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Made in us
Shadowy Grot Kommittee Memba






Gordoape wrote:
Do people feel that Purestrains are not worth taking at this point? Better just to stick with acolytes and aberrants?


I guess for my part I can't yet figure out why I'd take purestrains over just allying in a pair of broodlords and 3 regular Genestealer squads to form a brigade.

1) they give me CP

2) they give me 2 powers on a different psychic table (probably The Horror and Psychic Scream since I will most likely be looking to get some -ld stacking on anyway for Mental Onslaught). Also Shadow in the Warp.

3) they get a hive fleet bonus

I know statwise broodlords aren't as awesome as patriarchs and I give up a fearless bubble, but I also don't have to give my warlord kill to a guy who wants to be in combat and I don't have to spend 120 points on the guy.

"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 fi
Dakka Veteran




Vihti, Finland

Well I honestly can't imagine any role that Purestrain is the only one to fit. It's fastest infantry unit we have but nothing else really and bikes are still faster.



   
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Dakka Veteran






Reasons for Purestrains:

1.) Can be put into transports.
2.) Can benefit from Might from beyond. This is pretty awesome against T8.
3.) They can use perfect ambush boosting their chances to charge to 74% and can use cult ambush in general.
4.) They can use all the buffs from the GSC list, like the clamavus +1 to advance and charge.

There might be more reasons. I personally find both versions appealing. The Tyranids version works better if you advance up the field. The Purestrains are better for getting buffed and coming from cult ambush.
   
Made in us
Guard Heavy Weapon Crewman





 Astmeister wrote:
Reasons for Purestrains:

1.) Can be put into transports.
2.) Can benefit from Might from beyond. This is pretty awesome against T8.
3.) They can use perfect ambush boosting their chances to charge to 74% and can use cult ambush in general.
4.) They can use all the buffs from the GSC list, like the clamavus +1 to advance and charge.

There might be more reasons. I personally find both versions appealing. The Tyranids version works better if you advance up the field. The Purestrains are better for getting buffed and coming from cult ambush.


Another reason to take a GS Patriarch, is the stratagem “Broodcoven,” which for 1 CP, if you have a Patriarch, you get to give a free Warlord trait to a Magus and a Primus in your list. Yum!
   
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Having given the codex a solid read-through, I think overall it's a mid-tier dex in casual games, and can be twisted into something super nasty in a competitive nid soup list. If (big if IMO) brood brothers retain the ability to receive orders, that competitive soup list will likely be a small GSC detachment of CTFAE, a large GSC detachment of a combat oriented faction in the Anointed Throng vigilius detachment, and a supreme command of Guard HQs to order Brood Bro infantry squads.

If they lose the ability to take orders, I think the shine is offiically off Brood Brothers, and the norm will be nid soup, with the nids providing anti-infantry clearing capabilities and the cult supplying large target removal.The question is going to be how you can efficiently sweep up screens turn 1 to allow the aberrant bomb to use all your CP and shred the opposing army.

The thing I like most about the competitive combo TBH is that its inevitable nerfing will most likely not affect casual GSC lists in any appreciable way. There are a ton of units that do what aberrants do but 100% worse atm, and they will be usable once aberrants become not insane (which they are, right now. Utterly, utterly insane. They may actually be what it takes to unseat the castellan meta.)

Besides aberrants, honestly the craziest thing out of the gsc codex is...guardsmen with orders. If those get nerfed, uh...

"Guardsmen Guardsmen they're our men, if they can't do it GREAT!"

FRFSRF that deep strikes into range with a 20-man squadcap is almost certainly the second-most busted thing in the codex. Followed by Nexos after that. Good job GW, give the Relic/WL Trait free CP regen bot to a faction that starts with 20cp...

Also, funny thing I noticed: RAW, Locus can heroically intervene in your charge phase. His rule says

"in the charge phase, when your opponent has finished all his charge moves, this model can heroically intervene..."

Doesn't say your opponent's charge phase, just says "the charge phase" lol.

"Okay, it's my charge phase, have you finished all your charge moves? Anyone? Custode bikers using that 3CP strat? Bueller? OK, so this guy who I used Lying in Wait on is going to Heroically Intervene - NOT CHARGE - into your lines."

