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Made in nl
Longtime Dakkanaut





Araablane wrote:
Can a Company Commander (AM spearhead detachment) take Kurovs Aquila when my warlord (4AE Battalion detachment) has a relic already?
have you considered checking the Brood Brother explanation in your codex for the answer?

Your Warlord cannot be from a BROOD BROTHERS
Detachment, and you cannot give any Relics
to BROOD BROTHERS CHARACTERS
   
Made in au
Towering Hierophant Bio-Titan





I feel like 200 pts worth of Mortars cleans screens the most effectively because they just keep going every. Single. Turn. They can also deal with enemy Mortars (who are otherwise extremely cost effective against us), and I think that is something easy to forget but should be taken into account. By turn 2 they've put over 40 wounds on the enemy chaff, which isn't as many as the Termagants, but also doesn't cost any CP or rely on less-than-optimal stuff like Jorm Ravener tunnels, and that 18" range can still be a little limiting once they come out, and then they are basically a suicide unit regardless. Also they can probably hold a lot of your backfield ground and objectives which is cool too.

That being said, Termagants have the virtue of dumping all their shots down at once, and Mortars can die - but generally to other Mortars who we should be happy to trade with if they move to do so, and a strong Nid soup list generally isn't something a lot of armies want to push up against either. I think they will outperform Devilgants quite nicely.

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 nl
Longtime Dakkanaut





 SHUPPET wrote:
I feel like 200 pts worth of Mortars cleans screens the most effectively because they just keep going every. Single. Turn. They can also deal with enemy Mortars (who are otherwise extremely cost effective against us), and I think that is something easy to forget but should be taken into account. By turn 2 they've put over 40 wounds on the enemy chaff, which isn't as many as the Termagants, but also doesn't cost any CP or rely on less-than-optimal stuff like Jorm Ravener tunnels, and that 18" range can still be a little limiting once they come out, and then they are basically a suicide unit regardless. Also they can probably hold a lot of your backfield ground and objectives which is cool too.

That being said, Termagants have the virtue of dumping all their shots down at once, and Mortars can die - but generally to other Mortars who we should be happy to trade with if they move to do so, and a strong Nid soup list generally isn't something a lot of armies want to push up against either. I think they will outperform Devilgants quite nicely.
How do you get 200 points of Mortars when 3x3 mortars only cost 100?
   
Made in au
Towering Hierophant Bio-Titan





 Ordana wrote:
 SHUPPET wrote:
I feel like 200 pts worth of Mortars cleans screens the most effectively because they just keep going every. Single. Turn. They can also deal with enemy Mortars (who are otherwise extremely cost effective against us), and I think that is something easy to forget but should be taken into account. By turn 2 they've put over 40 wounds on the enemy chaff, which isn't as many as the Termagants, but also doesn't cost any CP or rely on less-than-optimal stuff like Jorm Ravener tunnels, and that 18" range can still be a little limiting once they come out, and then they are basically a suicide unit regardless. Also they can probably hold a lot of your backfield ground and objectives which is cool too.

That being said, Termagants have the virtue of dumping all their shots down at once, and Mortars can die - but generally to other Mortars who we should be happy to trade with if they move to do so, and a strong Nid soup list generally isn't something a lot of armies want to push up against either. I think they will outperform Devilgants quite nicely.
How do you get 200 points of Mortars when 3x3 mortars only cost 100?

are we unable to take 3 GSC mortar teams and 3 allied AM ones anymore? I thought because the datasheets were different that they dodged the "Leman Russ ruling" here, but I may be wrong

This message was edited 1 time. Last update was at 2019/05/16 11:55:58


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 gb
Pyromaniac Hellhound Pilot






Quick question, do any of you bother with Maguses if you have the option for a patriarch? As they essentially do the same thing but patriarch has a godly statline for just 50pts extra it seems like a no brainer to upgrade to me. Even just the increase in durability is decent, never mind the massive counter attack potential.

