Switch Theme:

Ascension Calls: Genestealer Cult Tactica  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


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




Made in us
Shadowy Grot Kommittee Memba






Since we have most leaks confirmed by (sadly now removed) codex page images, I figured I'd collate them all and throw this up. Most rumors are credit to the excellent Tyranid607, who shared most of what we now know with us, and seriously deserves all the props.

General Rules:

-Genestealer Cults are explicitly Come the Apocalypse with all armies except Tyranids

and Astra Militarum (not armies of the imperium), with whom they are Allies of CONVENIENCE.

-Genestealer HQs all have the "unthinking devotion" rule, which enables them to auto-pass LOS checks, and even enables LOS checks in challenges. This is great news for the Primus and Patriarch, whose relatively low durability somewhat offsets their powerful offensive capabilities in combat.

-All GSC HQs feature a 12" bubble that buffs GSC units inside it. This is quite an interesting mechanic, particularly given the heavy MSU tendencies that GSC would ordinarily have without it. It gives you an incentive to cluster and get those beefy bonuses.

-All GSC non-vehicle units come with the Cult Ambush and Return to Shadows special rules. Cult Ambush allows you to roll on the table below when coming from ongoing reserves or when deploying if you have infiltrate. Return to Shadows allows you to take the unit off the board and into reserves in the movement phase, if you're not within 6" of an enemy or aboard a transport.

Ambush Table: (Credit Minionboy)
1: Come on from deployment edge as normal
2: Outflank
4: Set up 9" from enemy if seen, 6" from enemy if out of LOS
4: Set up 6" from the enemy, seen or not
5: Set up 6" From enemy, you get a free shooting action or run if armed with no ranged weapons
6: Set up 3" from enemy, you may charge even if it's turn 1 or you've arrived from reserves

It's important to keep in mind: The only basic troop unit that has infiltrate by nature is Purestrains, but at least the Primus allows you to add it to a unit. There are also formations (subterranean uprising and the Decurion detachment) that add infiltrate to anyone who doesn't have it. If you're not deploying via the Ambush table, it's probably not a bad idea to grab a transport, as GSC have plenty to choose from!

Additional note: none of the Cult Ambush results use the term "infiltrate" and RAW are a completely separate thing. This makes Genestealer Cults effectively proof against servo skulls.

-The broodmind discipline features a lot of mind-manipulation and psychic trickery, and overall is a solid discipline that can compete with Telepathy and Biomancy.

Primaris: Malediction that debuffs the CC stats of an enemy unit.
1: Relentless, Fleet, can Run and Shoot buff for a friendly unit.
2: 24" S5 AP3 assault 1 blast
3: +1s and Rage buff
4: Focused Witchfire roll a die and add LD's. If tied, target -3I. If psyker is higher, take Psychic Shriek-style wounds equal to difference.
5: Focused Witchfire targeting enemy non-vehicle. If successful, you make a shooting attack with them as if you owned them.
6: WC2/WC3 Summon: Either summon a modest amount of GSC units or an unreasonable amount of GSC units, equipped with ANY UPGRADES available to them.

Relics of the Cult

Icon of the Cult: Friendly units within 12" have furious charge and reroll morale/pinning, models in same unit have +1A. Seems to be separate from the other various icons and banners the cult can take.
Dagger of Swift Sacrifice: Exchange all attacks for 1 poison 2+ Instant Death.
Scourge of Distant Stars: IN a challenge, opponent must pass T test before any attacks can be made. If they fail they take a wound with no saves of any kind and are -1I.
Staff of Subterranean master: Shooting attack 18" S2 Ap- Assault 10/Ignore Cover/Rending
Sword of the Void's Eye: S+1 AP3 reroll to hit and to wound rolls of 1 and wound rolls of 6 are instant death.
The Crouchling: Extra Familiar, also grants 1 extra psychic power at start of game.

Warlord Traits

1. Stealth
2. Friendly untis within 12" have counter attack
3. Move through cover and Assault Grenades
4. IWND
5. All models in detachment use Warlord's LD
6. Choose result when you use Cult Ambush for warlord and his unit (!!!!)


Unit Overview


Infantry

GSC features 5 basic infantry units, each having their own role in the army and none really standing out as terrible, which is cool!

Neophytes: same cost as a guardsmen squad
FOC: Troops
10-man squad minimum, 20-man max

EITHER up to 2 models may take Heavy Mining Equipment (Heavy Stubber, Mining Laser,

Seismic Cannon) OR 2 models may form a Neophyte Heavy Weapons Team (Heavy Bolter,

Mortar, Autocannon, Lascannon for same prices as AM platoons)

Up to 2 models may take Special Weapons (Flamer, Grenade Launcher, Webber)

One model may take a Cult Icon (+1WS)

One model may upgrade to a squad leader, the squad leader may exchange his CCW for a

power maul or power pick, and may take a bolt pistol or web pistol

May take Goliath or Chimera as DT.

