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Made in us
Regular Dakkanaut




I have to agree, Acolytes just seem like one of the best units considering how much mileage we get out of buffs and how good they are on their own.
   
Made in us
Auspicious Aspiring Champion of Chaos






 Jrandom wrote:
If folks are going heavy into the acolytes, then I think the Vigilus Formation is mandatory. You get to make an Acolyte Icon Bearer a bonus Warlord, then give him the Vigilus trait. You have access to the +1 to Wound stratagem. If you go Twisted Helix and the Strength Relic, you will be able to kill Knights with a 20 man unit of naked Acolytes. What is not to love about that?

I think you want to take the Primus and Clamavus to drop down with the Acolytes, and since you have those two, might as well take the Nexos (since the Primus and Clamavus give him a 5+ to regen CPs).

I also think that if you are going to get the "+1 LD to all units in 6 inches" Warlord Trait, you are better off giving it to the Primus (or a Magus,) then on the Patriarch.


The only reason I see for taking the +1 LD trait on the Patriarch is if you're attempting the Onslaught bomb (which I feel is a trap that'll fail almost as often as it succeeds the second people figure out how to screen it). The Patriarch is better served by the melee-focused traits IMO. I'm also going to have to agree with Red Corsair on the Neophyte/BB debate. Both have a place in the army and a lot of the lists I've seen seem to be over-investing in BB. The versatility of Neos is their greatest strength.

This message was edited 1 time. Last update was at 2019/02/27 18:57:32


2000 Khorne Bloodbound (Skullfiend Tribe- Aqshy)
1000 Tzeentch Arcanites (Pyrofane Cult - Hysh) in progress
2000 Slaves to Darkness (Ravagers)
 
   
Made in us
Haemonculi Flesh Apprentice






I am actually starting to make some lists using truck spam.

60 acolytes all mounted in trucks is only 852pts. I think the best units to ambush in are definitely brood bros and neophytes and rushing up one side after using decoys means I can drop my guys in turn 2 after moving everything forward again and shoot holes in any screens. The trucks can be used to soak overwatch.

You have to consider it when a truck is only 2 points more then 10 acolytes. It gets them forward and it gives them protection. I'd definitely summon in 20 BB's turn 1 to chain across their deployment zone, along with some sentinels I can easily block them back. I'll have to test it and get back to everyone. I have a feeling massed transports is being overlooked.


Automatically Appended Next Post:
Gordoape wrote:
I have to agree, Acolytes just seem like one of the best units considering how much mileage we get out of buffs and how good they are on their own.


There good for sure, but they die super easily. I lost 45 acolytes + 40 neophytes to a death watch soup list in 2 turns. I'll admit my list was lacking as I was trying out all the new stuff, but that still taught me just how easily we can be shot off the table. That's was with me trying to avoid half his army. With orks and guard in the meta I am seeing a ton of lists (ITC) that will flat out mulch GEQ. Even ~200 guys will get smoked in a 5 turn game, in some cases less.

That's why I think transports are worth considering. You can't just take a couple though, you need 6-9 at least.

This message was edited 2 times. Last update was at 2019/02/27 19:11:06


   
Made in il
Guard Heavy Weapon Crewman





 EnTyme wrote:


The only reason I see for taking the +1 LD trait on the Patriarch is if you're attempting the Onslaught bomb (which I feel is a trap that'll fail almost as often as it succeeds the second people figure out how to screen it). The Patriarch is better served by the melee-focused traits IMO.


The Primus (w/ +1LD WLT) and the Clam can both just be within 6” of the Patriarch, to get him up to 12 LD. You don’t have to put the trait on the Patriarch. If you want to go “all in,” then I guess you want to get the Acolyte Icon Bearer relic for another +1 LD (for a total of 13 LD on the patriarch.)
   
Made in nl
Longtime Dakkanaut





 Jrandom wrote:
If folks are going heavy into the acolytes, then I think the Vigilus Formation is mandatory. You get to make an Acolyte Icon Bearer a bonus Warlord, then give him the Vigilus trait. You have access to the +1 to Wound stratagem. If you go Twisted Helix and the Strength Relic, you will be able to kill Knights with a 20 man unit of naked Acolytes. What is not to love about that?
True, but I think I rather pick rusted claw for that +1 save and let the rock saws deal with knights.

 Jrandom wrote:

I think you want to take the Primus and Clamavus to drop down with the Acolytes, and since you have those two, might as well take the Nexos (since the Primus and Clamavus give him a 5+ to regen CPs).

I also think that if you are going to get the "+1 LD to all units in 6 inches" Warlord Trait, you are better off giving it to the Primus (or a Magus,) then on the Patriarch.


Yep, but clamavus and nexos also cost 105 points, if I should add a magus instead of a simple iconward than thats another 40 points. Thats 140+ points that also could be another 20 acolyte unit. Make it 'rusted claw' and keep it within range of an iconward and you got a 4+save with 6+ feel no pain.
   
Made in il
Guard Heavy Weapon Crewman





 Red Corsair wrote:
. Even ~200 guys will get smoked in a 5 turn game, in some cases less. That's why I think transports are worth considering. You can't just take a couple though, you need 6-9 at least.


