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Made in si
Foxy Wildborne







zamerion wrote:
Each character is 20 euros

jackal alphus 30
Atalan jackals 42

Sector mechanicus tectonic fragdrill 45


Decent price on the Jackals, as expected on terrain, pretty harsh on the characters.

The old meta is dead and the new meta struggles to be born. Now is the time of munchkins. 
   
Made in fi
Locked in the Tower of Amareo





Characters are pretty standard for GW characters so if anything good they didn't do another price hike there.

2024 painted/bought: 109/109 
   
Made in us
Dakka Veteran




Timeshadow wrote:
My personal speculation is that you will have to mark where your "ambush points" are with the markers during deployment and the roll allows you to deploy further away/closer to enemy units plus the bouneses of shoot and or move on higher rolls. The only big thing is will it be 1d6 or a 2d6 table and will there be (if it's 1d6) 7+results?


Seeing a +3 bonus on a character has me assuming it's at least a 2d6. +3 is pretty absurd on 1d6.
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

So looking at AUD$40 for the characters, which is pretty harsh for human-sized characters (harsh for Marine-sized characters, but whatever).

AUD$98 for the drill, which is the same as the impossible to find Ferratonic Incinerator.

And AUD$55 for the sniper on the bike, and around $90 for the bikers, both of which is frickin' insane!


Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in fi
Locked in the Tower of Amareo





The 20e is around standard for infantry PLASTIC characters from GW these days. Remember these are plastic which means which characters extra price tag. Thank GW and their fixation on plastic characters.

2024 painted/bought: 109/109 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

I don't care if it's the standard price they put on them. It's still ridiculous.

This message was edited 1 time. Last update was at 2019/01/28 11:29:48


Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in ru
Dakka Veteran




The sky is blue
The grass is green
HMBC, it’s your queue
About the price to scream

Seriously, dude, it’s like you’re surprised every time

So, the quad bike is in the same kit as regular bikes?
I’m definitely getting that Locus...
Will I be able to field any of those guys (characters, bikes) in killteam?


   
Made in us
Loyal Necron Lychguard





Working on it

zamerion wrote:
Each character is 20 euros

jackal alphus 30
Atalan jackals 42

Sector mechanicus tectonic fragdrill 45


EDIT: Nvm got it figured out,

25$ for the Characters, 35$ for the Alphus, 50$ for the Jackals, and 55$(?) for the Drill.

Does that seem about right?

This message was edited 1 time. Last update was at 2019/01/28 14:24:34


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

 
   
Made in gb
Dakka Veteran





 Haighus wrote:
 Kirasu wrote:
Genestealer Cult may be the first army with a codex to have more characters than non-character units.

Hmm, that may have been Harlequins *goes off to count*

Edit: count done. 3 characters to 4 units (although only three kits). So yup, GSC likely to be the first.

Harlequins have 4 characters: Troup master, shadowseer, death jester and the solitair. So they've got the same out of characters as none characters

 
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

 Kharne the Befriender wrote:
zamerion wrote:
Each character is 20 euros

jackal alphus 30
Atalan jackals 42

Sector mechanicus tectonic fragdrill 45


EDIT: Nvm got it figured out,

25$ for the Characters, 35$ for the Alphus, 50$ for the Jackals, and 55$(?) for the Drill.

Does that seem about right?

Basically.
   
Made in gb
Calculating Commissar





England

terry wrote:
 Haighus wrote:
 Kirasu wrote:
Genestealer Cult may be the first army with a codex to have more characters than non-character units.

Hmm, that may have been Harlequins *goes off to count*

Edit: count done. 3 characters to 4 units (although only three kits). So yup, GSC likely to be the first.

Harlequins have 4 characters: Troup master, shadowseer, death jester and the solitair. So they've got the same out of characters as none characters

Ah, forgot the Troupe master was no longer a sergeant basically.

 ChargerIIC wrote:
If algae farm paste with a little bit of your grandfather in it isn't Grimdark I don't know what is.
 
   
Made in gb
Infiltrating Broodlord





London

SnotlingPimpWagon wrote:
The sky is blue
The grass is green
HMBC, it’s your queue
About the price to scream

Seriously, dude, it’s like you’re surprised every time

So, the quad bike is in the same kit as regular bikes?
I’m definitely getting that Locus...
Will I be able to field any of those guys (characters, bikes) in killteam?


