leaks beeing is big as they are (GSC discord is where it is at) I started a new thread.

Much of the old primer can probably be used. But it needs an update.

https://www.dakkadakka.com/dakkaforum/posts/list/802888.page

   
Made in us
Haemonculi Flesh Apprentice






dreadlybrew wrote:
Fire trucks and laser cars will still probably be the list to play. Simply because 20 flamers with crossfire qnd exposed are going to melt everything


I don't agree with folks obsession with hand flamers. In 8th at 1ppm they made sense. In 9th, frankly I think they are a trap in most cases, especially for +3 points on a 9ppm platform. If you shooting two full truck squads at a single target just for exposed thats 420 points... I just don't see that as being particularly good.

I do think having a 5 man squad with hand flamers is good as a toolbox unit, I just don't think spamming them out and using them for assault is that great. A jackal is also 12ppm and has 2 s4 shots base plus all the added bonuses to durability and mobility for example.

   
Made in nl
Longtime Dakkanaut





I think 15 acolytes with handflamers and Perfect Ambush is a worthwhile 200 points that inflicts 8.75 wounds on t4/5 3+sv. or 23 on t3 5+sv without needing any support.

Beyond that I like just 3 handflamers in any unit to be able to reliably put out 5 hits for a crossfire marker.
   
Made in us
Infiltrating Broodlord






 Niiai wrote:
With all of the leaks beeing is big as they are (GSC discord is where it is at) I started a new thread.

Much of the old primer can probably be used. But it needs an update.

https://www.dakkadakka.com/dakkaforum/posts/list/802888.page


I am currently avoiding leaks to avoid coloring my opinions until I have the book in hand, but I would be happy to provide an updated primer once I have had an opportunity to review the book.

I suppose this thread itself can be locked now as well.
   
Made in us
Haemonculi Flesh Apprentice






 Ordana wrote:
I think 15 acolytes with handflamers and Perfect Ambush is a worthwhile 200 points that inflicts 8.75 wounds on t4/5 3+sv. or 23 on t3 5+sv without needing any support.

Beyond that I like just 3 handflamers in any unit to be able to reliably put out 5 hits for a crossfire marker.


Only one unit can get that upgrade and 15 acolytes have the same issue with unit footprint that they always have.

   
Made in us
Fresh-Faced New User




I’m excited to try a vehicle/biker list with Deep Supplies, Industrial Affinity, and War Convoy. Industrial Affinity is especially nice. Gives move/shoot with neophyte heavy weapons while upgrading the rock cutter to full WS
   
Made in fr
Longtime Dakkanaut



Cheyenne WY

I like 4 armed Emp for the re-roll charges, and the Twisted Helix for boosted Pure strains. I just purchased 1/2 of Spire, and look foward to Patrol box. I main Nids, so I have All the Stealers.

The will of the hive is always the same: HUNGER 
   
 
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