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Made in us
Tunneling Trygon





NJ

Here's a question - in taking a CAD alongside a Cult Insurrection, would it be better to take a normal patriarch or ghosar?

Ghosar gains hit and run and a familiar but loses a point of strength as well as the ability to roll on biomancy and brood mind (though they may very well FAQ the available trees in the future, and truly I don't think anyone would begrudge you rolling on brood mind, but I like to play as straightforward as possible).

And a follow-up question - I don't know if I can make room for the points but what about sacrificing some upgrades and trading a primus for a (third) patriarch? I don't think it's better than putting the second primus in a second acolyte blob squad to give them hatred (and have a second hatred bubble) especially since I don't have a third squad of stealers to make fearless and create a third fearless bubble.
   
Made in ca
Sneaky Lictor



oromocto

Today I am trying out a doting throng with 2 cads (2 magus in one and 2 patriarch in second along with 2 first curse. 14 wc I plan to have 2 patriarch in each curse and aim for summoning with the 3 magus. 20 strong neophytes will host a summoning magus and I will spread the others out among the other troops. 4 min squads of acolytes for harassment.
   
Made in us
Longtime Dakkanaut



Cheyenne WY

 gorgon wrote:
The champion claws are what I've been using.



I'm actually going to rip them off those models and a few others, give them to the Metamorphs (I also have more claws in my bits box), and then outfit these with new arms.



Daaam! Those are nice!

The will of the hive is always the same: HUNGER 
   
Made in us
Raging Ravener





 gorgon wrote:
The champion claws are what I've been using.



I'm actually going to rip them off those models and a few others, give them to the Metamorphs (I also have more claws in my bits box), and then outfit these with new arms.



Why not use those models as they are as part of your GSC army????????????

Those are excellent conversion models!

It would be a crime to break bits off of them.

I'm ordering a couple of boxes of daemonettes just to emulate your conversion idea.

I wish you would step back from that ledge, my friend.


   
Made in gb
Angered Reaver Arena Champion




Connah's Quay, North Wales

What bits are they made from? I love em

 
   
Made in gb
Brainy Zoanthrope





 luke1705 wrote:
Here's a question - in taking a CAD alongside a Cult Insurrection, would it be better to take a normal patriarch or ghosar?

Ghosar gains hit and run and a familiar but loses a point of strength as well as the ability to roll on biomancy and brood mind (though they may very well FAQ the available trees in the future, and truly I don't think anyone would begrudge you rolling on brood mind, but I like to play as straightforward as possible).

And a follow-up question - I don't know if I can make room for the points but what about sacrificing some upgrades and trading a primus for a (third) patriarch? I don't think it's better than putting the second primus in a second acolyte blob squad to give them hatred (and have a second hatred bubble) especially since I don't have a third squad of stealers to make fearless and create a third fearless bubble.


I think Ghosar is worth it only if you're planning on making a Deathstar of sorts, say with a Broodcoven - otherwise HnR doesn't really outweigh the detriments.

As for a third Patriarch, it depends what you're going for - generally it's better than a Primus, for effectively 40 points you're getting 2 psyker levels and a much nastier character. The only reason I can see to take additional Primuses is either for another Hatred bubble, or (imo more importantly) to allow other Subterranean Uprising units a better chance to get that 6.

I've converted two Magoses (Magi?) out of AM Astropath models, so will have 4 total once I get my second Overkill box. Planning to do similarly with Primuses, gonna convert some out of Commisar models to combat the monopose. But the aim with them is to run 2 in a CAD to add to the 2nd and 3rd unit of 10 claw metamorphs in an uprising.
   
Made in us
Huge Hierodule





Louisiana

Ghosar doesn't have cult ambush. Therefore he's a no-go for me.

Been out of the game for awhile, trying to find time to get back into it. 
   
Made in us
Pragmatic Primus Commanding Cult Forces






Southeastern PA, USA

 LemanRuse wrote:
 gorgon wrote:
The champion claws are what I've been using.



I'm actually going to rip them off those models and a few others, give them to the Metamorphs (I also have more claws in my bits box), and then outfit these with new arms.



Why not use those models as they are as part of your GSC army????????????

Those are excellent conversion models!

It would be a crime to break bits off of them.

I'm ordering a couple of boxes of daemonettes just to emulate your conversion idea.

