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Made in au
Towering Hierophant Bio-Titan





 Kanluwen wrote:
Commence wild speculation!

This includes City of Traps rules, which simulate the devious Genestealer Cults’ methods of fighting on home turf


What do you guys think this will be?

probably in the vein of ymgarls or infestation nodes

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
Sneaky Lictor





Chicago, IL

 Kanluwen wrote:
Commence wild speculation!

This includes City of Traps rules, which simulate the devious Genestealer Cults’ methods of fighting on home turf


What do you guys think this will be?


Probably just some narrative mission-specific stratagems, as they appear to be tied to the echoes of war missions included with the campaign book
   
Made in us
Stone Bonkers Fabricator General






A garden grove on Citadel Station

Are there any 'competitive' GSC lists these days?

ph34r's Forgeworld Phobos blog, current WIP: Iron Warriors and Skaven Tau
+From Iron Cometh Strength+ +From Strength Cometh Will+ +From Will Cometh Faith+ +From Faith Cometh Honor+ +From Honor Cometh Iron+
The Polito form is dead, insect. Are you afraid? What is it you fear? The end of your trivial existence?
When the history of my glory is written, your species shall only be a footnote to my magnificence.
 
   
Made in ca
Regular Dakkanaut




 ph34r wrote:
Are there any 'competitive' GSC lists these days?


They've done well at a few tournaments when mixed with AM and Nids but seeing as theyre still an index army i'd wait on the very soon to arrive codex before making a proper call




 
   
Made in us
Infiltrating Broodlord






 Kanluwen wrote:
Commence wild speculation!

This includes City of Traps rules, which simulate the devious Genestealer Cults’ methods of fighting on home turf


What do you guys think this will be?


My best guess is probably environmental hazards. The Forgebane box had rules for ash waste storms as a backdrop for the missions included in the box. I think there were three different effects, but the main one I remember was all models not in/under/on top of a terrain feature or not embarked on a transport/fortification had to make an armor save and suffer a mortal wound if the save was failed. Given the Space Wolves part of the box has very strong anti-infantry firepower, the City of Traps is probably to act as an equalizer in the missions (probably an assortment of nasty things to hinder the Wolves/help the GSC like the Overkill "Gambit" cards).

This message was edited 2 times. Last update was at 2018/08/18 20:46:18


 
   
Made in us
Loyal Necron Lychguard





Working on it

Hey, some list building questions. I have the GSC half of the old Deathwatch Overkill box and a leman russ I recently got from a friend as well as some Guardsmen that I could use as Neophytes I think?

Is there any way to field the 2 Genestealers as a unit aside from the Auxiliary detachment? And can I include the Leman Russ without having to make it Brood Brothers?

<Dynasty> ~10500pts
War Coven of the Coruscating Gaze ~3000pts
Thrice-Damned Plague Corps ~3250pts
Admech (TBN) ~3500pts +30k Bots and Ulator

 
   
Made in us
Stone Bonkers Fabricator General






A garden grove on Citadel Station

You can take a Cult Leman Russ in the main detachment but you can’t take 2 genestealers alone in any real way.

ph34r's Forgeworld Phobos blog, current WIP: Iron Warriors and Skaven Tau
+From Iron Cometh Strength+ +From Strength Cometh Will+ +From Will Cometh Faith+ +From Faith Cometh Honor+ +From Honor Cometh Iron+
The Polito form is dead, insect. Are you afraid? What is it you fear? The end of your trivial existence?
When the history of my glory is written, your species shall only be a footnote to my magnificence.
 
   
Made in us
Loyal Necron Lychguard





Working on it

Oh ok, so I was toying around with battlescribe and i came up with this list:

Spoiler:
+Battalion+
HQ
-Patriarch
---1x Familiar, Mass Hypnosis, Warlord: Focus of Adoration
-Magus
---1x Familiar, Might from Beyond
-Primus

Troops
-6x Acolytes
-6x Acolytes
-16 Hybrids
---12x Autoguns, 2x Grenade Launchers, 2x Mining Lasers
-16x Hybrids
---11x Lasguns, 2x Grenade Launchers, Heavy Weapon Team: Autocannon, Leader w/ Chain-sword, Laspistol