Analysis: A highly versatile unit, these culty fellows seem to be the disposable razor of the GSC arsenal. I can see numerous good ways to field them, but I would tend towards a Goliath truck or chimera if not ambushing, and no transport if ambushing. For the first build, skip the heavy weaponry, but for the second you can absolutely get use out of it as plenty of Ambush table results don't require you to move. Shotguns, banner, and melee squad leader are also a big consideration, because assault is much more of an option for these squads than their loyal AM cousins. If I were running Goliath cultists, I would go either for close up (flamers, banner, melee sarge, shotguns) or arms-length (lasguns/autoguns and webbers). And for infiltrators, I would strongly consider seismic cannons and grenade launchers, as infiltrating into the sides or rear of an unsuspecting vehicle is going to be something you really want to try to do with these dudes.

Seismic cannons seem to be the standout heavy weapon. Multiple shots to offset BS3, a special rule that resolves any to-wound or pen roll of a 6 at AP1, and the ability to take 2 per squad makes this a powerful option. The only AM heavy weapon team you should really consider is the Autocannon, as all the rest have the same overinflated cost the AM pays for them. The reason you may want it over the seismic cannon is for insurance against awkward 1-3 results on the Ambush table leaving you out of reach of enemy units.


Web Weaponry has the "Cocooned" special rule: The AP value of the weapon is equal to the

S characteristic of the target. This is a bit of an oddball, a small blast weapon with modest strength and range, but given the fairly lackluster special weapon options avaiable to neophytes, I can see it having fairly common usage in anti-infantry squads.

Overall Rating: 6/10. Will likely suffer the same problems AM squads do, but somewhat offset by their capability to be annoying via cult ambush.

Purestrain Genestealers:
Same cost as Codex: Tyranid Stealers
FOC: Elites
5-man squad minimum, 20-man squad max

Gain 5++, Stealth, Cult Ambush, and +1A when compared to 'nid dex genestealers

Any model may take Scything Talons for +3pts

Gain Furious Charge if joined by a patriarch, but may only be joined by a Patriarch.

Genestealers may be back in a big way with these buffs. The sinister gribblies grab a slew of new rules and their own formation, the First Curse, which pairs a max sized unit with a Patriarch. Interestingly, though the Goliath and Rockgrinder explicitly forbid four-armed passengers, the Chimera has no such prejudice, so if you want to store your aliens aboard a tank turn 1 you can. But I wouldn't. The clear winner in terms of how to field your 'stealers is probably "stuff them into a GSC Decurion any way possible" because Stealth+Shroud turn 1, and the capability to infiltrate or Cult Ambush goes a long way to getting them into combat. I'd favor minimum sized squads in the Decurion over a First Curse just because of the points investment to get a random buff in the formation, but they can work either way.

Overall Rating: 7/10, just because they may be overshadowed by other troop options. but for genestealer lovers, Purestrains are the bee's knees.

Acolyte Hybrids: Cost Khorne's Favorite Number
FOC: Troops
5-man squad minimum, 20-man squad max

Any model may take a hand flamer in exchange for his autopistol

For each 5 models in the squad, 2 may echange their ccw and rending claw for one of the

following:

-Demo Charge
Or 32 flavors of powerfist! Yes, the Saw, Drill, and Cutter are all basically powerfists. The Saw is a chainfist, likely making it more valuable than the other 2, but you only get 1 per box so you may use the others as well.

One Acolyte may take a Cult Icon for +1WS

One model may be an Acolyte Leader, which may take a Bonesword or Lash

Whip and Bonesword for a meltabomb more.

May take a Goliath truck as DT.

Though they lost Fearless from the time of DWO, the acolytes gained some sweet-ass anti-armor options. And boy oh boy are there plenty of reasons to use them, chief among them that they're required in most formations. They seem to shine most in the Demolition Claw formation (which gets them tank hunters, yay) and the Subterranean uprising (Infiltrate and roll-2-pick-1 on the CUlt Ambush table) but they're also a significant chunk of the hybrid-centric core formation for the GSC Decurion. If they're in a CAD, a Goliath is probably the way to go, but otherwise it's likely unnecessary.

Rating: 8/10 just because they're somewhat overshadowed in pure effectiveness by their cousins the

Metamorphs: 1 point more than Acolytes each
FOC: Elites
5-man squad minimum, unknown maximum

Metamorphs come base swapping the CCW that hybrids get with a Metamorph Talon (+1WS), and they may take several upgrades that buff their basic stats. Also: these upgrades are all "model equipped with" weapons, meaning you don't lose rending if you want to use them.