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

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

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

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




the_scotsman wrote:
Having given the codex a solid read-through, I think overall it's a mid-tier dex in casual games, and can be twisted into something super nasty in a competitive nid soup list. If (big if IMO) brood brothers retain the ability to receive orders, that competitive soup list will likely be a small GSC detachment of CTFAE, a large GSC detachment of a combat oriented faction in the Anointed Throng vigilius detachment, and a supreme command of Guard HQs to order Brood Bro infantry squads.

If they lose the ability to take orders, I think the shine is offiically off Brood Brothers, and the norm will be nid soup, with the nids providing anti-infantry clearing capabilities and the cult supplying large target removal.The question is going to be how you can efficiently sweep up screens turn 1 to allow the aberrant bomb to use all your CP and shred the opposing army.

The thing I like most about the competitive combo TBH is that its inevitable nerfing will most likely not affect casual GSC lists in any appreciable way. There are a ton of units that do what aberrants do but 100% worse atm, and they will be usable once aberrants become not insane (which they are, right now. Utterly, utterly insane. They may actually be what it takes to unseat the castellan meta.)

Besides aberrants, honestly the craziest thing out of the gsc codex is...guardsmen with orders. If those get nerfed, uh...

"Guardsmen Guardsmen they're our men, if they can't do it GREAT!"

FRFSRF that deep strikes into range with a 20-man squadcap is almost certainly the second-most busted thing in the codex. Followed by Nexos after that. Good job GW, give the Relic/WL Trait free CP regen bot to a faction that starts with 20cp...

Also, funny thing I noticed: RAW, Locus can heroically intervene in your charge phase. His rule says

"in the charge phase, when your opponent has finished all his charge moves, this model can heroically intervene..."

Doesn't say your opponent's charge phase, just says "the charge phase" lol.

"Okay, it's my charge phase, have you finished all your charge moves? Anyone? Custode bikers using that 3CP strat? Bueller? OK, so this guy who I used Lying in Wait on is going to Heroically Intervene - NOT CHARGE - into your lines."


I may be missing something, but doesnt the codex say they cannot use Orders?

From Page 108:

These ASTRA MILITARUM Detachments are then known as BROOD BROTHERS Detachments

BROOD BROTHERS Detachments do not gain any of the Detachment abilities listed in Codex: Astra Militarum, such as Regimental Doctrines, nor can they use any regiment-specific Stratagems, Orders etc.


   
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I read that as meaning you cannot use regiment specific orders (implying you can use normal orders).
   
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bearden314 wrote:
the_scotsman wrote:
Having given the codex a solid read-through, I think overall it's a mid-tier dex in casual games, and can be twisted into something super nasty in a competitive nid soup list. If (big if IMO) brood brothers retain the ability to receive orders, that competitive soup list will likely be a small GSC detachment of CTFAE, a large GSC detachment of a combat oriented faction in the Anointed Throng vigilius detachment, and a supreme command of Guard HQs to order Brood Bro infantry squads.

If they lose the ability to take orders, I think the shine is offiically off Brood Brothers, and the norm will be nid soup, with the nids providing anti-infantry clearing capabilities and the cult supplying large target removal.The question is going to be how you can efficiently sweep up screens turn 1 to allow the aberrant bomb to use all your CP and shred the opposing army.

The thing I like most about the competitive combo TBH is that its inevitable nerfing will most likely not affect casual GSC lists in any appreciable way. There are a ton of units that do what aberrants do but 100% worse atm, and they will be usable once aberrants become not insane (which they are, right now. Utterly, utterly insane. They may actually be what it takes to unseat the castellan meta.)

Besides aberrants, honestly the craziest thing out of the gsc codex is...guardsmen with orders. If those get nerfed, uh...

"Guardsmen Guardsmen they're our men, if they can't do it GREAT!"

FRFSRF that deep strikes into range with a 20-man squadcap is almost certainly the second-most busted thing in the codex. Followed by Nexos after that. Good job GW, give the Relic/WL Trait free CP regen bot to a faction that starts with 20cp...

Also, funny thing I noticed: RAW, Locus can heroically intervene in your charge phase. His rule says

"in the charge phase, when your opponent has finished all his charge moves, this model can heroically intervene..."

Doesn't say your opponent's charge phase, just says "the charge phase" lol.