I think it's very unlikely the bikes will be made available in Kill Team (unless there's another expansion that covers slightly larger models, like the ever present Thunderwolf Cavalry mystery), but I cold see White Dwarf getting Commander rules for some of the characters.
   
Made in us
Haemonculi Flesh Apprentice






Those GSC dice from last time were terrible anyway. So hard to read. The GW dice are neat, but mostly garbage. I think their best set bar none are their store founding dice.



Which are obviously a PITA to acquire.

Has anyone seen first hand how those squig dice roll? They bounce all over lol.

This message was edited 1 time. Last update was at 2019/01/28 14:47:46


   
Made in us
Maddening Mutant Boss of Chaos





Albany, NY

 Red Corsair wrote:


Has anyone seen first hand how those squig dice roll? They bounce all over lol.


The Squig dice are a glorious mess. Super worth it as a box of desk toys/ fidget toys. Absolute trash as a gaming tool.

In other news, novelty symbol dice are still bad, regardless of where the symbol is.

   
Made in es
Grim Dark Angels Interrogator-Chaplain




Vigo. Spain.

I'm very happy with my dark angel and Adeptus Custodes dice.

But the squig ones like the nurgle ones was obvious they were very bad as proper dice.

 Crimson Devil wrote:

Dakka does have White Knights and is also rather infamous for it's Black Knights. A new edition brings out the passionate and not all of them are good at expressing themselves in written form. There have been plenty of hysterical responses from both sides so far. So we descend into pointless bickering with neither side listening to each other. So posting here becomes more masturbation than conversation.

ERJAK wrote:
Forcing a 40k player to keep playing 7th is basically a hate crime.

 
   
Made in gb
Longtime Dakkanaut




https://www.warhammer-community.com/2019/01/28/genestealer-cults-rules-preview-part-1/

New article!





Cult Ambush
This ability is at the very heart of everything it means to field the Genestealer Cults in battle. It represents the culmination of all the cult’s cunning machinations and careful planning that has led them to this battlefield. Cult Ambush gives you all the tools you need to start every battle on the front foot** – if you can maintain the momentum, victory will surely be yours.


The ability takes two forms according to how you choose to set up your units, so let’s take a quick look at each.
Setting Up Underground: During deployment, you can set up Infantry and Bike units with the Cult Ambush ability underground. At the end of any of your Movement phases, some or all of these units can emerge anywhere on the battlefield that is more than 9″ from enemy models. The freedom you’ll have to suddenly strike your opponent’s forces in great force from any direction will cause mayhem with their battleplans.


Setting Up in Ambush: Were you wondering what those 28 ‘blip’ counters that come with the codex were for? They are, in fact, Cult Ambush markers designed to help you play horrible mind games with your opponent as you set up!
https://whc-cdn.games-workshop.com/wp-content/uploads/2019/01/40kGSCArmyRules-Jan28-Blips20tcvdg.jpg" border="0" />

Instead of setting up a unit underground or on the battlefield, you can choose to place an ambush marker anywhere within your deployment zone. You can place a marker for each unit you choose to set up an ambush – even Transports and larger Vehicles such as a Cult Leman Russcan be set up in this manner! The crucial detail here is that you don’t need to assign which units are represented by each ambush marker – you can decide that later. There is also a sneaky Stratagem that enables you to place additional ambush markers to further confound your opponent.




If you have the first turn, you reveal all of your ambush markers at the start of your first Movement phase. If your opponent goes first, you instead reveal all of your ambush markers at the end of their first Movement phase, and they cannot move anywhere within 9″ of any ambush markers beforehand.
These markers are revealed one at a time – each time you do so, you select one unit from your army that you set up in ambush, then set up one model from that unit within 1″ of that ambush marker, followed by any other models in the unit. All units set up in this manner must be wholly within your deployment zone – that is, unless you further mess with your opponent by changing the nature of your ambush.




This message was edited 2 times. Last update was at 2019/01/28 15:43:12


 
   
Made in us
Longtime Dakkanaut





Connecticut

This seems... very weak compared to the current table, outside of the ability to functionally null-deploy.

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
Shadowy Grot Kommittee Memba






 Cephalobeard wrote:
This seems... very weak compared to the current table, outside of the ability to functionally null-deploy.