I wish you would step back from that ledge, my friend.


Good gravy guys, I'm just altering them, not running through a garbage disposal. Under my old counts-as, those served as my unit leaders. I still want them in that role, but there's no need for them to have 'power klaws' anymore. It'll just be some arm and hand swaps...the end result will look good.

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Made in us
Haemonculi Flesh Apprentice






Here are the champion bits

http://www.ebay.com/itm/40K-Chaos-Daemons-Daemonettes-of-Slaanesh-Champion-Sleek-Claws-Bits-/381669361489?hash=item58dd444751:g:niAAAOSwepJXXx3Q

http://www.ebay.com/itm/40K-Chaos-Daemons-Daemonettes-of-Slaanesh-Champion-Segmented-Claws-Bits-/381764425366?hash=item58e2eed696:g:mVAAAOSwOdpX0cD0

These are much cheaper but IMHO are a bit too small, that being said you could always mod two of them together into one claw I guess.

http://www.ebay.com/itm/40K-Chaos-Daemons-Daemonettes-of-Slaanesh-Claws-Bits-10-pair-Bitz-/201603460189?hash=item2ef080ac5d:g:RmQAAOSwjXRXXx3c

This message was edited 1 time. Last update was at 2016/10/07 13:27:04


   
Made in us
Gargantuan Gargant





New Bedford, MA USA

Couldn't figure out how to post it here without spending 20 minutes editing the formatting, so I'll just post a link.
https://1d4chan.org/wiki/Warhammer_40,000/Tactics/Genestealer_Cults_(7E)

This message was edited 1 time. Last update was at 2016/10/07 15:04:37


   
Made in us
Dakka Veteran





College Park, MD

So... Cult Insurrection Detachment gives a nice -1 to enemy reserves. Think adding an Officer of the Fleet (assuming you're already allying in AM) for an extra -1 to enemy reserves is worth it? I was thinking of using a Commissar (HOORAY HERESY) as an HQ, but... -2 to reserves could be sufficiently fun shenanigans to make a CCS worthwhile.

 
   
Made in ca
Sneaky Lictor



oromocto

 Lansirill wrote:
So... Cult Insurrection Detachment gives a nice -1 to enemy reserves. Think adding an Officer of the Fleet (assuming you're already allying in AM) for an extra -1 to enemy reserves is worth it? I was thinking of using a Commissar (HOORAY HERESY) as an HQ, but... -2 to reserves could be sufficiently fun shenanigans to make a CCS worthwhile.


Interisting but most competitive lists will ether just start with everything on the board or have auto 1st Turn reserves (droppods) and any pods that are left in reserves will just come in empty.

Not a bad trick but how much does it cost and besides reserve manupliation what does it give your army?
   
Made in us
Haemonculi Flesh Apprentice






Timeshadow wrote:
 Lansirill wrote:
So... Cult Insurrection Detachment gives a nice -1 to enemy reserves. Think adding an Officer of the Fleet (assuming you're already allying in AM) for an extra -1 to enemy reserves is worth it? I was thinking of using a Commissar (HOORAY HERESY) as an HQ, but... -2 to reserves could be sufficiently fun shenanigans to make a CCS worthwhile.


Interisting but most competitive lists will ether just start with everything on the board or have auto 1st Turn reserves (droppods) and any pods that are left in reserves will just come in empty.

Not a bad trick but how much does it cost and besides reserve manupliation what does it give your army?


A CCS is not pricey and they can take 4 special weapons and dish out orders like ignores cover and tank hunter to guard units.

I absolutely think that is a solid tactic. Some armies will rely on reserves to try to avoid the Cult Ambush, this makes them incredibly unreliable and broken into pieces if they decide to go that route. I still see plenty of reserves, especially when you consider fliers that must start in reserves. It really is not an expensive addition either, especially when you consider how dirt cheap everything in this faction is.

This message was edited 1 time. Last update was at 2016/10/07 18:58:20


   
Made in us
Shadowy Grot Kommittee Memba






I also like the Ccs idea, and actually what I'd do is just run the Cadian Decurion and bring the minimum requirement of 1 command detachment.

You guessed it, one CCS. Bring something like 2 autocannons if you can (idk if the heavy weapons are only one per Ccs or if you can make all four vets into 2 hwts), add the MOF and an astropath just for an extra cheap psychic die. So total points splash is 115 if I'm remembering the points right. Pretty good for what it brings.