Elites
-4x Abberants
---2x Picks, 2x Hammers

Heavy Support
-Cult Leman Russ
---Battle Cannon, Heavy Bolter, 2x Heavy Flamers


I figure I can put the Primus with the Abberants and the Acolytes with the other HQ's in ambush, then deploy the Neophytes and Russ on or near objectives

Still very new to this so I appreciate the advice

This message was edited 1 time. Last update was at 2018/08/19 02:07:42


<Dynasty> ~10500pts
War Coven of the Coruscating Gaze ~3000pts
Thrice-Damned Plague Corps ~3250pts
Admech (TBN) ~3500pts +30k Bots and Ulator

 
   
Made in us
Sneaky Lictor





Chicago, IL

 Kharne the Befriender wrote:
Oh ok, so I was toying around with battlescribe and i came up with this list:

Spoiler:
+Battalion+
HQ
-Patriarch
---1x Familiar, Mass Hypnosis, Warlord: Focus of Adoration
-Magus
---1x Familiar, Might from Beyond
-Primus

Troops
-6x Acolytes
-6x Acolytes
-16 Hybrids
---12x Autoguns, 2x Grenade Launchers, 2x Mining Lasers
-16x Hybrids
---11x Lasguns, 2x Grenade Launchers, Heavy Weapon Team: Autocannon, Leader w/ Chain-sword, Laspistol

Elites
-4x Abberants
---2x Picks, 2x Hammers

Heavy Support
-Cult Leman Russ
---Battle Cannon, Heavy Bolter, 2x Heavy Flamers


I figure I can put the Primus with the Abberants and the Acolytes with the other HQ's in ambush, then deploy the Neophytes and Russ on or near objectives

Still very new to this so I appreciate the advice


You are obviously very limited by the models in your collection, but it’s not a bad place to start. You are going to need more units on the board, however, as you can’t have more than half start the game in reserve. If I were you, I would probably start the Patriarch on the board within range o both neophyte units so he can make them fearless and use them as human shields vs. sniper shots, etc. Keep the patriarch well hidden and use him to counter charge enemy melee threats rather than as a forward offensive unit. Give him mind control or might from beyond and use him to support your other units.

Blob up the acolyte unit and put it with the magus, primus and aberrants in reserve. You don’t need to choose which unit the primus goes with until you bring him in, so read the board and make your choice based on the situation. Facing a screen of light troops? Send the primus with the acolytes to wipe them out before bringing in your heavy hitters. If your enemy has a lot of exposed vehicles or multi-wound infantry, send the primus with the aberrants. Remember that you can recycle your primus via the return to shadows stratagem if he manages to survive the initi assault, potentially allowing you to get double duty out of the primus.

Magus should pretty much always take Mass Hypnosis. The ability to shut down overwatch is very strong. The -1 to hit effect is pretty darn good too. The magus probably wants the familiars more than the Patriarch, since he will probably be operating close to the enemy and thus will get more use out of the ability to cast an extra psychic power (since he is more likely to be in Smite range). The familiars also give him a little extra close combat punch, which he can definitely use.

As for the two genestealers, you should probably acquire another set of them so you can field a proper unit of 10. Alternatively, you can proxy them as two extra familiars and have them hang out with your Patriarch until you get a few more. The new Tooth and Claw box coming out this box would be a good place to start filling out your army (especially if you can split it with someone who wants the marines) as it gives you a lot of the stuff you need at a significant discount.

   
Made in us
Loyal Necron Lychguard





Working on it

 Asmodas wrote:
 Kharne the Befriender wrote:
Oh ok, so I was toying around with battlescribe and i came up with this list:

Spoiler:
+Battalion+
HQ
-Patriarch
---1x Familiar, Mass Hypnosis, Warlord: Focus of Adoration
-Magus
---1x Familiar, Might from Beyond
-Primus

Troops
-6x Acolytes
-6x Acolytes
-16 Hybrids
---12x Autoguns, 2x Grenade Launchers, 2x Mining Lasers
-16x Hybrids
---11x Lasguns, 2x Grenade Launchers, Heavy Weapon Team: Autocannon, Leader w/ Chain-sword, Laspistol