I actually kind of love it. Ambush markers essentially act as a built-in light infantry screen (since you effectively present your opponent a deep strike distance restriction in their first movement phase) and they give you a bit of flexibility as you can chain your own units out from the marker when you reveal them on your turn before moving.

it's certainly weaker in terms of flat out alpha strike charges, but if you want GSC to be anything other than "the army that just does that and only that and all their other options are kept underpowered because otherwise they'd be super busted" then you need to give some of that up.

I'd much much much rather have neophytes, goliaths, bikers, etc allowed to be usable in exchange for not being able to forcefeed my opponent 60 genestealers in close combat turn 1.

"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
Longtime Dakkanaut





Connecticut

Well, the side effect of this may very well end up being "The most viable option is just hordes of neophytes because melee ambush is now unreliable and unlikely" and I don't know if that playstyle is what people subscribed to, but we'll see.

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
Archmagos Veneratus Extremis






Home Base: Prosper, TX (Dallas)

Full null-deploy is pretty insane. If it doesn't have a cap on it then you can eliminate and entire turn from your opponent which is huge. Gonna need to see the details but this feels insanely strong.

Best Painted (2015 Adepticon 40k Champs)

They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016) 
   
Made in de
Longtime Dakkanaut




Seems like a lot of admin to what could've essentially been "Genestealer Cult armies always set up second, irrespective of the die roll" and a potential strat similar to Phantasm, etc..

It's situationally powerful against some stuff like enemy Kraken Stealers or Ynnari Spears, that have to stay away 9" first turn. But most games, it seems, it'll just be "now I flip these things" at the start. The blips don't move or do anything really, as far as I read it.

It's a weird flip as it makes GSC pretty descent at denying opponents with strong 1st turn assaults their thing, while doing essentially nothing against those Guard, Tau, Guilliman, etc.. castles that GSC used to be a descent answer to.

This message was edited 1 time. Last update was at 2019/01/28 16:13:41


 
   
Made in us
Stealthy Sanctus Slipping in His Blade





the_scotsman wrote:
 Cephalobeard wrote:
This seems... very weak compared to the current table, outside of the ability to functionally null-deploy.


I actually kind of love it. Ambush markers essentially act as a built-in light infantry screen (since you effectively present your opponent a deep strike distance restriction in their first movement phase) and they give you a bit of flexibility as you can chain your own units out from the marker when you reveal them on your turn before moving.

it's certainly weaker in terms of flat out alpha strike charges, but if you want GSC to be anything other than "the army that just does that and only that and all their other options are kept underpowered because otherwise they'd be super busted" then you need to give some of that up.

I'd much much much rather have neophytes, goliaths, bikers, etc allowed to be usable in exchange for not being able to forcefeed my opponent 60 genestealers in close combat turn 1.


No one is deepstriking in the first movement phase, barring BA. You reveal your tokens at the end of their first movement, meaning things like, Da Jump and other psychic powers are still going to get their unit 9" away.

I'm hoping we still have a table to roll on, considering the Kellermorph adds to a roll...

PourSpelur wrote:
It's fully within the rules for me to look up your Facebook page, find out your dear Mother Gladys is single, take her on a lovely date, and tell you all the details of our hot, sweaty, animal sex during your psychic phase.
I mean, fifty bucks is on the line.
There's no rule that says I can't.
Hive Fleet Hercual - 6760pts
Hazaak Dynasty - 3400 pts
Seraphon - 4600pts
 
   
Made in us
Shadowy Grot Kommittee Memba






 Cephalobeard wrote:
Well, the side effect of this may very well end up being "The most viable option is just hordes of neophytes because melee ambush is now unreliable and unlikely" and I don't know if that playstyle is what people subscribed to, but we'll see.


It might. I'm betting it won't though - if you don't think that there is very likely to be a warlord trait, Character trait(s) on the Primus, new planner guy, maybe a psychic power letting you bring a unit in and getting it to charge beyond that 3CP strat, then I'm going to say you are maybe a little pessimistic.




Automatically Appended Next Post:
 Carnikang wrote:
the_scotsman wrote:
 Cephalobeard wrote:
This seems... very weak compared to the current table, outside of the ability to functionally null-deploy.


