Switch Theme:

Genestealer Cult Codex Tactics - 8th  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in no
Liche Priest Hierophant





Bergen

A lot gets better. Every mining laser, las cannon, biker upgrade, banner, hybrid upgrade, mining equpment, brood brothers. Models you would not use in a regular game basicly.

   
Made in nl
Longtime Dakkanaut





A lot of GSC's toys are Meh and points add up quickly so you skip them for the good bits.

With PL you have both a ton of boys and a ton of toys.
All those Mining Lasers and grenade launchers start adding up.

Instead of shotguns on bikes because they are free its a grenade launcher for everyone.
No reason not to max out on Saws in your acolytes.
   
Made in us
Haemonculi Flesh Apprentice






 Ordana wrote:
Spoiler:
Gordoape wrote:
One thing I have to double down on from when I saw the codex, and now looking at results... Why would you ever take Neophytes?

I love the models but they just seem like a trap unit that fits poorly in between the pricier but ultra-effective Acolytes and the super cheap objective sitters/battlation fillers/FRSRFers in Brood Brothers.
Neophytes get Cult Creeds, which is nice for Rusted Claw +1 sv.


Automatically Appended Next Post:
 Strat_N8 wrote:
The formatting is a bit confusing, but it is a 20-strong Squad. One leader, 11 regular grunts, and 8 Saws.

I’m curious what makes the second detachment mixed. Brood Brothers alone shouldn’t be causing any issues (unless maybe it is a side effect of whatever list program they are using?).

Also a bit confused as to why all the demolition charges are concentrated in one Jackal unit. Extra Explosives only allows 5 to be thrown at once, and I doubt the opponent will allow the squad to get a second chance at it after they blow up something once. Granted, if they have Rusted Claw they could use Drive-by Demolitions to zip out of sight after unloading, but it still feels a bit like too many eggs in one basket.

Everything else more or less makes sense. The battalion serves as the “hammer” and the brigade servs as the on-table “anvil”.
Others have explained the bikes.
But I assume its Mixed detachment because the Bikers want to be Rusted Claw for their cult stratagem while the characters will still be 4AE to buff the 4AE battalion units.
The Kelermorph/Patriatch/2nd Clamavus and Nexos all want to be 4AE but gain no real benefit from the cult creed itself so being in a mixed detachment is fine for them.


Automatically Appended Next Post:
 Red Corsair wrote:
 Strat_N8 wrote:
The formatting is a bit confusing, but it is a 20-strong Squad. One leader, 11 regular grunts, and 8 Saws.

I’m curious what makes the second detachment mixed. Brood Brothers alone shouldn’t be causing any issues (unless maybe it is a side effect of whatever list program they are using?).

Also a bit confused as to why all the demolition charges are concentrated in one Jackal unit. Extra Explosives only allows 5 to be thrown at once, and I doubt the opponent will allow the squad to get a second chance at it after they blow up something once. Granted, if they have Rusted Claw they could use Drive-by Demolitions to zip out of sight after unloading, but it still feels a bit like too many eggs in one basket.

Everything else more or less makes sense. The battalion serves as the “hammer” and the brigade servs as the on-table “anvil”.


The unit uses lying in wait, extra explosives, the grenade strat for rusted claw and perfect ambush. It tosses 5 demos and 10 blasting charges then gets a free 14" move. In the shooting phase it pops the two grenade strats again. All 10 used in one turn. 9CP though.

Edit: Sorry should have scrolled down

It's a neat trick with a new book but auspex scan is a real bastard. He can use his 1 time cancel on that but thats 3 more CP.
Just a note. you DON'T get the free move. Moving after arriving from reserves is not allowed unless specifically mentioned (like in Perfect Ambush)


Wow, that's interesting. Good catch, that really makes the idea of taking such a big squad with 10 demos much worse IMO. Your only really gonna money shot an opponent that has no idea how the army works unless your already dominating them. I suppose it would still impact their positioning after deployment but seems like a gotcha gimmick against the unsuspecting.

   
Made in nl
Longtime Dakkanaut





the 10 Demo unit lets you throw Demo charges at a Knight twice on the turn you come down. (which is what happened in the Adepticon game that was on stream)

It still has its place.
   
Made in be
Fresh-Faced New User




 Ordana wrote:
the 10 Demo unit lets you throw Demo charges at a Knight twice on the turn you come down. (which is what happened in the Adepticon game that was on stream)

It still has its place.


Demo charges can only be used once per battle (perhaps twice if you use cult reinforcement's but that wouldn't be in the turn you come down.
   
Made in nl
Longtime Dakkanaut





Thepatriarch wrote:
 Ordana wrote:
the 10 Demo unit lets you throw Demo charges at a Knight twice on the turn you come down. (which is what happened in the Adepticon game that was on stream)

It still has its place.