Elites
-4x Abberants
---2x Picks, 2x Hammers

Heavy Support
-Cult Leman Russ
---Battle Cannon, Heavy Bolter, 2x Heavy Flamers


I figure I can put the Primus with the Abberants and the Acolytes with the other HQ's in ambush, then deploy the Neophytes and Russ on or near objectives

Still very new to this so I appreciate the advice


You are obviously very limited by the models in your collection, but it’s not a bad place to start. You are going to need more units on the board, however, as you can’t have more than half start the game in reserve. If I were you, I would probably start the Patriarch on the board within range o both neophyte units so he can make them fearless and use them as human shields vs. sniper shots, etc. Keep the patriarch well hidden and use him to counter charge enemy melee threats rather than as a forward offensive unit. Give him mind control or might from beyond and use him to support your other units.

Blob up the acolyte unit and put it with the magus, primus and aberrants in reserve. You don’t need to choose which unit the primus goes with until you bring him in, so read the board and make your choice based on the situation. Facing a screen of light troops? Send the primus with the acolytes to wipe them out before bringing in your heavy hitters. If your enemy has a lot of exposed vehicles or multi-wound infantry, send the primus with the aberrants. Remember that you can recycle your primus via the return to shadows stratagem if he manages to survive the initi assault, potentially allowing you to get double duty out of the primus.

Magus should pretty much always take Mass Hypnosis. The ability to shut down overwatch is very strong. The -1 to hit effect is pretty darn good too. The magus probably wants the familiars more than the Patriarch, since he will probably be operating close to the enemy and thus will get more use out of the ability to cast an extra psychic power (since he is more likely to be in Smite range). The familiars also give him a little extra close combat punch, which he can definitely use.

As for the two genestealers, you should probably acquire another set of them so you can field a proper unit of 10. Alternatively, you can proxy them as two extra familiars and have them hang out with your Patriarch until you get a few more. The new Tooth and Claw box coming out this box would be a good place to start filling out your army (especially if you can split it with someone who wants the marines) as it gives you a lot of the stuff you need at a significant discount.



Thanks for the advice, I'm planning on getting Tooth and Claw to flesh it out some more. Taking your advice this is the revised list:

Spoiler:
+Battalion+
HQ
-Patriarch
---Might From Beyond, Warlord: Focus of Adoration
-Magus
---2x Familiar, Mass Hypnosis
-Primus

Troops
-12x Acolytes
-16 Hybrids
---12x Autoguns, 2x Grenade Launchers, 2x Mining Lasers
-16x Hybrids
---11x Lasguns, 2x Grenade Launchers, Heavy Weapon Team: Autocannon, Leader w/ Chain-sword, Laspistol

Elites
-4x Abberants
---2x Picks, 2x Hammers

Heavy Support
-Cult Leman Russ
---Battle Cannon, Heavy Bolter, 2x Heavy Flamers


Is there anything else that could be optimized?

<Dynasty> ~10500pts
War Coven of the Coruscating Gaze ~3000pts
Thrice-Damned Plague Corps ~3250pts
Admech (TBN) ~3500pts +30k Bots and Ulator

 
   
Made in us
Sneaky Lictor





Chicago, IL

Looks pretty good to me
   
Made in us
Loyal Necron Lychguard





Working on it

Thanks, playing a game versus my friends primaris Ultramarines. Theyre doing good so far

<Dynasty> ~10500pts
War Coven of the Coruscating Gaze ~3000pts
Thrice-Damned Plague Corps ~3250pts
Admech (TBN) ~3500pts +30k Bots and Ulator

 
   
Made in us
Sneaky Lictor





Chicago, IL

 Kharne the Befriender wrote:
Thanks, playing a game versus my friends primaris Ultramarines. Theyre doing good so far


Cool. Let us know how it goes. What are you playing, 1000 points? A primaris army sounds like it would be a reasonable matchup for you at that points level. I play against various flavors of Eldar a lot, and they always wreck me.
   
Made in us
Infiltrating Broodlord






With the changes to Aberrants I'm working on revising the tournament list I took to a local event (original list can be found here).

