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Made in us
Fresh-Faced New User





Brainstorming tactics for my upcoming game: Armoured Battle Group with Allied Infantry versus a Heretical AND Xenos genestealer cult army.

My opponent is bringing the new cultist formation from Deathwatch, Broodlord Hunting Pack and Psykana division in Chimeras (and this is why psykers are bad and we should kill them all - look at them turned heretical to xenos)

My army is:
Spoiler:

Armoured Battle Group - CAD

HQ
Company Command Tank
-Co-ax heavy stubber Vanquisher
-Hull Lascannon
-Sponson Plasma Cannons
-Artificer Hull (+1HP), Improved Comms (+6" Orders radius), Camoflouage, Beasthunter shells, Pintle Heavy Stubber

Troops
Battle Tank Squadron
-Exterminator
-Hull Heavy Bolter
-Sponson Heavy Bolters
-Pintle Heavy Stubber

Siege Tank Squadron
-Thunderer
-Camo Gear, Dozer Blade, Track Guards (4+ v Immobilized)

Elites
Tech-priest Enginseer
-3 servitors
-1 with Plasma Cannon

Fortifications
Aegis Defense line
-Tanglewire x3
-Tanks traps x2
-Ammo dump


Astra Militarum - Allies

HQ
Lord Commissar
-Plasma Pistol and Power Weapon
-Carapace Armor and Melta bombs

Elites
Scion Squad
-5 models
-Tempestor: Plasma pistol
-Meltagun x2

Troops
Veterans
-10 models
-Demolitions, Grenadier, Forward Sentries
-Missile Launcher, Heavy Flamer, Meltagun x2
-Krak grenades

Heavy Support
-Wyvern
-Hull Heavy Bolter
-Camo, Pintle Heavy Stubber


Officio Assasinorum
Culexus Assassin


I have very little flexibility since this is very nearly all my models. I could field a Vindicare or tweak the fortifications.

My thoughts so far-

1st turn charges!
Their army is THE hard counter to mine. 1st turn charges are a big part of that. So I'm thinking denial. Put most of my army in reserves. Most of it has the range to be effective coming on later and most units are sufficiently general purpose to be okay showing up on their own.

I start with the Exterminator and Veterans on the board with the troops in front to protect the tank from being charged. This way even if they get wiped out I still have a unit on the board and don't insta-lose. They are deployed in my my fortifications and backed into a corner. This way I can fully surround the tank to deal with the 1" deployment. Tanglewire keeps the assault to I1, even if their move through cover means the charge distance can't be slowed.

I only have to inflict 5 wounds on the Ghosar + Princelings, so maybe that works with the heavy flamer auto-hitting. If not, alas, I have to hope they break or get wiped so that in my next turn they aren't tied up in combat and can assault my tank on turn 2.

Additionally, I'm inclined to deploy the Culexus as well. The question being where to put it? Do I try to get it in the back where I expect the Psykana to be? Do I put it between the tank and the vets? Do I put it out front of the vets?

Or off to the side to give them a second target to think about - if the Culexus dies early but I can shoot that unit to death is that a good enough trade given the Psykana still out there? I think not on this one. On the other hand Ghosar will struggle to survive close combat against me.

Psykers Everywhere!
Where is the Psykana most likely to be deployed? It can't be infiltrated but the fast Chimeras allow it to catch up pretty quickly.

Do I try to get the Culexus between the Psykana and the rest of his army?

However, if I put the Culexus in front of the Vets when I deploy I may be able to force the Patriarch's unit to assault it first turn if it wants to be able to charge at all. His unit is only 3 models, so that may not work, but a counter charge from my Culexus the next turn could hurt. And if they sweep/consolidate into the Culexus instead then I'm still not worried. This also prevents it's psychics from effecting my opening units before the charge.

My Scions Kill Tanks
I think this means they should try to deep strike in to the Psykana Division's Chimeras.
(And I don't have the other special weapons modeled yet. Maybe next week)
(This is the reason that in a non-WAAC setting I think TAC means that these squads should have mixed weapons instead of being single-purpose.)

Welp, those are my thoughts so far.
What do you think?

Thanks.
   
Made in hk
Steadfast Ultramarine Sergeant




I think Heavy flamer and flamer are actually your best choice, So does a large blob of cheap Guardsman backed by a priest. Genestealers Cult 1st turn assault is huge threat to low model count elite shooty army, like Space marines Centurions and bikes (more so to those non - White Scar). But not so much to a horde shooty army like blob IG. When they charge you, just laugh while you pick up somewhere around 100 overwatch dices after resolved the nD3 wall of death with all those template weapons.
   
Made in gb
Angered Reaver Arena Champion




Connah's Quay, North Wales

As a Cultist player I can say that rarely works. The Genestealer player with have multiple units all capable of charging and all he will do is throw the least important one to eat all the over watch. It only works if the opponent only has a single unit to throw at you.

I'll tell you a secret he doesn't want you to know. Genestealers aren't good at killing vehicles in assault. Rending doesn't grant AP 2 vs vehicles so he has to get 3 glances (3 6's) to bring down a tank. Sure the Abhorents can wreck a vehicle any time they like and a Brood Lord can likely cause a glance or two, his anti-vehicle is entirely dependent on him rolling 6's to pen and he also has no ability to kill vehicles outside the assault phase. That means Chimera's are your friend, they are expendable and large and can hide Guardsmen.

His Psyker division is basically useless, they are simply there to proivde warp charges for the Broodlords. You can ignore them. Remember Militarum and Cult are come the apoc allies so they can't cast blessings on each other. And he can only get a good assault if you leave him space to deploy out of LOS, otherwise all his units save for the Patriarch's are on double 6's for charge range. Position units to deny infiltrating in optimum positions. Alternatively buy a single unit of ratling snipers. There is now a 50% chance every game you can infiltrate first and deny him a huge swathe of the board.


 
   
Made in ca
Regular Dakkanaut




Make some room for an inquisitor with 3 servo skulls to deny infiltrate/scout moves. I think they cost around 30 points for just the man and the 3 skulls. Drop some upgrades (such as pintle stubbers or camo nets) to free up enough points for him.
   
Made in au
Towering Hierophant Bio-Titan





Am I missing something with cults or is it literally just 3 models who can assault the first turn?

P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it. 
   
Made in us
Shadowy Grot Kommittee Memba






Well, this turned out to be an awesome game! I was eisenfresser's opponent, and we played the "hidden objectives worth points" eternal war mission.

At the end of it all, it turned out to be a 7-7 tie thanks to obsec leman russes steamrolling onto the two most valuable points turn 6. It was a low kill count game thanks to my limited anti tank and his low model count. I ended up losing all the hybrids, aberrants, two Genestealer squads, two chimeras and a squad of wyrdvanes. He lost his vets, wyvern, lord commissar, stormtroopers and the culexus.

I love the Genestealer cult, they're a blast to play but I definitely need some more anti tank capabilities, or at least the ability to roll something other than Telekine dome on my wyrdvanes.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Fresh-Faced New User





 SHUPPET wrote:
Am I missing something with cults or is it literally just 3 models who can assault the first turn?

There's a whole 600 pt formation, here: https://www.games-workshop.com/resources/PDF/Deathwatch/40k-rules-deathwatch-en.pdf.

It includes several varieties/generations of genestealer cultists, plus characters.

This message was edited 1 time. Last update was at 2016/04/18 16:01:09


 
   
Made in gb
Angered Reaver Arena Champion




Connah's Quay, North Wales

the_scotsman wrote:
Well, this turned out to be an awesome game! I was eisenfresser's opponent, and we played the "hidden objectives worth points" eternal war mission.

At the end of it all, it turned out to be a 7-7 tie thanks to obsec leman russes steamrolling onto the two most valuable points turn 6. It was a low kill count game thanks to my limited anti tank and his low model count. I ended up losing all the hybrids, aberrants, two Genestealer squads, two chimeras and a squad of wyrdvanes. He lost his vets, wyvern, lord commissar, stormtroopers and the culexus.

I love the Genestealer cult, they're a blast to play but I definitely need some more anti tank capabilities, or at least the ability to roll something other than Telekine dome on my wyrdvanes.


I'm running Cult at 1500 with the Broodkin, the Manufactorum Brood Stealers and Lictors Assassin Brood. I agree with you, Cult are more fun to play with then any other army I've owned. 100% of my army could infiltrate and 90% was at least Str 4 with rending. The Lictors provided anti-tank as well as disposable units to throw into overwatch and the Manufactorum provided a very Stealer-y second wave assault. Very fun list if you wanna ditch the Astra Militarum side of things.

 
   
 
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