-Second metamorph talon (+1 additional WS) free
-Crushing Claw (+2S) for a couple points
-Metamorph Whip (+3I) for one more point than claw

The standout here is the Claw, which gives you a S6 Rending Blender o' goodness for 2 points less than your basic Genestealer

Overall rating: 10/10. Use 'em as much as you can, and try to get them Infiltrate so you can Cult Ambush them in. But be prepared to do a lot of convertng to get those claws, as the box only comes with 1 of course.

Aberrants: Same price as DWO
FOC: Elites
Minimum size 4, max size 10.

They're exactly the same as they were in DWO. Luckily, no formation requires them, but some can add them. It definitely seems like GW is trying to de-emphasize them, and it's unknown if a kit is coming.

Overall rating: 3/10. Probably the weakest thing in the codex. But in a codex lacking lots of good ways to deal with AV14 vehicles and the like, you may want to include some hammer dudes in a Subterranean uprising.

Acolyte Iconward:
10pts cheaper than a Primus. Similar stats, but less wounds/attacks.
FOC: HQ

Comes with Autopistol Rending Claws and Sacred Cult Banner

Banner grants any GSC models within 12" 6+ FNP, or if they have FNP they get +1 to their

FNP.

May take Artifacts of the CUlts.

Rating: 5/10. The banner buff is way less exciting than the Primus or Patriach's buffs. Take him if you're bringing the Decurion Core formation, and I'd give him a miss for one of the three others otherwise.


Genestealer Primus: Cost 15 Meltabombs
FOC: HQ
Slightly buffed basic stats since DWO.

Comes with needle pistol, Toxin Injector (poison 4+ when using his Rending Claw),

Bonesword (AP3 S:User, to wound roll of 6 has Instant Death), Rending Claw. May take

Sacred Relics of the Cults.

Special Rules Cult Ambush, Hatred, Infiltrate, Return to Shadows, Unquestioning Loyalty.

Grants Hatred to any GSC unit within 12".

Overall Rating: 8/10. A great way to add infiltrate to a big squad you want to grant Cult Ambush in a CAD, and also features in what is possibly the best formation, the Subterranean uprising. Went from very "meh" in DWO to quite good with the free rules and stat buffs he got, especially unquestioning loyalty, which lets him go to town on far more expensive enemy characters with no fear of getting splattered.

Genestealer Patriarch: Cost 18 Meltabombs
FOC: HQ

Comes with ML1, Broodmind Biomancy and Telepathy disciplines.

Grants Fearless to all GSC units within 12"

May purchase ML2 and up to 2 Familiars.

Overall Rating: 9/10. Bug Daddy himself does not dissappoint. He was good in DWO, he's not quite the army-wise fearless monster now, but still very very powerful. His psychic power access is awesome (especially with the addition of Biomancy). He favors Broodmind a bit less than the magus IMO, but there's not really a "wrong" choice. Worth taking if you run any kind of GSC force.


Genestealer Magus: Same base cost as a 5-man acolyte squad.
FOC: HQ

Comes with Force Staff and Autopistol

has Adamantium Will and grants it to any GSC unit within 12"

Access to Broodmind, Telepathy, Biomancy

Can purchase ML2 for +25, up to 2 Familiars for +5pts each, as well as Relics of the

Cults.

Overall Rating: 7/10. Definitely your go-to when running a small allied GSC force, his biggest drawback is the "one of each HQ per decurion" restriction preventing lots of psychic dice from hitting the table. But in a CAD? Go nuts! Magi everywhere! Broodmind is a great discipline and this guy is the cheap buffmeister made to use its powers. The biggest consideration is where to hide him so he can do his thing without getting killed, as GSC is not the home of many super-durable units.

Goliath: Cost 10 meltabombs
FOC: Fast Attack
11/10/10 Open-Topped Transport Capacity 10

Ignores Crew Shaken/Stunned results on a 4+

Armed with a Heavy Stubber and Autocannon

Overall rating: 4/10. Like a taurox, but they cut the top off. An important tool for an assault army, but not a terribly exciting one. Also, somewhat overshadowed by the power of Cult Ambush for small squads. The formation featuring it, "Deliverance Broodsurge" is possibly the worst the dex has to offer, so that's not great. And explosions are really going to suck for any unit you stick in it.

Rock Grinder: 1 Psychic ML more than the Goliath
FOC: Heavy Support
12/10/10 Transport Capacity 6

Ignores Crew Shaken/Crew Stunned on a 4+

Armed with Heavy Stubber, Torrent Heavy Flamer (can swap for a mining laser or seismic cannon) and Grinder

Grinder adds +D6 strength to Rams and +1 to Vehicle damage rolls, and when tank shocking

units must make an Init test or take D3 S10AP2 hits, Death or Glory causes an additional

D3 hits.

