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Made in gb
Ridin' on a Snotling Pump Wagon






Perfect Ambush effectively grants an Advance move to the target unit, and doesn’t prevent charging.

Psychic Stimulus allows a unit to move, advance and charge.

Only difference is Perfect Ambush is used on units popping up, which normally prevents Advancing.

They’re not identical, but similar enough to be able to catch the unwary off guard.

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 Mad Doc Grotsnik wrote:
Jackal Alphus
Kelermorph
Sanctus with Sniper Rifle
Locus (because he’s dead, dead cheap, rather than actually useful).

In Matched Play, that can mean three Kelermorph, three Sanctus and three Jackal Alphus.

No. Character. Will. Be. Safe.


I think anything T4 or above and/ or with a 3+ save probably will be.

Honestly, I'm really not digging these new character-killer dudes at all, and there's nothing in 40k worse than sniper models with single shot weapons. 20 Acolytes will snipe out Characters just fine for roughly the same money.

- - - - - - -
   
Made in gb
Ridin' on a Snotling Pump Wagon






If they can gank screening units.

It’s about control of the board. With so many competent Snipers knocking around, enemy character will not be safe. And because I’m fielding multiple, I don’t need to worry about one shot kills, because it will never need be a one shot affair.

Sanctus particularly appeals, because he can detonate Psykers, with the potential for further Mortal Wounds.

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Missionary On A Mission






Yeah, if he hits. He only gets 5/6 chances to do that in a game. Trust me, no matter what damage they have the potential to do, single-shot weapons always flatter to deceive in 40k.

Can't go wrong with 30+ Rending Claw attacks, though.

- - - - - - -
   
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Ridin' on a Snotling Pump Wagon






Why not both?

In reality, I’m likely to only double up on the Assassin types, as that should prove plenty enough to ensure enemy characters are effectively corralled. And it spells a pretty short game for Slamguinous, on account he will be full of holes the second he shows his pretty face. And that’s just the Kelermorph and Sanctus.

Alphus will likely be running about the flanks, looking to potshot backfield characters.

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Auspicious Aspiring Champion of Chaos






In my mind, the Alphus' benefit is her buff aura. Any damage she actually does is just gravy. Her attack profile is only a secondary concern when deciding whether or not to take the model. Personally, I plan to take her just because the model looks cool.

This message was edited 1 time. Last update was at 2019/02/19 21:47:58


2000 Khorne Bloodbound (Skullfiend Tribe- Aqshy)
1000 Tzeentch Arcanites (Pyrofane Cult - Hysh) in progress
2000 Slaves to Darkness (Ravagers)
 
   
Made in gb
Brainy Zoanthrope





So, a potentially useful combo given that one of the things we will probably struggle with is maintaining board presence T1 before our reserves arrive.

10x FAE Aberrants deployed in a Goliath (cos for some reason they only count as one)

If you are playing CA18 missions then you will know who gets to pick who goes first. If your opponent gets to pick, then you probably want to either deploy the Abs in ambush, or in the Goliath hidden/far back. You can still unload the Abbys first turn and RTTS if need be.

However, if you get to pick who goes first, then you can whack that Goliath front and centre and hope your opponent doesn't seize. Because first turn you disembark for 3", pop Perfect Ambush for D6" (you just set them up on the board) move 6" + D6" advance + 1" for FAE. So a total of 12-22", bearing in mind you have CP rerolls to account for some of the randomness. That's Kraken stealer levels of quick. Then you use the Crouchling to cast Psychic Stimulus, and get +1" on the charge again thanks to FAE, so can quite easily reach out and hit the enemy's front line. Which is probably a reasonable surprise! If you can get an Abb unit into combat first turn, even if just clearing screens (and especially if you can hostage something) you are well on your way to maintaining board control for your ambushers.

If you don't use the Goliath for Abs, you're probably running Deliverance Broodsurge so at least have those shenanigans to pull with rapidly relocating Neos and Acos.

This message was edited 1 time. Last update was at 2019/02/19 21:54:54


 
   
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Anyone tried allied carnifex? As several folks have mentioned two of our struggles are board presence that isn't fragile, and clearing screens. The dakkafex is a damn good value and very self sufficient. I just ordered 3.

Built in -1 to shoot at.
3+ to hit with assault weapons so they don't get -1 to hit when moving.
Option for mass, anti armor, or both.
2+ save with jorg.

