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Made in us
Raging Ravener




Mid-Michigan

 Red Corsair wrote:


With the consistant 9" arrival I can easily drop 10 aberrants or 20 purestrains and get all the buffs I want guaranteed and still get a 3d6 charge off for 3cp. Only it's better because since 1 D6 of that movement happens in the movement phase it gets me closer for declaring charge targets within 12" meaning if/when we get a fight again stratagem we can really gut a flank.


You can only use the 3cp 1d6 on one unit, right? So the aberrants are gonna run away from your Primus and abomination. And you're left with hoping for the best with 9" charges with your characters.
   
Made in no
Liche Priest Hierophant





Bergen

Well, for 6 CP we will have a reasonable delivery system for two units. That is Ok. We will see if there are other methids to deliver them.

What are the chanches transports weill be OK?

   
Made in us
Haemonculi Flesh Apprentice






 mugginns wrote:
 Red Corsair wrote:


With the consistant 9" arrival I can easily drop 10 aberrants or 20 purestrains and get all the buffs I want guaranteed and still get a 3d6 charge off for 3cp. Only it's better because since 1 D6 of that movement happens in the movement phase it gets me closer for declaring charge targets within 12" meaning if/when we get a fight again stratagem we can really gut a flank.


You can only use the 3cp 1d6 on one unit, right? So the aberrants are gonna run away from your Primus and abomination. And you're left with hoping for the best with 9" charges with your characters.


With a 6" range and 32 mm bases fighting in 2 ranks spaced 1" from the enemy and from eachother I would have to disagree. Could you move out of range, sure, but only after you creamed something and are piling into the second target which I am OK with. This assumes a fight twice strat btw, which I know isn't the best thing to do, but nearly every book has one. Actually I think only armies that avoid combat traditionally don't have that stratagem.

This message was edited 1 time. Last update was at 2019/01/28 23:30:32


   
Made in no
Liche Priest Hierophant





Bergen

Well, for 6 CP we will have a reasonable delivery system for two units. That is Ok. We will see if there are other methids to deliver them.

What are the chanches transports weill be OK?

   
Made in us
Fresh-Faced New User




 Niiai wrote:
Well, for 6 CP we will have a reasonable delivery system for two units. That is Ok. We will see if there are other methids to deliver them.

What are the chanches transports weill be OK?


I'm not quite understanding the 6CP for 2 units. Are you saying use the 3CP stratagem on Turns 2 and 3, or is there another method I'm missing?
   
Made in us
Haemonculi Flesh Apprentice






 Niiai wrote:
Well, for 6 CP we will have a reasonable delivery system for two units. That is Ok. We will see if there are other methids to deliver them.

What are the chanches transports weill be OK?


It's not a pregame strat so your not going to be using it twice outside narrative games. As for transports, they will be fine I am sure, the Chimera already got dirt cheap in CA so that is a decent starting point. I am hoping the clearance incinerator increases it's output to 2d6 and the drill dozer gets some love.


Automatically Appended Next Post:
Bluflash wrote:
 Niiai wrote:
Well, for 6 CP we will have a reasonable delivery system for two units. That is Ok. We will see if there are other methids to deliver them.

What are the chanches transports weill be OK?


I'm not quite understanding the 6CP for 2 units. Are you saying use the 3CP stratagem on Turns 2 and 3, or is there another method I'm missing?


He must mean in two turns now that I re read his comment.

This message was edited 1 time. Last update was at 2019/01/28 23:33:31


   
Made in no
Liche Priest Hierophant





Bergen

We can always hope for the chimera hand flamer delivery system for descent points.

Yeah, I was planingvon using the stratagem turn 2 and 3. Spend turn 1 removing chaff, if possible.

Turn 2 have your choise of hybrid miners, genestealers or hammer abberations. Turn 3 one of the units you did not choose.

If the groups are large enough you can put in a tail for the prime. We need to do some math hammerring for genestealers, but for hybrid miners loosing some regular attacks to give the the mining tools +1 will be worth it. Depending on the wording on the prime aura.

This message was edited 1 time. Last update was at 2019/01/28 23:42:52


   
Made in au
Towering Hierophant Bio-Titan





 N.I.B. wrote:
Glorified Infestation Nodes. There you go.

No! no no no! These are much better than Infestation Nodes, much MUCH better. In fact they are really good. REALLY good.

The other half is much better too imo!

I think this is almost directly upwards for GSC.

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 no
Liche Priest Hierophant





Bergen

I had an ork opponent get of da jump and get 2 flyers close enough to nulefy genestealer nodes. These blips are better.