Overall Rating: 7/10. Thats a bit more like it! Sadly not a dedicated transport option, so it's very awkward to fit into the Decurion. But its formation, the Demolition Claw, grants it tank hunter and grants tank hunter to a bunch of hybrids (as well as some kind of derpy Demo-Charge buff but who cares). Kind of an awkward transport except for something like an all-hand flamer hybrid squad, but definitely a fun vehicle to play around with thanks to the torrent flamer and rock grinder.

Sentinels, Armored Sentinels, Chimeras: All identical to AM versions.

Chimeras (FOC: Fast Attack) cost 13 meltabombs, AV12/10/10 transport capacity 12. 2 models may fire out the back hatch, but passengers can also control the two lasgun arrays on each side of the tank (which are 3 lasguns each) for some extra S3 firepower. As for guns, the main turret can be a multilaser, heavy bolter, or heavy flamer, and the hull gun can be heavy bolter or heavy flamer, which can be swapped for free.

Scout Sentinels (FOC: Fast Attack) cost 5 meltabombs base, 10/10/10 open-topped walkers with Outflank. They come stock with a Multilaser, and can swap to a Heavy Bolter, Heavy Flamer, Lascannon, Autocannon, or Missile Launcher. Most of the time you want to run them with Multilasers to keep them cheap and try to go for some sneaky rear armor values on the outflank, but they rarely amount to more than a distraction.

Armored sentinels (FOC: Fast Attack) have identical weaponry, a base cost of 8 meltabombs, and for that they get 12/10/10 closed-topped, but lose Outflank.

rating: 3/10. Mostly taken in the "neophyte cavalcade" formation, which requires them, and grants the sentinels Cult Ambush which might be hilarious, but otherwise pretty lame. The best reason to use them is to get into GSC with models you already have.

Leman Russ:


FOC: Heavy Support

Only russes available are the base Russ kit, no Demolisher variants. I would only take one in a Neophyte Cavalcade where you have to. Probably an Exterminator with Meltas to take advantage of the Outflank it gets.

Battlecannon: S8 AP3 ordnance large blast. Pretty poor now that russes have lost their old rule Lumbering Behemoth, which allowed them to fire ordnance weaponry and regular weaponry. Now that ordnance makes all other guns Snap Shoot, Battlecannons tend to be less used.

Eradicator: S6 AP4 Ignores Cover large blast. sometimes seen, and might be good for GSC as they lack Ignores Cover anywhere else.

Exterminator: 2x Twin-Linked Autocannons. This is probably the most common standard LR variant you see. If you run him in a Neophyte Cavalcade, you might want to Outflank him with some Multimelta Sponsons to blow up some vehicles.

Vanquisher: S8 AP2 Armorbane. This might look like the go-to anti armor russ, but after a few games of that one. BS3. Shot, youll start to see why Vanquishers are rarely taken outside the totally different IA1 forgeworld variant. Save yourself the pain, and reach for 4 twin-linked S7 shots instead.

rating: 2/10, it's a leman russ, it costs too much, does too little, dies too easy.

Formation Analysis

GSC Decurion Detachment: 1-3 Core, 0-3 Command, 1+ Auxiliary

Benefits: All units that dont have Infiltrate gain it, any unit that has infiltrate gets Shrouded turn 1. Any time a unit comes back from reserves via Cult Ambush, it replenishes D6 casualties. Also standard Warlord Trait reroll.

Restriction: Primus, Magus, and Patriarch are unique 1 per detachment (they are otherwise not unique in standalone formations or CAD)

NOTE: A model must have both Return to Shadows AND cult ambush to make use of the D6 casualties. Briefly after this was leaked, much was made of Sentinels (who gain Cult Ambush) replenishing casualties. But they lack Return from Shadows, and can only make use of Cult Ambush once when they initially come on from reserves. Sadly, this means sentinels cannot replenish casualties.

Overall Rating: 6/10. The big benefits are definitely in the Auxiliaries here (and in providing the Decurion benefits on top of the Auxiliary benefits) but luckily the cores are pretty points-light. However, don't expect your core to be providing a lot of your oomph like in a Necron or SM decurion.

Core:

Brood cycle


1 Iconward
3 Acolytes
2 Neophytes
1 Metamorph
1 Purestrain
0-1 Aberrant
0-1 Goliath Rockgrinder

Any non-vehicle unit in this formation that is within 6" of at least one other unit from

the same formation +1 to Leadership and WS

All unit in this formation have the furious charge while they are within 24" of the

Iconward. in addition, the range of inconward's Nexus of Devotion will effect 24"

instead of 12" (6+ feel no pain and +1 if a model already has FNP)

Overall Rating: 5/10. Definitely not a formation you'd be likely to take outside the Decurion, but actually despite the high number of units this is of a comparable cost to the Neophyte Cavalcade, since GSC units are relatively cheap at base sizes. Still, I can see the Cavalcade being a more common choice just because of the monetary cost involved with getting an Iconward+4 boxes of acolytes just to come to the table, and because Acolytes are far better served in a Demolition Claw or Subterranean uprising. However it is worth noting that this formation is one of only two ways to work a goliath rockgrinder into the decurion detachment.