Maybe I'm too in love with them, but 3 dakkafexes and a neurothrope seems just perfect for rounding out a cult army. All for only about 440 points.
   
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They are really good, the heavy venom canon and talons is the best way to load them out normally. A guy ran 11 carnefexes and old one eye at a local event not too long ago and he did well.

   
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Liche Priest Hierophant





Bergen

So here are some rambling thoughts from me:

1: The Goloath Rockgrinder reminds me of a hybrid carnifex. It has some shooting, it has some melee, it is not particularly good at neither.

It does not need synapse. It has S9 thanks to the doseblade, an aria where the carnifexes are very lacking. Undamaged it also totals 6 attacks + the doser blade. I think it is promaraly a melee unit.

In other armies the dreadnought has traditionally been used as a well rounded independed operator. Or as a counter charge unit. The carnifexes lend nids cheap ranged attacks or big melee threaths. The goliath can not copy the ranged potensial of the dakkafex or the heavy venom cannon. Nids in general has a big problem getting high S melee attacks as they have no power fists, instead rellying on massed genstealer rending attacks. GSC does not have a problem as they have the mining toosl.

I have no idea on what to put in them. Very few of our models have a high threath potensial outside of large numbers. The Goliath remonds me of the ork transport with the deathrollar. Very dangerus to meet in close combat. And when you kill it orks jump out and charge you. We could try to copy this pattern.

Can have potensial in a hyrbid nid-zilla list.

2. Aberant reminds me of old one eye for the nids. I ran mass warrior in nids, and old one eye was very important. Providing high S attacks from a character that can not be shot it thanks to the character rule. Give him twisted helix and the twisted helix relic and you end up with S8 x2 attacks. Harming T8 on +2, asuiming you hit with your 4 attacks hitting on 4+. (4th attack comes from relic.)

Can be a good nice treath behind your infantery lines.

3: Sanctus is good at killing psykers, but not T1 on the play. It is hard to find a psyker outside of transport if within 36" or your deployment zone.

He can come in from ambush turn 2 with the sniper rifle. Have 1 CP ready for re-roll and have a good chance of making the shot. The relic rifle is a must.

4. The bladed kog. No penalty to moving and shooting for infantery. Good for mining lasers. Can be combined with a perfect ambush to double tap 2 mining lasers when they come in. First one shot, and then again in the shooting phase. Also works well with the sanctus sniper rifle.

6+++ is almost the same as +1 to the save from rusted claw. The +1 save is better the better the armour save is, but since we rarly get more then 5+ it rarly is that big a difference. I would say bladed claw is on the same level as rusted claw if you can utelise enough heavy weapons on the move.

5. How good are twisted helix? Jumping from S3 to S4 is always good, but jumping from S4 to S5 is only good against T4, and T8.

Works very well with x2 mining tools. S10 hurt T8 on 3+ instead of 4+.
The previusly mentioned abberant S8 means he can hurt T8 on 2+.
Mass accolyte hybrids can get S4 that makes then good vs all targets, if they ever reach melee.

6. On paper I really like mortar teams for removing chaff and preventing deep strike shenanigangs. I am often playing against orks with da jump, and the threath of turn 1 30 boyz charging is to dangerush.

7. The improviced heavy weapon on the abberant groupleader is better then the power hammer. He pumps out 6 attacks hitting on 3+.

8. A brigade is tempting but the weakpoints are all 6 troops and the fast attack slot.

   
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 Red Corsair wrote:
They are really good, the heavy venom canon and talons is the best way to load them out normally. A guy ran 11 carnefexes and old one eye at a local event not too long ago and he did well.


I'm not sold on this being the best way to add 'fexes into a GSC army. With mass 'fexes HVC+talons is solid, but a lot of that value comes from simply having so many of them on the board. I think in a splash list pure dakkafexes are better. 3 'fexes with double devourer put out a lot of shots that are effective at clearing screens/killing light infantry, and they are reasonably durable for the cost. I agree that the +1 shooting, Jorg. and -1 to hit upgrades are the way to go. With the price changes from CA, shooty 'nid builds are cheap enough to be worth looking at. A battalion with a pair of Neurothropes, 3x Rippers and 6x dakkafexes is just under 1000 points. It brings CP, a -1 LD power, and screen clearing while lacking screens in ability to kill Knights in CC. Now I just have to think of a faction that can reliably deal with centerpiece units like Knights, provide screens, and likes leadership reduction.
   