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
Focused Dark Angels Land Raider Pilot





Virginia

SHUPPET wrote:
 Ordana wrote:
 SHUPPET wrote:
I feel like 200 pts worth of Mortars cleans screens the most effectively because they just keep going every. Single. Turn. They can also deal with enemy Mortars (who are otherwise extremely cost effective against us), and I think that is something easy to forget but should be taken into account. By turn 2 they've put over 40 wounds on the enemy chaff, which isn't as many as the Termagants, but also doesn't cost any CP or rely on less-than-optimal stuff like Jorm Ravener tunnels, and that 18" range can still be a little limiting once they come out, and then they are basically a suicide unit regardless. Also they can probably hold a lot of your backfield ground and objectives which is cool too.

That being said, Termagants have the virtue of dumping all their shots down at once, and Mortars can die - but generally to other Mortars who we should be happy to trade with if they move to do so, and a strong Nid soup list generally isn't something a lot of armies want to push up against either. I think they will outperform Devilgants quite nicely.
How do you get 200 points of Mortars when 3x3 mortars only cost 100?

are we unable to take 3 GSC mortar teams and 3 allied AM ones anymore? I thought because the datasheets were different that they dodged the "Leman Russ ruling" here, but I may be wrong


The last FAQ states:

Q5) Is the Cult Leman Russ datasheet from Codex: Genestealer Cults, and the Leman Russ datasheet from Codex: Astra Militarum considered to be a different datasheet for the purposes of the Organised Events guidelines? What about Cult Scout Sentinels and Scout Sentinels, Cult Armoured Sentinels and Armoured Sentinels, Brood Brothers Infantry Squads and Infantry Squads, and Brood Brothers Heavy Weapons Squads and Heavy Weapons Squads?

A5) No. If by deleting the word ‘Cult’ or ‘Brood Brothers’ from the datasheet’s title in Codex: Genestealer Cults they match another datasheet, then for the purposes of these guidelines those datasheets are considered to be the same.

The Heavy Weapons squads are specifically included. Bummer.

This message was edited 1 time. Last update was at 2019/05/16 12:44:21


 
   
Made in us
Haemonculi Flesh Apprentice






 DarklyDreaming wrote:
 Red Corsair wrote:
Folks keep failing to understand the major issue of timing coupled with area control. The more you lean on acolytes from reserve (the only way your making them work) the less table presence you have. Which means they can screen them back further and with cheap garbage because nothing in our book shoots screens down remotely efficiently.

Flamer acolytes are not good at removing screens, they cost WAY to many CP, are not that cheap and only have range to hit the front layer of screening before dying easily. Do you guys seriously play opponents with single layers of screening?


One of my main opponents plays admech, rangers are filthy cheap at 7ppm and in mars have a 3+ save from shooting and essentially have 30" range bolters. It's a nightmare removing these guys from range and even assaulting your just trading 7 point dudes for 7 point dudes. Meanwhile dakka bots were basically designed to shut our army down. Long range, insane output, and AP-2 with ignore cover meaning we don't get saves anywhere. One unit of 6 is only 660 lol. They can shoot 108 times with full rerolls next to cawl. They will scrub 68 guys a turn. 81 if they wrath of mars. With cawl they only spent 850. That leaves them 1150 to spend on other things, so engine seer and 50 rangers for 380. They still have 770 they can use on any number of things. All those guys BTW will have a 3+ save against those hand flamers, they can also auspex scan the unit and murder half of it before it does anything.


That is exactly my problem, I try to focus on the worst opponent, so I should be able to face everybody... but what is the solution then?


Honestly, I kind of gave up for a bit while I paint the army. I have several other armies I have been playing lately. If you find a solid answer feel free to share. I have tried massed vehicle with limited success, I think that's the solution honestly. A truck has solid firepower and is really cheap. I was filling mine with acolytes and ambushing my neophytes. It just makes more sense since neos don't care as much about being range banded from reserve and acolytes can move as close as they want (if they live).

   
Made in nl
Longtime Dakkanaut





 DoomMouse wrote:
Quick question, do any of you bother with Maguses if you have the option for a patriarch? As they essentially do the same thing but patriarch has a godly statline for just 50pts extra it seems like a no brainer to upgrade to me. Even just the increase in durability is decent, never mind the massive counter attack potential.