"Okay, it's my charge phase, have you finished all your charge moves? Anyone? Custode bikers using that 3CP strat? Bueller? OK, so this guy who I used Lying in Wait on is going to Heroically Intervene - NOT CHARGE - into your lines."


I may be missing something, but doesnt the codex say they cannot use Orders?

From Page 108:

These ASTRA MILITARUM Detachments are then known as BROOD BROTHERS Detachments

BROOD BROTHERS Detachments do not gain any of the Detachment abilities listed in Codex: Astra Militarum, such as Regimental Doctrines, nor can they use any regiment-specific Stratagems, Orders etc.




At this point, it's unclear, because there are actually "regiment-specific orders". I think the way most people (myself included) would read that rule is "Regiment specific stratagems, Regiment-specific orders, Regiment-specific relics" rather than "Regiment-specific stratagems, ANY orders, ANY relics"

Now, am I gonna play it that way until the 2-week FAQ? no. the damage output you get from a 20 man infantry squad that can pop down right into FRFSRF range is patently absurd (it does solidly more damage per point than the dreaded Handflamer blob that costs 2CP to use)

"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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Thanks for the explanation!! That makes a lot of sense and will keep my eyes out for the FAQ.
   
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Longtime Dakkanaut






HATE Club, East London

 Jrandom wrote:
 Astmeister wrote:
Reasons for Purestrains:

1.) Can be put into transports.
2.) Can benefit from Might from beyond. This is pretty awesome against T8.
3.) They can use perfect ambush boosting their chances to charge to 74% and can use cult ambush in general.
4.) They can use all the buffs from the GSC list, like the clamavus +1 to advance and charge.

There might be more reasons. I personally find both versions appealing. The Tyranids version works better if you advance up the field. The Purestrains are better for getting buffed and coming from cult ambush.


Another reason to take a GS Patriarch, is the stratagem “Broodcoven,” which for 1 CP, if you have a Patriarch, you get to give a free Warlord trait to a Magus and a Primus in your list. Yum!


And then you give the Primus the Cult of the Four Armed Emperor Warlord Trait, so he gets D3 extra CP. Worst case scenario if you rolll a 1 is that the stratagem was free and you get an extra re-roll (almost worth a CP in itself) and a trait for your Magus too.

Though guards may sleep and ships may lay at anchor, our foes know full well that big guns never tire.

Posting as Fifty_Painting on Instagram.

My blog - almost 40 pages of Badab War, Eldar, undead and other assorted projects 
   
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Regular Dakkanaut




I wonder if anyone is coming from the perspective I am, which is building GSC onto a large guard army and trying to use existing parts?

Meaning, primarily I intend to use 60 guardsmen to fill out 3 battalions. 2 of GSC and one of AM in which I’ll put a leman russ and 2 basilisks.

Onto that I wa planning to put 25 aberrants, 40 acolytes with a magus, patriarch, icon are and primus/2nd magus.

Very much a horde approach. Any thoughts on how that might work out?
   
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Augusta GA

One thing I like with the new chapter approved missions is that if you’re in a very close game with only a single unit left on the board that has to grab an objective on your next turn, you can Return to the Shadows without the game automatically ending as usual with no units left on the board.
   
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I just realized that Brood Brothers nonsense turns Crusaders into world class sprintbois who can become the best tarpit/meat grinder in the game.

Envision this:

Brood Brothers Vanguard detachment

HQ: Company Commander (AKA "the Track and Field Coach")

Elites: 10x Crusaders
Elites: Astropath (nightshroud)
Elites: Astropath (Psychic barrier)

Turn 1: Crusaders use Act of Faith to move as if it's the movement phase. Advance.

In the movement phase, Crusaders and Track and Field Coach Advance.

In the psychic phase, psykers pass cups of gatorade to the runners of the hundred yard pants-steal, giving them -1 to hit and 2++ saves.

In the shooting phase, Track and Field coach uses first order to order himself to PUT THE HUSTLE ON BABY, catching up to the crusaders with Move Move Move.

For his second order, Track and Field Coach orders the crusaders to Move Move Move.

Crusaders advance again, having moved 18"+3D6" that turn, they should now be 1.001" from the enemy lines.

They are -1 to hit, 2++ save, if the enemy chooses to charge them, on their turn they will fight 3 times in combat with AOF, Fix Bayonets and regular fight.

If you can get a priest over to them in time (possibly by valkyrie drop?) you can get them to attack 9 times each per round.