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babelfish wrote:
 Red Corsair wrote:
They are really good, the heavy venom canon and talons is the best way to load them out normally. A guy ran 11 carnefexes and old one eye at a local event not too long ago and he did well.


I'm not sold on this being the best way to add 'fexes into a GSC army. With mass 'fexes HVC+talons is solid, but a lot of that value comes from simply having so many of them on the board. I think in a splash list pure dakkafexes are better. 3 'fexes with double devourer put out a lot of shots that are effective at clearing screens/killing light infantry, and they are reasonably durable for the cost. I agree that the +1 shooting, Jorg. and -1 to hit upgrades are the way to go. With the price changes from CA, shooty 'nid builds are cheap enough to be worth looking at. A battalion with a pair of Neurothropes, 3x Rippers and 6x dakkafexes is just under 1000 points. It brings CP, a -1 LD power, and screen clearing while lacking screens in ability to kill Knights in CC. Now I just have to think of a faction that can reliably deal with centerpiece units like Knights, provide screens, and likes leadership reduction.

Yup. Strong disagree with Red Corsair on this one, no way is claws + Cannon the ideal load out. Dakkafexes in either Kraken or Jorm are the way to go. 6 of them is awesome. Make sure they have Maces.

How would you deck out the GSC half in your opinion, Babel?

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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Longtime Dakkanaut





 Niiai wrote:

2. Aberant reminds me of old one eye for the nids. I ran mass warrior in nids, and old one eye was very important. Providing high S attacks from a character that can not be shot it thanks to the character rule. Give him twisted helix and the twisted helix relic and you end up with S8 x2 attacks. Harming T8 on +2, asuiming you hit with your 4 attacks hitting on 4+. (4th attack comes from relic.)


You mean the abominant, right? I see no reason to run him. You can make a better pumped up patriarch or stick with rock saws acolytes. If you bought the damn thing and really want to use it, thats fine because it's not useless but there are better options.



 Niiai wrote:

6+++ is almost the same as +1 to the save from rusted claw. The +1 save is better the better the armour save is, but since we rarly get more then 5+ it rarly is that big a difference. I would say bladed claw is on the same level as rusted claw if you can utelise enough heavy weapons on the move.


What? Do you only play against AP2 weapons? It's a 6+ inv save not an extra 'feel no pain' save. This makes no sense.

 Niiai wrote:

6. On paper I really like mortar teams for removing chaff and preventing deep strike shenanigangs. I am often playing against orks with da jump, and the threath of turn 1 30 boyz charging is to dangerush.


How do mortar teams prevent deep strike shenanigans?

 Niiai wrote:

8. A brigade is tempting but the weakpoints are all 6 troops and the fast attack slot.


Troops are not a GSC weakpoint. A brigades weakpoint consists of adding units that are 'nice' on their own but don't really create synergy within the army and get outperformed by enemy units. 3 elites, 3 fast attack and 3 heavies starting to add up in points.
   
Made in us
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 SHUPPET wrote:
babelfish wrote:
 Red Corsair wrote:
They are really good, the heavy venom canon and talons is the best way to load them out normally. A guy ran 11 carnefexes and old one eye at a local event not too long ago and he did well.


I'm not sold on this being the best way to add 'fexes into a GSC army. With mass 'fexes HVC+talons is solid, but a lot of that value comes from simply having so many of them on the board. I think in a splash list pure dakkafexes are better. 3 'fexes with double devourer put out a lot of shots that are effective at clearing screens/killing light infantry, and they are reasonably durable for the cost. I agree that the +1 shooting, Jorg. and -1 to hit upgrades are the way to go. With the price changes from CA, shooty 'nid builds are cheap enough to be worth looking at. A battalion with a pair of Neurothropes, 3x Rippers and 6x dakkafexes is just under 1000 points. It brings CP, a -1 LD power, and screen clearing while lacking screens in ability to kill Knights in CC. Now I just have to think of a faction that can reliably deal with centerpiece units like Knights, provide screens, and likes leadership reduction.

Yup. Strong disagree with Red Corsair on this one, no way is claws + Cannon the ideal load out. Dakkafexes in either Kraken or Jorm are the way to go. 6 of them is awesome. Make sure they have Maces.

How would you deck out the GSC half in your opinion, Babel?


So this is what I came up with, based on the models I have possession of today.