If you are interested in some cheap vehicles to draw fire from the trucks, you should check out the IG’s Griffon and Carnadon. The Griffon can be in units of 3, has T7 & 11 Wounds. With Heavy Bolter & Heavy Stubber, it will run you 87 pts. The Carnadon with 5 Multi-Lasers should run you 85 pts, (but GW missed lowering the cost of the Twin-Linked Multi-Laser when they lowered the cost of the Multi-Laser in CA18, by 1/2.)
[Thumb - 582C5420-0542-4FD6-A0E8-8A4CF0EA56DD.jpeg]

[Thumb - A0275DB1-F411-4F87-9B65-A0368153A86C.jpeg]

   
Made in us
Shadowy Grot Kommittee Memba






Reading the rules for the griffon just makes me sad that the "heavy mortar" we got on the achilles is a glorified heavy bolter.

I'll just have to remember the achilles, jackals, biophagus, locus, and new magus sculpt for the next time someone brings out the whole "GW makes the new models OP so they can sell more of them" chestnut

"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 il
Guard Heavy Weapon Crewman





shogun wrote:
True, but I think I rather pick rusted claw for that +1 save and let the rock saws deal with knights.

Make it 'rusted claw' and keep it within range of an iconward and you got a 4+save with 6+ feel no pain.


I think Rusted Claw is great. They have one of the best WL traits with Entropic Touch (all units in 6” who roll a 6 to Wound get +1 AP in the fight phase).

Bladed Cog has an improved version of “Death to the False Emperor” as their Stratagem, and 4++ if you go for either the Void Shield Generator or the Skyshield Landing Pad.
   
Made in us
Auspicious Aspiring Champion of Chaos






the_scotsman wrote:
Reading the rules for the griffon just makes me sad that the "heavy mortar" we got on the achilles is a glorified heavy bolter.

I'll just have to remember the achilles, jackals, biophagus, locus, and new magus sculpt for the next time someone brings out the whole "GW makes the new models OP so they can sell more of them" chestnut


From experience, they'll just say "well, that's just because GW doesn't understand their own rules!"

2000 Khorne Bloodbound (Skullfiend Tribe- Aqshy)
1000 Tzeentch Arcanites (Pyrofane Cult - Hysh) in progress
2000 Slaves to Darkness (Ravagers)
 
   
Made in us
Haemonculi Flesh Apprentice






the_scotsman wrote:
Reading the rules for the griffon just makes me sad that the "heavy mortar" we got on the achilles is a glorified heavy bolter.

I'll just have to remember the achilles, jackals, biophagus, locus, and new magus sculpt for the next time someone brings out the whole "GW makes the new models OP so they can sell more of them" chestnut


Don't forget the hellhound compared to the rock grinder. Same cost, but the hellhound has access to track guards, a flat lout better primary weapon and the secondary is a HF over a HS. We get taxed on that things transport ability, only it can't hold anything worth a damn besides maybe 6 abberants, which puts a huge bullseye on it. It only gets worse when you look at how poor the cache of demo charges works. I have to pay 10 pts AND fill the tank with something that can't shoot itself and doesn't want to be on the table or trying to assault. I can't think of anything to ride in it to make the demos worth while. If you put 5 acolytes in it your essentially adding +45pts to it's cost for a 6" range battle canon

For ITC missions I am really struggling to make a list that doesn't lose the points race. In order to make the list durable you can't avoid bleeding secondaries.

   
Made in us
Shadowy Grot Kommittee Memba






 Red Corsair wrote:
the_scotsman wrote:
Reading the rules for the griffon just makes me sad that the "heavy mortar" we got on the achilles is a glorified heavy bolter.

I'll just have to remember the achilles, jackals, biophagus, locus, and new magus sculpt for the next time someone brings out the whole "GW makes the new models OP so they can sell more of them" chestnut


Don't forget the hellhound compared to the rock grinder. Same cost, but the hellhound has access to track guards, a flat lout better primary weapon and the secondary is a HF over a HS. We get taxed on that things transport ability, only it can't hold anything worth a damn besides maybe 6 abberants, which puts a huge bullseye on it. It only gets worse when you look at how poor the cache of demo charges works. I have to pay 10 pts AND fill the tank with something that can't shoot itself and doesn't want to be on the table or trying to assault. I can't think of anything to ride in it to make the demos worth while. If you put 5 acolytes in it your essentially adding +45pts to it's cost for a 6" range battle canon

For ITC missions I am really struggling to make a list that doesn't lose the points race. In order to make the list durable you can't avoid bleeding secondaries.


I mean...we get taxed on it because it does melee...

In a competitive game, yeah no. Goliaths are garbage. As are anything that's not flat out alpha strike melee or alpha strike shooting (unless it's a CHARACTER, the only form of durability with any meaning in a tournament). Nothing is durable enough to withstand the firehose that is your average tournament level gunline list, so you'd better just frontload everything into the damage it does the turn it arrives. Rockgrinders can't make their points back the instant they show up on the battlefield, therefore they are unusable trash.

In casual games I have fun with my rockgrinder. It at least does fun stuff.

"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
Haemonculi Flesh Apprentice






Yea, I have 3 and they are fun but they really needed to be ~25 points cheaper IMO.

In anything remotely competitive I'll just swap the guns and drop the drill and use it as a truck.