Spoiler:

GSC Battalion 1:
HQ: 1x Magus
HQ: 1x Magus

TROOPS: 10x Neophytes
- 2x Grenade Launcher
- 2x Seismic Cannon

TROOPS: 10x Neophytes
- 2x Grenade Launcher
- 2x Seismic Cannon

TROOPS: 10x Neophytes
- 2x Grenade Launcher
- 2x Seismic Cannon

DT: Goliath Truck
DT: Goliath Truck
DT: Goliath Truck

GSC Battalion 2:
HQ: 1x Primus
HQ: 1x Primus

TROOPS: 5x Acolytes
- 2x Demolition Charges
TROOPS: 5x Acolytes
- 2x Demolition Charges
TROOPS: 5x Acolytes
- 2x Demolition Charges

DT: Goliath Truck
DT: Goliath Truck

ELITES: 5x Aberrants
- 3x Power Picks
- 2x Power Hammers
ELITES: 5x Aberrants
- 3x Power Picks
- 2x Power Hammers

HEAVY: 1x Rockgrinder (125 points)
HEAVY: 1x Rockgrinder (125 points)
HEAVY: 1x Rockgrinder (125 points)

1955


The main change from the original version is the replacement of the MSU melee Acolyte squads with Aberrants and a general shift towards anti-infantry firepower. The Mining Lasers in the original version didn't get much use as most of the vehicle targets were pelted to death with autocannon fire before they could get in range, so the revised list swaps them for Seismic Cannons to save points and focus the Neophyte squads towards anti-infantry. I'm not entirely comfortable with the loss of 2 Demolition Charge Acolytes, but there are still points left to add Demolition Caches to make up for it.

I'm waiting to see how much the Abominant costs (and what slot it uses) before completely finalizing the idea. Depending on points I might drop something to make room or else use the remaining points to swap one of the HQs.

(And yes, I do have that many Goliaths)

   
Made in us
Sneaky Lictor





Chicago, IL

 Strat_N8 wrote:
With the changes to Aberrants I'm working on revising the tournament list I took to a local event (original list can be found here).

Spoiler:

GSC Battalion 1:
HQ: 1x Magus
HQ: 1x Magus

TROOPS: 10x Neophytes
- 2x Grenade Launcher
- 2x Seismic Cannon

TROOPS: 10x Neophytes
- 2x Grenade Launcher
- 2x Seismic Cannon

TROOPS: 10x Neophytes
- 2x Grenade Launcher
- 2x Seismic Cannon

DT: Goliath Truck
DT: Goliath Truck
DT: Goliath Truck

GSC Battalion 2:
HQ: 1x Primus
HQ: 1x Primus

TROOPS: 5x Acolytes
- 2x Demolition Charges
TROOPS: 5x Acolytes
- 2x Demolition Charges
TROOPS: 5x Acolytes
- 2x Demolition Charges

DT: Goliath Truck
DT: Goliath Truck

ELITES: 5x Aberrants
- 3x Power Picks
- 2x Power Hammers
ELITES: 5x Aberrants
- 3x Power Picks
- 2x Power Hammers

HEAVY: 1x Rockgrinder (125 points)
HEAVY: 1x Rockgrinder (125 points)
HEAVY: 1x Rockgrinder (125 points)

1955


The main change from the original version is the replacement of the MSU melee Acolyte squads with Aberrants and a general shift towards anti-infantry firepower. The Mining Lasers in the original version didn't get much use as most of the vehicle targets were pelted to death with autocannon fire before they could get in range, so the revised list swaps them for Seismic Cannons to save points and focus the Neophyte squads towards anti-infantry. I'm not entirely comfortable with the loss of 2 Demolition Charge Acolytes, but there are still points left to add Demolition Caches to make up for it.

I'm waiting to see how much the Abominant costs (and what slot it uses) before completely finalizing the idea. Depending on points I might drop something to make room or else use the remaining points to swap one of the HQs.

(And yes, I do have that many Goliaths)



I’m curious about your list. What units go in which transport? I always struggle to decide which units should go where. I only have 2 goliaths and 1 rockgrinder, so obviously space is at more of a premium. I sometimes ally in some Nid heavies for target saturation, but a lot of the other stuff I run is very similar, such as the acolytes with demo charges and seismic cannons in the neophyte squads.