"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 ca
Fresh-Faced New User




the_scotsman wrote:


Also, funny thing I noticed: RAW, Locus can heroically intervene in your charge phase. His rule says

"in the charge phase, when your opponent has finished all his charge moves, this model can heroically intervene..."

Doesn't say your opponent's charge phase, just says "the charge phase" lol.

"Okay, it's my charge phase, have you finished all your charge moves? Anyone? Custode bikers using that 3CP strat? Bueller? OK, so this guy who I used Lying in Wait on is going to Heroically Intervene - NOT CHARGE - into your lines."



Can we talk about this for a second? If this is RAI, it is the most hilarious part of the codex and the locus becomes an auto take for me. Just for the lolz. His -1ld bubble can now be put to use without suiciding him, he can engage an enemy without overwatch and might even kill something. It's just more leadership shenanigans for your psychic phase. Plus you tie up a tank.

I also think the genestealers are worth it. Not as good as aberrants, but nothing is at this point. They might be over costed, but I think that would be aan easy fix by just giving them 4 attacks base and removing the flurry of claws rule. Aberrants should also lose cult creeds and I think they will be fair.

I am Currently designing a list to use 35 of them, some in transports, some in deep strike. They are in a bladed cog detachment so are not loosing out on meele upgrades. With the various buffs, they can be truly powerful and deepstriking BS3+ lascannons from the neophytes+alphus is a big t2 punch.

   
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With everyone talking about how amazing abberrants are (great!) how many are you actually planning on taking? 20? 30+?

This message was edited 1 time. Last update was at 2019/02/11 20:36:35


 
   
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'Murica

Gordoape wrote:
With everyone talking about how amazing abberrants are (great!) how many are you actually planning on taking? 20? 30+?


EDIT: I'M BAD AT MATH MY POINT IS INVALID

This message was edited 2 times. Last update was at 2019/02/12 00:19:37


 
   
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Shadowy Grot Kommittee Memba






Gordoape wrote:
With everyone talking about how amazing abberrants are (great!) how many are you actually planning on taking? 20? 30+?


Frankly I think more than 1 unit of 10 is overkill. 5 with hammers, 5 with picks just to take wounds.

With twisted helix and anointed throng they are the perfect smashcaptain-esque CP hogger unit.

Show up.

Perfect ambush to move 1d6" closer.

Anointed throng trait gives them +1 to charge, throw a clamavus in there for another +1, they basically can't fail that charge.

Fight for the anointed one, Devotion til death, and the twisted helix stratagem pretty much lets them fight as much as they need to to kill anything that needs to get dead in the enemy army.

Really the only thing I'd want to have with them is something that can super reliably tank overwatch for them. That's one reason I'm strongly considering allied Vulture gunships: They can go hovermode and still move stupidly far, letting them clear infantry turn 1 and then turn 2 zip up the board and charge to tank overwatch.

Or you could get less fancy with it and just run in with something else first.

"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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Regular Dakkanaut




I was thinking of skipping the hammers and just going all picks.

Funny you say Vulture, I was thinking something similar. But bringing hordes of guardsmen does help against infantry.

Also there’s always the psychic power and the relic to help take away overwatch.

This message was edited 2 times. Last update was at 2019/02/11 20:50:10


 
   
Made in fi
Dakka Veteran




Vihti, Finland

Well I have planned on getting 5 Aberrants, all with hammers, and see how it goes there.

Heck, for some reason aberrants don't take any extra space in transports so I am planning using my Rockgrinder as heavy delivery device.

This message was edited 1 time. Last update was at 2019/02/11 21:46:17


 
   
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South Florida

The Aberrant bomb is something i'm considering splashing into my Tyranid list as a nice answer to knights. Question is whether the Abominant is needed too. He kind of fills that smash-captain role all by himself to some degree.

This message was edited 1 time. Last update was at 2019/02/11 21:57:06


   
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Longtime Dakkanaut




the_scotsman wrote:


Also, funny thing I noticed: RAW, Locus can heroically intervene in your charge phase. His rule says

"in the charge phase, when your opponent has finished all his charge moves, this model can heroically intervene..."

Doesn't say your opponent's charge phase, just says "the charge phase" lol.

"Okay, it's my charge phase, have you finished all your charge moves? Anyone? Custode bikers using that 3CP strat? Bueller? OK, so this guy who I used Lying in Wait on is going to Heroically Intervene - NOT CHARGE - into your lines."


Except you cannot Heroic Intervene in your own charge phase by rule.




bearden314 wrote:


I may be missing something, but doesnt the codex say they cannot use Orders?

From Page 108:

These ASTRA MILITARUM Detachments are then known as BROOD BROTHERS Detachments

BROOD BROTHERS Detachments do not gain any of the Detachment abilities listed in Codex: Astra Militarum, such as Regimental Doctrines, nor can they use any regiment-specific Stratagems, Orders etc.



RAW you are correct, they could not use Orders, however reading that whole rule it appears that context is regiment specific stuff.
   
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Chicago, IL

Sotahullu wrote:
Well I have planned on getting 5 Aberrants, all with hammers, and see how it goes there.

Heck, for some reason aberrants don't take any extra space in transports so I am planning using my Rockgrinder as heavy delivery device.



Just don't expect that Rockgrinder to survive the first turn. In my experience, Goliath-chassis vehicles are too fragile to survive a turn of serious attention from your opponent's firepower. That's why I usually just put neophytes in them, although I do love me some Rockgrinders just on an aesthetic level.

I am hopefully going to get a game in this weekend, and wanted to try a list that I could run using mostly just my existing army. We really have an embarrassment of riches in terms of how you can run your list, which is great, but I am having trouble settling on a cult trait. Due to the current anti-knight meta, I was thinking about having a bit of fun and running an all infantry list, but honestly I looking at this more as an experiment than as a hardcore competitive list, and just want to get some games in so I can learn the codex. Here is what I was thinking, comments welcome.

Spoiler:


1500 points, 2x battalion, 1x vanguard detachment

Battalion 1:

HQ:

Magus w/familiar
Patriarch w/familiar

Troops:

Acolytes x 10
- Demo charges x4

Acolytes x 10
- Rock Saw x 4

Acolytes x 10
-Drill x 1
-Rock Cutter x 1
-Icon

Battalion 2:

HQ:

Acolyte Iconward
Primus

Troops:

Neophytes x 10
-Seismic Cannon x 2
-Autogun x 8

Neophytes x 10
- Mining Laser x 2
- Grenade Launcher x 2
- Autogun x 6

Neophytes x 10
- Mining Laser x 2
- Grenade Launcher x 2
- Autogun x 6

Neophytes x 12
- Webber x 2
- Web Pistol/Power Maul on the Leader
- Shotgun x 8
- Heavy Stubber

Neophytes x 10
- Flamers x 2
- Shotguns x 10

Vanguard (Anointed Throng Specialist Detachment)

HQ: The Abominant (Field Commander, Blessed Sledgehammer)

Elites:

Aberrants x 6
- Picks and Stop Sign

Aberrrants x 5
- Hammerants

Locus


The game plan would be to have all acolytes, aberrants, iconward, abominant and primus underground while the neophytes, magus and patriarch start on the board. Patriarch keeps the mob fearless while Magus hangs out nearby. Locus stays with the Patriarch and Magus and intercepts incoming threats/eats wounds. I will probably use the Lying in Wait strat on the demo charge acolytes T2 to blow up something big while also Perfect Ambushing one of my Aberrant units (which one I use it on will be dictated by in-game circumstances)

The questions I am looking at are what cult traits are worth taking, especially if I am going to be my usual self and decline to take more than one. I just feel a bit cheesy taking multiple traits within a single army, although I can definitely see the benefits for competitive play. Right now I am leaning towards 4 armed emperor for the extra 1" charge and getting access to the Vect stratagem. Twisted Helix also seems really nasty, especially with Acolytes, as S5 really seems to be the sweet spot for putting the hurt on a wide variety of targets. It's also obviously great on Aberrants. On the other hand, Rusted Claw and Bladed Cog both seem great for Neophytes. Rusted Claw neophytes in cover are a nice anvil that is really hard to clear that first turn, whereas Bladed Cog lets me move up all those heavy weapons I'm running and take board control without suffering a to-hit penalty. That seems pretty good too. About the only ones I'm not feeling right now are Hivecult (since I'm not using 20 man neophyte units, and am spending points on a Patriarch that will make them fearless anyway) and Pauper Princes. Decisions, decisions...

Also not too sure about warlord traits and relics at this point, other than that I know I will be taking an Anointed Throng specialist detachment with an Abominant Field Commander w/the special warlord trait from Vigilus and the relic sledgehammer that doesn't have a -1 to hit penalty. Since my Patriarch has to be the Warlord, I am considering using the Broodcoven strat to give my Primus and Magus WL traits, but beyond that, idk.


   
Made in nz
Longtime Dakkanaut





Auckland, NZ

 OEMoose wrote:
Gordoape wrote:
With everyone talking about how amazing abberrants are (great!) how many are you actually planning on taking? 20? 30+?


Well just bear in mind the point costs here.

A unit of 4 Picks + Hypermorph with Hammer is 182 pts
A Unit of 4 Hammers + Hypermorph with Hammer is 210 pts

I guess it depends on the point level, but I'm still looking at Acolytes if you want 30+ models of CC fun.

132 and 160 points respectively for those isn't it?
Maybe I'm adding something up incorrectly. Any idea where the extra 50 points might be coming from?
   
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At the right hand of farsight

Hello guys

Bit of advice, only really just started GSC( all hail our new alien overlords!!), now the thing i am stuck on is FA slot, i was leaning towards sentinels, however with the new bikes and ridge buggy, and rule of cool i am torn. I plan on playing COTFAE brigade but i am confused on really which to take, any help/opinions?

This message was edited 1 time. Last update was at 2019/02/11 23:45:44


"I may fight for the empire, but I stand apart from it"-Commander Farsight 
   
Made in us
Irked Blood Angel Scout with Combat Knife




'Murica

 ghost23 wrote:
Hello guys

Bit of advice, only really just started GSC( all hail our new alien overlords!!), now the thing i am stuck on is FA slot, i was leaning towards sentinels, however with the new bikes and ridge buggy, and rule of cool i am torn. I plan on playing COTFAE brigade but i am confused on really which to take, any help/opinions?


While I don't think you would be wrong in taking either one, keep a few things in mind:

The bikers have good synergy with demo charges + stratagems. You can alpha strike the crap out of a very scary unit with Extra Explosives. But you can only do it once. How much do you value the ability to do that? Do you have another unit already that can do that? DO you need a close support unit after they blow their demo charges? Shotguns + Atalan Incinerator on a quad would do that.

Or do you need long range fire support? Because if you do then you better take those armored sentinels over the Bikes. They are also one of the only ways to get Plasma without allies.

Arson Fire wrote:
 OEMoose wrote:
Gordoape wrote:
With everyone talking about how amazing abberrants are (great!) how many are you actually planning on taking? 20? 30+?


Well just bear in mind the point costs here.

A unit of 4 Picks + Hypermorph with Hammer is 182 pts
A Unit of 4 Hammers + Hypermorph with Hammer is 210 pts

I guess it depends on the point level, but I'm still looking at Acolytes if you want 30+ models of CC fun.

132 and 160 points respectively for those isn't it?
Maybe I'm adding something up incorrectly. Any idea where the extra 50 points might be coming from?


Yes you're right I just redid my math. I have no idea where the extra points came from either. Edited post to reflect my bad math skills.

This message was edited 3 times. Last update was at 2019/02/12 00:20:25


 
   
Made in us
Regular Dakkanaut




Building off of the IG I own, I am thinking something like the following:

3 Battalions total. 2 GSC, 1 IG.

Patriarch
Magus
Primus
Iconward
2x Company Commander
Tank Commander (Plasma Cannons, Lascannon)
60 Guardsmen
37 Acolyte Hybrids
25 Aberrants (picks)
2 Basilisks
Master of Ordnance

Anyone think this could be successful as a horde-force?

   
Made in ee
Regular Dakkanaut





I feel really stupid right now but im looking at the Atalan Jackals profile and i cant see where it says it can take demolition charges.
   
Made in se
Slaanesh Chosen Marine Riding a Fiend




Uppsala, Sweden

Araablane wrote:
I feel really stupid right now but im looking at the Atalan Jackals profile and i cant see where it says it can take demolition charges.


They are simply listed as a weapon in their wargear list.
   
Made in gb
Excited Doom Diver





Araablane wrote:
I feel really stupid right now but im looking at the Atalan Jackals profile and i cant see where it says it can take demolition charges.
Check the Atalan Weapon List, page 79.
   
Made in de
Dakka Veteran






 Asmodas wrote:

Spoiler:


Sotahullu wrote:
Well I have planned on getting 5 Aberrants, all with hammers, and see how it goes there.

Heck, for some reason aberrants don't take any extra space in transports so I am planning using my Rockgrinder as heavy delivery device.



Just don't expect that Rockgrinder to survive the first turn. In my experience, Goliath-chassis vehicles are too fragile to survive a turn of serious attention from your opponent's firepower. That's why I usually just put neophytes in them, although I do love me some Rockgrinders just on an aesthetic level.

I am hopefully going to get a game in this weekend, and wanted to try a list that I could run using mostly just my existing army. We really have an embarrassment of riches in terms of how you can run your list, which is great, but I am having trouble settling on a cult trait. Due to the current anti-knight meta, I was thinking about having a bit of fun and running an all infantry list, but honestly I looking at this more as an experiment than as a hardcore competitive list, and just want to get some games in so I can learn the codex. Here is what I was thinking, comments welcome.

[spoiler]

1500 points, 2x battalion, 1x vanguard detachment

Battalion 1:

HQ:

Magus w/familiar
Patriarch w/familiar

Troops:

Acolytes x 10
- Demo charges x4

Acolytes x 10
- Rock Saw x 4

Acolytes x 10
-Drill x 1
-Rock Cutter x 1
-Icon

Battalion 2:

HQ:

Acolyte Iconward
Primus

Troops:

Neophytes x 10
-Seismic Cannon x 2
-Autogun x 8

Neophytes x 10
- Mining Laser x 2
- Grenade Launcher x 2
- Autogun x 6

Neophytes x 10
- Mining Laser x 2
- Grenade Launcher x 2
- Autogun x 6

Neophytes x 12
- Webber x 2
- Web Pistol/Power Maul on the Leader
- Shotgun x 8
- Heavy Stubber

Neophytes x 10
- Flamers x 2
- Shotguns x 10

Vanguard (Anointed Throng Specialist Detachment)

HQ: The Abominant (Field Commander, Blessed Sledgehammer)

Elites:

Aberrants x 6
- Picks and Stop Sign

Aberrrants x 5
- Hammerants

Locus


The game plan would be to have all acolytes, aberrants, iconward, abominant and primus underground while the neophytes, magus and patriarch start on the board. Patriarch keeps the mob fearless while Magus hangs out nearby. Locus stays with the Patriarch and Magus and intercepts incoming threats/eats wounds. I will probably use the Lying in Wait strat on the demo charge acolytes T2 to blow up something big while also Perfect Ambushing one of my Aberrant units (which one I use it on will be dictated by in-game circumstances)

The questions I am looking at are what cult traits are worth taking, especially if I am going to be my usual self and decline to take more than one. I just feel a bit cheesy taking multiple traits within a single army, although I can definitely see the benefits for competitive play. Right now I am leaning towards 4 armed emperor for the extra 1" charge and getting access to the Vect stratagem. Twisted Helix also seems really nasty, especially with Acolytes, as S5 really seems to be the sweet spot for putting the hurt on a wide variety of targets. It's also obviously great on Aberrants. On the other hand, Rusted Claw and Bladed Cog both seem great for Neophytes. Rusted Claw neophytes in cover are a nice anvil that is really hard to clear that first turn, whereas Bladed Cog lets me move up all those heavy weapons I'm running and take board control without suffering a to-hit penalty. That seems pretty good too. About the only ones I'm not feeling right now are Hivecult (since I'm not using 20 man neophyte units, and am spending points on a Patriarch that will make them fearless anyway) and Pauper Princes. Decisions, decisions...

Also not too sure about warlord traits and relics at this point, other than that I know I will be taking an Anointed Throng specialist detachment with an Abominant Field Commander w/the special warlord trait from Vigilus and the relic sledgehammer that doesn't have a -1 to hit penalty. Since my Patriarch has to be the Warlord, I am considering using the Broodcoven strat to give my Primus and Magus WL traits, but beyond that, idk.

[/spoiler]


If your army contains a patriarch, no other genestealer cults character or brood brothers character can be your Warlord. (page 108 Codex Genestealer Cults)

This message was edited 1 time. Last update was at 2019/02/12 09:12:53


 
   
 
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