We may be able to do a gunline OKish with the trucks.

   
Made in no
Liche Priest Hierophant





Bergen

I think the goliath demolishing vehicle is great in melee. That weapon profile my tyranid army would kill for. Just think of it a melee distraction carnifex.

   
Made in gb
Regular Dakkanaut




I really like the rock grinder in a DISTRACTION CARNIFEX role, but it degrades. Half the appeal of carnifexes is the lack of degradation.
   
Made in gb
Been Around the Block




Long post warning!

Alright guys, here's a batrep from a game I had just after the codex release against Necrons. This was mostly to try out the small GSC army I had just assembled, and I added in some nids to make up the points, and to have something to do in the first turn!

Spoiler:
Maelstrom of War; Strategic Gamble; 2000pts

Genestealer Cults
Batallion – Cult of the Four-Armed Emperor
Patriarch w/ Crouchling
Magus
Primus
3x10 Brood Brothers
Clamavus
Kelermorph w/ Oppressor’s Bane
Batallion – Cult of the Four-Armed Emperor
Iconward w/ Banner of Cult Ascendant
Abominant
2x10 Brood Brothers
20 Acolytes w/ 8 rock saw
10 Aberrants w/ 4 hammers & 6 picks
Batallion – Kraken
Swarmlord
Neurothrope
2x15 Genestealers w/ 3 acid maw
3 Rippers

Necrons
Batallion - Sautekh
Imotekh
Cryptek
3x10 Immortals w/ tesla
Outrider - Sautekh
3x6 Destroyers
9 Tomb Blades w/ shadowloom

Deployment – Hammer & Anvil - GSC to the east, Necrons to the west.

The Swarmlord deploys centrally, flanked by genestealers on both sides and the neurothrope just behind. The rippers deploy to the south. The aberrants and four squads of brood brothers are placed in cult ambush, with all the others underground.
One unit of destroyers and a cryptek deploy in the northern corner, screened by two units of immortals. Tomb blades deploy in the southern corner, with destroyers to the east and north and Imotekh and a cryptek between. The final squad of immortals screens.


Turn 1 – GC
They Came From Below is used to put aberrants and two squads of brood brothers underground. One unit of brood brothers is revealed in the north of the deployment zone, and moves back into ruins to claim objective 5. The next unit of brood brothers is revealed on the southern counter, and moves forward onto objective 6.
The genestealers to the north opportunistic advance towards the Necrons’ northern corner. The Swarmlord advances to keep pace behind. The southern genestealer unit and neurothrope advance into central ruins. The Swarmlord commands the genestealers in the north to move again.
The northern genestealer unit charge the nearby immortal units, taking seven casualties in overwatch and killing two. They take objective 1 and wrap an immortal from the northernmost unit. 2cp is spent to auto-pass morale.
2VP – Claim dominion; 1VP – Secure objective 6
3VP – Total


Turn 1 – Necrons
To the north, the destroyers advance to get the Swarmlord in range, and the immortals remain in combat after regaining one model each. The central destroyers advance to target Swarmlord as well.
Tomb blades advance up the southern flank, and the southernmost destroyers move around Imotekh to screen and fill deployment zone to prevent deep striking. The southern immortals stay put, screening the characters and holding objective 4.
The destroyers in the centre target the Swarmlord, attempting to use Annihilation Protocols, but A Plan Generations in the Making is used to stop this, and no damage makes it through. The northern unit also targets him, but with only two models in range it has no effect.
The tomb blades target the genestealers in the centre, killing all but three. In the fight phase, the immortals take the northern genestealers down to four models.
0VP


Turn 2 – GC
The remaining three genestealers in the centre advance opportunistically to claim objective 4. The Swarmlord moves down the northern flank towards the destroyers. The neurothrope advances up the centre to the top of the ruin.
The cult reinforcements arrive in force. The kelermorph is revealed to have been Lying in Wait and appears in the north behind the cryptek. A squad emerges on objective 2, with another two squads just ahead of them. The magus appears on the ruin next to the neurothrope, and all the other characters deploy at the base of the ruins. The aberrants appear in front of the destroyers. The acolyte squad arrives just to the south, pulling off A Perfect Ambush to move 3” closer to their prey.
The neurothrope casts The Horror on the destroyers protecting Imotekh, and smites the other squad. The magus casts Mass Hypnosis on the tomb blades, and the patriarch Mind Controls a nearby destroyer, shooting at Imotekh but failing to cause any damage. The Swarmlord fails his own smite, and then casts Onslaught on himself.
The brood brothers to the north open up on the destroyers, killing one, and the acolytes down a tomb blade. The Swarmlord allows himself to move again, closing the distance on the destroyers. The kelermorph downs the cryptek, who stays alive with Resurrection Protocols.
The aberrants make their charge on the central destroyers, and the abominant follows them in. The acolytes charge into the tomb blades, and the Swarmlord charges the northern destroyers.
In the fight phase, the aberrants and acolytes handily destroy their targets, while the Swarmlord kills all but one of the destroyers and consolidates into the nearby immortals. The genestealers kill one immortal, but lose one in return.
3VP – Behind enemy lines; 5VP – Domination
11VP – Total