Demo charges can only be used once per battle (perhaps twice if you use cult reinforcement's but that wouldn't be in the turn you come down.
you take a unit with 10 demo charges, you throw 5 when you come out of reserves (Lay in wait to deploy 3" away, Perfect Ambush to shoot immediately, Extra Explosives let you throw 5 Demo charges max). Then in the shooting phase you throw the other 5, again with Extra Explosives.

That's why you bring 10, because they are one use and you can throw 5 at a time.
   
Made in pl
Regular Dakkanaut




Hello
Currently I want to run some Genestealer blob with patriarch (something like 3x 15 models of genestealers)
Now question:
It is better to run Patriarch and purestrain genestealers in vanguard detachment or maybe Patriarch as Broodlord and genestealers as tyranids.

Im kind torn between those ideas cause:
GSC:
Lot of buffing characters
Unquestioning loyalty and ambush

Tyranids:
Biomorph Adaptation
Cheaper
Tyranid stratagem to move and advance instead of charging
Troops (so You could try to go for battalion with Broodlort and maybe something else)

What do You think?
   
Made in no
Liche Priest Hierophant





Bergen

Genneral logic is that you should run them as tyranids. Nid GS rock. In the current GSC codex they are generally considered to exspensive for what they do as opposed to both hybrids and abberants (vs varius targets, but mining hybrids is the better all arounder.)

If you are running genestealers in nids you probably want the swarmlord. For charging shenanigans. Preferably krakem, but behemoth, leviathan and to some extent hydra also work.

   
Made in gb
Regular Dakkanaut




 Ordana wrote:
the 10 Demo unit lets you throw Demo charges at a Knight twice on the turn you come down. (which is what happened in the Adepticon game that was on stream)

It still has its place.


Getting the bikes in range for the ambush on a knight sounds really difficult. Even the smallest screen win ruin everything
   
Made in gb
Pyromaniac Hellhound Pilot






C4790M wrote:
 Ordana wrote:
the 10 Demo unit lets you throw Demo charges at a Knight twice on the turn you come down. (which is what happened in the Adepticon game that was on stream)

It still has its place.


Getting the bikes in range for the ambush on a knight sounds really difficult. Even the smallest screen win ruin everything


Just theory, but using all the strats would let you demo charge a screening unit out the way then zoom through the gap for the shooting phase...

Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights  
   
Made in us
Regular Dakkanaut




Can’t move again if you deepstrike. So once you come in your stuck there.
   
Made in nl
Longtime Dakkanaut





 DoomMouse wrote:
C4790M wrote:
 Ordana wrote:
the 10 Demo unit lets you throw Demo charges at a Knight twice on the turn you come down. (which is what happened in the Adepticon game that was on stream)

It still has its place.


Getting the bikes in range for the ambush on a knight sounds really difficult. Even the smallest screen win ruin everything


Just theory, but using all the strats would let you demo charge a screening unit out the way then zoom through the gap for the shooting phase...
We just talked about this. You cannot move after arriving from Reserves unless specifically allowed.
So you don't get the free move after throwing grenades.
   
Made in ca
Been Around the Block





Here's a list I've been developing for my local clubhouse and for local tournaments. We have a mix of most armies.

It's an attempt at a TAC list.
Spoiler:


++ Brigade Detachment +12CP (Tyranids - Genestealer Cults) [65 PL, 1053pts] ++

+ No Force Org Slot +

Cult Creed: The Rusted Claw

+ HQ +

Acolyte Iconward [3 PL, 53pts]

Jackal Alphus [4 PL, 70pts]: Warlord, Warlord Trait: Shadow Stalker

Magus [4 PL, 80pts]: Power: Mass Hypnosis, Power: Might From Beyond

+ Troops +

Acolyte Hybrids [6 PL, 84pts]
. 8x Acolyte Hybrid (Hand Flamer): 8x Hand Flamer
. Acolyte Hybrid (Heavy Weapon): Autopistol, Demolition Charge
. Acolyte Leader: Cultist Knife, Hand Flamer

Acolyte Hybrids [6 PL, 84pts]
. 8x Acolyte Hybrid (Hand Flamer): 8x Hand Flamer
. Acolyte Hybrid (Heavy Weapon): Autopistol, Demolition Charge
. Acolyte Leader: Cultist Knife, Hand Flamer

Brood Brothers Infantry Squad [3 PL, 47pts]: Brood Brothers Leader
. 7x Brood Brother
. Brood Brothers Weapons Team: Mortar

Neophyte Hybrids [4 PL, 56pts]: 5x Neophyte Hybrid
. 2x Neophyte Hybrid (Stubber): 2x Heavy Stubber
. 2x Neophyte Hybrid (Webber): 2x Webber
. Neophyte Leader: Autogun, Autopistol