I agree. Only when you really want that broodcoven stratagem for more WL-traits then you have no choice but to take him/her. I could be playing 2x rusted claw battalion and add a cheap cult of the 4 armed emperor spearhead detachment with magus and 3 heavy mortar teams. Then I could use broodcoven and give the magus 'inscrutable cunning' WLT and get +d3 CP's and give the patriarch and primus another WLT. Cult of the 4 armed emperor detachment gives me access to the 'a plan generations in the making' stratagem and the magus could get 'mind control' and 'mass hypnosis' so doesn't conflict with rusted claw cult battalions.
   
Made in us
Haemonculi Flesh Apprentice






shogun wrote:
 Red Corsair wrote:
Flamer acolytes are not good at removing screens, they cost WAY to many CP, are not that cheap and only have range to hit the front layer of screening before dying easily. Do you guys seriously play opponents with single layers of screening?


Their good at removing cheap bubble wrap and I would only spend that many CP's if I knew it would give the rest of my army the opportunity to push thru and win the day. But this only works if you 'go big' and that doesn't work with a 'little bit of everything' GSC armylist. GSC-army is not an easy army and you need to be smart to pull out a win against the top lists.

Turn 2. Let's say you 'perfect ambush' 20 brood brothers infantry + deep strike an acolyte rocksaw unit in cover behind the brood brothers. 20 brood brothers assault bubble wrap and tri-pod a model, and lock it. Next turn the enemy tries to shoot at the acolytes but then you cast 'lurk in the shadows'. The cannot target the unit because it's not the closest. This gives you options next turn. Maybe move them + advance and use psychic stimulus + mass hypnosis to assault the bots or something.

 Red Corsair wrote:

One of my main opponents plays admech, rangers are filthy cheap at 7ppm and in mars have a 3+ save from shooting and essentially have 30" range bolters. It's a nightmare removing these guys from range and even assaulting your just trading 7 point dudes for 7 point dudes. Meanwhile dakka bots were basically designed to shut our army down. Long range, insane output, and AP-2 with ignore cover meaning we don't get saves anywhere. One unit of 6 is only 660 lol. They can shoot 108 times with full rerolls next to cawl. They will scrub 68 guys a turn. 81 if they wrath of mars. With cawl they only spent 850. That leaves them 1150 to spend on other things, so engine seer and 50 rangers for 380. They still have 770 they can use on any number of things. All those guys BTW will have a 3+ save against those hand flamers, they can also auspex scan the unit and murder half of it before it does anything.


Don't see a lot of lists with 50 rangers + bots. The simply die against any knight list. But even so, 20 acolytes that perfect ambush + lying in wait shoots with 20xd6 shots that auto hit. First layer dies against that kind of shooting. If the opponent really castle up in a corner, you even might just drop down 20 models every turn with 'lying a wait' to simply keep the enemy in its place and go for the other objectives. Simply put a unit 'back in the shadows' in turn 3,4 etc.. and drop them in next turn to harass the enemies army with 'lying in wait'. It's crazy gak like that that gives GSC a win.


That doesn't work efficiently though. A flamer acolyte is 8 ppm, trading them for cheap bubble wrap makes them inefficient and your wasting valuable strats and CP while clogging your own lane. Flamer acolytes make more sense tossed into trucks so you can deploy and burn small holes in a screen to hopefully charge through.

Every admech list I see has either 50+ guard or 50+ skitarii or a mix. 20 hand flamers only kills 11 skitarii with shroud psalm. So 160 points and 5 CP for 77 points of rangers? Then they remove casualties so your out of range and or auspex scan you before your shooting phase. So your now required to burn your 3cp one time use strat and if your absolutely lucky about casualty removal you get to kill another 77 points worth of rangers. Jackals are better for this, but still not perfect.

I agree we can use ambushing and stalling tricks to a degree, but that assumes the mission and meta favors that at all. While we are much better off in CA18 missions, a lot of them encourage a scrum in the center or trying to get into the opposite end. Your also really going to struggle for first strike in every game. It also is not so easy to just hold an enemy back, they need to not have any fly or equivalent units or transports and they need to not have auspex scanning. Not only that, but you literally waiting until turn 2 minimum to build your cattle pen. Maybe it's my meta, but armies I play are fairly quick and even with only 1 turn they are at least at the center, so it's hardly a dominant board control position when your 3.1" back from the center.

