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Made in nl
Longtime Dakkanaut





Postulent wrote:
Knights and eldar flier spam are still the big kids in the block, On the latter, I have no bloody clue how GS can deal with 3-6 fliers blocking reinforcements coming anywhere outside our own deployment zone.
Knights get destroyed by Acolytes with Saw's. I'm not worried about those.

Flyers, the only real flyer lists you see is Eldar. Mental Onslaught to try and take down the Dark Eldar ones cause they actually hurt infantry. Mind Control aswell as mentioned.
Ignore the rest and just win by pure body count on the table being higher then their flyers can ever deal with.

People mention Demo Bikers but I'm iffy on those myself, they simply Vect the Extra Explosives and your left out to dry and won't live long enough for a second chance.
   
Made in ca
Sneaky Lictor



oromocto

 Ordana wrote:
Postulent wrote:
Knights and eldar flier spam are still the big kids in the block, On the latter, I have no bloody clue how GS can deal with 3-6 fliers blocking reinforcements coming anywhere outside our own deployment zone.
Knights get destroyed by Acolytes with Saw's. I'm not worried about those.

Flyers, the only real flyer lists you see is Eldar. Mental Onslaught to try and take down the Dark Eldar ones cause they actually hurt infantry. Mind Control aswell as mentioned.
Ignore the rest and just win by pure body count on the table being higher then their flyers can ever deal with.

People mention Demo Bikers but I'm iffy on those myself, they simply Vect the Extra Explosives and your left out to dry and won't live long enough for a second chance.


We have our own counter so just save 3CP to trump their Vect with a plan generations in the making.
   
Made in nl
Longtime Dakkanaut





Timeshadow wrote:
 Ordana wrote:
Postulent wrote:
Knights and eldar flier spam are still the big kids in the block, On the latter, I have no bloody clue how GS can deal with 3-6 fliers blocking reinforcements coming anywhere outside our own deployment zone.
Knights get destroyed by Acolytes with Saw's. I'm not worried about those.

Flyers, the only real flyer lists you see is Eldar. Mental Onslaught to try and take down the Dark Eldar ones cause they actually hurt infantry. Mind Control aswell as mentioned.
Ignore the rest and just win by pure body count on the table being higher then their flyers can ever deal with.

People mention Demo Bikers but I'm iffy on those myself, they simply Vect the Extra Explosives and your left out to dry and won't live long enough for a second chance.


We have our own counter so just save 3CP to trump their Vect with a plan generations in the making.
Sorry I screwed up which stratagem.
They vect Lying in wait.
If you generations they can vect Extra Explosives.

Either way, your bomb isn't going to bomb and its going to get shot of the table asap.
   
Made in us
Infiltrating Broodlord






shogun wrote:

Yes, if you want to go down that road it would be good advice but I don't see how 6 trucks would come even close to make demolition charges work.


I don't know what all Red Corsair had in mind for his list, but I assume he will have other aggressive units to provide threat overload, so taking down trucks means something else will make it in. As is though, a demo truck is only 2'' slower than Jackals and doesn't have to worry about some models being out of range since everything is being thrown from a point on the hull.

This message was edited 2 times. Last update was at 2019/06/04 23:53:21


 
   
Made in us
Stone Bonkers Fabricator General






A garden grove on Citadel Station

My attempt at a half casual half competitive GSC list, I'm using converted (headswap) Death Korps infantry for Brood Brothers and Death Korps Engineers (headswap) for Neophytes (because they have better armor, and I am taking Rusted Claw for +1 armor vs low AP). The soldiers are clones using Vitae-Wombs which have been stolen with great care from the Mechanicus.

I'm using a death korps quartermaster with the Nexos table for the Nexos, a scribe-servitor with Clamavus broadcaster staff as Clamavus. My leman russes are 3rd party 'Grizzly' tanks from I believe OOP confrontation, with leman russ turrets and weapons.
The sentry guns, heavy weapons, basilisk, and platforms are all muddy 'dug-in' sandbag emplacements. My Cult's background is somewhat like Twisted Helix, a Mechanicus Magos gets infected/infects itself and goes on to do a ton of experimentation and hybrid creation. This magos is essentially parallel to Twisted Helix's Prime Subject, and has retreated from its forgeworld of origin to a backwater mud planet to hide on and experiment. The magos's plan is essentially 'twisted helix is human + alien = better, so let's do 'human + alien + machine' and see what happens).


Cult of the Transcendent Trinity.