Neophyte Hybrids [4 PL, 56pts]: 5x Neophyte Hybrid
. 2x Neophyte Hybrid (Stubber): 2x Heavy Stubber
. 2x Neophyte Hybrid (Webber): 2x Webber
. Neophyte Leader: Autogun, Autopistol

Neophyte Hybrids [4 PL, 56pts]: 5x Neophyte Hybrid
. 2x Neophyte Hybrid (Stubber): 2x Heavy Stubber
. 2x Neophyte Hybrid (Webber): 2x Webber
. Neophyte Leader: Autogun, Autopistol

+ Elites +

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

Nexos [3 PL, 50pts]

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

+ Fast Attack +

Atalan Jackals [3 PL, 75pts]
. Atalan Jackal: Demolition Charge, Shotgun
. Atalan Jackal: Demolition Charge, Shotgun
. Atalan Jackal: Demolition Charge, Shotgun
. Atalan Jackal: Demolition Charge, Shotgun
. Atalan Leader: Demolition Charge, Shotgun

Atalan Jackals [3 PL, 75pts]
. Atalan Jackal: Demolition Charge, Shotgun
. Atalan Jackal: Demolition Charge, Shotgun
. Atalan Jackal: Demolition Charge, Shotgun
. Atalan Jackal: Demolition Charge, Shotgun
. Atalan Leader: Demolition Charge, Shotgun

Armoured Sentinel [2 PL, 35pts]
Multilaser

+ Heavy Support +

Brood Brothers Heavy Weapons Squad [3 PL, 39pts]
. 3x Brood Brothers Weapons Team: 3x Mortar

Brood Brothers Heavy Weapons Squad [3 PL, 39pts]
. 3x Brood Brothers Weapons Team: 3x Mortar

Brood Brothers Heavy Weapons Squad [3 PL, 39pts]
. 3x Brood Brothers Weapons Team: 3x Mortar

++ Spearhead Detachment +1CP (Imperium - Astra Militarum) [25 PL, 384pts] ++

+ No Force Org Slot +

Regimental Doctrine: Astra Millitarum

+ HQ +

Company Commander [2 PL, 30pts]: Chainsword, Laspistol

+ Elites +

Master of Ordnance [2 PL, 30pts]

+ Heavy Support +

Basilisks [7 PL, 108pts]
. Basilisk: Heavy Bolter

Basilisks [7 PL, 108pts]
. Basilisk: Heavy Bolter

Basilisks [7 PL, 108pts]
. Basilisk: Heavy Bolter

++ Battalion Detachment +5CP (Tyranids - Genestealer Cults) [31 PL, -3CP, 560pts] ++

+ No Force Org Slot +

Cult Creed: Cult of the Four-Armed Emperor

Specialist Detachment: Deliverance Broodsurge [-1CP]

Stratagem: Grandsire's Gifts [-1CP]: 1 Extra Sacred Relic

+ HQ +

Acolyte Iconward [3 PL, -1CP, 53pts]: Icon of the Cult Ascendant, Stratagem: Field Commander, Warlord Trait: Augur of the Insurgent

Primus [4 PL, 75pts]: Bonesword

+ Troops +

Acolyte Hybrids [9 PL, 165pts]: Cult Icon
. 9x Acolyte Hybrid
. 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 Hybrid (Heavy Weapon): Autopistol, Heavy Rock Saw
. Acolyte Leader: Autopistol, Cultist Knife

Acolyte Hybrids [9 PL, 165pts]: Cult Icon
. 9x Acolyte Hybrid
. 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 Hybrid (Heavy Weapon): Autopistol, Heavy Rock Saw
. Acolyte Leader: Autopistol, Cultist Knife

Brood Brothers Infantry Squad [3 PL, 47pts]: Brood Brothers Leader
. 7x Brood Brother
. Brood Brothers Weapons Team: Mortar

+ Elites +

Clamavus [3 PL, 55pts]

++ Total: [121 PL, -3CP, 1997pts] ++

Created with BattleScribe


What's not common here is running 3 Basilisks and a Master of Ordinance. It's nice to have them, tucked far in a back corner, surrounded by Mortars and some infantry squads. It's been useful to force the opponent to move and respond to a long-distance threat rather than allow them to wait until I drop all my ambushes. The Basilisks are good at lots of different things, only loosing out against cheap chaff which I have tried to accommodate for with Acolyte flamer squads. Basilisks are also nice to take the last few wounds off targets or soften a big target up. What can I say...I like the models and I just bought a 3rd....so I'm committed.