Turn 2 – Necrons
The immortals in the north regain a model each. The nearby destroyers regain three of their number, and hop over the Swarmlord to prevent him from falling back. The immortals in the south move to get a target on the acolytes, and the destroyers move round to get a shot on the aberrants and protect Imotekh. The Stormlord himself moves towards objective 4.
The immortals in the south open up on the acolytes, killing all but eight. The destroyers fire on the aberrants, killing seven. The destroyers on the northern flank split their fire, finishing off the nearby genestealers and killing another two aberrants, and the adjacent immortals kill the final one.
The unengaged immortals in the north then charge the Kelermorph and the Swarmlord to lock him in combat. In the south, the three genestealers on objective 4 are charged by the immortals, destroyers, cryptek and Imotekh, as the warlord attempts to secure his priority orders. Two of the genestealers are killed, and in the north, the Swarmlord takes two wounds, killing five immortals in return. One more dies to morale.
3VP – Mission-critical objective; 8VP – Priority orders received (doubled for strategic gamble)
11VP – Total


Turn 3 – GC
In the south, the acolytes move around the terrain towards the immortals, with the primus and iconward in support. The patriarch and abominant approach the destroyers on the other side. The neurothrope and magus advance from the ruin. In the north, the two squads of brood brothers move up on the destroyers.
The Swarmlord unleashes smite and Psychic Scream to try and free himself, killing all but one of the immortals in combat with him. The neurothrope casts The Horror on Imotekh and smites the destroyers. The magus casts Might from Beyond on the patriarch. The patriarch himself casts Psionic Blast on Imotekh, dropping a wound. He then casts Mental Onslaught on the Necron warlord, dropping all his remaining wounds and killing him. Imotekh uses Resurrection Protocols to survive on one wound.
The brood brothers shoot a couple of wounds off the destroyers in the north. The Swarmlord uses his Hive Commander ability to move himself out of combat. The Kelermorph fires his pistols into the immortals in combat with him, killing all but one.
In the south, the immortals and destroyers are still engaged with the last genestealer on objective 4, so cannot overwatch as the patriarch and abominant charge the destroyers, and the acolytes go into the immortals. Both brood brothers squads make it into the destroyers in the north despite casualties on overwatch, and the Swarmlord follows them in, tagging the last remaining immortal as well.
He finishes off the immortals and all but one of the destroyers, as the brood brothers swing to no avail. In the south, the patriarch and abominant take out the destroyers, and the acolytes make short work of the immortals. The lone genestealer on objective 4 swings at Imotekh, and manages to kill him for good.
2VP – Secure objective 3 (x2 for strategic gamble); 1VP – Scour the skies; 1VP – Slay the Warlord
15VP - Total


Turn 3 – Necrons
The destroyers in the north reanimate four models, but only one can be placed. They fall back from the Swarmlord to a safe distance atop the ruins with the cryptek. The immortals regain five of their number, and move to target the characters to the south. The cryptek in the south moves towards the Patriarch, hoping to claim the warlord’s head.
The immortals kill the Patriarch’s familiar and take a wound from him. The destroyers in the ruins fire on the Swarmlord, taking a wound. The cryptek fires ineffectually at the patriarch, then charges in. His attacks cause no damage, and the patriarch slays him in return.
0VP
11VP – Total


At the end of turn 3, behind in victory points and with very little left, the Necrons concede. The game ends 15-11 to the Genestealer Cults!


I got lucky with the Swarmlord surviving his first shooting phase, as he then proceeded to cause havok on my opponent's flank for the entire game. the acolyte bomb is devastating with full rock saws, but will die like guardsmen the minute that they receive any attention. The aberrants are great. They really do need buffing to make that charge and to counteract the negatives from the hammers, but if they're supported right they're an incredible hammer. With them being so scary, your opponent will be tempted to use heavy weapons on them, and this is the real trap as their damage reduction combined with their FNP makes multi-damage weapons so inefficient against them. I feel that they will be easy enough prey for your standard anti-infantry weapons, but then your opponent has to choose between them and the acolytes.

Having multiple squads of BB/neophytes dropping in will be so important to claiming objectives. You don't want your acolytes or aberrants sitting around in the open, and your characters all want to be front and center supporting your melee dudes. I will definitely look into taking a batallion of Rusted Claw for 3+ save neophytes in cover.

Mental Onslaught is stupid good. I had only a 3LD difference (Inspiring Leader, Clamavus, the Horror), but this still does 6 mortal wounds on average against a base LD of 10, and 12 against base LD 9. I know everyone is getting giddy about one-shotting knights, but being able to melt almost any character's brain from 18" away with minimal investment (I'd be taking the Neurothrope and Clamavus anyway) is such a useful tool.

Finally, the nids did what I expected, with the genestealers dying just as easily as they always do. I do feel like there is potential for nids to contribute a lot to a GSC army, though. Depending on deployment, two full units of genestealers can be in combat turn 1. They can clear screens, keep your opponent pushed back, and then fall out of combat and further into their lines to open the way for your t2 drop.

I will also be looking into how we can best use the t1 deepstrike, if the intent of They Came From Below is made clear. The opportunity to throw a squad of aberrants into your opponent t1, with a Primus and Abominant is too good to pass up. That said, I'm not expecting it to be ruled in our favour.