Use points in cheap squads or statagems to place enough blips and your russes are standing pritty.

   
Made in us
Tunneling Trygon





NJ

 Niiai wrote:
I had an ork opponent get of da jump and get 2 flyers close enough to nulefy genestealer nodes. These blips are better.

Use points in cheap squads or statagems to place enough blips and your russes are standing pritty.


Da jump isn't going to be phased by the blips as they'll be gone by then. In fact, that's probably going to be one of our biggest troublesome matchups (but that's nothing new for most other armies - Orks are nuts right now)
   
Made in au
Towering Hierophant Bio-Titan





 luke1705 wrote:
 Niiai wrote:
I had an ork opponent get of da jump and get 2 flyers close enough to nulefy genestealer nodes. These blips are better.

Use points in cheap squads or statagems to place enough blips and your russes are standing pritty.


Da jump isn't going to be phased by the blips as they'll be gone by then. In fact, that's probably going to be one of our biggest troublesome matchups (but that's nothing new for most other armies - Orks are nuts right now)


I don't think so. I think being able to retrospectively position your entire army in direct counter to Orkz first turn movement, is going to be incredibly powerful vs them.

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
Haemonculi Flesh Apprentice






 SHUPPET wrote:
 luke1705 wrote:
 Niiai wrote:
I had an ork opponent get of da jump and get 2 flyers close enough to nulefy genestealer nodes. These blips are better.

Use points in cheap squads or statagems to place enough blips and your russes are standing pritty.


Da jump isn't going to be phased by the blips as they'll be gone by then. In fact, that's probably going to be one of our biggest troublesome matchups (but that's nothing new for most other armies - Orks are nuts right now)


I don't think so. I think being able to retrospectively position your entire army in direct counter to Orkz first turn movement, is going to be incredibly powerful vs them.


I agree, and further more da jump would go off directly after you reveal but before they shoot, meaning you can use a single cheap model or unit of hybrids to force back the unit in question so that it isn't really a threat. Thats ignoring the fact that we can still use scout sentinels and the new buggy to push them back even further. All of this glosses over the fact that if an ork mob wants to get close you shouldn't be fighting it, for all the talk of having difficulties getting into combat I find it odd that folks are worrying about threats countering the blips to get into assault. Just use some of the blips to drop counter assault elements after they have committed and profit.

   
Made in us
Utilizing Careful Highlighting





Augusta GA

If you know you’re fighting an army that can hit with Da Jump or other shenanigans you take the warlord trait that gives everyone in 6” heroic intervention.

Then suddenly you’re the melee version of Tau.
   
Made in au
Towering Hierophant Bio-Titan





 Badablack wrote:
If you know you’re fighting an army that can hit with Da Jump or other shenanigans you take the warlord trait that gives everyone in 6” heroic intervention.

Then suddenly you’re the melee version of Tau.


IF that's still a trait (insane if it is).

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
Depraved Slaanesh Chaos Lord




Inside Yvraine

That shoot twice stratagem now makes the Kelermorph seem a bit OTT for 100 or less points. It is basically a suicidal free-kill on a character of your choice. Even MC HQs and dudes with invulns will have to fear him.

This message was edited 1 time. Last update was at 2019/01/29 03:20:14


 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

If you can't screen 3" out from your characters... What are you doing?

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Haemonculi Flesh Apprentice






 JNAProductions wrote:
If you can't screen 3" out from your characters... What are you doing?


Yea I agree, not really seeing how this guy gets it done on turn 2 unless the other guy really fethed it up lol.

He's amazing but from what we know so far he is hardly OP unless hes like 30 points.

It is strange that none of these guys are unique characters though.

BTW did anyone notice all the banners in the video for the cults in the book. There were 6, and they all looked to be the highlighted ones from the 7th edition codex.

   
Made in us
Longtime Dakkanaut





Connecticut

We'll likely have the same generic six chapter tactics every codex has, tweaked here and there.

Blood Angels, Custodes, Tzeentch, Alpha Legion, Astra Militarum, Deathwatch, Thousand Sons, Imperial Knights, Tau, Genestealer Cult.

I have a problem.

Being contrary for the sake of being contrary doesn't make you unique, it makes you annoying.

 Purifier wrote:
Using your rules isn't being a dick.
 
   
Made in us
Infiltrating Broodlord






 Red Corsair wrote:

BTW did anyone notice all the banners in the video for the cults in the book. There were 6, and they all looked to be the highlighted ones from the 7th edition codex.