Genestealer Cults Battalion - Rusted Claw
Patriarch, familiar, +1A +1S warlord, crouchling relic - 137
Primus - 75
Nexos - 55
Clamavus - 60
Kelermorph - 60
10 Neophytes, 2 stubbers 54
10 Neophytes, 2 stubbers 54
10 Neophytes, 2 stubbers 54
4 Atalan Jackals, demo charges, shotguns, Wolfquad, mining laser, shotgun - 87
4 Atalan Jackals, demo charges, shotguns, Wolfquad, mining laser, shotgun - 87

Genestealer Cults Battalion - Rusted Claw
Acolyte Iconward - 53
Magus - 80
10 Brood Brothers - 40
10 Brood Brothers - 40
10 Brood Brothers - 40

Brood Brothers Spearhead
Tank commander, battle cannon, lascannon, 2 plasma cannon, stubber - 206
Tank commander, battle cannon, lascannon, 2 plasma cannon, stubber - 206
Basilisk, heavy bolter, heavy stubber - 110
Death Korps Heavy Weapons, 3 mortars - 30
Death Korps Heavy Weapons, 3 mortars - 30
Death Korps Heavy Weapons, 3 mortars - 30
3 Tarantula Sentry Guns, 6 heavy bolters - 102
2 Sabre platforms, 2 quad heavy stubbers - 56

1746

This message was edited 1 time. Last update was at 2019/06/17 19:45:18


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 us
Regular Dakkanaut




Seems fun, but it appears to me like a worse guard army. What are you really getting out of the GSC detachments?
   
Made in us
Stone Bonkers Fabricator General






A garden grove on Citadel Station

Gordoape wrote:
Seems fun, but it appears to me like a worse guard army. What are you really getting out of the GSC detachments?
That is a legitimate point that you note. I do need to answer that question myself.

From GSC I love the:
-support characters, basically all HQs and Elites seem great
-neophyte cultist blobs ambushing in
-20 man brood brothers squads fearless from the patriarch
-acolyte hybrids... with saws? seems to be the way to go.
-Jackals. I love the bikes and want to take a ton.

For GSC I don't care so much for:
-the vehicles. I have enough vehicles
-Tyranid allies
-hybrid metamorphs

I should plan around 20 man neophyte and brood brother units. It's just such a daunting task to paint.

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 us
Fresh-Faced New User




How viable is a Baneblade in a GSC army? I bought one for relatively cheap, because why not?

Trying to find points to run a Supreme Command Detachment of Brood Brothers with:

- 2x Primaris Psykers (to buff the Baneblade's save and -1 to hit)
- Tank Commander
- Baneblade

The rest of my army would be a Rusted Claw brigade consisting of something like:

- Patriarch/Magus/Primus (had to scrap the Jackal Alphus and Acolyte Iconward with the deliverance broodsurge specialist detachment)
- 20x Acolytes (10/5/5) with 4 rock saws
- 30x Neophytes with 6 mining lasers
- Clamavus/Kelermorph/Nexos
- 9x Jackals w/ demo charges (5x and 4x)
- Armored Sentinel w/ multi laser ( to fill the last fast attack spot for cheap)
- 2x heavy mortar teams
- Goliath Rockgrinder w/ incinerator
   
Made in ca
Sneaky Lictor



oromocto

landersloot wrote:
How viable is a Baneblade in a GSC army? I bought one for relatively cheap, because why not?

Trying to find points to run a Supreme Command Detachment of Brood Brothers with:

- 2x Primaris Psykers (to buff the Baneblade's save and -1 to hit)
- Tank Commander
- Baneblade

The rest of my army would be a Rusted Claw brigade consisting of something like:

- Patriarch/Magus/Primus (had to scrap the Jackal Alphus and Acolyte Iconward with the deliverance broodsurge specialist detachment)
- 20x Acolytes (10/5/5) with 4 rock saws
- 30x Neophytes with 6 mining lasers
- Clamavus/Kelermorph/Nexos
- 9x Jackals w/ demo charges (5x and 4x)
- Armored Sentinel w/ multi laser ( to fill the last fast attack spot for cheap)
- 2x heavy mortar teams
- Goliath Rockgrinder w/ incinerator


Competitively I would say no to the Baneblade but I have had a ton of fun using my shadow sword in casual games with my GSC.
   
Made in us
Fresh-Faced New User




Timeshadow wrote:
landersloot wrote:
How viable is a Baneblade in a GSC army? I bought one for relatively cheap, because why not?

Trying to find points to run a Supreme Command Detachment of Brood Brothers with:

- 2x Primaris Psykers (to buff the Baneblade's save and -1 to hit)
- Tank Commander
- Baneblade

The rest of my army would be a Rusted Claw brigade consisting of something like:

- Patriarch/Magus/Primus (had to scrap the Jackal Alphus and Acolyte Iconward with the deliverance broodsurge specialist detachment)
- 20x Acolytes (10/5/5) with 4 rock saws
- 30x Neophytes with 6 mining lasers
- Clamavus/Kelermorph/Nexos
- 9x Jackals w/ demo charges (5x and 4x)
- Armored Sentinel w/ multi laser ( to fill the last fast attack spot for cheap)
- 2x heavy mortar teams
- Goliath Rockgrinder w/ incinerator


Competitively I would say no to the Baneblade but I have had a ton of fun using my shadow sword in casual games with my GSC.


Yea, figured as much. I just play friendly games and wanted something with some staying power
   
Made in us
Haemonculi Flesh Apprentice






 Strat_N8 wrote:
shogun wrote:

Yes, if you want to go down that road it would be good advice but I don't see how 6 trucks would come even close to make demolition charges work.


I don't know what all Red Corsair had in mind for his list, but I assume he will have other aggressive units to provide threat overload, so taking down trucks means something else will make it in. As is though, a demo truck is only 2'' slower than Jackals and doesn't have to worry about some models being out of range since everything is being thrown from a point on the hull.


Correct. I keep hearing folks talk about how fragile trucks are, but a truck is the same price as 10 acolytes. So your either taking 10 T6 4+ 6+++ save wounds on a single model or 10 more t3 5+ save individual wounds. So while it is a better target for AT weapons, it's miles more durable against AI guns which I see in way higher numbers. The truck also moves twice the speed and cheats my embarked unit 3" + the base when they hop out. I am not going to tell anyone it's perfect, but on turn 1 I can have 60 T6 wounds containing another 60 t3 wounds right at their doorstep with plenty of points left over for my bike bomb and abberants springing up later. If I were to take 120 acolytes I would be gifting my opponent with 2 turns of initiative to spread out and decide where the battle takes place. I also end up blocking my own models, 120 32mm bases is an enormous footprint. 20 man squads are overkill in my experience, they murder something if they are lucky enough to make it in then die, usually with most of the squad unable to attack or unneeded. So far in my test games the trucks have done their job very well. Yes they die, but they are 72 points so I don't care that much, I generally blip them onto a refused flank so I can avoid a lot of their long range weapons turn 1 then I move and advance as far as I can get right in their grill. I'll use terrain to block off lanes if I can but the main goal is ground covered. I lose a lot of them and the guys inside but enough survive and the remaining trucks eat overwatch and I charge in. Using the broodsurge strat and psychic stimulus I can threat deep into their lines too if they leave a gap. The thing I like is I can move 1.1" away from any screens while my neophyte/kellermorphs ambush in behind them and fire over their shoulders and they use any HF's I pay for. It means I can knock down screens and charge through. I can still ambush in abberants using perfect ambush and bikes using lying in wait either on turn 2 or on turn 3 depending on positioning. It will look dire sometimes until they arrive but those two units can swing the game easily. The main issues I was having in the past was how easily they were zoned out because ambushing in hundreds of models is way to much of a telegraph to your opponent. You need to give them something to deal with and this is more reliable and immediate.

It's expensive though. I am fortunate enough to have 6 trucks and 3 grinders that could be run as additional trucks if I wanted. I know most folks don't have a large vehicle pool for GSC. I figured I'd be different and test that route. I am still hashing out the list and will keep you posted, but so far it is way easier to play and I don't feel like I have this anxiety about where my guys will all fit and how many CP to spend on which unit. The biggest thing I have been switching back and forth on is which cult I want to run. Rusted claw is where I am leaning but twisted helix is tempting for the abberants to double fight, I want to say rusted claw is better though since the bikes are more reliable and that creed benefits not only them but my acolytes and abberants much more. S5 acolytes are baller though.

   
Made in nl
Longtime Dakkanaut





 Red Corsair wrote:

Correct. I keep hearing folks talk about how fragile trucks are, but a truck is the same price as 10 acolytes. So your either taking 10 T6 4+ 6+++ save wounds on a single model or 10 more t3 5+ save individual wounds. So while it is a better target for AT weapons, it's miles more durable against AI guns which I see in way higher numbers.


But every truck that dies leaves a unit of acolytes stranded. A competitive enemy list would be capable of killing 3 trucks turn one and then you got 3x10 acolytes picking their nose. If the enemy get first turn then you lose 3 trucks turn 1 and another 3 trucks turn 2 with a bunch of acolytes falling out. And trucks moving forward doesn't prevent the enemy from shielding against charges so you basically try to push thru with acolytes that could just as wel deep strike.

Would be cool if you go completely overboard:

Battalion: #1

HQ: Jackal Alpha
HQ: iconward
TR: 5 acolytes, 1 demolition charge
TR: 5 acolytes, 1 demolition charge
TR: 5 acolytes, 1 demolition charge
TR: 5 acolytes, 1 demolition charge
TR: 5 acolytes, 1 demolition charge
TR: 5 acolytes, 1 demolition charge

TRANSP: Goliath truck
TRANSP: Goliath truck
TRANSP: Goliath truck
TRANSP: Goliath truck
TRANSP: Goliath truck
TRANSP: Goliath truck
TRANSP: Goliath truck

Battalion: #2

HQ: Jackal Alpha
HQ: iconward
TR: 5 acolytes, 1 demolition charge
TR: 5 acolytes, 1 demolition charge
TR: 5 acolytes, 1 demolition charge
TR: 5 acolytes, 1 demolition charge
TR: 5 acolytes, 1 demolition charge
TR: 5 acolytes, 1 demolition charge

FA: 5x atalan jackals + 5x demolition charge
FA: 5x atalan jackals + 5x demolition charge
FA: 5x atalan jackals + 5x demolition charge

TRANSP: Goliath truck
TRANSP: Goliath truck
TRANSP: Goliath truck
TRANSP: Goliath truck
TRANSP: Goliath truck
TRANSP: Goliath truck
TRANSP: Goliath truck

Maybe if I win the lottery.
   
Made in au
Towering Hierophant Bio-Titan





shogun wrote:
 Red Corsair wrote:

Correct. I keep hearing folks talk about how fragile trucks are, but a truck is the same price as 10 acolytes. So your either taking 10 T6 4+ 6+++ save wounds on a single model or 10 more t3 5+ save individual wounds. So while it is a better target for AT weapons, it's miles more durable against AI guns which I see in way higher numbers.


But every truck that dies leaves a unit of acolytes stranded. A competitive enemy list would be capable of killing 3 trucks turn one and then you got 3x10 acolytes picking their nose.


And then they are no worse off than they would be if you walked them up the board to begin with. In fact, they still get to disembark 3" so technically they are cheaper.

What Corsair is saying is pretty sound to me. The comparison isnt too a deepstriking list, if you can do that and have the desire too thats what you can do, and it comes with its own set of disadvantages and advantages.


Also its one of the coolest styles you can bring to the table too, just a bonus point.

This message was edited 1 time. Last update was at 2019/06/11 06:53:17


P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it. 
   
Made in nl
Longtime Dakkanaut





Just would like to share my tactics regarding an armylist:

BATTALION #1: broodsurge detachment COTFAE
HQ: Patriarch + familiar (Relic: the croughling)
HQ: iconward (field commander WL; augur of the insergent) Relic: Icon of the cult escendant
Tr: 15 acolytes + 5 rock saws + icon
Tr: 15 acolytes + 5 rock saws + icon
Tr: 15 acolytes + 5 rock saws + icon
Tr: 15 acolytes + 6 rock saws + icon

El: nexos
El: Clamavus

BATTALION #2 COTFAE
HQ: Patriarch
HQ: Primus
Tr: 20 acolytes, 20x handflamers
Tr: 20 acolytes, 15x handflamers, 5x demolition charge
Tr: 10 brood brothers

BATTALION #3 COTFAE
HQ: Patriarch
HQ: Iconward
Tr: 10 brood brothers
Tr: 10 brood brothers
Tr: 10 brood brothers
Hs: 3x heavy weapon squad with mortars
Hs: 3x heavy weapon squad with mortars
Hs: 3x heavy weapon squad with mortars

REINFORCEMENT POINTS: 40

'Red' units would be deployed using blieps. So I add another 3 blieps with the scanner decoy stratagem. That gives me 12 blieps. I divide the blieps at both corners in the backfield. I could put one bliep in the middle close to an objective.



If the enemy player get first turn the would't know which corner my units emerge. Even a custodes jetbike that moves midfield and moves towards a particular corner second turn would not being able to rapid fire.



After the enemies movement phase (lets assume he gets first turn). . I deploy my units at the most convenient corner behind cover. 3 big acolyte units get's put in cult ambush reserves. (the came from below stratagem). The big 20 acolyte hand flamer unit get's deployed.


I deploy a single unit at the other corner for claiming an objective next turn. Could also do this in the middle.


Turn 1: I return my 20 hand flamer unit 'back into the shadows' and summon another 10 brood brother infantry squad unit with telepathic summoning. Could drop these onto an objective or create a speed bump to push back enemy models, but for know I just drop them with my 'corner bunch'. I just shoot with the mortars.


Turn 2 enemy player: take incoming fire.

Turn 2 GSC: Let's assume that the enemy player got enough bubble wrap to protect their juicy units. I could remove the bubble wrap with 20 handflamer acolytes that combine perfect ambush and lying in wait and drop 40xd6 flamer hits on a bunch of bubblewrap units.


I could also lying in wait the handflamers and drop another acolyte unit with perfect Ambush. Could try to tri-pod a unit and lock it in close combat:

Deploy 9 inch away from enemy unit.


Perfect ambush: result movement: 4



Charge with 7 (+1 with COTFAE) Model get's within 1 inch at the back and the rest conga-line all the way towards the back.



Pile in 3 inch closer, in a way that only 1 model is within 1 inch. You could use a demolition charge model for that because the got no rending claw anymore.


Kill one model.


Consolidate closer and lock in two models. The whole congaling consolidates within base to base.


You can also combine this with a character and a 'lurk in the shadows' infantry unit (blue markers). Infantry unit in cover cannot be targeted because of the close combat unit. And the characters are safe behind them.


But let's just assume I simply drop in the handflamers units and flame double time.

Meanwhile I put the patriarch 'back into the shadows' and drop in an acolyte unit with rock saws backfield. The get ready to go back into the shadows next turn and dropping in turn 4 with perfect ambush.



Turn 3 enemy: take incoming fire.
Turn 3 GSC: Okay, I drop in with my characters and brood brother units + second flamer unit (+5 demolition charges) and one perfect ambush rock saw unit. If I still got to deal with bubblewrap I could also first perfect ambush + lying in wait the handflamer unit and remove the bubblewrap and deploy the whole bunch closer towards the juicy units. But then I got no perfect ambush anymore so I might need more rock saw units to try to get in close combat.



I could drop another rock saw unit in the backfield so that I could try to let it 'get back into the shadow turn 4. and drop in turn 5 with perfect ambush.


Meanwhile In the back my rock saw unit get's 'back into the shadows' for a 'perfect ambush turn 4.


Enemy turn 4: take incoming fire. I got 70+ models standing in front of the characters so the would survive.

After turn 4: My patriarch's are getting into the fight backed up with another rock saw unit.

So basically I make the enemies shooting as ineffective as possible for two turns as I am chipping away the bubble wrap to make sure I can reach the juicy stuff at turn 3. The enemies army needs to crumble after turn 3 and moving in for the kill at turn 4 and 5. Off course it got weaknesses. It is hard against really fast units or really big infantry units that could keep pushing my army back not giving my any ground. Also need to sacrifice units so that is not always helpful in specific missions.
















   
Made in gb
Lead-Footed Trukkboy Driver





Birmingham, UK

Thanks shogun! It's great to see some real tactics discussion, this is very useful.
I tried to have a count up and I dont, think you have enough cp for all the stratagems you planned. (I know what you were showing was just hypothetical though, and maybe I counted wrong.)

Really nice to see the deployment pictures and other pictures, I'll be putting this to good use in my next few games.

   
Made in nl
Longtime Dakkanaut





 Kapitan Montag wrote:
I tried to have a count up and I dont, think you have enough cp for all the stratagems you planned. (I know what you were showing was just hypothetical though, and maybe I counted wrong.)


I got:

basic = 3
3x battallion = 15
d3 CP with inscrutable cunning = average 2 (forgot to mention this).
Nexos = 1 CP each round (average) but might be harder to get at round 1 and 2 with no primus and or clamavus on the table.

So about 24..

Pre battle
field commander: 1
Broodsurge: 1
Extra relic: 1

First turn:
summoning: 2
Return to the shadows: 1

second turn:
Lying in wait : 2
perfect ambush: 3

Third turn:
Lying in wait : 2
perfect ambush: 3
Return to the shadows: 1

Fourth turn:
perfect ambush: 3
Return to the shadows: 1

Fifth turn:
perfect ambush: 3

also 24..

But it really depends on the flow of the battle and if you really need that fifth turn perfect ambush. Probably use these CP for reroll dice and/or broodsurge stratagem.
   
Made in gb
Lead-Footed Trukkboy Driver





Birmingham, UK

Aha - thanks shogun that works. I had forgotten about inscrutable cunning and the nexos. - my nexos seems to be only good for 1 cp a game, so I try not to rely on him!

   
Made in us
Scuttling Genestealer





Speaking of trucks, I've been thinking about running a few Neophyte trucker squads with a Jackal Alphus to add to the first-turn board presence.

As Bladed Cog troops, they can move and fire their mining lasers without penalty, and combined with a Jackal Alphus's Priority Target, all the troop weapons become BS 3+. Before degrading, the truck autocannons and stubber gets BS 4+ on the move, and the demo cache becomes a 3+.
The truck isn't tough to kill by any means, but it does offer extra protection and mobility for the squad it's transporting. Both the truck and the neophytes have a 6++ — which isn't dependable at all — but that's an extra wound saved if it works. Even when it blows up, the surviving neophytes will at the very least have two grenade launchers and two shorter-ranged lascannons that hit on 3's or 4's to throw into the mix — which seems nice for just basic troops — and if they're being targeted that means your opponent is throwing their firepower at your cheapest troops and their transports rather than other, more valuable units.

I think the demo cache is what turns the Goliath into a threatening weapons platform though. If you can get a truck within 6" of the enemy, it gains the equivalent of a Russ Battle Cannon in addition to its already decent loadout. That's certainly a big 'IF', because they have to make it from your deployment zone to the frontlines — but again the threat of that demo cache combined with the rest makes it much more likely that your opponent can't simply ignore the trucks after Turn 1. I don't consider them proper distraction carnifexes because of their low survivability — but they seem to offer a lot for just 10 troops and a transport. It's total firepower would be:

1x Twin Autocannon - 48" - Heavy 4 - S7\-1\2
2xMining Lasers - 36" - Heavy 2 - S9/-3/d6
1xHeavy Stubber - 36" - Heavy 3 - S4/0/1
2xGrenade Launchers - 24" - Assault 2 - S6/0/d3 / Assault 2d6 - S3/0/1
6xAutoguns - 24" - Rapid Fire 6 - S3/0/1
1xDemo Cache - 6" - Assault 1d6 - S8/-3/d3


Does this seem like a good investment for 162 points per truck+squad?

This message was edited 3 times. Last update was at 2019/06/12 00:05:58


 
   
Made in ca
Sneaky Lictor



oromocto

Khorzain wrote:
Speaking of trucks, I've been thinking about running a few Neophyte trucker squads with a Jackal Alphus to add to the first-turn board presence.

As Bladed Cog troops, they can move and fire their mining lasers without penalty, and combined with a Jackal Alphus's Priority Target, all the troop weapons become BS 3+. Before degrading, the truck autocannons and stubber gets BS 4+ on the move, and the demo cache becomes a 3+.
The truck isn't tough to kill by any means, but it does offer extra protection and mobility for the squad it's transporting. Both the truck and the neophytes have a 6++ — which isn't dependable at all — but that's an extra wound saved if it works. Even when it blows up, the surviving neophytes will at the very least have two grenade launchers and two shorter-ranged lascannons that hit on 3's or 4's to throw into the mix — which seems nice for just basic troops — and if they're being targeted that means your opponent is throwing their firepower at your cheapest troops and their transports rather than other, more valuable units.

I think the demo cache is what turns the Goliath into a threatening weapons platform though. If you can get a truck within 6" of the enemy, it gains the equivalent of a Russ Battle Cannon in addition to its already decent loadout. That's certainly a big 'IF', because they have to make it from your deployment zone to the frontlines — but again the threat of that demo cache combined with the rest makes it much more likely that your opponent can't simply ignore the trucks after Turn 1. I don't consider them proper distraction carnifexes because of their low survivability — but they seem to offer a lot for just 10 troops and a transport. It's total firepower would be:

1x Twin Autocannon - 48" - Heavy 4 - S7\-1\2
2xMining Lasers - 36" - Heavy 2 - S9/-3/d6
1xHeavy Stubber - 36" - Heavy 3 - S4/0/1
2xGrenade Launchers - 24" - Assault 2 - S6/0/d3 / Assault 2d6 - S3/0/1
6xAutoguns - 24" - Rapid Fire 6 - S3/0/1
1xDemo Cache - 6" - Assault 1d6 - S8/-3/d3


Does this seem like a good investment for 162 points per truck+squad?


I have 2 Trucks I like to use with this exact loadout. Wile they have been wiped turn one on several occasions they have always done something worthwhile (even if it's just sucking up an inordinate amount of incoming fire) I have had a pair chain explode and severely wound 2 Costodies bikers so the Neos inside could finish them.
   
Made in us
Regular Dakkanaut





Following on the Truck thought, has anyone tried just jamming as may laser Neophytes in Trucks as possible? Combine that with a bike sniper or two, a Saw/Aberant drop and some drill trucks, and you have a lot of reasonably durable, cheap board presence.
   
Made in nz
Guard Heavy Weapon Crewman



New Zealand

Does the demo cache use the BS of the truck or the BS of the embarked models? I know it references BS0 for who cannot use it, but the way I read the description, it looks like it counts as a truck weapon 'activated' by having a passenger, rather than the passenger actually firing it. Makes a big difference after having taken damage!
   
Made in it
Dakka Veteran




hangnailnz wrote:
Does the demo cache use the BS of the truck or the BS of the embarked models? I know it references BS0 for who cannot use it, but the way I read the description, it looks like it counts as a truck weapon 'activated' by having a passenger, rather than the passenger actually firing it. Makes a big difference after having taken damage!


It's a weapon used by the Truck that needs passengers, so it always uses the Truck BS (which worsens it)
   
Made in gb
Hardened Veteran Guardsman




Warrington

Jumping in on the Truck discussion.

I use 3 trucks every game with my cult and they are great units which are actually surprisingly tough to kill. I like to use my trucks as pillboxes rather then assault vehicles and I have found they can throw out a lot of anti infantry firepower, which is great for clearing away enemy screens.

I use a battalion of Hivecult as my starting forces on the board and my deepstriking units are C4E. The hive cult battalion has 3 neo squads with 2x heavy stubber, 2x grenade launcher and 6x rifles in each squad. I have 3x trucks with heavy stubber and twin autocannon (no demo cache), 2x ridge runner with 2x stubber, HML and flares each. I then take a Jackal Alphus and a Broodcoven Magus with the Hivelord Trait (reroll 1s in shooting with 6").

I castle everything with 6" of the 2 characters and this gives me +1 to hit against a target and reroll ones on all the units. I can also pop Chilling efficiency for another +1 to hit (either on another enemy unit to get 3+ to hit against more then 1 target, or to get my units hitting on 2s rerollings against the same unit the Jackal Alphus designated). I often use Chilling Efficiency as it means the passengers get +1 hit, as they dont benefit from the Magus or Jackals buffs.

This means I have in total 39 heavy stubber shots, 6 autocannon, 18 autogun, 6x frag grenade launchers (average 21 shots) and average of 4 HML shots, hitting on 2s and 3s with reroll 1s, to clear out enemy screens.

I have tried this tactic without the trucks and just running more infantry and it is not as good. More shooty neophytes just melt away and then I have also spend points on a patriarch to stop them from running. Trucks are tough little guys and because I am staying back I can avoid quite a lot of damage, I rarely loose 2x trucks in my first turn, normally 1 dies and 1 takes half wounds.

FYI I know this castle is at rick from getting tied up, so I tend to use 3x cheap squads of broodbroothers to screen out the enemy

6000 pts of Foot Guard

"I once gave the order to one of my platoons to fix bayonets and charge a squad of genestealers. If they believed in the emperor hard enough they could win... I don't think they believed enough..." 
   
Made in it
Dakka Veteran




 FatBoyNoSlim wrote:
Jumping in on the Truck discussion.

I use 3 trucks every game with my cult and they are great units which are actually surprisingly tough to kill. I like to use my trucks as pillboxes rather then assault vehicles and I have found they can throw out a lot of anti infantry firepower, which is great for clearing away enemy screens.

I use a battalion of Hivecult as my starting forces on the board and my deepstriking units are C4E. The hive cult battalion has 3 neo squads with 2x heavy stubber, 2x grenade launcher and 6x rifles in each squad. I have 3x trucks with heavy stubber and twin autocannon (no demo cache), 2x ridge runner with 2x stubber, HML and flares each. I then take a Jackal Alphus and a Broodcoven Magus with the Hivelord Trait (reroll 1s in shooting with 6").

I castle everything with 6" of the 2 characters and this gives me +1 to hit against a target and reroll ones on all the units. I can also pop Chilling efficiency for another +1 to hit (either on another enemy unit to get 3+ to hit against more then 1 target, or to get my units hitting on 2s rerollings against the same unit the Jackal Alphus designated). I often use Chilling Efficiency as it means the passengers get +1 hit, as they dont benefit from the Magus or Jackals buffs.

This means I have in total 39 heavy stubber shots, 6 autocannon, 18 autogun, 6x frag grenade launchers (average 21 shots) and average of 4 HML shots, hitting on 2s and 3s with reroll 1s, to clear out enemy screens.

I have tried this tactic without the trucks and just running more infantry and it is not as good. More shooty neophytes just melt away and then I have also spend points on a patriarch to stop them from running. Trucks are tough little guys and because I am staying back I can avoid quite a lot of damage, I rarely loose 2x trucks in my first turn, normally 1 dies and 1 takes half wounds.

FYI I know this castle is at rick from getting tied up, so I tend to use 3x cheap squads of broodbroothers to screen out the enemy


I wouldn't honestly consider trucks are "tough to kill". They're worse than a chimera/rhino in that aspect and their really forbidden from moving to shoot since they got BS 4+ at best without movement and buffs

This message was edited 1 time. Last update was at 2019/06/12 11:39:59


 
   
Made in gb
Hardened Veteran Guardsman




Warrington

KurtAngle2 wrote:
 FatBoyNoSlim wrote:
Jumping in on the Truck discussion.

I use 3 trucks every game with my cult and they are great units which are actually surprisingly tough to kill. I like to use my trucks as pillboxes rather then assault vehicles and I have found they can throw out a lot of anti infantry firepower, which is great for clearing away enemy screens.

I use a battalion of Hivecult as my starting forces on the board and my deepstriking units are C4E. The hive cult battalion has 3 neo squads with 2x heavy stubber, 2x grenade launcher and 6x rifles in each squad. I have 3x trucks with heavy stubber and twin autocannon (no demo cache), 2x ridge runner with 2x stubber, HML and flares each. I then take a Jackal Alphus and a Broodcoven Magus with the Hivelord Trait (reroll 1s in shooting with 6").

I castle everything with 6" of the 2 characters and this gives me +1 to hit against a target and reroll ones on all the units. I can also pop Chilling efficiency for another +1 to hit (either on another enemy unit to get 3+ to hit against more then 1 target, or to get my units hitting on 2s rerollings against the same unit the Jackal Alphus designated). I often use Chilling Efficiency as it means the passengers get +1 hit, as they dont benefit from the Magus or Jackals buffs.

This means I have in total 39 heavy stubber shots, 6 autocannon, 18 autogun, 6x frag grenade launchers (average 21 shots) and average of 4 HML shots, hitting on 2s and 3s with reroll 1s, to clear out enemy screens.

I have tried this tactic without the trucks and just running more infantry and it is not as good. More shooty neophytes just melt away and then I have also spend points on a patriarch to stop them from running. Trucks are tough little guys and because I am staying back I can avoid quite a lot of damage, I rarely loose 2x trucks in my first turn, normally 1 dies and 1 takes half wounds.

FYI I know this castle is at rick from getting tied up, so I tend to use 3x cheap squads of broodbroothers to screen out the enemy


I wouldn't honestly consider trucks are "tough to kill". They're worse than a chimera/rhino in that aspect and their really forbidden from moving to shoot since they got BS 4+ at best without movement and buffs


All I can say is try it out for yourself I tend to find that the trucks are only really threatened on turn 1, after that the threat overload comes in and they quickly drop down your opponents target priority list. My last couple of games I have had trucks which lasted the whole game consistently pumped out a high rate of fire and did good damage

6000 pts of Foot Guard

"I once gave the order to one of my platoons to fix bayonets and charge a squad of genestealers. If they believed in the emperor hard enough they could win... I don't think they believed enough..." 
   
Made in us
Regular Dakkanaut




I just want to say, this is a really intensive army to play. Not necessarily a bad thing but after my last 9 or so games I realize I need a couple of games with my AM/Knights as a break. Whether it’s the super complicated decision trees regarding where/when to put my drops (and then where to put my aura buffs and charge buffs), or just the process of taking out and putting away 120+ infantry models. It’s fun but exhausting.
   
Made in au
Towering Hierophant Bio-Titan





Gordoape wrote:
I just want to say, this is a really intensive army to play. Not necessarily a bad thing but after my last 9 or so games I realize I need a couple of games with my AM/Knights as a break. Whether it’s the super complicated decision trees regarding where/when to put my drops (and then where to put my aura buffs and charge buffs), or just the process of taking out and putting away 120+ infantry models. It’s fun but exhausting.

youre right on that. It's hard mode 40k, but rewards good players. Reminds me of old Dark Eldar - completely different playstyle, but glass cannon that good players could use to great effect.


It's also exhausting to paint. It's a horde army except every model is super detailed. First World problems I know, but seriously I feel like my Cultists painted up just look so cool, probably the coolest models I own, but it's slow progress getting them there

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





Gordoape wrote:
I just want to say, this is a really intensive army to play. Not necessarily a bad thing but after my last 9 or so games I realize I need a couple of games with my AM/Knights as a break. Whether it’s the super complicated decision trees regarding where/when to put my drops (and then where to put my aura buffs and charge buffs), or just the process of taking out and putting away 120+ infantry models. It’s fun but exhausting.


I know the feeling. To minimise this problem I do the following things;

In a tournament I got a stand with a moving tray so that I don't need to put the models on or under the table.
I use movement tray's for all my units.
All my units got their own color, also going to put that color on the edge of their bases.
I use cups with specific amount of dices each with their own color. If I shoot with 20xd6 handflamers and got 65 hits, I would just simply pick 2x 30 cups and 5 separate dice.
My characters got metal pins with paperclip's on top so I can mark them with little cards (psychic powers, aura buffs, relics etc.).
Also, I keep away from 'time consuming stuff'. For example; I don't give my small unit of neophytes stubbers. Might be a good deal but I don't want to include 'different dice/shots'. Just keep it simple and shoot with the autoguns.
I'm also going to get a chess clock for my next tournament. My enemy players take more time dealing with my army then the other way around.

   
Made in fi
Been Around the Block




One quick note, you cannot summon BB's with telepathic summons. Only <cult> infantry or biker units.
   
Made in us
Regular Dakkanaut




shogun wrote:
Gordoape wrote:
I just want to say, this is a really intensive army to play. Not necessarily a bad thing but after my last 9 or so games I realize I need a couple of games with my AM/Knights as a break. Whether it’s the super complicated decision trees regarding where/when to put my drops (and then where to put my aura buffs and charge buffs), or just the process of taking out and putting away 120+ infantry models. It’s fun but exhausting.


I know the feeling. To minimise this problem I do the following things;

In a tournament I got a stand with a moving tray so that I don't need to put the models on or under the table.
I use movement tray's for all my units.
All my units got their own color, also going to put that color on the edge of their bases.
I use cups with specific amount of dices each with their own color. If I shoot with 20xd6 handflamers and got 65 hits, I would just simply pick 2x 30 cups and 5 separate dice.
My characters got metal pins with paperclip's on top so I can mark them with little cards (psychic powers, aura buffs, relics etc.).
Also, I keep away from 'time consuming stuff'. For example; I don't give my small unit of neophytes stubbers. Might be a good deal but I don't want to include 'different dice/shots'. Just keep it simple and shoot with the autoguns.
I'm also going to get a chess clock for my next tournament. My enemy players take more time dealing with my army then the other way around.


That is good advice. I have been especially thinking about marking the colored bases to make organizing all my 65 acolytes into units easier once I unpack them.

Have to admit I don't totally understand how movement trays work. Isn't it impossible to get ideal positioning when you use them?
   
 
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