Neophyte Cavalcade

2 Neophytes (With mandatory DT Chimeras)
1 Leman Russ squadron
1-2 Armored or Scout Sentinel Squadrons

All vehicles in the formation gain Outflank, except for Scout Sentinels which gain Cult Ambush.

Overall Rating: 5/10. Very light benefits, but a fairly cheap buy in for a decurion at ~400 points. Outflanking leman russes particularly something like a melta-exterminator might be pretty funny, though they'll likely die early. The eradicator is also an interesting option, due to GSCs lack of ignores cover options even compared to regular base guard.

Command:

Broodcoven

1 Primus
1 Patriarch
1 Magus

The 3 models must be deployed as a single unit, though they may (together) still join friendly units like ICs. The broodcoven and any unit have the following special rules while each member is alive. Patriarch: Fleet. Magus: Counter-attack. Primus: Preferred Enemy.

Overall Rating: 2/10. Ever heard the saying "don't spend it all in one place"? In the decurion, this locks you out of buying any more of these three guys, which denies some of the best benefits that the auxiliary formations can provide. And the benefits of this formation are...questionable at best. Even joined to say, a huge unit of acolytes or metamorphs, GSC are unlikely to compete with screamerstars, wolfstars, etc and really all you're doing is lumping all your eggs in one basket. I really am not seeing this one.

First Curse

1 Patriarch
1 unit of 20 Purestrains

You roll a D6 at the beginning of the game and gain 1 benefit.

1: Assault Grenades
2: 4+ armor
3: Poisoned 4+ melee attacks
4: Rage
5: Preferred Enemy
6: Your choice

Overall Rating: 6/10. Here's your only-genestealer formation for Tyranid players to plug the new buffed stealers into their 'nid lists. The benefits are good, but random, which any person who owns possessed knows can be annoying. Myself? I'm more likely to just bring Genestealers in via their "1 squad of purestrains" aux choice and the next command slot, but some players may like bringing a unit of superstealers (who might FINALLY get assault grenades!!!)

Cult Leader Thing


1 Iconward or Primus or Magus or Patriarch

Want to include an HQ? Here ya go. No benefits.

Auxiliaries:

Doting Throng

0-1 Magus
3 units of any combination of Neophytes or Acolytes

Benefits: Magus may re-roll failed blessing powers targeting units from this formation. The Magus' unit rerolls all to-hit rolls in close combat, and he gains a 12" Zealot bubble.

Overall rating: 8/10. Pretty sweet benefits and a good way to get buffed-up neophytes/acolytes into your list if you want to run them through the Decurion. The zealot bubble in particular is quite nice. The biggest drawback is probably that other formations offer better benefits for the acolytes.

Demolition Claw


2-4 Acolytes
2-3 Rockgrinders

Benefits: Tank Hunter for everyone, any model that uses a Demo Charge within 6" of a Rockgrinder rerolls scatter and gets an additional Charge on a die roll (4+ I think?)

Overall Rating: 7/10. The only way I can see to get Rockgrinders into the decurion thankfully comes with a simple but useful benefit in the form of Tank Hunter. The demo charge stuff? ....not for me thanks. GW seems to think one single chance to harm something coupled with a chance to absolutely wipe your whole squad is worth a HUGE number of points. For the cost, I could just get a powerfist which would kill tanks just as dead, especially with TH!

Subterranean uprising

0-1 Primus
0-3 Aberrants
2-5 Acolytes
1-3 Metamorphs

Benefits: All units gain Infiltrate and MUST deploy via Cult Ambush. When Cult Ambushing, units roll 2 dice and pick 1, roll 3 and pick 1 if the unit is joined by the Primus.

Overall Rating: 10/10. They also gain turn 1 shroud in the decurion. This formation is just awesome, giving a huge chunk of your army a really good chance at great positioning and even turn 1 charge right out of reserve. The closest thing to an auto-include in the decurion, and definitely worth considering as a standalone formation.

Deliverance Broodthingy

2-5 units of Neophytes with Mandatory Goliath DT's

Benefits: You may disembark from your Goliath even if you move at Cruising speed, units that do so take dangerous terrain test. Goliath's auto-pass their "ignore crew shaken/stunned" ability.