Automatically Appended Next Post:
FYI, I agree with you that mining lasers aren’t worth it most of the time. They’re too expensive for only D3 damage, and the Heavy rule really kills their accuracy. With only 24” range, you are almost certain to have to move to get in range of a worthwhile target, and then you’re hitting on a 5+. The Seismic Cannon is also heavy, but it’s cheaper and at least makes up for its inaccuracy with volume of fire.

This message was edited 1 time. Last update was at 2018/08/20 13:55:47


 
   
Made in gb
Regular Dakkanaut




I'm curious how much mileage you are getting from the demo charges? I cant justify them over rock saws or are you using them exclusively for drive by bombings?

   
Made in us
Infiltrating Broodlord






Asmodas wrote:
I’m curious about your list. What units go in which transport? I always struggle to decide which units should go where. I only have 2 goliaths and 1 rockgrinder, so obviously space is at more of a premium. I sometimes ally in some Nid heavies for target saturation, but a lot of the other stuff I run is very similar, such as the acolytes with demo charges and seismic cannons in the neophyte squads.


All the units that can shoot (Neophytes, Demolition Acolytes) ride in the Goliath Trucks while the melee-oriented models (Aberrants in the V2 list/MSU Rocksaw Acolytes in the original) and Characters go in the Rockgrinders. Units don't have to start aboard a transport though. One of the nice things about running mech is that you have a great deal of deployment flexibility and can compact your deployments down if you really need the +1 for first turn, or else delay putting models on the table by hiding squads in ambush in order to see where your opponent commits his forces.

I'd give Acolyte Demolition squads priority for Goliath Truck seats over Neophytes, due to their being much more range limited and more expensive per model.

Asmodas wrote:
FYI, I agree with you that mining lasers aren’t worth it most of the time. They’re too expensive for only D3 damage, and the Heavy rule really kills their accuracy. With only 24” range, you are almost certain to have to move to get in range of a worthwhile target, and then you’re hitting on a 5+. The Seismic Cannon is also heavy, but it’s cheaper and at least makes up for its inaccuracy with volume of fire.


I don't dislike the Mining Lasers per say, just within the context of the original list I had plenty of anti-armor firepower and didn't really benefit from them much since most of their preferred targets (multi-wound infantry, light vehicles) were getting mowed down by the massed autocannons while the demolition charge squads targeted the big things. They work better with ambushing squads that can set up into a good position on the first turn near the middle of the table and make a nuisance of themselves.

Sneggy wrote:I'm curious how much mileage you are getting from the demo charges? I cant justify them over rock saws or are you using them exclusively for drive by bombings?


Mostly drive-by bombings. I haven't had much success with them on foot or as ambushers, but paired with a Goliath they have been excellent for me. Demolition squads are generally aimed at large targets that will be problematic for melee-based armor crackers to deal with (like Blight Drones or Toxicrenes) and switch over to objective clearing duties after making their bombing run. Opponents thus far have had a tendency to put them near the bottom of their target priority once the charges have been spent, which gives them a bit of leeway to run interference for other squads as well.

   
Made in us
Sneaky Lictor





Chicago, IL

Thanks for the response. Really hoping Mining Lasers either go up to D6 damage or have a price drop in the codex.

Just for a bit of perspective on my experiences with the army, I have been having a lot of trouble with flyers (in particular, Eldar flyers). What our poor BS and lack of units with Fly, hard to hit flyers can be very hard to deal with. In 7th, you could safely ignore them since they started off the table and most of them didn’t do much damage, so you could just kill the rest of the army and shrug off the damage they did for the most part. That doesn’t work very well any more. Multiple Hemlocks and Crimson Hunters will blow up all of your vehicles by turn 2, leaving our 5+ save guys super vulnerable to the rest of the army. Between hard to hit, the Heavy rule and lightning fast reflexes, it was rare that I could even take down a single plane over the course of a game.