I anticipate using "Lying In Wait" on my Flamer Acolytes for chaff clearing turns 2 and 3. The Jackals will move up the board or hang back to be available to counter units that get too close. Unless of course there's not a lot of chaff in which case the bikes will be exploding things proactively. I like the Rusted Claw Flamer Acolytes for holding objectives against assault armies too. The punch of the army is from the Rock Saws. I think I'll struggle with flyers...

I took Strat_N8's idea of making a -2 to hit Jackal Alphus my warlord. Would like a Patriarch but he's really expensive. Would be nice to take a 2nd Kellermorph but the way I have the army Creeds split I can't do it.
   
Made in us
Infiltrating Broodlord






Gordoape wrote:One thing I have to double down on from when I saw the codex, and now looking at results... Why would you ever take Neophytes?

I love the models but they just seem like a trap unit that fits poorly in between the pricier but ultra-effective Acolytes and the super cheap objective sitters/battlation fillers/FRSRFers in Brood Brothers.


The main consideration really is what Cult creed you are using. The Neophytes are far happier with the "anvil" centric creeds (Rusted Claw, Bladed Cog, Hivecult) than the "hammer" centric creeds (Four-Armed Emperor, Twisted Helix, Pauper Princes) . The Pauper Princes and Twisted Helix admittedly do have a couple things that Neophytes like (Pauper Princes relic lets them ignore moral and shoot back when killed, Twisted Helix gives them a strength buff and makes it easier for shotgun squad to dart into S4 range) but Four-Armed Emperor does basically nothing for them. Rusted Claw makes them infuriatingly difficult to root out of cover, Bladed Cog lets them take full advantage of their heavy weapons, and Hivecult makes them very resilient to moral and lets them fall out of combat and shoot (Chilling Efficiency and the Hivelord warlord trait are also nice for Neophytes).

Neophytes also play the mechanized game very well, since they can concentrate firepower in minimum units and still shoot from the back of their Truck. The only Acolyte configuration that really synergizes well with a Goliath Truck is the 5-strong squad with 2x Demolition Charges (x2 per truck) and Brood Brothers don't really like playing mech at all since they can't do much while embarked and the transport is considerably more expensive than what it is carrying.
   
Made in us
Sure Space Wolves Land Raider Pilot




Somerdale, NJ, USA

 Niiai wrote:
Genneral logic is that you should run them as tyranids. Nid GS rock. In the current GSC codex they are generally considered to exspensive for what they do as opposed to both hybrids and abberants (vs varius targets, but mining hybrids is the better all arounder.)

If you are running genestealers in nids you probably want the swarmlord. For charging shenanigans. Preferably krakem, but behemoth, leviathan and to some extent hydra also work.


And to compound what you point out Niiai, I find it amazing that in the 2nd Place Adepticon GSC army there wasn't a single "Genestealer" (not counting the Patriarch) in the list.

What other 40k army doesn't have it's own namesake represented in the actual army? Space Marine Scouts get a pass only because they will be space marines someday.

"The only problem with your genepool is that there wasn't a lifeguard on duty to prevent you from swimming."

"You either die a Morty, or you live long enough to see yourself become a Rick."

- 8k /// - 5k /// - 5k /// - 6k /// - 6k /// - 4k /// - 4k /// Cust - 3k 
   
Made in no
Liche Priest Hierophant





Bergen

Well, running the numbers in the codex it would seem that Acolyte Hybrid could perhaps increase by one point. Or hybrids and genestealers (GSC) could drop by one point or two points respectivly.

This message was edited 1 time. Last update was at 2019/04/03 12:23:00


   
Made in us
Haemonculi Flesh Apprentice






points don't fix these kinds of issues alone. Purestrains should gain the cult creed to start, same with the vehicles.

Then as a balance so we are not forced into ambushing, acolytes and metamorphs should gain advance and charge at a slight price hike. Makes no sense to me that an ork can advance and charge while a mutant with genestealer blood cannot.

   
Made in no
Liche Priest Hierophant





Bergen

Let us not start a discussion about rules changes. There is a different forum for that, and we do have a functional codex with strenghs and weakneses like other codexes.

However, when we runn the mathhammer on the numbers Acolute Hybrids come out very well against most things, and also big things with the mining tools.

Abberants come out better vs really big things, so they have a home.

Hybrid metamorphs come out slightly better vs infantery then acolyte hyrbids, so they have a home, Although in an all commers list people will probably take the acolytes and slap on some saws to make them a more versatile unit.

Purestrain GS come out great vs no targets compared to the other 3. Although the number of attacks and rending makes them an allcommer, but they loose out vs acolytes as an all comer. Their benefit is that they survwive better with their 5++ and they have a huge threath of they survive because of the advance after charging.

I would not that I am not discussing new rules. But that is how the mathhammer checks out.