Yeah. Identifying based on the cult symbols, we have Rusted Claw, Bladed Cog, Pauper Princes, Four-Armed Emperor (new art), Hive Cult, and Twisted Helix (new art).

Also as one small aside regarding the Ridgerunner and Rockgrinder comparison: It isn't entirely a fair one given that A.) The Rockgrinder is a melee transport vehicle that really wants to close with the foe, and B). The rockgrinder suffers an accuracy penalty as it is damaged. The Ridgerunner by all looks is going to be a much more stand-off style of unit and none of the heavy weapons are really wanting for range. It make for a nice counterpart for Goliath Trucks seeing as it has a more anti-infantry slant while the Goliath is more oriented towards mid-strength firepower.

In regards to the previewed rules for the new cult ambush, my inital impression is that it basically trades a tiny bit of power (5-6 results) for greater consistency and control. Loosing the #6 effect (pending further reveals) hurts a bit, but I think that is offset by no longer needing to worry about a 1-3 (especially #3, a more than 12'' deploy is miserable) and having an effect on vehicles. Also it is worth noting that both the specialist detachments in Vigilus Defiant have warlord traits that modify charge rolls. If worried about not being able to make a charge out of ambush one could always just spend 2 CP for the trait and use the field commander as an ambush leader.


I'll try to get around to adding the Kelermorph information to the original post sometime tomorrow. After that I'll set about getting it archive-ready and turn my attentions to the upcoming codex thread.

This message was edited 1 time. Last update was at 2019/01/29 04:07:18


 
   
Made in us
Scuttling Genestealer



Minnesota

Prices for Release, take 2
[Thumb - thumbnail_Screenshot_20190128-121622.png]

   
Made in au
Towering Hierophant Bio-Titan





can't wait to see it doubled for Australia

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
Depraved Slaanesh Chaos Lord




Inside Yvraine

 JNAProductions wrote:
If you can't screen 3" out from your characters... What are you doing?
If you're keeping your character(s) 15'' in the backline for three turns, you are successfully being zoned and are doing exactly what I want you to do. You're going to lose.

This message was edited 7 times. Last update was at 2019/01/29 04:55:43


 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

 BlaxicanX wrote:
 JNAProductions wrote:
If you can't screen 3" out from your characters... What are you doing?
If you're keeping your character 15'' back for three turns, you're doing exactly what I want you to do, and I'm beating you.


They need only be screened by 3" of other units to avoid double-tapping from a Kelermorph-hell, put them 4" deep and you can quite possibly avoid their shooting from Deep Strike altogether. (1/6 chance at 4", 2/6 at 5", all the way to blanket immunity at 9" of screens, though that's a little excessive.)

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in gb
Longtime Dakkanaut




I agree, if you want to prevent the Gunslinger from dropping in and shooting a character twice, you just make sure your characters with their 6” aura’s are at least 3” away from the back of your screening units, or, have them hiding in the middle of a big blob unit – i.e. Ahriman surrounded by 30 Tzaangors/Pink Horrors for turns 2 and 3.

Not sure I’m sold on the blips really messing up supersonic flyers. Sure, the GSC player can deploy in a way to try to make you crash and burn at the start of turn 2, but, you then have to ask why the player with the flyers didn’t look to position turn 1 in a way that would prevent it. Also, most flyers have ample range to shoot most of the table, so, they’ll always have a target to shoot at regardless of which blips are blank or not.

I can see the 3CP strat being used more for a combat unit than for shooting. Put a big Genestealer or Abberant unit underground, then turn 2, use it to move d6” and secure the charge – even if it is to just reliably clear 2 or 3 screening units. Of course, it’s a prime example of a strat that’ll get vect’d 99% of the time.

The blips are a nice mind game, but, I feel like any fast, mobile, shooty armies will be able to react quick enough or give themselves enough options to cause GSC problems. I feel like GSC almost want to go 2nd all the time, so, by removing that option from them, they could have some issues. (In ITC I’d expect GSC to not be getting the +1 in most games due to high unit counts, and the CA2018 missions, it comes down to a 50/50 dice roll in regards to who setups first and goes first).
   
Made in au
Towering Hierophant Bio-Titan





Like a true battlefield assassin, he'll have to wait till the fighting is in the thick of it and the target is focused elsewhere. He can bide his time in reserves till the 360 degrees of screens have dispersed by turn 2-4, and then come down out the smoke from whichever direction the gap is, and assassinate his target.