After some experimentation, I tried bringing in a Nid spearhead to help out. This would typically include a Flyrant, a Tyrannofex with acid spray, an Exocrine and usually a Biovore or two to fill out the detachment. After that, I finally started winning games against multi flyer lists. The Acid Spray T Fex is definitely a star player in the list, and is often capable of wrecking a flyer in a single round of shooting if one enters his 18” radius of death. More often, he just becomes target priority number 1 and/or forces flyers to stay far away, giving me a lot of board control and keeping the rest of my forces alive a lot longer. The only problem with this approach is it costs like 700 points, and I really wanted to run more of a pure GSC force rather than a list that is almost half Nids. Has anyone else run into similar issues with flyers, and if so, come up with any alternative solutions?
   
Made in us
Been Around the Block




Give up one cp and play only the Tyrannofex with acid spray :p
   
Made in us
Sneaky Lictor





Chicago, IL

taetrius67 wrote:
Give up one cp and play only the Tyrannofex with acid spray :p


I might just do that, not a bad idea. Another option would be to just make a patrol with the T Fex and the Flyrant and then buy my genestealers as Nids instead of GSC to fill out the troops slot. The Flyrant is also excellent anti-air, and often does a lot of the killing if the T Fex gets dropped by anti-tank shooting on the first turn. I can make the detachment Kraken, too, to have a shot at that sweet first turn charge with the stealers.

Maybe I should just post my current list so you guys have a better idea what I'm actually working with.

Spoiler:


2000 points

GSC Battalion

HQ:

Primus
Primus

Troops:

Acolyte Hybrids x 9
- 2x Demo Charges

Acolyte Hybrids x 9
- 2x Rock Saw

Neophytes x 10
- 6x autogun (including unit leader)
- 2x grenade launcher
- 2x seismic cannon

Neophytes x 13
- 11x shotgun
- 1x grenade launcher
- 1x seismic cannon
- power maul and autopistol on unit leader

Aberrants x 6
- 3x power hammer
- 3x power pick

Goliath Rockgrinder (heavy seismic cannon)

Goliath
Goliath

Tyranids Spearhead (Hive Fleet Kraken)

HQ:
Flyrant w/2x devourers and monstrous rending claws
- adrenal glands
- warlord - heightened senses
- bio-artifacts - chameleonic mutation

Troops:
Genestealers x 20

Heavy:
Biovore x 1

Exocrine

T-Fex w/Acid Spray


This message was edited 1 time. Last update was at 2018/08/21 17:31:47


 
   
Made in us
Been Around the Block




If you wan't more genestealer cult points take 5 genestealers and 15 so you have a patrol and you don't need the exocrine and biovore so you get more points for your cult.
   
Made in it
Dakka Veteran




Rules for Abominant and Aberrants have been leaked thanks to a BolS unboxing video (despite the lack of <Cult> Keyword and points costs) and I've to say that they are very very good
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

KurtAngle2 wrote:
Rules for Abominant and Aberrants have been leaked thanks to a BolS unboxing video (despite the lack of <Cult> Keyword and points costs) and I've to say that they are very very good

For those interested:

Abominant:
S6 WS3 5W 5T 3A
Regenerates D3 Wounds every round--kill it or it can keep trucking.
Mindwyrm Familiar grants "mini-Shadow in the Warp"(6" I believe was mentioned)
Bestial Vigor: Damage dealt to him is reduced by 1 for each incoming attack(to a minimum of 1) AND he's got a 5+ Feel No Pain


He's kinda scary I feel.
   
Made in it
Dakka Veteran




 Kanluwen wrote:
KurtAngle2 wrote:
Rules for Abominant and Aberrants have been leaked thanks to a BolS unboxing video (despite the lack of <Cult> Keyword and points costs) and I've to say that they are very very good

For those interested:

Abominant:
S6 WS3 5W 5T 3A
Regenerates D3 Wounds every round--kill it or it can keep trucking.
Mindwyrm Familiar grants "mini-Shadow in the Warp"(6" I believe was mentioned)
Bestial Vigor: Damage dealt to him is reduced by 1 for each incoming attack(to a minimum of 1) AND he's got a 5+ Feel No Pain


He's kinda scary I feel.


Mindwyrm has 12" range
Bestial Vigor is the same rule of Aberrants, so it has been upgraded to provide a 5+ FNP also
D3 wounds every CONTROLLING PLAYER turn, still good
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

The guys in the video kept talking over each other, sorry I flubbed a bit.

What do GSC players think? Exciting? Dull?

This message was edited 1 time. Last update was at 2018/08/21 22:52:29


 
   
Made in it
Dakka Veteran




 Kanluwen wrote:
The guys in the video kept talking over each other, sorry I flubbed a bit.

What do GSC players think? Exciting? Dull?


We haven't even seen I think 10% of our Codex content within such release, there are indeed exciting news (both the newly improved Aberrants and Abominant are, costs aside, good from a profile perspective) and "meh" feelings (why no points costs shown? Where is the <Cult> keyword!?)
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

KurtAngle2 wrote:
 Kanluwen wrote:
The guys in the video kept talking over each other, sorry I flubbed a bit.

What do GSC players think? Exciting? Dull?


We haven't even seen I think 10% of our Codex content within such release, there are indeed exciting news (both the newly improved Aberrants and Abominant are, costs aside, good from a profile perspective) and "meh" feelings (why no points costs shown? Where is the <Cult> keyword!?)

It looks like you're being treated as similar to Death Guard, Thousand Sons, Grey Knights, Blood Angels, Tempestus Scions, and Dark Angels: you don't get a <Insert Here> instead you get "Genestealer Cults".

It kinda/sorta makes sense since the ending phase of the Cult's lifespan is them being devoured by the Hive Fleets right?

With regards to thoughts, I was more curious about this new stuff.

This message was edited 1 time. Last update was at 2018/08/21 23:26:15


 
   
Made in ca
Been Around the Block





I blew up some of the images in the video and here's what I could make out (It's pretty blurry so there could be errors here):

Abberants:
M6" WS3 S5 T4 W2 A2 Ld7 Sv5+
Abberant Hypermorph:
M6"(?) WS3 S5 T4 W2 A3 Ld7 Sv5+

Very hard to see but for every X number of Abberant models you can take a Hypermorph. I think it's possibly a 3. Hypermorphs are armed with rending claws, Hypermorph Tail and either a P.Hammer or Heavy Improvised Weapon.

Heavy Improvised Weapon Melee Sx2 AP-1 D2 Make 2 hit rolls for each attack made with this weapon, instead of 1. When attacking with this weapon you must subtract 1 from the hit roll.
Hypermorph Tail Melee Suser AP-1 D1 Each time the bearer fights it can make 1 additional attack with this weapon.

Bestial Vigor When inflicting damage upon a model in this unit, reduce the damage of the attack by 1 to a minimum of 1. In addition, roll a d6 each time a model in this unit loses a wound, on a 5+ the model does not lose that wound.

So there ya go!


Automatically Appended Next Post:
Abominant:

M6" WS3+ S6 T5 W5 A3 Ld8 Sv5+

Power Sledge Melee Sx2 AP-3 D6 Damage results of a 1 or 2 made with this weapon count as a 3 instead

Familiar Claw Melee S4 AP0 D1 After a model guided a Mindwyrm Familiar makes it's close combat attacks you can attack with the Mindwyrm Familiar. Make 2 additional attack, using this weapon profile

Cult Ambush

Chosen One: Each unmodified hit roll of 6 made in the Fight phase for friendly Abberant units within 6" of this model scores 2 hits instead of 1.

Start of each of your turn regen D3 wounds

Mindwyrm Familiar: Subtract 1 from Psychic test taken for Psykers that are within 12" of any ..... Abominants. Tryanid Psykers are not affected.

Bestial Vigor, same as Abberants.

Unquestioning Loyalty



Automatically Appended Next Post:
Metamorphs

No changes that I could see. Metamorph Claws are still the same, Talons are still the same.

This message was edited 2 times. Last update was at 2018/08/22 00:30:56


 
   
Made in au
Towering Hierophant Bio-Titan





I take it "Heavy Improvised Melee Weapon" is scientific language for "I'm about to beat your face in with this Stop sign"?

This message was edited 1 time. Last update was at 2018/08/22 02:00:12


P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it. 
   
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Stone Bonkers Fabricator General






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