   
Made in ca
Been Around the Block





 Red Corsair wrote:
points don't fix these kinds of issues alone. Purestrains should gain the cult creed to start, same with the vehicles.

Then as a balance so we are not forced into ambushing, acolytes and metamorphs should gain advance and charge at a slight price hike. Makes no sense to me that an ork can advance and charge while a mutant with genestealer blood cannot.


I would love it if there was a way to get advance + charge on our guys. Be it a strat, a creed, a built in ability with a price-hike, a relic with an aura....anything. I think that would be a great fix that would keep the deep strike shenanigans to a minimum, as GW seems to want, while also letting us be a melee army. Limiting it to Acolytes/Metamorphs/Genestealers is a good idea too. Our guys are so easy to kill that we need that speed. Right now our we're all in on the charge rolls after deep-strike. The army appears to be skill intensive...but it's just trick intensive. And those tricks are all aiming to do the same general thing: all-in on a few 'delete' units getting close and making a charge roll.

And a big yes to vehicles getting the cult creeds but not the AM vehicles, just the mining ones.
   
Made in no
Liche Priest Hierophant





Bergen

Units in transports usually get of a charge. At least my regular ork opponent manages it.

The bikes have a really long charge range. And the wolf card has a good flamer.

And also, genestealers have the trait you are describing.

   
Made in au
Towering Hierophant Bio-Titan





C4E Broodsurge Neophytes in range of a Clamavus basically get to deploy out of deepstrike directly into combat. Don’t even try to tell me that’s not one of the best tarpits in the game especially since you can get them Fearless and FNP easily with the Iconward and Patriarch (the real reason you took Broodsurge in the first place). Then if you are running a Primus you can do silly things with a 20 man banner Hybrid unit by using the Broodsurge strat and perhaps even Might buffs, definitely gets mileage for a 110 pt unit.

I think some people are spamming cheap Mining Lasers too which is kinda cool. Haven’t tried that personally but some seem to swear by it.

P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it. 
   
Made in no
Liche Priest Hierophant





Bergen

At some point we runn out of mining lasers. :-(

   
Made in nl
Longtime Dakkanaut





 Niiai wrote:
Abberants come out better vs really big things, so they have a home.


20 Acolytes with 8 saws + icon are a better deal. Yes, the need some buffs like; primus and broodsurge bonuses but abberants also need bonuses.

8 saws + icon with primus, might from beyond or +1 strength icon and +1 to wound broodsurge stratagem kills knights just as well as an abberant unit.
   
Made in au
Towering Hierophant Bio-Titan





shogun wrote:
 Niiai wrote:
Abberants come out better vs really big things, so they have a home.


20 Acolytes with 8 saws + icon are a better deal. Yes, the need some buffs like; primus and broodsurge bonuses but abberants also need bonuses.

8 saws + icon with primus, might from beyond or +1 strength icon and +1 to wound broodsurge stratagem kills knights just as well as an abberant unit.

I know you like to theorycraft a lot mate, but the thing is it's a lot easier to bring Aberrants into base-to-base than 20 Acolytes, especially with screens everywhere. Apply that same Might and Strength buff to Abberants and you can get S8 picks and a whole gang of attacks, and a fight Twice stratagem, and a strat to fight again off anyone who goes down to the stomp. I don't think it's fair to say Aberrants don't have a home at all.

This message was edited 1 time. Last update was at 2019/04/04 14:46:58


P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it. 
   
Made in us
Haemonculi Flesh Apprentice






 SHUPPET wrote:
C4E Broodsurge Neophytes in range of a Clamavus basically get to deploy out of deepstrike directly into combat. Don’t even try to tell me that’s not one of the best tarpits in the game especially since you can get them Fearless and FNP easily with the Iconward and Patriarch (the real reason you took Broodsurge in the first place). Then if you are running a Primus you can do silly things with a 20 man banner Hybrid unit by using the Broodsurge strat and perhaps even Might buffs, definitely gets mileage for a 110 pt unit.

I think some people are spamming cheap Mining Lasers too which is kinda cool. Haven’t tried that personally but some seem to swear by it.


When the index first hit I remember making a list with 250 neophytes all with double ML and a shed load of patriarchs since rule of three wasn't a thing. I obviously never did it because it was just silly, so spamming ML has never left my head, but acquiring the amount needed is a pain since you get one per box of 10. I was at least lucky enough to have 6 from overkill sets.