Jorg. Battalion:
Neurothrope x 2
3 Rippers x 3
6 Impaler Hive Guard x 2
2 Carnifex (bone mace, enhanced senses, spore cysts, 2x twin devourers) x 2

C4AE Battalion
Magus
Patriarch
Primus

19 Acolyte Hybrids (pistols, 4x Saw, Banner)
5 Acolyte Hybrids (pistols)

Kelermorph
Sanctus

List has about 20 points to play around with. I don't have any other GSC models to spend them on, so I think it will be either blasting charges for everybody or a few extra Rippers.

General plan is to shoot things with the shooty units and charge with the saw Hybrids, while using the Rippers and min Hybrids to screen/grab objectives. Relic rifle and Amulet of the Voidwyrm on the Patriarch. Biomorph Adaption (+1A and +1S) WL trait for the Patriarch, then Broodcoven to give the Primus increased aura range and the Magus Inscrutable Cunning for the +d3 CP.


I think as I get more models I'll drop the Hive Guard for two more Carnifexes, and look to add in a Clamavus. That's about 1700 points.

The other version of it I am considering drops the Hive Guard and the Neurothropes and replaces them with 40 Genestealers, a Malenthrope, and a Broodlord. I think that build swaps out for Kraken: the extra speed is worth losing the +1 Sv on the fexes. That build looks like such:

Kraken Battalion
Broodlord
Malanthrope
20 Genestealers (5 Acid Maws)
20 Genestealers (5 Acid Maws)
3 Rippers
2 Carnifexes (Bone Maces, Enhanced Senses, Spore Cysts, Devourers)
2 Carnifexes (Bone Maces, Enhanced Senses, Spore Cysts, Devourers)

4 Armed Emperor Battalion
Magus (Inscrutable Cunning, Might from Beyond, Mind Control)
Patriarch (Amulet of the Voidwyrm, Biomorph Adaption, Mental Onslaught, Might from Beyond)
Primus (Alien Majesty)
5 Acolyte Hybrid (pistols)
5 Acolyte Hybrid (pistols)
20 Acolyte Hybrid (pistols, Banner, 4 saws)
Clamavus
Kelermorph
Nexos
Sanctus (The Gift From Beyond)

In general I like Twisted Helix better for this sort of ambush focused build, but I think Vect is too important to give up. A Neurothrope + 3 Venomthropes is more expensive than the Malanthrope. I don't really like the idea of leaving the Genestealers unprotected. Even being Kraken, without a Swarmlord they are going to eat at least one turn of shooting. I like the relic rifle on the Sanctus a great deal, because of how it threatens mid level casters. The mortal wound triggering off the wound roll instead of off unsaved wounds means that with the relic he has a 41% chance of dealing at least 2 mortals to a Psyker each time he shoots. Double shooting him for free on the first turn using Cult Ambush nets is 66% to get at least 2 mortals and a 33% to get at least 4 mortals. There are a lot of targets in the game that don't like that at all, including, ironically, the Magus, Broodlord, and Patriarch. Running him and a Alpha in a Vanguard (plus the Kelermorph and the Lotus) lets him take advantage of the +1 from the Alpha, but costs me a Carnifex. The Lotus has some utility trying to buff Might From Beyond, but I think the trap in GSC is getting too fancy with the tricks and not bringing enough power to the table.

On the gripping hand, a dakkaFex Spearhead with 4 'fexes is 560 points and one with 6 'fexes and a pair of Neuro's is 880. 6 dakkaFexes is a lot of shooting, and the Neuro's wander around smiting and casting the Horror at things that need Mental Onslaughted. That leaves 1100 points to put together an ambush heavy GSC list that can clear Knights and screen away Orks. I wouldn't be surprised if there is a way to do that and somehow get the warlord trait+vect from C4AE and still have the majority of the heavies in Twisted Helix. Double Magus perhaps, with one in a C4AE Vanguard to be Broodcovened and grab up the warlord trait. You still want one in the Helix detachment so you can Mental Onslaught with the LD 10 Patriarch and still cast Might from Beyond on your punchy unit (Aberants/Saw Morphs) without having to burn a familiar.
   
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You won't have the CPs to feed both Kraken and Cult of Four Armed emperor, realize that
   
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Minnesota

Do we have a tier list yet of how good things are? XD
   
Made in gb
Missionary On A Mission








I'd sooner have an equivalent points-worth of Acolytres of Neophytes myself, but I suppose single shots cease to be single if you're running three of them. Having some character-killers might be a more efficient way of dealing with Smashfuckers than drowning them in Fearless Neophytes, I suppose.