I actually kind of love it. Ambush markers essentially act as a built-in light infantry screen (since you effectively present your opponent a deep strike distance restriction in their first movement phase) and they give you a bit of flexibility as you can chain your own units out from the marker when you reveal them on your turn before moving.

it's certainly weaker in terms of flat out alpha strike charges, but if you want GSC to be anything other than "the army that just does that and only that and all their other options are kept underpowered because otherwise they'd be super busted" then you need to give some of that up.

I'd much much much rather have neophytes, goliaths, bikers, etc allowed to be usable in exchange for not being able to forcefeed my opponent 60 genestealers in close combat turn 1.


No one is deepstriking in the first movement phase, barring BA. You reveal your tokens at the end of their first movement, meaning things like, Da Jump and other psychic powers are still going to get their unit 9" away.

I'm hoping we still have a table to roll on, considering the Kellermorph adds to a roll...


Right. Your tokens limit things like super fast moving slaanesh daemons and the like getting right up in your face because your opponent can't move closer than 9" to them, and you set up within 1" of them (meaning effectively you apply the "over 9"" deep strike restriction to your opponents in your first phase).

Because we know you can have fake-out blips, you can limit them even farther than that, by dropping your tokens in a line on your deployment zone. of course as you say, BA GK and orks can get around this, but nobody else can.

This message was edited 1 time. Last update was at 2019/01/28 16:16:55


"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
Stealthy Sanctus Slipping in His Blade





Entirely true.
It's not bad, and I do like it, I would just like for it to not entirely replace the current way of Ambush. It will have a good number of uses.

That other strat that allows you to take up to 3 units that are blipped and put them underground, the wording on that means you can have more than half your army underground right? That also adds up to three more decoy blips...

I may be reading that wrong.

This message was edited 1 time. Last update was at 2019/01/28 16:28:04


PourSpelur wrote:
It's fully within the rules for me to look up your Facebook page, find out your dear Mother Gladys is single, take her on a lovely date, and tell you all the details of our hot, sweaty, animal sex during your psychic phase.
I mean, fifty bucks is on the line.
There's no rule that says I can't.
Hive Fleet Hercual - 6760pts
Hazaak Dynasty - 3400 pts
Seraphon - 4600pts
 
   
Made in us
Haemonculi Flesh Apprentice






 Hulksmash wrote:
Full null-deploy is pretty insane. If it doesn't have a cap on it then you can eliminate and entire turn from your opponent which is huge. Gonna need to see the details but this feels insanely strong.


It doesn't work that way. You reveal them before your opponents shooting phase so they still can shoot at anything that was blipped. The strength however, is that you can choose to deploy all your tanks away from their AT and all your infantry away from their AI.

Not sure how folks are thinking Da Jump or grey knights get around it either, sure they teleport in the psychic phase, but they still end up over 9" away. The only things that really hard counter it that I can tell are soul burst, quicken and warp time and hive commander.

It seems really fun and very simple which I like.


Automatically Appended Next Post:
Sunny Side Up wrote:
Seems like a lot of admin to what could've essentially been "Genestealer Cult armies always set up second, irrespective of the die roll" and a potential strat similar to Phantasm, etc..

It's situationally powerful against some stuff like enemy Kraken Stealers or Ynnari Spears, that have to stay away 9" first turn. But most games, it seems, it'll just be "now I flip these things" at the start. The blips don't move or do anything really, as far as I read it.

It's a weird flip as it makes GSC pretty descent at denying opponents with strong 1st turn assaults their thing, while doing essentially nothing against those Guard, Tau, Guilliman, etc.. castles that GSC used to be a descent answer to.



That isn't the same though. If I set up second and I seize I won't benefit like I will with this system. Further more, using this system I reveal my ambush tokens AFTER my opponents first movement phase, which is leagues more powerful.


Automatically Appended Next Post:
 Cephalobeard wrote:
This seems... very weak compared to the current table, outside of the ability to functionally null-deploy.


I disagree, this is so much stronger. Before you could only reliably get one unit a turn in, staring turn 2. Meanwhile all your support units suffered. Having a magus or neophyte blob roll a 1 was a disaster before when aiming for a power to go off or an objective grab.