Overall rating: 4/10. Very counterproductive to the decurion benefits, as they can't make use of their infiltrate to Cult Ambush. Pretty rigid. Not great benefits by itself. I'm really personally hoping the Doting Throng turns out to be better.

Cult Mutants: 1 unit of Metamorphs or Aberrants, no benefits.

Purestrains: 1 unit of Purestrains, no benefits.

Brood Brothers: 1 unit of Leman Russes or Sentinels, no benefits.

This message was edited 8 times. Last update was at 2016/09/29 20:04:55


"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in gb
Brainy Zoanthrope





Thanks for posting! Few edits: iirc you can take a rockgrinder squad in the brood cycle too. Subterranean I believe was 2-4/5 acolytes, 1-3 metas. Doting throng benefits are out there somewhere, from memory they were something like: Reroll blessings that fail on units in the formation for the magus, his unit gets reroll to hit in melee permanently, and then I think another combat related benefit as an aura? Maybe furious charge or +1A or something? In any case, it seemed like you'd benefit most from having acolytes in there, but ofc they may get better benefits elsewhere.

Edit: Zealot to units in 12", that was it! Unclear if that's just units in the formation or everything though. Got it from here, which may be of use: http://thetyranidhive.proboards.com/thread/51635/genestealer-cult-stealer-release-prices

This message was edited 1 time. Last update was at 2016/09/28 14:27:23


 
   
Made in us
Shadowy Grot Kommittee Memba






I'm going to wait for a bit more confirmation on those before I update the main post, just because I am sure I don't have a complete memory and I want to keep them tentative until I update them. I don't recall any non-mandatory elements to the brood cycle, for instance, but I could be wrong.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in ca
Water-Caste Negotiator




Ontario, Canada

Also, it should be clarified that the warlord trait result of 6 is you can choose the result for the cult ambush for the warlord and whatever unit the warlord is attached to only. As written in OP, it sounds as though that applies to the entire army, which isn't the case.
   
Made in gb
Longtime Dakkanaut





Do we know what Leman Russ variants the Cult get access to?
   
Made in us
Shadowy Grot Kommittee Memba






 dan2026 wrote:
Do we know what Leman Russ variants the Cult get access to?


As I wrote, only the LR variants present in the basic box, so no Demolisher, Punisher, or.. is it the Executioner?

I think it's battlecannon, vanquisher, exterminator, eradicator.

Also interesting: they get guard equipment, but NOT any guard equipment that isnt present in the basic cadian kit.

Now, you can consider that a fluffy "they dont have the rarer/specialized stuff cus they're just PDF" or you can consider it a "No models, no rules" situation because GW packaged them with the basic russ kit and basic cadians.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Nasty Nob on a Boar





Galveston County

Do we know if the rock grinder is actually in the Goliath Kit?

No madam, 40,000 is the year that this game is set in. Not how much it costs. Though you may have a point. - GW Fulchester
The Gatling Guns have flamethrowers on them because this is 40k - DOW III
 
   
Made in us
Shadowy Grot Kommittee Memba






 Uriels_Flame wrote:
Do we know if the rock grinder is actually in the Goliath Kit?


Yep, dual kit. There's no reason for them not to be, really, it's just a roof and a grinder added on.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in gb
Longtime Dakkanaut





the_scotsman wrote:
 dan2026 wrote:
Do we know what Leman Russ variants the Cult get access to?


As I wrote, only the LR variants present in the basic box, so no Demolisher, Punisher, or.. is it the Executioner?

I think it's battlecannon, vanquisher, exterminator, eradicator.

Also interesting: they get guard equipment, but NOT any guard equipment that isnt present in the basic cadian kit.

Now, you can consider that a fluffy "they dont have the rarer/specialized stuff cus they're just PDF" or you can consider it a "No models, no rules" situation because GW packaged them with the basic russ kit and basic cadians.


Cool I'm wondering what would be some good anti tank for the cults.
I'm thinking the Exterminator for long range anti-light vehicle.

Then Acolytes with Rock saws for up close.

There might be other better answers but without the book I am not sure.
   
Made in us
Shadowy Grot Kommittee Memba






 dan2026 wrote:
the_scotsman wrote:
 dan2026 wrote:
Do we know what Leman Russ variants the Cult get access to?


As I wrote, only the LR variants present in the basic box, so no Demolisher, Punisher, or.. is it the Executioner?

I think it's battlecannon, vanquisher, exterminator, eradicator.

Also interesting: they get guard equipment, but NOT any guard equipment that isnt present in the basic cadian kit.

Now, you can consider that a fluffy "they dont have the rarer/specialized stuff cus they're just PDF" or you can consider it a "No models, no rules" situation because GW packaged them with the basic russ kit and basic cadians.