I have 10 mining laser currently, so thats the most I can deploy and yea it's fairly solid AT. Definitely worth considering IMO over hitting things with your fists. Much less risk and it takes less moving parts. Basically, it's reversing responsibilities a bit, instead of hoping a bunch of auto guns and mortars will clear hordes so you can charge in with anti tank/ MC you basically shoot the tanks comfortably and use your chargers to clear the horde. I was seeing a lot of players using acolytes for double duty which is OK, but your asking a bit much IMO when you want a bunch of t3 guys to clear through screens then move on and hit the guns. Near an alphus neophytes and even trucks become very solid. I finally finished assembling my last few trucks, I have 6 trucks and 3 grinders now. I plan to "rhino rush" my acolytes while I ambush in my neophytes. It also doesn't hurt having the ability to embark my characters when vindicares are a pain. The army is hard mode in ITC format but for book missions it is actually very good.


Automatically Appended Next Post:
 SHUPPET wrote:
shogun wrote:
 Niiai wrote:
Abberants come out better vs really big things, so they have a home.


20 Acolytes with 8 saws + icon are a better deal. Yes, the need some buffs like; primus and broodsurge bonuses but abberants also need bonuses.

8 saws + icon with primus, might from beyond or +1 strength icon and +1 to wound broodsurge stratagem kills knights just as well as an abberant unit.

I know you like to theorycraft a lot mate, but the thing is it's a lot easier to bring Aberrants into base-to-base than 20 Acolytes, especially with screens everywhere. Apply that same Might and Strength buff to Abberants and you can get S8 picks and a whole gang of attacks, and a fight Twice stratagem, and a strat to fight again off anyone who goes down to the stomp. I don't think it's fair to say Aberrants don't have a home at all.


I like abberants because I can take them in 5 man teams and they can sneakily drop into areas that are hard to get at, areas where a large unit of acolytes would be flat impossible to deploy. the 32mm basing is really a struggle on GEQ profile models. It's even more ridiculous with regular genestealers being on 25's still So yea, I can back what your saying here. Also don't forget our only access to fighting twice is exclusive to abberants, albeit locked into T Helix.

This message was edited 1 time. Last update was at 2019/04/04 14:50:40


   
Made in us
Regular Dakkanaut




I won a local escalation tournament and purchased the big Jackal box. I'm already running Rusted Claw so these will be Rusted Claw as well. Now I'll have 20 of the Jackal Models because I was already running the smaller box. I'm planning on running 2x units of 2 Wolf Quads with the Mining Lasers. 5 Bikes with Shotguns and Democharges but what about the other 3? Cultist Knives or double up on the weapons and run a grenade launcher and shotguns.

I'm not going to run the Ridgebacks competitively but after I get them painted up they might not be awful if you have first turn and can scout move them and run you Jackal Alpha up to buff them up to 3+ with the mining laser and the flare to move your bikes up at 6 inches.

This message was edited 2 times. Last update was at 2019/04/04 15:40:05


 
   
Made in us
Lurking Gaunt




Portland, Maine

 Ordana wrote:
 DoomMouse wrote:
C4790M wrote:
 Ordana wrote:
the 10 Demo unit lets you throw Demo charges at a Knight twice on the turn you come down. (which is what happened in the Adepticon game that was on stream)

It still has its place.


Getting the bikes in range for the ambush on a knight sounds really difficult. Even the smallest screen win ruin everything


Just theory, but using all the strats would let you demo charge a screening unit out the way then zoom through the gap for the shooting phase...
We just talked about this. You cannot move after arriving from Reserves unless specifically allowed.
So you don't get the free move after throwing grenades.


Forgive me if I'm being thick, but how does the Drive By strat not allow you to move after throwing your grenades? It specifically states that you can "immediately move as if it were the movement phase." Wouldn't this circumvent the deepstrike movement restriction as it is contingent on the unit throwing grenades? Maybe it doesn't stack with A Perfect Ambush in the Movement phase, but at the very least it should work during the Shooting Phase.
   
Made in us
Regular Dakkanaut





Playing a local this weekend. Put together a list consisting of an idea I wanted to try, and the models GSC models I had at least primed.

2000 point ITC Genestealer Cult/Tyranids
Spoiler:

Twisted Helix Battalion
Patriarch
Primus
Acolyte x 5 (5x Flamers)
Acolyte x20 (Icon, 6x Saws, 2x Rock Cutters)
Acolyte x 15 (Icon, 6x Drills)
Clamavus

C4AE Vanguard
Magus
Kelermorph
Nexos
Sanctus (relic rifle)

Jormungandr Battalion
Neurothrope
Neurothrope
Rippers x3
Rippers x3
Termagants x 26 (devourers x 26)
Ravener x3 (rending, deathspitters)
Carnifex x2 (enhanced senses, spore cysts, devourers)
Carnifex x2 (enhanced senses, spore cysts, devourers)


I have been chewing on this general concept for a while, and this will be the first time my work schedule lets me play since the book dropped. The general idea is to use the Carnifexes and Termagants to clear out screens and light infantry, the Rippers to hold objectives, and the big Acolyte units to kill heavy things.