"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
Gargantuan Gargant





New Bedford, MA USA

What book is the Cadian decurion in ?

I would like to know more, <Starship Troopers flashback>

   
Made in gb
Stubborn Dark Angels Veteran Sergeant





Teesside

So I think that the -1 to reserves may be better than -2 against most players. -2, and you know not to bother with reserves at all. -1, you hope for lucky dice -- but don't usually get them.

My painting & modelling blog: https://www.dakkadakka.com/dakkaforum/posts/list/699224.page

Serpent King Games: Dragon Warriors Reborn!
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Made in us
Rampaging Carnifex





South Florida

So in a Subterranean Uprising lead by the Primus - one unit he joins gets 3 dice to roll on Cult Ambush. What unit do people think he should join? A max unit of Metamorphs? Or a max unit of Acolytes? This unit has the greatest chances of getting a turn 1 charge - do you go for a big horde of 20 acolytes to tie things up more effectively and drown things in rending attacks? Or do you go more elite and hit hard with Str 6 claws - but you are more vulnerable with less bodies. Thoughts?

   
Made in us
Haemonculi Flesh Apprentice






 rollawaythestone wrote:
So in a Subterranean Uprising lead by the Primus - one unit he joins gets 3 dice to roll on Cult Ambush. What unit do people think he should join? A max unit of Metamorphs? Or a max unit of Acolytes? This unit has the greatest chances of getting a turn 1 charge - do you go for a big horde of 20 acolytes to tie things up more effectively and drown things in rending attacks? Or do you go more elite and hit hard with Str 6 claws - but you are more vulnerable with less bodies. Thoughts?


Go for broke, max unit with plenty of saws and multi assault every fething tank you can while hopefully locking with one other target with minimum models so they can't shoot you. If they don't have vehicles, even better, just start shredding infantry and MC's. The unit won't last but who cares, should take them a full turn minimum to recover from that, meanwhile your other units that didn't get that 6 are ready to assault the next turn while not being focused on.

I think metamorphs are actually best as MSU, run in starting turn two with multiple small units from all directions.

The cadian CCS is perfect with this style list since they won't want to reserve with a -2 to that roll meaning no matter which choice they make your ahead.

   
Made in us
Rampaging Carnifex





South Florida

 Red Corsair wrote:
 rollawaythestone wrote:
So in a Subterranean Uprising lead by the Primus - one unit he joins gets 3 dice to roll on Cult Ambush. What unit do people think he should join? A max unit of Metamorphs? Or a max unit of Acolytes? This unit has the greatest chances of getting a turn 1 charge - do you go for a big horde of 20 acolytes to tie things up more effectively and drown things in rending attacks? Or do you go more elite and hit hard with Str 6 claws - but you are more vulnerable with less bodies. Thoughts?


Go for broke, max unit with plenty of saws and multi assault every fething tank you can while hopefully locking with one other target with minimum models so they can't shoot you. If they don't have vehicles, even better, just start shredding infantry and MC's. The unit won't last but who cares, should take them a full turn minimum to recover from that, meanwhile your other units that didn't get that 6 are ready to assault the next turn while not being focused on.

I think metamorphs are actually best as MSU, run in starting turn two with multiple small units from all directions.

The cadian CCS is perfect with this style list since they won't want to reserve with a -2 to that roll meaning no matter which choice they make your ahead.


Yeah, I was thinking a max unit of Acolytes is probably best. Throw a banner in there for +1 WS? Definitely a couple hidden Rocksaws too.

What about adding the Acolyte Leader to the unit, potentially with Lashwhip bonesword? Pricey at +35 pts, but potentially nice to have a couple AP3 attacks at I7 with ID.

This message was edited 1 time. Last update was at 2016/10/08 01:55:45


   
Made in us
Haemonculi Flesh Apprentice






 rollawaythestone wrote:
 Red Corsair wrote:
 rollawaythestone wrote:
So in a Subterranean Uprising lead by the Primus - one unit he joins gets 3 dice to roll on Cult Ambush. What unit do people think he should join? A max unit of Metamorphs? Or a max unit of Acolytes? This unit has the greatest chances of getting a turn 1 charge - do you go for a big horde of 20 acolytes to tie things up more effectively and drown things in rending attacks? Or do you go more elite and hit hard with Str 6 claws - but you are more vulnerable with less bodies. Thoughts?