I have another report coming with a similar list against pure Custodes - all infantry and bikes. Place your bets now!

This message was edited 1 time. Last update was at 2019/02/28 12:26:34


 
   
Made in ie
Deranged Necron Destroyer





It would be better if you could Spoiler tag the Battle report in your post. To save on page room and so people don't have to scroll to much to find what they want to read

I have a Youtube. Rage Against The Imperium. Here is the link if you are interested - https://www.youtube.com/channel/UC0WxDMsMyI7WcChiSfApB4Q

Necrons - Legion of The Silent King - [756-809 PL, 15038-16076pts]
Spoiler:

Unbound Army (Faction) (Necrons)
HQ
Anrakyr the Traveller
Catacomb Command Barge
Selections: Gauss Cannon, Warscythe - 3
Cryptek
Selections: Canoptek Cloak, Staff of Light - 2
Cryptek
Selections: Chronometron, Staff of Light - 3
Destroyer Lord
Selections: Warscythe
Destroyer Lord
Selections: Staff of Light
Illuminor Szeras
Imotekh the Stormlord
Lord
Selections: Warscythe
Nemesor Zahndrekh
Orikan the Diviner
Overlord
Selections: Resurrection Orb, Voidscythe
Overlord
Selections: Resurrection Orb, Warscythe - 3
Overlord
Selections: Resurrection Orb, Staff of Light
Overlord
Selections: Hyperphase Sword, Resurrection Orb
Trazyn the Infinite
Vargard Obyron

Troops

Immortals
Selections: Gauss Blaster, 15x Immortal
Immortals
Selections: 15x Immortal, Tesla Carbine
Immortals
Necron Warriors
Selections: 100x Necron Warrior
Necron Warriors

Elites

C'tan Shard of the Deceiver
C'tan Shard of the Nightbringer
Canoptek Tomb Stalker
Deathmarks
Selections: 25x Deathmark
Flayed Ones
Selections: 20x Flayed One
Lychguard
Selections: Hyperphase Sword and Dispersion Shield, 10x Lychguard
Lychguard
Selections: 6x Lychguard, Warscythe
Triarch Praetorians
Selections: Rod of Covenant, 10x Triarch Praetorian
Triarch Stalker
Selections: Heat Ray*
Triarch Stalker
Selections: Particle Shredder*
Triarch Stalker
Selections: Twin Heavy Gauss Cannon*

Fast Attack

Canoptek Scarabs
Selections: 63x Canoptek Scarab Swarm
Canoptek Scarabs
Canoptek Tomb Sentinel
Canoptek Wraiths
Selections: 3x Canoptek Wraith
Canoptek Wraiths
3x Canoptek Wraith w/ Transdimensional Beamer
Selections: 3x Transdimensional Beamer
6x Canoptek Wraith w/ Whip Coils
Selections: 6x Whip Coils
Destroyers
5x Destroyer
Selections: 5x Gauss Cannon
Destroyers
5x Destroyer
Selections: 5x Gauss Cannon
Tomb Blades
Selections: Shadowloom, Shieldvanes
Two Gauss Blasters - 9
Heavy Support
Annihilation Barge
Selections: Gauss Cannon - 3*
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Doomsday Ark
Doomsday Ark
3x Heavy Destroyer
Monolith
Tesseract Ark
Two Tesla Cannons
Selections: 2x Tesla Cannon
Transcendent C'tan

Flyer
Doom Scythe - 4*
Night Scythe - 4*


Dedicated Transport
Ghost Ark - 3*

Lord of War
Gauss Pylon
Obelisk

* - This unit is magnetized so can be either model e.g. Doomscythe or Nightscythe
 
   
Made in gb
Been Around the Block




 Odrankt wrote:
It would be better if you could Spoiler tag the Battle report in your post. To save on page room and so people don't have to scroll to much to find what they want to read


Great idea - done!
   
Made in us
Regular Dakkanaut




Assuming You can get MfB on a unit of 10 Helix Abberants which is better versus Knights that can use Rotate Ion Shields, Picks/Claws or Hammers? MathHammer seems to indicate that the Hammers are 70 points more expensive, only marginally better versus Knights and significantly worse versus MEQ and Light Armor.
   
Made in de
Dakka Veteran






10 Aberrants vs Knight with 5++ in melee

Picks
8.5 damage

Picks w/ Might from Beyond
12.8 damage

Hammers
13.3 damage

Hammers w/ Might from Beyond
20 damage

So the Hammerants are clearly better, even more if you add a Primus with +1 to hit.

This message was edited 2 times. Last update was at 2019/02/28 16:13:04


 
   
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Knights cannot use ion shields in melee.

   
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Robtype0 wrote:
Long post warning!

Alright guys, here's a batrep from a game I had just after the codex release against Necrons. This was mostly to try out the small GSC army I had just assembled, and I added in some nids to make up the points, and to have something to do in the first turn!