I have 14 CP to play with. I spend one on Brood Coven, giving the Patriarch a buff, the Primus +3" auras, and the Magus + d3 CP. I spend 2 CP to put the Termagants and a Neurothrope in tunnels (12 remaining).

I deploy both Ripper broods, both Carnifex broods, a Neurothrope, the Magos, Sactus, the flamer Acolytes, and the Nexus (9 down). I reserve the Raveners, Termagants, a Neurothrope, the Kellermorph, Patriarch, Primus, Clamavus, and the other Acolytes (9 up). In general, turn 1, I plan to use the Rippers to screen the Carnifexes, the flamers and the Nexus to stand on my in deployment objectives, and to be aggressive with the Carnifexes, Magos, and the Neurothrope.

Turn 2 I drop in the Termagants and one of the Acolyte units. Which one I drop and if I drop the Patriarch/Primus/Clamavus depends on how well screened my targets are. My default is going to be to bring them in, and hope I have enough bodies on the table to keep the characters intact for a turn. Double tapping the Termagants and getting the Acolytes in costs 5 CP. Ideally the Magos will be close enough to cast Strength from Beyond, and one of the Neurothropes will try for the Horror for sweet sweet leadership debuffs. Turn 3 I drop the other Acolyte unit, spend my 3 CP, and look to finish him off.

My 5 man flamer unit is going to spend most of the game sitting behind a wall, claiming an objective. If they do nothing else, I'm fine with it, because cheap battalion filler. I'm going to be watching for a lightly held objective (Rippers, guard squads, Neophytes), with the goal of picking them up and dropping them onto said objective the next turn (3CP total) in order to flame down the unit holding it and steal the objective.
   
Made in us
Lurking Gaunt




Portland, Maine

babelfish wrote:
Playing a local this weekend. Put together a list consisting of an idea I wanted to try, and the models GSC models I had at least primed.

2000 point ITC Genestealer Cult/Tyranids
Spoiler:

Twisted Helix Battalion
Patriarch
Primus
Acolyte x 5 (5x Flamers)
Acolyte x20 (Icon, 6x Saws, 2x Rock Cutters)
Acolyte x 15 (Icon, 6x Drills)
Clamavus

C4AE Vanguard
Magus
Kelermorph
Nexos
Sanctus (relic rifle)

Jormungandr Battalion
Neurothrope
Neurothrope
Rippers x3
Rippers x3
Termagants x 26 (devourers x 26)
Ravener x3 (rending, deathspitters)
Carnifex x2 (enhanced senses, spore cysts, devourers)
Carnifex x2 (enhanced senses, spore cysts, devourers)


I have been chewing on this general concept for a while, and this will be the first time my work schedule lets me play since the book dropped. The general idea is to use the Carnifexes and Termagants to clear out screens and light infantry, the Rippers to hold objectives, and the big Acolyte units to kill heavy things.

I have 14 CP to play with. I spend one on Brood Coven, giving the Patriarch a buff, the Primus +3" auras, and the Magus + d3 CP. I spend 2 CP to put the Termagants and a Neurothrope in tunnels (12 remaining).

I deploy both Ripper broods, both Carnifex broods, a Neurothrope, the Magos, Sactus, the flamer Acolytes, and the Nexus (9 down). I reserve the Raveners, Termagants, a Neurothrope, the Kellermorph, Patriarch, Primus, Clamavus, and the other Acolytes (9 up). In general, turn 1, I plan to use the Rippers to screen the Carnifexes, the flamers and the Nexus to stand on my in deployment objectives, and to be aggressive with the Carnifexes, Magos, and the Neurothrope.

Turn 2 I drop in the Termagants and one of the Acolyte units. Which one I drop and if I drop the Patriarch/Primus/Clamavus depends on how well screened my targets are. My default is going to be to bring them in, and hope I have enough bodies on the table to keep the characters intact for a turn. Double tapping the Termagants and getting the Acolytes in costs 5 CP. Ideally the Magos will be close enough to cast Strength from Beyond, and one of the Neurothropes will try for the Horror for sweet sweet leadership debuffs. Turn 3 I drop the other Acolyte unit, spend my 3 CP, and look to finish him off.

My 5 man flamer unit is going to spend most of the game sitting behind a wall, claiming an objective. If they do nothing else, I'm fine with it, because cheap battalion filler. I'm going to be watching for a lightly held objective (Rippers, guard squads, Neophytes), with the goal of picking them up and dropping them onto said objective the next turn (3CP total) in order to flame down the unit holding it and steal the objective.


I had the exact same idea for the vanguard detachment to support my tyranids. I'm curious to know how it does.
   