- - - - - - -
   
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A garden grove on Citadel Station

Anyone wanting to have their cult have a heavy Cthulhu/Ymgarl/Deep Ones/Nautical theme?

I'm wondering where to get more tentacle-heads for full on Tyranids, and for some cult hybrids.

ph34r's Forgeworld Phobos blog, current WIP: Iron Warriors and Skaven Tau
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 SHUPPET wrote:
babelfish wrote:
 Red Corsair wrote:
They are really good, the heavy venom canon and talons is the best way to load them out normally. A guy ran 11 carnefexes and old one eye at a local event not too long ago and he did well.


I'm not sold on this being the best way to add 'fexes into a GSC army. With mass 'fexes HVC+talons is solid, but a lot of that value comes from simply having so many of them on the board. I think in a splash list pure dakkafexes are better. 3 'fexes with double devourer put out a lot of shots that are effective at clearing screens/killing light infantry, and they are reasonably durable for the cost. I agree that the +1 shooting, Jorg. and -1 to hit upgrades are the way to go. With the price changes from CA, shooty 'nid builds are cheap enough to be worth looking at. A battalion with a pair of Neurothropes, 3x Rippers and 6x dakkafexes is just under 1000 points. It brings CP, a -1 LD power, and screen clearing while lacking screens in ability to kill Knights in CC. Now I just have to think of a faction that can reliably deal with centerpiece units like Knights, provide screens, and likes leadership reduction.

Yup. Strong disagree with Red Corsair on this one, no way is claws + Cannon the ideal load out. Dakkafexes in either Kraken or Jorm are the way to go. 6 of them is awesome. Make sure they have Maces.

How would you deck out the GSC half in your opinion, Babel?


I was just basing this off performance in my local events. Jormagander Fexes are -1 to hit and have a 2+ save if they don't advance and the HVC is an insanely good weapon. I just don't like twin devourers in 8th. The range 18" kills them for me as a good screen removal first turn. With a tail weapon and twin guns they are not a great threat in melee either. Your opponent will put his screen 1.1" from his DZ line and you are forced to advance, there goes your save bonus and your BS takes a hit. With prepared positions and take cover you will kill 3 guardsmen for 117 pts. Without take cover it's 6 GEQ. Think about rusted claw neophytes lol, every one would have a 3+ turn 1. The best solutions we have for screen removal IMO are T1 melee since it gets around all the silly save buffs.

All that said I don't think dakka fexes are awful by any means, I just doin't see much added value to GSC. We already mulch infantry, the only issue we have currently is killing enough turn 1. If I am already into a nid detachment I'll just use genestealers. It's basically 2 dakkafexes = 20 stealers.

   
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So kraken genestealers with swarmlord for t1 screen clearing?
   
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 Astmeister wrote:
So kraken genestealers with swarmlord for t1 screen clearing?


I'm toying with ways to just use our stuff. Summoning in a 20 strong acolyte blob has merit. You need a transport to assist in getting a clamavus closer but your looknig at a 7" charge with 4AE. You can also use psychic stimulus on a unit that hops out from a truck in your deployment T1 with a clamavus to assist. The broodsurge strat to deploy after a truck moves 12" again decent and can get you an icon ward to reroll charges and up field T1. Our purestrains hoping out a truck are also fairly decent (4" deployment+ 8" +d6+1" near clam then a 2d6+1" charge). Max sized Jackals next to a ridgerunner with psychic stim is also very fast out the gate. If you horror and mass hypnotize a couple targets they would be -2 to hit, might be a usful tarpit for cheap. None of it is consistent as the Kraken stealers for sure. Of course that requires swarmy whose solid but not cheap.

I am starting to think guard are our best answer. Hellhounds are dirt cheap and do work. They are also mortal wound bombs. The fact that they want to jut forward turn 1 really helps occupy table as well which obviously helps us.

I am waiting on the FAQ though. Because if BB can be ordered, I may change my play style quite a bit and focus on ambushing shooters with a couple key hammer style units and characters. There are a lot of cool ways to buff our shooters now.


   
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 Red Corsair wrote:
All that said I don't think dakka fexes are awful by any means, I just doin't see much added value to GSC.


Agreed,

Why add 'lascannon magnets to a GSC army? I've played with a Loota bomb recently and those carnifexes are sitting ducks.
   
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I’m not overly sold on Tyranid allies for GSC. But, a big chunk of that is me being a Sad Old Grognard, who’s been a GSC fan since the early days.

Back then, the Nids arrived, and the Cultists willingly walked into digestion pools. So having them fight side by side is new and uncomfortable for me

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Bergen

The more I read up on and toy with the rockgrinder the more i like it as a melee distraction carnifex. 100 points at the cheapest, but T7, 10W, 4+ save, 6+++. And it has good offensive capabilaties in melee. It offers exactly what carnifexes can not offer. High power attacks that hit reliavby enough.

   
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KurtAngle2 wrote:
You won't have the CPs to feed both Kraken and Cult of Four Armed emperor, realize that


Agreed 100%. The Carnifex variant builds pretty much don't use CP, but the Genestealer heavy builds are CP heavy. That said, GSC are burn CP like crazy. Proper CP management is going to be a big deal for us.

As a side note, I think having Vect hanging over an opponents head is just as useful as actually using it. Realistically, you should only be looking to stop one strat a game with it, and having the threat of stopping the key strat as a deterrent to using it is going to be useful. For example, a GSC player may not want to put his Aberent bomb on the table until he knows that Perfect Ambush won't be countered.


Automatically Appended Next Post:
Arkengate wrote:
Do we have a tier list yet of how good things are? XD


Way to early for that. We have some idea of the things that look useful, some very interesting combos that might work or might fizzle at high level play, and some things that look meh. It is going to take some time to get the playtesting needed to really know what works, what our weaknesses are, and how we impact meta play.


Automatically Appended Next Post:
 ph34r wrote:
Anyone wanting to have their cult have a heavy Cthulhu/Ymgarl/Deep Ones/Nautical theme?

I'm wondering where to get more tentacle-heads for full on Tyranids, and for some cult hybrids.


The Genestealer box has a few (2 per sprue I think). The Metamorph/Hybrid box has at least 1. To do a full army you are going to have to spend lots of time digging in bits bins and bothering your Tyranid and GSC playing friends.

This message was edited 2 times. Last update was at 2019/02/20 21:51:29


 
   
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 Niiai wrote:
The more I read up on and toy with the rockgrinder the more i like it as a melee distraction carnifex. 100 points at the cheapest, but T7, 10W, 4+ save, 6+++. And it has good offensive capabilaties in melee. It offers exactly what carnifexes can not offer. High power attacks that hit reliavby enough.


I want to like rock grinders, I love the models. And at least they're better than the complete garbage that's the ridgerunner. But I've yet to see any battle where a rock grinder does something, they seem to melt to even causal fire, easily losing several of them per turn.
I'm still painting up 3 because I like the model, but I'm not expecting much out of them.
   
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 Red Corsair wrote:
 SHUPPET wrote:


Spoiler:
babelfish wrote:
 Red Corsair wrote:
They are really good, the heavy venom canon and talons is the best way to load them out normally. A guy ran 11 carnefexes and old one eye at a local event not too long ago and he did well.


I'm not sold on this being the best way to add 'fexes into a GSC army. With mass 'fexes HVC+talons is solid, but a lot of that value comes from simply having so many of them on the board. I think in a splash list pure dakkafexes are better. 3 'fexes with double devourer put out a lot of shots that are effective at clearing screens/killing light infantry, and they are reasonably durable for the cost. I agree that the +1 shooting, Jorg. and -1 to hit upgrades are the way to go. With the price changes from CA, shooty 'nid builds are cheap enough to be worth looking at. A battalion with a pair of Neurothropes, 3x Rippers and 6x dakkafexes is just under 1000 points. It brings CP, a -1 LD power, and screen clearing while lacking screens in ability to kill Knights in CC. Now I just have to think of a faction that can reliably deal with centerpiece units like Knights, provide screens, and likes leadership reduction.

Yup. Strong disagree with Red Corsair on this one, no way is claws + Cannon the ideal load out. Dakkafexes in either Kraken or Jorm are the way to go. 6 of them is awesome. Make sure they have Maces.

How would you deck out the GSC half in your opinion, Babel?


I was just basing this off performance in my local events. Jormagander Fexes are -1 to hit and have a 2+ save if they don't advance and the HVC is an insanely good weapon. I just don't like twin devourers in 8th. The range 18" kills them for me as a good screen removal first turn. With a tail weapon and twin guns they are not a great threat in melee either. Your opponent will put his screen 1.1" from his DZ line and you are forced to advance, there goes your save bonus and your BS takes a hit. With prepared positions and take cover you will kill 3 guardsmen for 117 pts. Without take cover it's 6 GEQ. Think about rusted claw neophytes lol, every one would have a 3+ turn 1. The best solutions we have for screen removal IMO are T1 melee since it gets around all the silly save buffs.

All that said I don't think dakka fexes are awful by any means, I just doin't see much added value to GSC. We already mulch infantry, the only issue we have currently is killing enough turn 1. If I am already into a nid detachment I'll just use genestealers. It's basically 2 dakkafexes = 20 stealers.

I'm heavily basing these lists/ideas on using GSC to supplement my existing Tyranid army, at least until I can get enough Cult models painted to field a pure army. I don't expect to be winning LVO with one of these builds.

I disagree with you about the Carnifex build. I think that the HVC is only useful in a spam list that is able to run 10+ of them. D3 shots just isn't enough, even on a 3+ and at high S. If I'm going that route, I'm more inclined to put 10 or so units of Warriors on the table. I like Jorgi fexes with double devourers as a counter horde tool. They are less a screen removal tool and more of a way to counter 120 gaunts/150 Cultists/60 Genestealers.

I agree that we need a way to clear screens T1, but I don't trust T1 melee to get it done. Any army that is far enough back that you have to advance Carnifexes to get into range against are far enough back that you can't expect to get your T1 melee in against them. I think we have to rely on T2, either via shooting or rending claws. I like Carnifexes because they fill a counter horde role I don't have the GSC models built to fill. Side note, the snipers may be able to prevent take cover by popping the low wound character that gives the order, although I wouldn't rely on it.


Automatically Appended Next Post:
 Astmeister wrote:
So kraken genestealers with swarmlord for t1 screen clearing?


I think the Swarmlord is too expensive, even after the points drop, for what he brings. In a pure Kraken list, with Malanthrope support and several other high priority high T targets like flyrants to make target selection more complicated, he makes sense. If he is the only big model on the table, you rely on going first to protect him. I guess you could stick him in a pod and deep strike him into your own deployment zone, but that is even more points.

This message was edited 1 time. Last update was at 2019/02/20 22:57:58


 
   
Made in ee
Regular Dakkanaut





Im thinking of making this as a starting list (1250 pts) for learning to play the cult and just having fun but im quite sure there are claring problems with it that i cant see.
Idea is the Jackals drive by demo, Abberants kill bigger targets and Acolytes bomb everything they touch with the help of Kellermorph and Primus.
Rest chill around and see what they can do.


++ Battalion Detachment +5CP (Tyranids - Genestealer Cults) [41 PL, -2CP, 646pts] ++

+ No Force Org Slot +

Cult Creed: The Twisted Helix

Specialist Detachment: Anointed Throng [-1CP]

+ HQ +

Abominant [6 PL, -1CP, 105pts]: Blessed Sledgehammer, Stratagem: Field Commander, Warlord Trait: Insidious Mindwyrm

Primus [4 PL, 75pts]: Bonesword, Warlord, Warlord Trait: Alien Majesty

+ Troops +

Acolyte Hybrids [11 PL, 196pts]
. 15x Acolyte Hybrid (Hand Flamer): 15x Hand Flamer
. Acolyte Hybrid (Heavy Weapon): Autopistol, Heavy Rock Saw
. Acolyte Hybrid (Heavy Weapon): Autopistol, Heavy Rock Saw
. Acolyte Hybrid (Heavy Weapon): Autopistol, Heavy Rock Saw
. Acolyte Hybrid (Heavy Weapon): Autopistol, Heavy Rock Saw
. Acolyte Leader: Cultist Knife, Hand Flamer

Acolyte Hybrids [3 PL, 40pts]
. 4x Acolyte Hybrid (Hand Flamer): 4x Hand Flamer
. Acolyte Leader: Cultist Knife, Hand Flamer

Acolyte Hybrids [3 PL, 40pts]
. 4x Acolyte Hybrid (Hand Flamer): 4x Hand Flamer
. Acolyte Leader: Cultist Knife, Hand Flamer