Spoiler:
Maelstrom of War; Strategic Gamble; 2000pts

Genestealer Cults
Batallion – Cult of the Four-Armed Emperor
Patriarch w/ Crouchling
Magus
Primus
3x10 Brood Brothers
Clamavus
Kelermorph w/ Oppressor’s Bane
Batallion – Cult of the Four-Armed Emperor
Iconward w/ Banner of Cult Ascendant
Abominant
2x10 Brood Brothers
20 Acolytes w/ 8 rock saw
10 Aberrants w/ 4 hammers & 6 picks
Batallion – Kraken
Swarmlord
Neurothrope
2x15 Genestealers w/ 3 acid maw
3 Rippers

Necrons
Batallion - Sautekh
Imotekh
Cryptek
3x10 Immortals w/ tesla
Outrider - Sautekh
3x6 Destroyers
9 Tomb Blades w/ shadowloom

Deployment – Hammer & Anvil - GSC to the east, Necrons to the west.

The Swarmlord deploys centrally, flanked by genestealers on both sides and the neurothrope just behind. The rippers deploy to the south. The aberrants and four squads of brood brothers are placed in cult ambush, with all the others underground.
One unit of destroyers and a cryptek deploy in the northern corner, screened by two units of immortals. Tomb blades deploy in the southern corner, with destroyers to the east and north and Imotekh and a cryptek between. The final squad of immortals screens.


Turn 1 – GC
They Came From Below is used to put aberrants and two squads of brood brothers underground. One unit of brood brothers is revealed in the north of the deployment zone, and moves back into ruins to claim objective 5. The next unit of brood brothers is revealed on the southern counter, and moves forward onto objective 6.
The genestealers to the north opportunistic advance towards the Necrons’ northern corner. The Swarmlord advances to keep pace behind. The southern genestealer unit and neurothrope advance into central ruins. The Swarmlord commands the genestealers in the north to move again.
The northern genestealer unit charge the nearby immortal units, taking seven casualties in overwatch and killing two. They take objective 1 and wrap an immortal from the northernmost unit. 2cp is spent to auto-pass morale.
2VP – Claim dominion; 1VP – Secure objective 6
3VP – Total


Turn 1 – Necrons
To the north, the destroyers advance to get the Swarmlord in range, and the immortals remain in combat after regaining one model each. The central destroyers advance to target Swarmlord as well.
Tomb blades advance up the southern flank, and the southernmost destroyers move around Imotekh to screen and fill deployment zone to prevent deep striking. The southern immortals stay put, screening the characters and holding objective 4.
The destroyers in the centre target the Swarmlord, attempting to use Annihilation Protocols, but A Plan Generations in the Making is used to stop this, and no damage makes it through. The northern unit also targets him, but with only two models in range it has no effect.
The tomb blades target the genestealers in the centre, killing all but three. In the fight phase, the immortals take the northern genestealers down to four models.
0VP


Turn 2 – GC
The remaining three genestealers in the centre advance opportunistically to claim objective 4. The Swarmlord moves down the northern flank towards the destroyers. The neurothrope advances up the centre to the top of the ruin.
The cult reinforcements arrive in force. The kelermorph is revealed to have been Lying in Wait and appears in the north behind the cryptek. A squad emerges on objective 2, with another two squads just ahead of them. The magus appears on the ruin next to the neurothrope, and all the other characters deploy at the base of the ruins. The aberrants appear in front of the destroyers. The acolyte squad arrives just to the south, pulling off A Perfect Ambush to move 3” closer to their prey.
The neurothrope casts The Horror on the destroyers protecting Imotekh, and smites the other squad. The magus casts Mass Hypnosis on the tomb blades, and the patriarch Mind Controls a nearby destroyer, shooting at Imotekh but failing to cause any damage. The Swarmlord fails his own smite, and then casts Onslaught on himself.
The brood brothers to the north open up on the destroyers, killing one, and the acolytes down a tomb blade. The Swarmlord allows himself to move again, closing the distance on the destroyers. The kelermorph downs the cryptek, who stays alive with Resurrection Protocols.
The aberrants make their charge on the central destroyers, and the abominant follows them in. The acolytes charge into the tomb blades, and the Swarmlord charges the northern destroyers.
In the fight phase, the aberrants and acolytes handily destroy their targets, while the Swarmlord kills all but one of the destroyers and consolidates into the nearby immortals. The genestealers kill one immortal, but lose one in return.
3VP – Behind enemy lines; 5VP – Domination
11VP – Total


Turn 2 – Necrons
The immortals in the north regain a model each. The nearby destroyers regain three of their number, and hop over the Swarmlord to prevent him from falling back. The immortals in the south move to get a target on the acolytes, and the destroyers move round to get a shot on the aberrants and protect Imotekh. The Stormlord himself moves towards objective 4.
The immortals in the south open up on the acolytes, killing all but eight. The destroyers fire on the aberrants, killing seven. The destroyers on the northern flank split their fire, finishing off the nearby genestealers and killing another two aberrants, and the adjacent immortals kill the final one.
The unengaged immortals in the north then charge the Kelermorph and the Swarmlord to lock him in combat. In the south, the three genestealers on objective 4 are charged by the immortals, destroyers, cryptek and Imotekh, as the warlord attempts to secure his priority orders. Two of the genestealers are killed, and in the north, the Swarmlord takes two wounds, killing five immortals in return. One more dies to morale.
3VP – Mission-critical objective; 8VP – Priority orders received (doubled for strategic gamble)
11VP – Total


Turn 3 – GC
In the south, the acolytes move around the terrain towards the immortals, with the primus and iconward in support. The patriarch and abominant approach the destroyers on the other side. The neurothrope and magus advance from the ruin. In the north, the two squads of brood brothers move up on the destroyers.
The Swarmlord unleashes smite and Psychic Scream to try and free himself, killing all but one of the immortals in combat with him. The neurothrope casts The Horror on Imotekh and smites the destroyers. The magus casts Might from Beyond on the patriarch. The patriarch himself casts Psionic Blast on Imotekh, dropping a wound. He then casts Mental Onslaught on the Necron warlord, dropping all his remaining wounds and killing him. Imotekh uses Resurrection Protocols to survive on one wound.
The brood brothers shoot a couple of wounds off the destroyers in the north. The Swarmlord uses his Hive Commander ability to move himself out of combat. The Kelermorph fires his pistols into the immortals in combat with him, killing all but one.
In the south, the immortals and destroyers are still engaged with the last genestealer on objective 4, so cannot overwatch as the patriarch and abominant charge the destroyers, and the acolytes go into the immortals. Both brood brothers squads make it into the destroyers in the north despite casualties on overwatch, and the Swarmlord follows them in, tagging the last remaining immortal as well.
He finishes off the immortals and all but one of the destroyers, as the brood brothers swing to no avail. In the south, the patriarch and abominant take out the destroyers, and the acolytes make short work of the immortals. The lone genestealer on objective 4 swings at Imotekh, and manages to kill him for good.
2VP – Secure objective 3 (x2 for strategic gamble); 1VP – Scour the skies; 1VP – Slay the Warlord
15VP - Total


Turn 3 – Necrons
The destroyers in the north reanimate four models, but only one can be placed. They fall back from the Swarmlord to a safe distance atop the ruins with the cryptek. The immortals regain five of their number, and move to target the characters to the south. The cryptek in the south moves towards the Patriarch, hoping to claim the warlord’s head.
The immortals kill the Patriarch’s familiar and take a wound from him. The destroyers in the ruins fire on the Swarmlord, taking a wound. The cryptek fires ineffectually at the patriarch, then charges in. His attacks cause no damage, and the patriarch slays him in return.
0VP
11VP – Total


At the end of turn 3, behind in victory points and with very little left, the Necrons concede. The game ends 15-11 to the Genestealer Cults!


I got lucky with the Swarmlord surviving his first shooting phase, as he then proceeded to cause havok on my opponent's flank for the entire game. the acolyte bomb is devastating with full rock saws, but will die like guardsmen the minute that they receive any attention. The aberrants are great. They really do need buffing to make that charge and to counteract the negatives from the hammers, but if they're supported right they're an incredible hammer. With them being so scary, your opponent will be tempted to use heavy weapons on them, and this is the real trap as their damage reduction combined with their FNP makes multi-damage weapons so inefficient against them. I feel that they will be easy enough prey for your standard anti-infantry weapons, but then your opponent has to choose between them and the acolytes.

Having multiple squads of BB/neophytes dropping in will be so important to claiming objectives. You don't want your acolytes or aberrants sitting around in the open, and your characters all want to be front and center supporting your melee dudes. I will definitely look into taking a batallion of Rusted Claw for 3+ save neophytes in cover.

Mental Onslaught is stupid good. I had only a 3LD difference (Inspiring Leader, Clamavus, the Horror), but this still does 6 mortal wounds on average against a base LD of 10, and 12 against base LD 9. I know everyone is getting giddy about one-shotting knights, but being able to melt almost any character's brain from 18" away with minimal investment (I'd be taking the Neurothrope and Clamavus anyway) is such a useful tool.

Finally, the nids did what I expected, with the genestealers dying just as easily as they always do. I do feel like there is potential for nids to contribute a lot to a GSC army, though. Depending on deployment, two full units of genestealers can be in combat turn 1. They can clear screens, keep your opponent pushed back, and then fall out of combat and further into their lines to open the way for your t2 drop.

I will also be looking into how we can best use the t1 deepstrike, if the intent of They Came From Below is made clear. The opportunity to throw a squad of aberrants into your opponent t1, with a Primus and Abominant is too good to pass up. That said, I'm not expecting it to be ruled in our favour.

I have another report coming with a similar list against pure Custodes - all infantry and bikes. Place your bets now!


Had the necron guy screened with his destroyers rather then immortals, preventing you from locking him up and probably taking no damage in melee, I feel like he would have shot you off the table in two turns. He essentially played you with 20 tesla immortals locked up the entire game from the sound of it.

   
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 Red Corsair wrote:
Knights cannot use ion shields in melee.


They can if they have the trait/relic that gives them a 5++ to both range and CC
   
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Savannah

Ion Shields only work against shooting, so unless the knight in question has the relic I never see anyone take you shouldn't have to worry in melee.

Why use abberants at all, though? Acolytes are cheaper, fill a troop slot, and do more damage per point to most targets. Once you add in a couple of the easy to get buffs they can mulch knights (wounding on 4+/2+ with a single strength buff and the formation strat) and shred infantry like nobody's business. Dual talon metamorphs with hand flamers might blender infantry better, but that setup leaves them way too specialized and is almost certainly overkill to a ridiculous degree.