Whether or not that's a unit you want to bring is to taste, but I'll definitely be keeping him in mind (unless the price is stupid) depending on what I find myself struggling with as I play my list into the next couple of months. It's a good tool to have available and its not like the dex has any shortage of characters if he doesn't end up being a choice.

This message was edited 1 time. Last update was at 2019/01/29 09:39:12


P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it. 
   
Made in ca
Sneaky Lictor



oromocto

Looking at those prices $400 cdn for one of each thing except dice inc codex and cards is not as bad as I thought. Add an extra 65 for a second bike squad and an extra 75 for the killteam box for the kelomorph/gunslinger that's 540$ many stores will give a discount for a large order like this so likely to avoid the tax at least. Add another 80 I'm guessing for the ridge runner for a grand total of 620$. Ouch.... time to see if kidneys are still acceptable as currency.
   
Made in us
Regular Dakkanaut




A guy on dakka dakkka named Causalis Said.

Got my Kill Team Box with the Gunslinger in it today. Can confirm that he has no other special rules etc. than what was previewed on the WHC site.

But some of the weapons for the Acolytes and Metamorphs changed!

-Hand Flamers are D6 shots now (no surprise there)
-Rock Saw stayed the same (no -1 to-hit)
-Rock Cutter does Damage D3 now
-Drill stayed the same

-No stat changes to Metamorphs
-Metamorph Talon now also adds an additional attack. Still no AP.
-The claw is still S+2 but now AP-1. Still only does 1 damage sadly...

Food for thought.. A rumor of a skimmer type flyer transport to that not reviled yet

   
Made in de
Beast of Nurgle





Yup!

More info:

Sadly, the Kill Team Pamphlet doesn't contain points costs. :( The Gunslinger is PL 3 so maybe around 60 points? For comparison, the Primus is PL 4.

Metas are armed with an autopistol, rending claw, talon and blasting charges as their standard loadout.

Anyone can take a Hand Flamer instead of the autopistol.

Anyone may replace their rending claw with a second talon.

Anyone may replace the talon and rending claw for a whip and rending claw. (Yes, you replace the claw for... a claw. Don't ask me why.)

Anyone may replace the talon and rending claw for a Metamorph claw.

Leader may take a bonesword. Doesn't say he has to exchange it for anything so he can have either Sword and Meta Claw or Sword, Rending Claw and Talon.

One Meta may take an Icon.

Max unit size is 10.

Their PL is still 6. But I can imagine that at least the Talon will be free and the Meta Claw will get cheaper (as will the Hand Flamers).

These guys could actually be very good chaff and infantry killers. 2x5 dudes (for the extra attack from the Sarge) in a Chimera w/ 2x HF. Give them all Hand Flamers, Leaders with the Meta Claw and the rest Talon + Rending Claw. Have the Iconward with the +1 S relic babysitt them. They throw out 8 S7 AP-1 attacks, and either 32 S5 AP- attacks hitting on 2s, or 24 S5 AP-1 (6s AP4) attacks hitting on 3s + 8 talon attacks. And that's on top of ~7 Heavy Flamer hits and ~35 Hand Flamer hits.

And if you fight against Orks or other melee armies that would just kill them in the fight phase, give them the Whips so that they can swing at their enemy no matter what.

Adding everything together they kill ~40 GEQ, ~25 MEQ, ~41 Boyz, ~47 Cultists.
   
Made in us
Regular Dakkanaut




Whole bunch info got dumped in the rumor thread. Guardsmen squads at 4 points, neophytes 5, acolytes 7, bikes 10, and quads 15.

Bikes get two pick for weapons from a list. I am half thinking autogun, shotgun with some grenade launcher mixed in. I am also interested to see the quads stats to see if it has 3 wounds or a higher save. But 180 points for 3 quads and a 12 bikes kept cheap seems like a really cheap way to round out a battalion.
   
Made in us
Shadowy Grot Kommittee Memba






mightymconeshot wrote:
Whole bunch info got dumped in the rumor thread. Guardsmen squads at 4 points, neophytes 5, acolytes 7, bikes 10, and quads 15.

Bikes get two pick for weapons from a list. I am half thinking autogun, shotgun with some grenade launcher mixed in. I am also interested to see the quads stats to see if it has 3 wounds or a higher save. But 180 points for 3 quads and a 12 bikes kept cheap seems like a really cheap way to round out a battalion.


Id be surprised if Gun/Gun were really an option, but it would be very nice. I'm guessing it'll be gun/melee weapon like most units, in which case I'd probably lean toward shotgun. Quad with clearance incinerator definitely going to be my go-to.

"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!"  
   
 
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