Maybe I'll bust them out again this weekend, I think the best lists for me are going to lean on jackals and transports. I'll find out at least, I already own 6 trucks and I have 15 jackals so I might as well, hopefully they do something. I am betting they at least will add valuable pressure turn 1.

   
Made in nl
Longtime Dakkanaut





 DoomMouse wrote:
Quick question, do any of you bother with Maguses if you have the option for a patriarch? As they essentially do the same thing but patriarch has a godly statline for just 50pts extra it seems like a no brainer to upgrade to me. Even just the increase in durability is decent, never mind the massive counter attack potential.
Because you can only have 1 Patriarch per detachment and you might well want more psykers then that.
   
Made in nl
Longtime Dakkanaut





 Red Corsair wrote:


Every admech list I see has either 50+ guard or 50+ skitarii or a mix. 20 hand flamers only kills 11 skitarii with shroud psalm. So 160 points and 5 CP for 77 points of rangers? Then they remove casualties so your out of range and or auspex scan you before your shooting phase. So your now required to burn your 3cp one time use strat and if your absolutely lucky about casualty removal you get to kill another 77 points worth of rangers. Jackals are better for this, but still not perfect.


Sorry, I wrote 20 flamers but it is 40 flamers. First 20 flame with perfect ambush and then again in the shooting game. You can compare results versus point/CP-cost but if this means the rest of my army is able to push thru then I would even trow the kitchen sink at that bubble wrap. I would even block the 'auspex scan/skull' stratagem with my 'plans generations in the making' stratagem if needed.

First turn: shoot with mortars + summon unit neophytes (2CP) with anti-infantry guns and start shooting. Keep outside 12 inch of the robots and try to assault the rangers and see if it is possible to tri-pod a model.
Second turn: shoot with mortars, lying in wait 20 flamer acolytes (2CP) + perfect ambush (3CP) for double shooting. block 'skull' stratagem if needed (3 CP).

Third turn: Enemy got maybe 10 rangers left but thats not enough to block the bots. Drop in with full broodsurge detachment and cast 'mass hypnosis' on the bots and perfect ambush (3CP) with a rock saw unit to assault the bots.

Total: 13 CP + extra CP for reroll dices.

 Red Corsair wrote:
but armies I play are fairly quick and even with only 1 turn they are at least at the center, so it's hardly a dominant board control position when your 3.1" back from the center.
True, but moving towards the center also means you need to protect the juicy units all around and then you need even more bubble wrap. But that indeed can be challenging. Having nothing valuable on the field turn 1 and 2 also means the enemy can roam free and you got see if you can afford that and make it into a win.

This message was edited 1 time. Last update was at 2019/05/16 17:04:14


 
   
Made in au
Towering Hierophant Bio-Titan





 Red Corsair wrote:
Folks keep failing to understand the major issue of timing coupled with area control. The more you lean on acolytes from reserve (the only way your making them work) the less table presence you have. Which means they can screen them back further and with cheap garbage because nothing in our book shoots screens down remotely efficiently.

Flamer acolytes are not good at removing screens, they cost WAY to many CP, are not that cheap and only have range to hit the front layer of screening before dying easily. Do you guys seriously play opponents with single layers of screening?


One of my main opponents plays admech, rangers are filthy cheap at 7ppm and in mars have a 3+ save from shooting and essentially have 30" range bolters. It's a nightmare removing these guys from range and even assaulting your just trading 7 point dudes for 7 point dudes. Meanwhile dakka bots were basically designed to shut our army down. Long range, insane output, and AP-2 with ignore cover meaning we don't get saves anywhere. One unit of 6 is only 660 lol. They can shoot 108 times with full rerolls next to cawl. They will scrub 68 guys a turn. 81 if they wrath of mars. With cawl they only spent 850. That leaves them 1150 to spend on other things, so engine seer and 50 rangers for 380. They still have 770 they can use on any number of things. All those guys BTW will have a 3+ save against those hand flamers, they can also auspex scan the unit and murder half of it before it does anything.


Hey dude, this is true - but I feel like just taking a single unit of reserved Acolytes is only like 150 pts off your list, and being able to hold 3 cp to bring it down into whatever straight into assault once the gap is made, is a really nice unit for helping close out games. Anything else I'm deepstriking I'm kinda loose with and just throwing into gak to cause havoc like a Patriach, Neophytes, Kelermorph, whatever. I think timing is key as you say.

This message was edited 1 time. Last update was at 2019/05/16 15:40:25


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
Regular Dakkanaut





 SHUPPET wrote:
I feel like 200 pts worth of Mortars cleans screens the most effectively because they just keep going every. Single. Turn. They can also deal with enemy Mortars (who are otherwise extremely cost effective against us), and I think that is something easy to forget but should be taken into account. By turn 2 they've put over 40 wounds on the enemy chaff, which isn't as many as the Termagants, but also doesn't cost any CP or rely on less-than-optimal stuff like Jorm Ravener tunnels, and that 18" range can still be a little limiting once they come out, and then they are basically a suicide unit regardless. Also they can probably hold a lot of your backfield ground and objectives which is cool too.

That being said, Termagants have the virtue of dumping all their shots down at once, and Mortars can die - but generally to other Mortars who we should be happy to trade with if they move to do so, and a strong Nid soup list generally isn't something a lot of armies want to push up against either. I think they will outperform Devilgants quite nicely.


I definitely feel that mortars have their place, and agree that Termagants have significant downsides. I'm looking to eventually try out both, and also big shotgun Neophyte squads with webber's, which feel like they should be better than they are. I feel like I have been the voice pushing the virtues of Termagants in this thread, and want to make it clear that there are significant tradeoffs involved. I don't think there is a perfect solution to chaff clearing for us (at least until GW releases an A-10 Warthog model). I think that you have to pick the solution that works best with the rest of your build and play style.
   
Made in nl
Longtime Dakkanaut





babelfish wrote:
 SHUPPET wrote:
I feel like 200 pts worth of Mortars cleans screens the most effectively because they just keep going every. Single. Turn. They can also deal with enemy Mortars (who are otherwise extremely cost effective against us), and I think that is something easy to forget but should be taken into account. By turn 2 they've put over 40 wounds on the enemy chaff, which isn't as many as the Termagants, but also doesn't cost any CP or rely on less-than-optimal stuff like Jorm Ravener tunnels, and that 18" range can still be a little limiting once they come out, and then they are basically a suicide unit regardless. Also they can probably hold a lot of your backfield ground and objectives which is cool too.

That being said, Termagants have the virtue of dumping all their shots down at once, and Mortars can die - but generally to other Mortars who we should be happy to trade with if they move to do so, and a strong Nid soup list generally isn't something a lot of armies want to push up against either. I think they will outperform Devilgants quite nicely.


I definitely feel that mortars have their place, and agree that Termagants have significant downsides. I'm looking to eventually try out both, and also big shotgun Neophyte squads with webber's, which feel like they should be better than they are. I feel like I have been the voice pushing the virtues of Termagants in this thread, and want to make it clear that there are significant tradeoffs involved. I don't think there is a perfect solution to chaff clearing for us (at least until GW releases an A-10 Warthog model). I think that you have to pick the solution that works best with the rest of your build and play style.


Also, a 2000p army needs 1000p on the field. Yes, you can put 3 units/blieps in reserves so thats about 600p maximum (big units, 20 acolytes with 8 rock saws, 8+abberants 15 jackals etc..). That leaves you with 400 points you got to deploy. You also want units on your own objectives and it would be nice if these units can also contribute turn 1 and onward. So thats mortars.

But the termagaunt devourer bomb is never a 'bad' addition. That devourer double shooting output is very strong and I really really really like to add a neurothrope with the horror.
   
Made in gb
Tough Tyrant Guard






uk

How have people got on with the putting all 3 codexes together? I’d like to try running a GSC/Nids/Guard list and would be curious to hear how it fares from those with first hand experience.


Masochist: Hit me!
Sadist: No.

Hive Fleet Kronos 3500pts
Craftworld {Insert eldar name} 3000 pts
1000pts and growing fast
P+M blog http://www.dakkadakka.com/dakkaforum/posts/list/338826.page

 
   
Made in au
Towering Hierophant Bio-Titan





 Reanimator wrote:
How have people got on with the putting all 3 codexes together? I’d like to try running a GSC/Nids/Guard list and would be curious to hear how it fares from those with first hand experience.


its good

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 nl
Longtime Dakkanaut





 Reanimator wrote:
How have people got on with the putting all 3 codexes together? I’d like to try running a GSC/Nids/Guard list and would be curious to hear how it fares from those with first hand experience.



Lot's of options when combining them of course. In this setup GSC probably is going to focus on reserve drops and get in their face (broodsurge detachment). Tyranids can either drop/move with them or pick a nice big hive guard unit and shoot twice each round. I like to combine GSC 'mass hypnosis' psychic power with the tyranid 'the horror' psychic power so thats 2x -1 to hit. If I would add Astra M. then I would go for the artillery and cheap(er) mortars.

   
Made in gb
Tough Tyrant Guard






uk

@shogun

Yeah I agree that the choice is quite nice- if occasionally hard to pick between. I’m considering running AM just to get a shadowsword and leave horde/board control to the gribblies. I only have a limited amount of GSC to choose from which was largely what I thought looked cool...

Masochist: Hit me!
Sadist: No.

Hive Fleet Kronos 3500pts
Craftworld {Insert eldar name} 3000 pts
1000pts and growing fast
P+M blog http://www.dakkadakka.com/dakkaforum/posts/list/338826.page

 
   
Made in nl
Longtime Dakkanaut





Played a small club tournament with a GSC / Tyranid combo and learned a few things a like to share. I played with roughly 100 acolytes + tyranid patrol with neurothrope and 30 gaunts.

- dropping 100 acolytes in the enemies face is scary but it is hard to get successful assaults. I didn't have reroll charge with the broodsurge WL trait because the tournament restrictions would not allow it, but even when you reach the enemy you cannot get a lot of models in close combat and you still gotta face returning fire next turn.

I'am going to test if it is possible to just drop in with the characters + rusted claw neophytes or brood brothers in cover around them + one big unit acolytes with rock saws with perfect ambush and a big acolyte unit with handflamers and demolition charge (lying in wait). After that I could take the returning fire and next turn I drop in more acolytes with rock saws with perfect ambush. maybe combine them with deep strike Ymgarl neurothrope because 'the horror' in combination with 'mass hypnosis' is very good to mess with returning fire. I could also 'return to the shadow' with an acolyte unit and drop them turn 4 with perfect ambush again.

- I thought you lose the game if you don't have any units on the board at the end of the battle round, but thats not the case (old edition mix up I think). You need units on the board at the end of any turn after round 1. Almost lost the game turn 2 but I manage to keep a single wounded (very nervous) neurothrope alive.

- Before, I always forgot that I can shoot pistols in CC. Not any more! Acolytes with hand flamers can destroy the last remaining enemy models in CC and after that the unit is free to assault something else.

- Need to practice how I deploy my characters after deep strike, because I leave gaps in my ranks and the enemy can take advantage of that. Probably going to drop down with 20 brood brother infantry for cheap wounds that can protect my characters. If I deploy my patriarch forward then the enemy can shoot down a single GSC unit and reach the patriarch or when I deploy him in the back then the can deep strike a unit of their own and kill him then.

- I made so many mistakes but also seen so many opportunities to lock units in close combat (tri-pod) and mess up the enemy ranks. Every inch counts and you got to plan ahead when you assault an enemy unit.

- Man I love 'rock saws'. Putting 38 wounds on a knight is really something.


 Reanimator wrote:
@shogun

Yeah I agree that the choice is quite nice- if occasionally hard to pick between. I’m considering running AM just to get a shadowsword and leave horde/board control to the gribblies. I only have a limited amount of GSC to choose from which was largely what I thought looked cool...


Not a big fan of having a big 'bulls eye' tank but maybe that's because I like to play full infantry so that those anti-tank/MC weapons won't have a big impact. Also like to use 'mass hypnosis' and 'the horror' to give a nasty enemy unit -1 modifiers making such a unit almost useless. Does make a nice combo though.



   
Made in us
Utilizing Careful Highlighting





Augusta GA

I’ve run IG/Nid/GSC in the past with a Kronos and Cot4AE detachment along with arty guard and it’s pretty obnoxious. A heavy detachment of Biovores and hive guard, which can drop down spore mines in range to use the Kronos stratagem to stop any important spells being cast. A detachment of 4-Armed acolytes for the deepstriking punch, and the deny stratagem. And finally a detachment of guard for basilisks and some cheap filler.

Nearly all your damaging units are long ranged that stay out of LOS, and you can stop any important spells or stratagems from going off.
   
Made in au
Towering Hierophant Bio-Titan





Now that GSC has Mortars, and Nids already have Hive Guard, and AM detachments don't even give the full CP, Ihaven't found a huge lot of need or want to ally in AM, though it could work. I just prefer GSC + Nids honestly

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 gb
Regular Dakkanaut




The main benefits of guard is to take heavy artillery, namely vultures or punisher tank commanders. Gsc contribute powerful infantry and characters, nids contribute genestealers
   
Made in au
Towering Hierophant Bio-Titan





shogun wrote:
Played a small club tournament with a GSC / Tyranid combo and learned a few things a like to share. I played with roughly 100 acolytes + tyranid patrol with neurothrope and 30 gaunts.

- dropping 100 acolytes in the enemies face is scary but it is hard to get successful assaults. I didn't have reroll charge with the broodsurge WL trait because the tournament restrictions would not allow it, but even when you reach the enemy you cannot get a lot of models in close combat and you still gotta face returning fire next turn.

I'am going to test if it is possible to just drop in with the characters + rusted claw neophytes or brood brothers in cover around them + one big unit acolytes with rock saws with perfect ambush and a big acolyte unit with handflamers and demolition charge (lying in wait). After that I could take the returning fire and next turn I drop in more acolytes with rock saws with perfect ambush. maybe combine them with deep strike Ymgarl neurothrope because 'the horror' in combination with 'mass hypnosis' is very good to mess with returning fire. I could also 'return to the shadow' with an acolyte unit and drop them turn 4 with perfect ambush again.

- I thought you lose the game if you don't have any units on the board at the end of the battle round, but thats not the case (old edition mix up I think). You need units on the board at the end of any turn after round 1. Almost lost the game turn 2 but I manage to keep a single wounded (very nervous) neurothrope alive.

- Before, I always forgot that I can shoot pistols in CC. Not any more! Acolytes with hand flamers can destroy the last remaining enemy models in CC and after that the unit is free to assault something else.

- Need to practice how I deploy my characters after deep strike, because I leave gaps in my ranks and the enemy can take advantage of that. Probably going to drop down with 20 brood brother infantry for cheap wounds that can protect my characters. If I deploy my patriarch forward then the enemy can shoot down a single GSC unit and reach the patriarch or when I deploy him in the back then the can deep strike a unit of their own and kill him then.

- I made so many mistakes but also seen so many opportunities to lock units in close combat (tri-pod) and mess up the enemy ranks. Every inch counts and you got to plan ahead when you assault an enemy unit.

- Man I love 'rock saws'. Putting 38 wounds on a knight is really something.


 Reanimator wrote:
@shogun

Yeah I agree that the choice is quite nice- if occasionally hard to pick between. I’m considering running AM just to get a shadowsword and leave horde/board control to the gribblies. I only have a limited amount of GSC to choose from which was largely what I thought looked cool...


Not a big fan of having a big 'bulls eye' tank but maybe that's because I like to play full infantry so that those anti-tank/MC weapons won't have a big impact. Also like to use 'mass hypnosis' and 'the horror' to give a nasty enemy unit -1 modifiers making such a unit almost useless. Does make a nice combo though.




Nice! Good to see you're getting out there and playing a game or two, it's going to give you much better perspective than just theorycrafting.

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
Regular Dakkanaut





I'm looking at deploying my Patriarch as a blip, then running him up the table instead of infiltrating him. I'm giving him -1 to hit from the Shadow Stalker warlord trait. I'm giving him the Amulet of the Voidworm for improved saves and no overwatch. Does the Amulet affect his invul save, bringing him to a 3+/4++ at -1 to hit?

Familiars have movement 6 and don't appear to have the advance and charge rule. If I give him a familiar, does that mean his max movement is 6 and he can no longer advance and charge?
   
Made in nl
Longtime Dakkanaut





babelfish wrote:
Familiars have movement 6 and don't appear to have the advance and charge rule. If I give him a familiar, does that mean his max movement is 6 and he can no longer advance and charge?