Cool I'm wondering what would be some good anti tank for the cults.
I'm thinking the Exterminator for long range anti-light vehicle.

Then Acolytes with Rock saws for up close.

There might be other better answers but without the book I am not sure.


I will definitely probably be rocking the double-seismic double-nade neophyte squad for some anti-tank goodness when I'm playing in the decurion and they get to deploy via cult ambush. The seismic cannon resolves at AP1 when you score a 6 on pen roll, and fires considerable numbers of shots. Go for rear armor, and try to pop those vehicles.

Other than that I agree, anti-tank is going to be rending metamorphs and acolytes with maybe one of the powerfist-equivalents added in. Especially in the Demolition Claw - rending doods with tank hunter will take out most tanks.

Keep in mind, with everything and their brood brother having rending in this army, you need a lot less dedicated AT than you normally would.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in gb
Lethal Lhamean




Birmingham

I think you got the second Broodmind psychic power wrong, it was S5 not 3 which makes it identical to the blast profile of the Tyranid Warp Blast power, only for Warp Charge 1 instead of 2 (it should never have been WC2, not remotely good enough).

Also, can you not write as if everybody knows the Astra Millitarum codex inside out, I've never gone through it before and until now I've never had a reason to ("meltabomb less than a Taurox" means absolutely nothing to me).
   
Made in us
Shadowy Grot Kommittee Memba






 Imateria wrote:
I think you got the second Broodmind psychic power wrong, it was S5 not 3 which makes it identical to the blast profile of the Tyranid Warp Blast power, only for Warp Charge 1 instead of 2 (it should never have been WC2, not remotely good enough).

Also, can you not write as if everybody knows the Astra Millitarum codex inside out, I've never gone through it before and until now I've never had a reason to ("meltabomb less than a Taurox" means absolutely nothing to me).


Fixed both into the universal language of meltabombs. Sorry about the Taurox comparison, I just used it because the two vehicles are very nearly identical ruleswise, I'm fairly certain you can arm a taurox with autocannon and heavy stubber and it's the same AV.

Also added brief descriptions of Sentinels, Chimeras, and the Russes available.

This message was edited 1 time. Last update was at 2016/09/28 15:39:35


"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in gb
Brainy Zoanthrope





So, a tactics question. Having never played a MEQ army, I'm entirely unclear on how the hidden powerfist tends to play out. Personally, whilst all the mining equipment with high str and low AP looks very tasty on paper, I balk at giving an 8pt 1-wound, t3 5+ model a piece of equipment that costs as much as, if not more than half a 5 man acolyte squad. Is it really worth it, and does it ever pay off? How can you stop a 5-man squishy unit just getting splatted?
   
Made in us
Shadowy Grot Kommittee Memba






Benlisted wrote:
So, a tactics question. Having never played a MEQ army, I'm entirely unclear on how the hidden powerfist tends to play out. Personally, whilst all the mining equipment with high str and low AP looks very tasty on paper, I balk at giving an 8pt 1-wound, t3 5+ model a piece of equipment that costs as much as, if not more than half a 5 man acolyte squad. Is it really worth it, and does it ever pay off? How can you stop a 5-man squishy unit just getting splatted?


Well, there are a couple things these guys have going for them.

First, the model with the Fist is not a character. While this means vs shooting you cant take LOS checks, you also can't get challenged out and killed before you can swing.

Second, they've got some solid survivability tools. They've got an open-topped transport to increase their threat range and keep them safe from most small arms with that AV11 front face, as well as Cult Ambush, Shroud turn 1, and access to good defense buffs in telepathy and biomancy.

Would I throw a fist equivalent weapon on a basic acolyte squad? Maybe not. But I would strongly consider putting one in a ten-man squad, or a squad joined by a character, or a squad in something like the Subterranean Uprising where they have a very solid chance of getting that sweet Infiltrate+Charge with the Cult Ambush table.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Longtime Dakkanaut







I would update the Doting Throng's rating, as the bonuses are apparently really good if we're hearing things correctly. You want to take a Magus anyway, so for him to grant a Zealot bubble allows for "G2G/Fearless" shenanigans, while rerolling blessings for the formation is useful; every little bit of WC efficiency helps.

The Demo Claw looks too gimmicky for its own good. If the Rockgrinders got Cult Ambush, then this would be a 9/10 but otherwise...eh.
   
Made in us
Regular Dakkanaut






Great start, though your ambush table is slightly off, it should read:

Ambush Table:
1: Come on from deployment edge as normal
2: Outflank
4: Infiltrate 9" from enemy if seen, 6" from enemy if out of LOS
4: Infiltrate 6" from the enemy, seen or not
5: Infiltrate 6" From enemy, you get a free shooting action or run if armed with no ranged weapons
6: Infiltrate 3" from enemy, you may charge even if it's turn 1 or you've arrived from reserves

http://TheDiceAbide.com - Same game, better attitude .
 