This message was edited 2 times. Last update was at 2019/01/28 16:31:26


   
Made in de
Longtime Dakkanaut




 Red Corsair wrote:


Not sure how folks are thinking Da Jump or grey knights get around it either, sure they teleport in the psychic phase, but they still end up over 9" away. The only things that really hard counter it that I can tell are soul burst, quicken and warp time and hive commander.

It seems really fun and very simple which I like.


Sure. Da Jump (also Hive Commander), etc.. happen after the GSC revealed all their units. Thus they are not any worse off than they would be against any other opponent. Only 1st turn movement "re-deploy" is really affected, which is mostly DMC, the Blood Angels re-deploy and perhaps Tide of Traitors/Green Tide/Black Cornucopia, should you opt to use these 1st turn on a healthy unit just to re-deploy.


This message was edited 2 times. Last update was at 2019/01/28 16:34:20


 
   
Made in us
Haemonculi Flesh Apprentice






 Cephalobeard wrote:
Well, the side effect of this may very well end up being "The most viable option is just hordes of neophytes because melee ambush is now unreliable and unlikely" and I don't know if that playstyle is what people subscribed to, but we'll see.


Better then the current meta of relying on kraken stealers and neuropthropes to actually do what the GSC should be doing. Your stuck thinking the army revolves around abberants because thats all that was decent prior, which is fair because you hadn't played the army in 7th unless i am mistaken. Acolytes and metamorphs will go down for sure and your going to be ambushing 5 times what you were from the index. The army was busted in 7th because it had too easy a time getting cheap acolytes 1" away that hit like a ton of bricks. Plus, I am sure the primus and nexos do something clever, plus their are doctrines and strats. I am not worried in the slightest. I am happier they cleaned up the random system from before.

   
Made in us
Longtime Dakkanaut





Connecticut

I agree this is much, much more powerful defensively, but GSC don't "feel" like a defensive army.

As others have noted, it obviously helps them turn 1 with some clever positioning and a bit of defense, and we'll see if there is still an "Ambush Table" (based only off of the Kellermorph wording) or not, but I feel we don't have the full picture just yet.

Im hopeful, I'm just not jumping out of my chair, which is likely the best result for balance's sake.

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
Haemonculi Flesh Apprentice






Sunny Side Up wrote:
 Red Corsair wrote:


Not sure how folks are thinking Da Jump or grey knights get around it either, sure they teleport in the psychic phase, but they still end up over 9" away. The only things that really hard counter it that I can tell are soul burst, quicken and warp time and hive commander.

It seems really fun and very simple which I like.


Sure. Da Jump (also Hive Commander), etc.. happen after the GSC revealed all their units. Thus they are not any worse off than they would be against any other opponent. Only 1st turn movement "re-deploy" is really affected, which is mostly DMC, the Blood Angels re-deploy and perhaps Tide of Traitors/Green Tide/Black Cornucopia, should you opt to use these 1st turn on a healthy unit just to re-deploy.




No they aren't, those units would still need to remain over 9" away. Not really seeing your point, maybe we are talking past one another though.

   
Made in de
Longtime Dakkanaut




 Red Corsair wrote:


No they aren't, those units would still need to remain over 9" away. Not really seeing your point, maybe we are talking past one another though.


They would. But they also would need to remain over 9" away against a Tau army. The blips don't change anything. There is no advantage or disadvantage. By the time they cast the spell, they would know which GSC unit is where, the blips would've been flipped already, and get to 9" of the intended target. If they want to get within 9 of, say, the Leman Russ, that Leman Russ is already on the board in the psychic phase.No deception going on anymore. The "this blip was nothing"-trick wouldn't work, because you have to do it before the psychic phase even starts.

A Kraken Genestealer unit or Ynnari Spear or even a Land Strider Gallant on a good deployment unit could easily get into 9" of an enemy in their movement phase, but cannot against the Genestealer blips. And even if the blips are no longer there on the potential second movement through Hive Commander/Quicken/Etc.. the GSC player can reveal his units as to make the first movement of those units matter as little as possible. So there is value to the GSC against those. Maybe they moved within 9" of a blip, only to have it be a decoy.

Funny enough, it also blocks flyers pretty hard. All those "fly-over-a-unit-and-drop-some-MW-stuff" from Voidravens, etc.. are basically off against GSC on the first turn.





This message was edited 5 times. Last update was at 2019/01/28 16:54:11


 
   
 
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