They're not as resilient individually, true, but a T4 5+/5+++ goes down pretty easily, too, and you can afford to lose 3-4 (non-saw) acolytes for every abberant (and having only 1 wound is the best defense against D2+ weapons). You lose more points per bolter hit on an abberant unit with hammers (picks come out slightly ahead), so they're not even more survivable against anti-infantry weapons. Once you've killed a 3/5ths of the acolytes and start losing saws the math does favor the abberants, but by then the abberant unit would be crippled as well. Not that either's going to survive a concentrated effort to remove them.
   
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In My Lab

Eh... Aberrants are pretty flipping durable, ESPECIALLY against D2, thanks to Bestial Vigor.

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 Red Corsair wrote:
Knights cannot use ion shields in melee.
Santuary Relic allows them to do so

 Astmeister wrote:
10 Aberrants vs Knight with 5++ in melee

Picks
8.5 damage

Picks w/ Might from Beyond
12.8 damage

Hammers
13.3 damage

Hammers w/ Might from Beyond
20 damage

So the Hammerants are clearly better, even more if you add a Primus with +1 to hit.


You also get to attack with rending claws as well if you use the picks and they tack on an additional 4 or so damage with MfB

This message was edited 2 times. Last update was at 2019/02/28 18:14:30


 
   
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Power Hammers also do far more damage with hits just a little better than the average. Power Picks? Less pronounced there.

And the same the other way. Get less than average, and Power Hammers remain better placed to pull their weight.

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In My Lab

One thing I do want to see math on is Aberrants at S8 (Helix, MFB, and the Relic) with Picks versus Hammers. (Improvised Weapons are obviously still king on Hypermorphs, so just checking the math on a single Aberrant.)

2 Pick attacks
4/3 hits
2/3 wounds
4/9 failed saves
8/9 damage

2 Claw attacks
4/3 hits
4/9 wound at AP-1, 2/9 at AP-4
2/9 failed saves and 2/9 failed saves
4/9 damage

12/9 or 4/3 damage per Aberrant.

2 Hammer attacks
1 hit
5/6 wounds
25/36 unsaved
25/12 damage

So Hammers are, even at S8, more than 50% better against Knights.

Edit: Forgot that MFB gives an extra attack, but that shouldn't really change the math at all. The ration won't change.

This message was edited 1 time. Last update was at 2019/02/28 18:12:48


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 JNAProductions wrote:
One thing I do want to see math on is Aberrants at S8 (Helix, MFB, and the Relic) with Picks versus Hammers. (Improvised Weapons are obviously still king on Hypermorphs, so just checking the math on a single Aberrant.)

2 Pick attacks
4/3 hits
2/3 wounds
4/9 failed saves
8/9 damage

2 Claw attacks
4/3 hits
4/9 wound at AP-1, 2/9 at AP-4
2/9 failed saves and 2/9 failed saves
4/9 damage

12/9 or 4/3 damage per Aberrant.

2 Hammer attacks
1 hit
5/6 wounds
25/36 unsaved
25/12 damage

So Hammers are, even at S8, more than 50% better against Knights.

Edit: Forgot that MFB gives an extra attack, but that shouldn't really change the math at all. The ration won't change.
Yeah if the Knight doesnt have an invulnerable its a no brainer.
   
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I think that the we need to consider the role of the unit in the army build when talking about pick vs hammer Aberrants. Aberrants are expensive, and really good at killing heavies. Pick Aberrants (paberrants?) have a lot of utility against medium vehicles, MEQ's, and things like that, but I think that the cost advantages of Acolytes make them superior.

Acolytes with saws are better at clearing light/medium infantry via volume of attacks and still threaten everything you want threatened, because saws are amazing. They have access to almost all the same bonuses that Aberrants do, and the ones they can't get are meh (improved snowflake FnP and the Biophagus) with the exception of being able to fight twice. Fight twice is most useful for alpha strikes against must kill targets like Knights.

In conclusion, I think that if you are going to run Aberrants, you should run them with hammers, in the role of deep striking heavy/superheavy killers. I think they have a solid niche in that role, and any GSC list has to at least consider them. I think that running pick Aberrants is a mistake, because the role filled by them is better filled by Acolytes.

As a side note, 10 Acolytes comes out as 6 PL. Banner + 4 Drills + flamers is the most expensive weapon combo, at just under 150 points. 150 points of summoning lets you hold 10 Acolytes kitted out to deal with target of choice in reserves, effectively acting as a sideboard. I need to spend some time playing with points on the various options. Because summoning gets around the must be out of reserves by turn 3, units can be dropped to secure/challenge objectives late game, or snag the odd kill on an otherwise unreachable unit.
   
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Savannah

 JNAProductions wrote:
Eh... Aberrants are pretty flipping durable, ESPECIALLY against D2, thanks to Bestial Vigor.

Yeah, but the acolytes also only lose one wound to that D2 weapon. And one to the d6 lascannon.

Overcharged plasma (just using one of the most common examples of D2) does 5.83 points killed per hit to the acolytes and 8.89 points killed per hit to the hammer abberants (6.94 if picks). That's even more in favor of the acolytes, and that's the point at which the abberants defensive tech is at its best. It only gets worse from there as you start losing a whole abberant per hit.
   
 
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