Made in nl
Longtime Dakkanaut





cweg127 wrote:
 Ordana wrote:
 DoomMouse wrote:
C4790M wrote:
 Ordana wrote:
the 10 Demo unit lets you throw Demo charges at a Knight twice on the turn you come down. (which is what happened in the Adepticon game that was on stream)

It still has its place.


Getting the bikes in range for the ambush on a knight sounds really difficult. Even the smallest screen win ruin everything


Just theory, but using all the strats would let you demo charge a screening unit out the way then zoom through the gap for the shooting phase...
We just talked about this. You cannot move after arriving from Reserves unless specifically allowed.
So you don't get the free move after throwing grenades.


Forgive me if I'm being thick, but how does the Drive By strat not allow you to move after throwing your grenades? It specifically states that you can "immediately move as if it were the movement phase." Wouldn't this circumvent the deepstrike movement restriction as it is contingent on the unit throwing grenades? Maybe it doesn't stack with A Perfect Ambush in the Movement phase, but at the very least it should work during the Shooting Phase.
The rulebook faq is very clear and leaves no room for interpetation.
The rules for reinforcements say that when a unit is set up on
the battlefield as reinforcements, it cannot move or Advance
further that turn, but can otherwise act normally (shoot,
charge, etc.).
Q: Can such a unit move or Advance for any other reason
e.g. because of an ability such as The Swarmlord’s Hive
Commander ability, or because of a psychic power such as
Warptime from the Dark Hereticus discipline, or because
of a Stratagem like Metabolic Overdrive from Codex:
Tyranids, etc.?
A: No.
Only things that specifically mention that they overwrite this (like Perfect Ambush does) can be used. Drive-by Demolitions does not overwrite it.


Automatically Appended Next Post:
babelfish wrote:
Playing a local this weekend. Put together a list consisting of an idea I wanted to try, and the models GSC models I had at least primed.

2000 point ITC Genestealer Cult/Tyranids
Spoiler:

Twisted Helix Battalion
Patriarch
Primus
Acolyte x 5 (5x Flamers)
Acolyte x20 (Icon, 6x Saws, 2x Rock Cutters)
Acolyte x 15 (Icon, 6x Drills)
Clamavus

C4AE Vanguard
Magus
Kelermorph
Nexos
Sanctus (relic rifle)

Jormungandr Battalion
Neurothrope
Neurothrope
Rippers x3
Rippers x3
Termagants x 26 (devourers x 26)
Ravener x3 (rending, deathspitters)
Carnifex x2 (enhanced senses, spore cysts, devourers)
Carnifex x2 (enhanced senses, spore cysts, devourers)


I have been chewing on this general concept for a while, and this will be the first time my work schedule lets me play since the book dropped. The general idea is to use the Carnifexes and Termagants to clear out screens and light infantry, the Rippers to hold objectives, and the big Acolyte units to kill heavy things.

I have 14 CP to play with. I spend one on Brood Coven, giving the Patriarch a buff, the Primus +3" auras, and the Magus + d3 CP. I spend 2 CP to put the Termagants and a Neurothrope in tunnels (12 remaining).

I deploy both Ripper broods, both Carnifex broods, a Neurothrope, the Magos, Sactus, the flamer Acolytes, and the Nexus (9 down). I reserve the Raveners, Termagants, a Neurothrope, the Kellermorph, Patriarch, Primus, Clamavus, and the other Acolytes (9 up). In general, turn 1, I plan to use the Rippers to screen the Carnifexes, the flamers and the Nexus to stand on my in deployment objectives, and to be aggressive with the Carnifexes, Magos, and the Neurothrope.

Turn 2 I drop in the Termagants and one of the Acolyte units. Which one I drop and if I drop the Patriarch/Primus/Clamavus depends on how well screened my targets are. My default is going to be to bring them in, and hope I have enough bodies on the table to keep the characters intact for a turn. Double tapping the Termagants and getting the Acolytes in costs 5 CP. Ideally the Magos will be close enough to cast Strength from Beyond, and one of the Neurothropes will try for the Horror for sweet sweet leadership debuffs. Turn 3 I drop the other Acolyte unit, spend my 3 CP, and look to finish him off.

My 5 man flamer unit is going to spend most of the game sitting behind a wall, claiming an objective. If they do nothing else, I'm fine with it, because cheap battalion filler. I'm going to be watching for a lightly held objective (Rippers, guard squads, Neophytes), with the goal of picking them up and dropping them onto said objective the next turn (3CP total) in order to flame down the unit holding it and steal the objective.
Your Nexos is pretty useless because he needs to roll 6's. Not having 4AE for your assault elements in a huge deal, you cannot afford to fail those charges, same with not having the re-roll from Broodsurge Iconward.

This message was edited 1 time. Last update was at 2019/04/04 17:17:31


 
   
 
Forum Index » 40K General Discussion
Go to: