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Made in us
Brainy Zoanthrope





Thr new transport faq transfers the +1 to hit and wound from a truck yo its occupants from crossfire.

This means our saboteurs inside trucks benefit from crossfire minus the removal of cover.
   
Made in nl
Longtime Dakkanaut





dreadlybrew wrote:
Thr new transport faq transfers the +1 to hit and wound from a truck yo its occupants from crossfire.

This means our saboteurs inside trucks benefit from crossfire minus the removal of cover.
no because crossfire is not a blanket buff.

If your shooting at a target with a crossfire marker while having the crossfire special rule you get +1.

If your saboteur inside a truck is shooting at something the Truck does not have +1 hit, because the truck is not shooting.
   
Made in us
Brainy Zoanthrope





If a Transport model is under the effects of an ability which
would apply a modifier to a dice roll made when making a
ranged attack (such as a modifier to its hit rolls, wound rolls,
etc.) the same modifier applies each time an embarked model
makes a ranged attack.

Seems pretty clean cut.

I guess the question to answer is the target under crossfire or are both?


Automatically Appended Next Post:
Reading crossfire verbatim it works.

This message was edited 1 time. Last update was at 2022/02/05 23:25:22


 
   
Made in nl
Longtime Dakkanaut





But the Transport model is not under the effect when the passengers shoot.

If a transport with crossfire has 2 guns, and shoots 1 at a target with a marker and 1 at a target without. Does the attack on the target without get +1?
no it doesn't because the buff only exists in a specific circumstance.

If a transport with crossfire shoots at a target with a marker and then the passengers shoot at a target without a marker do they get +1?
I hope its obvious that they shouldn't, but the transport briefly had a +1, so surely by your logic the passengers now have a permanent +1?

If a Tau gunrig fortification shoots its railgun at something with a markerlight, and therefor gets +1. Does the unit inside get a +1 regardless of what they shoot at? Because the gunrig got a +1.

Crossfire is a very specific modifier. You need the keyword, and your target needs a marker.
No this rule won't let you just ignore those requirements.
If the unit inside doesn't need crossfire to get a +1 hit then the target wouldn't need a marker either, and gak gets really bad really fast.

If the transport shoots at Unit A which is exposed, can the passengers then shoot at Unit B which isn't exposed and still get the +1 wound?
   
Made in no
Liche Priest Hierophant





Bergen

Take it to YMDC.

   
Made in us
Fresh-Faced New User




South Bend, IN

Hello fellow three armed patrons. I'm doing a escalation competitive league and torn between pauper princes horde of neophytes/acolytes and twisted helix bruisers. What do you think?

Starting 500, 1k, ect as standard. I love the internal balance of the dex and love all the subfactions. Tips? I appreciate you all

3789
2850
2400
1250
 
   
Made in us
Regular Dakkanaut




 Glintfox wrote:
Hello fellow three armed patrons. I'm doing a escalation competitive league and torn between pauper princes horde of neophytes/acolytes and twisted helix bruisers. What do you think?

Starting 500, 1k, ect as standard. I love the internal balance of the dex and love all the subfactions. Tips? I appreciate you all


Well, I've played exactly one game with codex, and I had a fair amount of neophytes packed with all the heavy and special weapons they could take...and they were amazing!

They put out so much firepower....they were the mvps of the game no doubt!

Acolytes and aberrants came in and hit...and then died, but the neophytes were relentless in pouring out firepower all game. It was glorious! I had two large 20 man squads, and two squads of 10 for what its worth. One big squad had mining lasers, and the other had seismic cannons. I played against sisters and won the game. I don't think you can go wrong with neophytes as long as you have some melee (which is easy to come by!) keep the enemy off them.

 
   
Made in us
Elite Tyranid Warrior






What have people's experience been with the different subsections? I'm having trouble deciding on which factions to use.

Twisted Helix seems like an obvious choice for going melee focused, but I'm not sure for a shooting or balanced list. Does the survivability of Rusted Claw or Bladed Cog make a big difference? Is Hivecult good for just scoring points?

Canifex Quote: I love Rhinos. They are crunchy on the outside, and soft and chewy on the inside.

- 3300 painted 
   
Made in us
Regular Dakkanaut




 shamroll wrote:
What have people's experience been with the different subsections? I'm having trouble deciding on which factions to use.

Twisted Helix seems like an obvious choice for going melee focused, but I'm not sure for a shooting or balanced list. Does the survivability of Rusted Claw or Bladed Cog make a big difference? Is Hivecult good for just scoring points?


In the game I played I used Rusted Claw. The ability to move and shoot all the heavy weapon toting neophytes was amazing, as well as making a few more saves due to reducing ap!


 
   
Made in nl
Longtime Dakkanaut





 shamroll wrote:
What have people's experience been with the different subsections? I'm having trouble deciding on which factions to use.

Twisted Helix seems like an obvious choice for going melee focused, but I'm not sure for a shooting or balanced list. Does the survivability of Rusted Claw or Bladed Cog make a big difference? Is Hivecult good for just scoring points?
TH is great for a melee focused, especially Genestealer focussed list. Funnily enough its not good for Abbarents since they need more survivability boosts, especially an invul save from BC or PP.

PP hordes are an option, leaning heavily on a Primus with the 5++ relic in a blop of Neophytes while using a Nexos to project the aura to units across the table.

But for a competitive more balanced list I think a custom cult is without a doubt the best option simply because of Industrial Affinity. picking and chosing to ignore modifiers is just so big and applies to almost all of our weapons. It gives your neophytes the ability to move and shoot without penalty, ignores Dense Cover, enemy -1 to hit abilities and strats and it opens up the Cutter for your Acolytes which is a very powerful weapon that is much more reliable then the drill.

You then have the choice to lean more into movement with Agile Guerrilla's. Go vehicle focussed with Deep Supplies and War convoy or, my personal favourite, Impassioned to lean more into combat.

We're a squishy army. And there are options to increase the durability but I don't think that fundamentally changes how squishy we are. We can't get durable enough to really compete on that front. We are about trading efficiently and I would rather lean into that efficiency.
   
Made in no
Liche Priest Hierophant





Bergen

I did a game today vs my Ork opponent.

Second game with new codex. Twisted helix. I got first turn. Some weard dpeloyment (table quarters - the circle in the middle.) It is mostly a 1000 point misison, but we miss read it until it was to late. I got first turn.

- Mannaged to get 2 10 man units of GS into melee, and a rockgrinder. GS fought some big wagon and the squig riders. (He was snakebite, had 6 squig riders and 3 squig characters, including the HQ.) GS rolling S5 into T6 was not good. It was very underwhelming.

- Patriarch did suprisingly good. He is not a blender. But psyker + fighting is worth the 60 point upgrade over the magus in this case. The move 6 when charged made some charges difficult.

- Shotgun neophytes deploying within 3" to claim objective was very good. Since I managed to box him in turn 2, and beeing there. They needed some comitment to break up. I had 200 point of them, but that was far to much compared to what I got out of them.

- Goliaths where A+. So good for their points. Clearence incinerator fixed a lot of my problems with them when I ran the seismic cannon.

- Best unit in the army was the Abberants. I had a group of 6 with the 5++. They had 3d6 charging from deepstrike. They came in turn 2 and survived until turn 5. Since I pressed so much on points and started boxed in he did not have time to focus them down. They are so anoying!

- Small units of accolytes are great. Hand flamers to put down crossfire token and trigger exsposed. Small units without hand flamers to retrieve nachmund data.

- Engage on all fronts, retrieve Nachmund data and assassinate. He had 4 characters. The abberants charged his psyker last turn and killed the last assassin. Maybe my opponent played a bit bad. But he had inisiatives to kill things in melee (ork misison) and on this mission you got more points for taking objektives from the opponent.

- It was a hoot. Abberants where great, and twisted helix was great. 200 points and primus where shockinly bad. I wish I brought a magus instead.

Won on points in the end. He had 2 flyers, a gorkanaught and flashgits left. I was tabeled. I had 8 points more.

This message was edited 1 time. Last update was at 2022/02/06 18:09:01


   
Made in us
Longtime Dakkanaut




Does Anointed Throng work anymore?
   
Made in nl
Longtime Dakkanaut





Hecaton wrote:
Does Anointed Throng work anymore?
No, all Specialist detachments from PA were banned in matched play a while ago.
   
Made in us
Preacher of the Emperor





St. Louis, Missouri USA

Waha has been updated with our new dex if anyone else is also bored at work.

 
   
Made in us
Brainy Biophagus Brewing Potent Chemicals






 Ordana wrote:
Hecaton wrote:
Does Anointed Throng work anymore?
No, all Specialist detachments from PA were banned in matched play a while ago.


I think it was specifically the tournament mission packs that banned them, not the core rules for matched play (might be misremembering). Even still, as long as you are playing open or a non-crusade narrative game (like one of the missions from the Vigilus books) it is still technically usable. Admittedly, the only thing that hasn't really aged well is the relic sledgehammer, the rest is all fairly useful (though admittedly it kinda doubles down on "all your eggs in one basket" with the Aberrants).

I anticipate a lot of the stuff from the Viliglus Defiant book may make a return in a Pauper Princes codex supplement in the second campaign book for the current warzone.

   
Made in no
Liche Priest Hierophant





Bergen

Somebody else pointed this out to me. But the sabotour gets to do their action when they come from deepstrike, and it is finished in the end of the movement phase.

So you could come in, booby traps and shoot in one turn. The booby trap is stil not that great. But you could fall back from an objective turn 3 and have the bomb on the objective.

Another thing is that the bomb keeps her safe from charger, or they have to eat some wounds if they charge her.

However, the nice trick was to give her the deepstrike outside of 3 rule. Land there and you can bomb something. 4+ she takes a mortal wound as it goes off at the end of the phase. But you essentially have a small pie plate. Although it is very narrow. Is there something I am not seeing? (Yes give her the relic gun and she has crossfire.)

   
Made in us
Been Around the Block




Little surprise but playing the old way doesn't work... like at all. Need to play more games but I'm quickly realizing anyone who has even heard the name Genestealer Cult knows better then to allow anything behind or the side of them. Still struggling to find something that worked better then what I had overall from before.
   
Made in us
Preacher of the Emperor





St. Louis, Missouri USA

 Niiai wrote:
Somebody else pointed this out to me. But the sabotour gets to do their action when they come from deepstrike, and it is finished in the end of the movement phase.

So you could come in, booby traps and shoot in one turn. The booby trap is stil not that great. But you could fall back from an objective turn 3 and have the bomb on the objective.

Another thing is that the bomb keeps her safe from charger, or they have to eat some wounds if they charge her.

However, the nice trick was to give her the deepstrike outside of 3 rule. Land there and you can bomb something. 4+ she takes a mortal wound as it goes off at the end of the phase. But you essentially have a small pie plate. Although it is very narrow. Is there something I am not seeing? (Yes give her the relic gun and she has crossfire.)
You can also burn Primed Explosive for max 6 Demo Charges.

 
   
Made in no
Liche Priest Hierophant





Bergen

I suppose yes. I was thinking you shot with the remote detonation VS a vehicle. But 6 S8 is probably better then 2d3.

   
Made in us
Brainy Zoanthrope





I think thing she is better off just doing her actual shooting attack from a terrain piece. And against vehicles damage 3 is big.

Her lack of crossfire makes the suicide bomb and unappealing tactical action. While still being super cool. Its actually a really good defensive action to take when you deep strike her 6 inches away on the back field. It says hey im here and this is my spot. Then shoot her remote explosives.

The crossfire relic isn't that bad for her either
   
Made in us
Haemonculi Flesh Apprentice






She got situationally better at the new missions because you could drop a mine in a landing zone to deter enemy units trying to retrieve nachmund data from reserve, because they usually are not troops and are running the 6 minimum number to auto pass. So in theory if they had to land near the mine due to limited space etc. they could take mortals and roll over the squads number and fail.

I'll be honest though, thats still real thin lol.

The mine is just a miss, and her main weapon being damage 1 verse none vehicle is also real silly. Then you add the fact she is the only infantry model with a gun to not have crossrfire and she is 80 pts and I think she becomes an option for style points only at the moment.

I do think she is fun, but she definitely needs a patch. Give her crossfire (I know about opressors bane and thats a terrible work around IMO) and make her weapon D3 all the time, then she is a threat to all targets and can apply cross fire tokens as well. Suddenly I would be more willing to grab her at 80 points.


Automatically Appended Next Post:
Kya_Vess wrote:
Little surprise but playing the old way doesn't work... like at all. Need to play more games but I'm quickly realizing anyone who has even heard the name Genestealer Cult knows better then to allow anything behind or the side of them. Still struggling to find something that worked better then what I had overall from before.


Share your standard list so I can get an idea of how you were playing and want to play and maybe I can help you out. The army has a wide range of play styles now which is great, I still think you can play more old school but it takes layering different stratagies and units then prior for sure.

Stick with it though, it just takes time to memorize all the moving parts and mistakes are still very punishing with this army lol.

This message was edited 2 times. Last update was at 2022/02/08 16:07:58


   
Made in us
Moustache-twirling Princeps





PDX

What are folks thinking for Myriad Cults? I'm struggling to see a reason to take them. TH and RC just seem to outshine them so much.

   
Made in nl
Longtime Dakkanaut





 em_en_oh_pee wrote:
What are folks thinking for Myriad Cults? I'm struggling to see a reason to take them. TH and RC just seem to outshine them so much.
Industrial Affinity and literally anything else, its that good.
Ignoring dense terrain, Ignoring move and shoot penalties for Neophytes, Ignoring all your opponents -1 hit tricks, ignoring the modifier on Cutters so you don't have to gamble on 6's with the drill.

After that if your going more melee focussed you have Impassioned for 2+ to hit. Cutters hitting on 2's will wreck a lot of things. I think this is the default custom cult and better then all the 'normal' cults outside of specific builds.

If you like the mobility of RC you can grab Agile Guerrillas. Now your just as fast and you ignore all the -1's the game can throw at you.

If your more vehicle focussed you can grab either Agile Guerrillas or Deep supplies.

Accustomed to Toil, War convoy and Synaptic resonance has been a popular combo. Mini transhuman (tho I think its value is lessened by how much t4 we have), war convoy with lots of bikes can give them some added durability and Synaptic resonance makes our psychic a lot more reliable, since almost all our powers are WC 6 being able to re-roll 1 and 2's goes a long way.

   
Made in no
Liche Priest Hierophant





Bergen

I think all the cults are well balanced.

All the named cults come with some sort of gimmic that makes them interesting. Some for more spesific builds. Like pauper princes for the 5++ relic. Or twisted helix for S and speed. Four Armed Emperor mess with CP.

The kicker though is that one of the aspects can be copied in tailor made cult, but you usually gett less. You get a new relic, a new stratagem and every psyker gets a free new psykick power. All of that is great. However, often they are a bit 'spray and pray' and not very focused.

The build a cult has some very strong things. 6+++ on vehicles. Amazing psykers (probably with 4 psykers.) Ignoring hit modifiers on very spesific weapons. Etc. I love it. Although builds will probably creep up on the competetive scene and be copied.

   
Made in us
Preacher of the Emperor





St. Louis, Missouri USA

how do you guys usually kit out neophytes? shotties?

 
   
Made in no
Liche Priest Hierophant





Bergen

It depends on their function. 10 shotguns with lying in wait is good for denying your opponent objectives.

   
Made in us
Brainy Biophagus Brewing Potent Chemicals






 deviantduck wrote:
how do you guys usually kit out neophytes? shotties?


More or less the same as 7th edition configurations. Seismic Cannons + Grenade Launchers for autogun squads and Flamers or barebones for shotgun squads. I kinda like squads of 10 with Mining Lasers for Truck squads for some anti-armor support for the truck.

I do actually rather like the new Icon on the Neophyte squads with accompanying Iconward. The last time I was able to play we ended up doing a 1000 point game and my core was 3 squads of 20 around an Iconward. Between the two uses of Summon the Cult I was fairly consistently getting 6 models back per squad per turn and was able to keep them alive until turn 4 (after which most of my stuff died - had a very bad turn of offense and wasn't able to kill enough to mitigate the hammerblow from the surviving sister squads).
   
Made in us
Preacher of the Emperor





St. Louis, Missouri USA

 Strat_N8 wrote:
 deviantduck wrote:
how do you guys usually kit out neophytes? shotties?


More or less the same as 7th edition configurations. Seismic Cannons + Grenade Launchers for autogun squads and Flamers or barebones for shotgun squads. I kinda like squads of 10 with Mining Lasers for Truck squads for some anti-armor support for the truck.

I do actually rather like the new Icon on the Neophyte squads with accompanying Iconward. The last time I was able to play we ended up doing a 1000 point game and my core was 3 squads of 20 around an Iconward. Between the two uses of Summon the Cult I was fairly consistently getting 6 models back per squad per turn and was able to keep them alive until turn 4 (after which most of my stuff died - had a very bad turn of offense and wasn't able to kill enough to mitigate the hammerblow from the surviving sister squads).
This is literally the first GSC squad i'm taking off the sprue. Thanks for the info. I guess there's no need to magnetize them. I'm going to get a couple patrol boxes when they drop, so i should have enough bodies for any combo.

 
   
Made in nl
Longtime Dakkanaut





I actually don't think grenades are worth it, they do nothing and the costs add up quick.
   
Made in us
Brainy Biophagus Brewing Potent Chemicals






 Ordana wrote:
I actually don't think grenades are worth it, they do nothing and the costs add up quick.


I guess let me add a couple caveats:

Part of this is a holdover from 8th, where the Seismic Cannon and Grenade Launcher basically had the same profiles with differing shots (and the "rending" ability on the SC). Putting the two together maximized the volume of fire that could be gotten out of a 10-strong squad which was useful when running them in trucks where you couldn't just add another model. It also concentrated most of the squad's firepower in 4 models, so they dropped off slower than a similar Guard squad (which was a thing to be tailoring for pre-SM 2.0).

While the profiles don't overlap as much, the Grenade Launchers still do a decent job of increasing the volume of S3 fire against soft infantry and add two more S6 shots (almost a full Seismic Cannon) against tougher infantry. Both S6 weapons really like Exposed as it brings them back to the glory days of wounding most infantry on a 2+ and most vehicles/monsters on a 3+ or 4+. The Krak shot is also the only multi-damage special weapon option, so even a small depleted unit can still trigger Crossfire from afar if they can land the grenade.

That being said, the main benefit is still force concentration. If you are going with a full 20-strong squad, the grenade launchers are probably not going to be as impactful since they represent a smaller portion of the overall squad's output.
   
 
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