+ Elites +

Aberrants [14 PL, 190pts]
. 2x Aberrant (Hammer): 2x Heavy Power Hammer
. 4x Aberrant (Pick): 4x Power Pick
. Aberrant Hypermorph (Improvised): Heavy Improvised Weapon

++ Battalion Detachment +5CP (Tyranids - Genestealer Cults) [37 PL, 601pts] ++

+ No Force Org Slot +

Cult Creed: The Bladed Cog

+ HQ +

Jackal Alphus [4 PL, 70pts]

Magus [5 PL, 92pts]: Familiar, Power: Mass Hypnosis, Power: Might From Beyond

+ Troops +

Neophyte Hybrids [4 PL, 52pts]: 7x Neophyte Hybrid
. 2x Neophyte Hybrid (Webber): 2x Webber
. Neophyte Leader: Autogun, Autopistol

Neophyte Hybrids [4 PL, 52pts]: 7x Neophyte Hybrid
. 2x Neophyte Hybrid (Webber): 2x Webber
. Neophyte Leader: Autogun, Autopistol

Neophyte Hybrids [4 PL, 52pts]: 7x Neophyte Hybrid
. 2x Neophyte Hybrid (Webber): 2x Webber
. Neophyte Leader: Autogun, Autopistol

+ Elites +

Kelermorph [3 PL, 60pts]: Oppressor's Bane

Sanctus [3 PL, 60pts]: Silencer Sniper Rifle

+ Fast Attack +

Atalan Jackals [10 PL, 163pts]
. Atalan Jackal: Cultist Knife, Shotgun
. Atalan Jackal: Cultist Knife, Shotgun
. Atalan Jackal: Demolition Charge, Shotgun
. Atalan Jackal: Demolition Charge, Shotgun
. Atalan Jackal: Demolition Charge, Shotgun
. Atalan Jackal: Demolition Charge, Shotgun
. Atalan Jackal: Demolition Charge, Shotgun
. Atalan Leader: Cultist Knife, Shotgun
. Atalan Wolfquad: Atalan Incinerator, Improvised Weapon
. Atalan Wolfquad: Atalan Incinerator, Improvised Weapon

++ Total: [78 PL, -2CP, 1247pts] ++

Created with BattleScribe
   
Made in gb
Regular Dakkanaut




I like the idea of adding rockgrinders into a carnifex-heavy list, but that’s probably not a competitive strategy
   
Made in au
Towering Hierophant Bio-Titan





 Red Corsair wrote:
I was just basing this off performance in my local events. Jormagander Fexes are -1 to hit and have a 2+ save if they don't advance and the HVC is an insanely good weapon. I just don't like twin devourers in 8th. The range 18" kills them for me as a good screen removal first turn. With a tail weapon and twin guns they are not a great threat in melee either. Your opponent will put his screen 1.1" from his DZ line and you are forced to advance, there goes your save bonus and your BS takes a hit. With prepared positions and take cover you will kill 3 guardsmen for 117 pts. Without take cover it's 6 GEQ. Think about rusted claw neophytes lol, every one would have a 3+ turn 1. The best solutions we have for screen removal IMO are T1 melee since it gets around all the silly save buffs.

All that said I don't think dakka fexes are awful by any means, I just doin't see much added value to GSC. We already mulch infantry, the only issue we have currently is killing enough turn 1. If I am already into a nid detachment I'll just use genestealers. It's basically 2 dakkafexes = 20 stealers.

Depends how you run them. I use Kraken Dakkafexes with AG, they move like jetbikes and shoot at 4+ with senses. The Bone Mace is just an extra, quality attack for only 2 pts, 5 attacks is good.


I don't even think Senses are mandatory though. They will chew up infantry with or without them, I think that Acid Maw is a really underrated upgrade, and if they are near an OOE when they charge (also not mandatory but cool to have), they are hitting on 2+'s with some quality attacks and are still Dakkafexes in the mean time.


Automatically Appended Next Post:
And I think their contribution is resilience. Some games they will just be what they point the Lascannons at, that's okay thats the same as anyone running tanks in any list, things die. Other games you are against an army with heavy anti-infantry strength like Deathwatch or something, that have to dedicate a lot to dealing with them, or other games you tie up the lascannons first and they are 3 bricks on the boards. I think it's good to have some harder to move things on your table to force your opponent to have to deal with them.

This message was edited 1 time. Last update was at 2019/02/21 00:29:17


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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