Go for broke, max unit with plenty of saws and multi assault every fething tank you can while hopefully locking with one other target with minimum models so they can't shoot you. If they don't have vehicles, even better, just start shredding infantry and MC's. The unit won't last but who cares, should take them a full turn minimum to recover from that, meanwhile your other units that didn't get that 6 are ready to assault the next turn while not being focused on.

I think metamorphs are actually best as MSU, run in starting turn two with multiple small units from all directions.

The cadian CCS is perfect with this style list since they won't want to reserve with a -2 to that roll meaning no matter which choice they make your ahead.


Yeah, I was thinking a max unit of Acolytes is probably best. Throw a banner in there for +1 WS? Definitely a couple hidden Rocksaws too.

What about adding the Acolyte Leader to the unit, potentially with Lashwhip bonesword? Pricey at +35 pts, but potentially nice to have a couple AP3 attacks at I7 with ID.


To me the upgrades cost are trivial when we get the units for so cheap. I say take the leader, icon and rocksaws.

   
Made in us
Dakka Veteran





College Park, MD

Heh, that Cadian detachment in the Mont'ka book could work well. Plus, since it's an AM detachment... it would unlock 0-3 Primaris Psykers for extra warp charge. The Emperor's Wrath formation is tempting too... I have a Manticore and 2 Basilisks that would be perfectly happy dropping templates willy nilly. GSC models are cheap enough that if I accidentally scatter onto a few? No big deal.

So many stupid stunts with this army. Gonna be a blast.

Also, is the expectation with Subterranean Uprising that you deploy first turn, return to shadows second turn, and then pop back up (hopefully in a good position) turn 3?

 
   
Made in gb
Ancient Chaos Terminator






Surfing the Tervigon Wave...on a baby.

 Lansirill wrote:
Heh, that Cadian detachment in the Mont'ka book could work well. Plus, since it's an AM detachment... it would unlock 0-3 Primaris Psykers for extra warp charge. The Emperor's Wrath formation is tempting too... I have a Manticore and 2 Basilisks that would be perfectly happy dropping templates willy nilly. GSC models are cheap enough that if I accidentally scatter onto a few? No big deal.

So many stupid stunts with this army. Gonna be a blast.

Also, is the expectation with Subterranean Uprising that you deploy first turn, return to shadows second turn, and then pop back up (hopefully in a good position) turn 3?


I think it's more about being incredibly careful with your deployment. Since you deploy effectively after your opponent it's more about being aware of...

A - whether you have first turn or not.
B - whether there's a good target for a mass rending assault depending on what you roll on the ambush table.

If you roll a respectable amount of 6s then go for broke but be very aware of seizing the initiative.

If you don't, then deploy further back in cover and prepare to dip out or weather the storm if you can't.



Now only a CSM player. 
   
Made in us
Fresh-Faced New User




People are saying min Hybrids, but max Acolytes? Am I crazy for thinking that it should be reversed?

From a cost efficiency standpoint, it seems like Hybrids are better than Acolytes for close combat in terms of points. In my theory crafting lists, I'm finding acolytes are too pricey once I add in any of the Rock tools. I'm thinking no upgrades or hand flamers for Acolytes, but pimp out the Hybrids as their upgrades are cheap. When ever I try to add Rock tools into the mix with X2 strength, it seems way more prohibitive that the cost of a +2 strength upgrade with Hybrids.

It just seems like the cost of all the upgrades are fro Acolytes are too expensive compared to what I'm getting with Hybrids.

This message was edited 1 time. Last update was at 2016/10/08 05:33:10


 
   
Made in ca
Sneaky Lictor



oromocto

I like a few min acolites squads with one rock saw. At 60 pts it can possably kill just about anything and if it dies no great loss. In my uprising(base) I plan to take 1 10 man metamorphs with claws and 2 hand flamers 120 pts for the primus. 2 5 man metamorphs with claws and 2 5 man acolytes with a rock saw apice. Total 350 points.

Oops forgot to add the primus so 425pts.

This message was edited 1 time. Last update was at 2016/10/08 08:57:03


 
   
Made in gb
Brainy Zoanthrope





rollawaythestone wrote:So in a Subterranean Uprising lead by the Primus - one unit he joins gets 3 dice to roll on Cult Ambush. What unit do people think he should join? A max unit of Metamorphs? Or a max unit of Acolytes? This unit has the greatest chances of getting a turn 1 charge - do you go for a big horde of 20 acolytes to tie things up more effectively and drown things in rending attacks? Or do you go more elite and hit hard with Str 6 claws - but you are more vulnerable with less bodies. Thoughts?


Why choose? Take multiple Primuses so you get several squads rolling 3 dice, that's certainly what I intend to do :p.


DoctorEvil wrote:People are saying min Hybrids, but max Acolytes? Am I crazy for thinking that it should be reversed?

From a cost efficiency standpoint, it seems like Hybrids are better than Acolytes for close combat in terms of points. In my theory crafting lists, I'm finding acolytes are too pricey once I add in any of the Rock tools. I'm thinking no upgrades or hand flamers for Acolytes, but pimp out the Hybrids as their upgrades are cheap. When ever I try to add Rock tools into the mix with X2 strength, it seems way more prohibitive that the cost of a +2 strength upgrade with Hybrids.

It just seems like the cost of all the upgrades are fro Acolytes are too expensive compared to what I'm getting with Hybrids.


People were talking about unit sizes - MSU metamorphs and big units of hybrids. I think in general, MSU is definitely the way to go for all units in this army, its one of its big strengths. There are a few exceptions though - I'd definitely run 10-strong units in a sub uprising if hoping to join a primus, don't think I'd go the whole hog to 20 though. Wherever I ran rock saws I'd be inclined to take a unit of 10 though, and again that may as well be in a sub uprising. I guess also neophyte units I intend to hide a Magos in too, but not otherwise as they don't get more special weapons for larger squads.

As for upgrades, I think the cost of metamorphs' ones is simply too good to pass up, 2pts for +2str or +3init is crazy.

This message was edited 1 time. Last update was at 2016/10/08 09:04:36


 
   
Made in gb
Ancient Chaos Terminator






Surfing the Tervigon Wave...on a baby.

DoctorEvil wrote:
People are saying min Hybrids, but max Acolytes? Am I crazy for thinking that it should be reversed?

From a cost efficiency standpoint, it seems like Hybrids are better than Acolytes for close combat in terms of points. In my theory crafting lists, I'm finding acolytes are too pricey once I add in any of the Rock tools. I'm thinking no upgrades or hand flamers for Acolytes, but pimp out the Hybrids as their upgrades are cheap. When ever I try to add Rock tools into the mix with X2 strength, it seems way more prohibitive that the cost of a +2 strength upgrade with Hybrids.

It just seems like the cost of all the upgrades are fro Acolytes are too expensive compared to what I'm getting with Hybrids.


However, don't forget in the Insurrection detachment you can bring those rocksaws back if they bite the dust. In addition, those rocksaws are being hidden amongst of blob of rending nastiness.

2 rocksaws is 100 points. Big whoop. It's 100 points that can be brought back through Numbers Beyond Counting and with the bonus dice we're rolling for the Uprising it's got a good chance of getting where we need it to be. I don't mind the Metamorphs but the problem is that they're just as fragile and even with Claws will struggle to get through heavily armoured units. S6 means squat if you're not countering that 2+/3+ save. The rocksaws are reliable AP 2 hidden in a bubble.

Going mid-sized for each though. Sitting around the 7-8 mark with some spare left over if I want to bump numbers to 10 if I feel it's needed.


Now only a CSM player. 
   
Made in us
Longtime Dakkanaut




I observed a friend of mine toying around with GSC yesterday, and the one notable conclusion I can make from the games is that extreme MSU is not the way to go for this army. To really make things suck for your opponent, you need to take advantage of returning D6 guys pretty much at will. 5 wounds at T3, 5+ is just way too easy to wipe with minimal shooting, so I'd run probably 8+ guys per unit. That way, if your opponent wants to wipe the unit, he'll at least have to pick and choose a little bit, rather than pressing the delete button for multiple units at once.

I agree that you should be mixing and matching Metamorphs and saw Acolytes. It's certainly nice to dump a ton of S6 (or 7!) on a unit, but wound volume only goes so far. As others have said, it's too easy to hide a saw in a unit and grind away at whatever ails you, rather than relying on rending. If that's your plan, you'd probably be better off just taking tons of plain Acolytes and swarming everything.

This message was edited 1 time. Last update was at 2016/10/08 16:19:20


 
   
Made in ca
Sneaky Lictor



oromocto

MilkmanAl wrote:
I observed a friend of mine toying around with GSC yesterday, and the one notable conclusion I can make from the games is that extreme MSU is not the way to go for this army. To really make things suck for your opponent, you need to take advantage of returning D6 guys pretty much at will. 5 wounds at T3, 5+ is just way too easy to wipe with minimal shooting, so I'd run probably 8+ guys per unit. That way, if your opponent wants to wipe the unit, he'll at least have to pick and choose a little bit, rather than pressing the delete button for multiple units at once.

I agree that you should be mixing and matching Metamorphs and saw Acolytes. It's certainly nice to dump a ton of S6 (or 7!) on a unit, but wound volume only goes so far. As others have said, it's too easy to hide a saw in a unit and grind away at whatever ails you, rather than relying on rending. If that's your plan, you'd probably be better off just taking tons of plain Acolytes and swarming everything.


I think I agree with your observation "if" you are using the Big Cult Formation. If you are just using the Sub Uprising or any of the individual formations min sized units are more attractive.

Also after some number crunching Allieing in bare bones Guard Command squad with a master of the fleet and a Vet squad in a Chimera with carapace and 3 Plasma is only 280pts. Giving opponents -1 on reserves and giving a mobile plasma battery is pretty nice. This also opens you up to adding in a Vendetta or some more specialist tanks or some artillery .
   
Made in us
Haemonculi Flesh Apprentice






Makes no sense, MSU is literally the best way to play 40k period. Your talking about condensing your army into fewer targets so that you can leave the table for an entire turn in order to randomly regenerate d6 guys that most likely will sit there for another turn. Horrible plan. You want as many targets as possible BECAUSE the units are so delicate, make them overkill the unit.

The Numbers Beyond Counting rule should be used conservatively and considered an additional perk but it should not be changing the way you model your list. But actually the rule also benefits from MSU since you can go to ground more often without worrying about a great deal of points sitting there pinned, and more units equate to more d6 rolls, or more guys. Again though, I'd be hesitant to return to the shadows often since your wasting turns in reserve with an army that does it's heavy lifting in the assault phase. Reserves and assault don't not make good bed fellows, even when considering cult ambush.

   
Made in us
Tunneling Trygon





NJ

The unit upgrades look a lot more appealing since I think that when you return from the shadows, the models that you revive probably retain whatever upgrades you purchased for them (so if a saw died and comes back, he should still have the saw).

That being said, I had my first game last night with the army (had to proxy a few metamorphs since I still am assembling their claws - just need a few more!) and I totally went in the opposite direction. Was at 145 bodies at 1850.

Took a cult insurrection detachment with:
first curse (ML2 patriarch)
brood cycle (min everything except for 20 stealers and claws on the metamorphs)
subterranean uprising:
10 man claw metamorphs w/banner
2 20 man acolyte squads w/banners, 1 rock saw (only 1 total)

CAD with:
Primus
ML2 patriarch
2 min acolyte squads

Played against Raven Guard with a Deimos Vindicator Laser Destroyer and a Sicaran. Had a completely awful set of pre-game rolls. No choosing Ambush result for my gene stealers. Psychic powers were relegated to the primaris powers. I did get the old puppet master power from brood kin but that doesn't affect vehicles and his infantry shooting wasn't much to write home about except a squad of podding dev cents, whom he dropped down in front of my other patriarch, whose squad rolled a 1 on cult ambush :/

His detachment bonus that allowed him to re-roll the "who goes first" roll was also huge, as that got him an extra turn of shooting in before I could assault on turn 2. Having 14 squads and 2 primus-led squads was nice since I was able to roll a ton of dice turn 1 for ambush. Got those sixes, right? Of course! 3 sixes! On 3 40 point acolyte squads! My luck.

Turn 1 he moved a land speeder with two heavy flamers up and roasted a ton of my acolytes in the 20 man squad with the banner and ironward and primus. None of the important guys died, but 7 others did bite the dust. They faded back into the shadows on turn 1 since he has killed so many to push me outside of 6".

He charged and murdered 2 of my min acolyte squads (first blood) that would have charged him on my turn, and the acolytes killed 3 as they went down plus put a wound on his warlord. Not bad. Turn 1 shrouded meant that most of his shooting was ineffectual, and having a lot of leadership 9 or higher with brood cycle is really nice for those morale checks.

My turn 1 was mostly ineffectual except for a very important charge on the land speeder from the third squad of acolytes that had rolled a 6. He moved a little too close to them in his eagerness to roast the giant blob squad and I was able to get the charge off. The 40 point squad with no upgrades benefited from furious charge and hatred, so they were able to do 7 hull points to the land speeder (4 pens) and just for good measure, 3 out of those 4 pens were 5s and 6s, so I would have done 3 hull points to a land raider. In one round of combat.

His turn 2 some of his reserves failed to come in (that minus 1 is so good) but he did have two storm...talons? Hawks? Some formation of two of them with assault cannons and lascannons. They shot up my gene stealer squad with the warlord in it and killed like 5 of them. All game his lascannon hits were on point but he rolled like 5 ones to wound. He charged my metamorph squad of 10 guys with his warlord (artificer armor and lightning claws. Jump pack in an assault squad). The squad was going down, but how many wounds would I do before I went? Well with strength 6, they threw out 10 normal wounds and 4 rends. Since two of the marines had already died, there were only 3 guys and the warlord left. I was feeling pretty good. I made him take the normal saves first so that the regular guys would hopefully die, leaving his warlord to take the rends. He takes 10 Look Out Sirs and passes 5 of them. Yep 5. The normal guys take 5 armor saves and 1 dies. The warlord takes 5 2+ and doesn't care at all. Then he look out sirs the rends, killing off the 2 normal guys, and passes both of his 4+ invuln saves. Womp.

On my turn 2, the roll that changed the game happened. I got back 5 guys who had died in the 20 man acolyte squad as they came in..and they rolled a 6! I was able to multi-assault 4 units, wiping out 3 of them (one was the laser destroyer). The lone survivor? A rhino that refused to take hull points.

My squad of gene stealers w/patriarch by his grav cents were able to shriek and murder them, as well as the drop pod they came with.

After that, his lines were decimated. He tried to charge my acolyte squad with his warlord (and did do a lot of damage, killing 7) but then my primus said "hey did you know that this bonesword is instant death on a 6?" and he rolled a 1 for his armor save. Womp for him. Warlord for me.

The turn after that we knew would be the last turn due to time (but tbh he had very few models left except for the flyers). He was able to achieve one of his maelstrom points, putting him up by 1. But I would have line breaker and he would not, so we were looking at a tie at best. I then was able to achieve all three of the cards I drew, giving me the victory.

Overall thoughts - this army has some definite weaknesses but covers for most of them in the cult insurrection detachment. I think they're a ton of fun to play and can be played decently competitively. You definitely need some way to differentiate between the 9000 different squads and how to know which buffs they have. One good idea I had was I put a 6 dice next to the squads that had rolled a 6 during my deployment so that he would know which ones were dangerous turn 1 to him. One laughable moment during the game was when I thought aloud that it's pretty important for this army to go first in most scenarios since unless you roll a 6, the enemy will get to shoot at you before you assault. And if you go second, they'll shoot at you twice, once without the protection of shrouded. Not a fun time. One person observing the game then asked me, "do they have any way to help them go first more often?" to which I replied "coteaz I guess". He was not amused haha.


Automatically Appended Next Post:
 Lansirill wrote:
Heh, that Cadian detachment in the Mont'ka book could work well. Plus, since it's an AM detachment... it would unlock 0-3 Primaris Psykers for extra warp charge. The Emperor's Wrath formation is tempting too... I have a Manticore and 2 Basilisks that would be perfectly happy dropping templates willy nilly. GSC models are cheap enough that if I accidentally scatter onto a few? No big deal.

So many stupid stunts with this army. Gonna be a blast.

Also, is the expectation with Subterranean Uprising that you deploy first turn, return to shadows second turn, and then pop back up (hopefully in a good position) turn 3?


You can actually return to the shadows first turn if you don't get a 6 result. Since you're setting up during the infiltrate step, you don't count as moving on that turn, and the only way you can't return to the shadows is if someone is within 6" of you (impossible unless they move closer). Of course, if they do, you could always just wait and assault them on turn 2 for sure haha.

This message was edited 1 time. Last update was at 2016/10/08 17:36:52


 
   
 
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