The whole unit got advance + charge, not only the patriarch. But I also didn't realise that the familiar got movement 6 so that limits his movement a bit. Also, it doesn't say that the familiair get's removed after the patriarch dies, so it could be running away scared after losing his master but denying kill points at the same time.
   
Made in us
Haemonculi Flesh Apprentice






See? I wasn't full of it when I was telling you high numbers of acolytes have issues deploying and getting in range from reserve. It comes from experience playing in tournaments.

Again the main issues are timing. You have to start coming in on turn 2 or you forfeit too much space, but also because you only have until turn 3. The slight work around to the turn 3 issue is using the strat to move 3 blipped units into underground. You still need the real estate to deploy however.

I just played a game with trucks again, and although it is demoralizing watching them blow up after countless hours or essembly, they do their job. 72 points is pretty cheap and they can do some funny refused flank deployments do to blips. I actually like trucking more then running 20 man acolytes squads, you basically get the truck rather then 10 acolytes, same number of wounds, more durable. You just need to accept that they will pop, but that's why they are so cheap.

I have been using a large jackal unit for my DS splash unit. Minimum of 10 with demos and you drop them in (hopefully with an alphus scooting into 12" range of them) and toss all your demos charges. It's an insane amount of damage they cause. They are WAY more consistent and easier to use IMHO then big units of abberants. Luckily though you can still run both if you want.

I still haven't really settled on a list, or a cult I like most. 4AE still really helps with trucks since you gain the +1 to charge even when disembarking, but I like some of the specific strats from the other cults. 4AE really helps you keep the jackals alive though, sicne canceling an auspex scan can literally save you the game and a ton of CP from being wasted.

   
Made in au
Towering Hierophant Bio-Titan





Are you saying 10 with demo charge on all 10? There's a few issues I have with that but not least being that it's already not too difficult to screen a big target against them. What are the full 10 adding?



Automatically Appended Next Post:
And yeah I agree that you have to have some measure of restraint when it comes to reserves. I prioritise board control every list, though I also keep a little something in reserve to come running out when the times right!

This message was edited 1 time. Last update was at 2019/05/21 22:35:46


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
Stone Bonkers Fabricator General






A garden grove on Citadel Station

How do we as GSC players feel about the GSC rules (with no tyranids) being used to represent:
-regular bog-standard rebellious mining guilds
-crime organizations with stolen gear
-rebels, heretics, and cults of a xenos but non-tyranid nature
-rebels, heretics, and cults of an unspecified nature
-rebels, heretics, and cults of chaos

I really want to make a fun not-loyalist-imperials army, but using Astra Militarum seems too bog-standard and has too much military-grade gear. Renegades and Heretics is for specifically chaos type factions, and is of course, basically unplayably bad.

ph34r's Forgeworld Phobos blog, current WIP: Iron Warriors and Skaven Tau
+From Iron Cometh Strength+ +From Strength Cometh Will+ +From Will Cometh Faith+ +From Faith Cometh Honor+ +From Honor Cometh Iron+
The Polito form is dead, insect. Are you afraid? What is it you fear? The end of your trivial existence?
When the history of my glory is written, your species shall only be a footnote to my magnificence.
 
   
Made in ca
Stealthy Sanctus Slipping in His Blade






Seems like a great idea to me. A chaos cult using a few daemon bits for acolyte conversions. Beastmen heads to sub in on neophyte bodies to get rid of the tyranid look. Lots of possibilities. Have at it, and show pics!

A ton of armies and a terrain habit...


 
   
Made in se
Slaanesh Chosen Marine Riding a Fiend




Uppsala, Sweden

 ph34r wrote:
How do we as GSC players feel about the GSC rules (with no tyranids) being used to represent:
-regular bog-standard rebellious mining guilds
-crime organizations with stolen gear
-rebels, heretics, and cults of a xenos but non-tyranid nature
-rebels, heretics, and cults of an unspecified nature
-rebels, heretics, and cults of chaos

I really want to make a fun not-loyalist-imperials army, but using Astra Militarum seems too bog-standard and has too much military-grade gear. Renegades and Heretics is for specifically chaos type factions, and is of course, basically unplayably bad.


Excellent ideas, do it.

And I agree with dracpanzer, show pics! I can see a lot of really cool conversions coming from this.
   
 
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