   
Made in us
Shadowy Grot Kommittee Memba






 minionboy wrote:
Great start, though your ambush table is slightly off, it should read:

Ambush Table:
1: Come on from deployment edge as normal
2: Outflank
4: Infiltrate 9" from enemy if seen, 6" from enemy if out of LOS
4: Infiltrate 6" from the enemy, seen or not
5: Infiltrate 6" From enemy, you get a free shooting action or run if armed with no ranged weapons
6: Infiltrate 3" from enemy, you may charge even if it's turn 1 or you've arrived from reserves


Thank you, though does it specifically say "Infiltrate" or does it say "Deploy" or "Set up?" I ask for purposes of whether we are affected by servo-skulls.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in gb
Longtime Dakkanaut





The formation that lets you roll 2 or 3 dice on the Ambush Table seems like one of the strongest things in the book.

It benefits the Aberrants, Acolytes, Metamorphs and whichever squad you put the Primus in.

Hell I see no reason you wouldnt always run it.
   
Made in us
Regular Dakkanaut






the_scotsman wrote:
 minionboy wrote:
Great start, though your ambush table is slightly off, it should read:

Ambush Table:
1: Come on from deployment edge as normal
2: Outflank
4: Infiltrate 9" from enemy if seen, 6" from enemy if out of LOS
4: Infiltrate 6" from the enemy, seen or not
5: Infiltrate 6" From enemy, you get a free shooting action or run if armed with no ranged weapons
6: Infiltrate 3" from enemy, you may charge even if it's turn 1 or you've arrived from reserves


Thank you, though does it specifically say "Infiltrate" or does it say "Deploy" or "Set up?" I ask for purposes of whether we are affected by servo-skulls.


Doesn't seem to be affected by Servo Skulls, nothing in the rules for Cult Ambush uses the word "Infiltrate" other than saying if you have Infiltrate, you can roll on the table instead. Infiltrating is mentioned in the #6 result, in the context of letting you know that "unlike other units that infiltrate or arrive from reserve, the ambushing unit can charge...". All of the table results are just described as "set up the ambushing unit anywhere on the table that is more than 6" from an enemy model.", it doesn't say anything like "set up following rules for deployment", so perhaps it should say:

Ambush Table:
1: Come on from own deployment edge
2: Same as Outflank
4: Set up anywhere 9" from enemy if seen, 6" from enemy if out of LOS
4: Set up anywhere 6" from the enemy, seen or not
5: Set up anywhere 6" from enemy, you get an immediate free shooting attack or may run if armed with no ranged weapons
6: Set up anywhere 3" from enemy, you may charge even if it's turn 1 or you've arrived from reserves

EDIT: The Cult Insurrection also gives you +1 to your reserves and -1 to your opponents reserves. Overall, it has a pretty massive set of bonuses.

This message was edited 2 times. Last update was at 2016/09/28 20:06:56


http://TheDiceAbide.com - Same game, better attitude .
 
   
Made in gb
Waaagh! Warbiker





So working it out the base cost of the formation detachment is around 500 to 600 hundred right? because a there is a single HQ as command and the brood cycle is fairly cheap with no upgrades, doesn't that make it one of the cheapest in the game?
My worry is have we enough to deal with death stars and super heavy/gargantuan creatures.
My friend has just got the craft world Eldar codex so thinking will rending be enough to bring wraith knight down, he's also knows I favour combat and so is taking 10 WG with D-scythes which I'm not sure how to take on as charging doesn't seem viable unless I throw a unit away.

Plus it's fairly credible that a GW marketing campaign for their biggest release would fit on one side of A4 - Flashman  
   
Made in us
Regular Dakkanaut






 oldone wrote:
So working it out the base cost of the formation detachment is around 500 to 600 hundred right? because a there is a single HQ as command and the brood cycle is fairly cheap with no upgrades, doesn't that make it one of the cheapest in the game?
My worry is have we enough to deal with death stars and super heavy/gargantuan creatures.
My friend has just got the craft world Eldar codex so thinking will rending be enough to bring wraith knight down, he's also knows I favour combat and so is taking 10 WG with D-scythes which I'm not sure how to take on as charging doesn't seem viable unless I throw a unit away.


Throwing away a 50-point unit of Neophytes is well worth it, if it means getting a unit of purestrains into combat safely.

http://TheDiceAbide.com - Same game, better attitude .
 
   
Made in us
Pyro Pilot of a Triach Stalker





The Eternity Gate

Seems like the first curse formation is a perfect addition to pretty much any tyranid army. No reason to take normal genestealers ever again.

01001000 01100001 01101001 01101100 00100000 01101111 01110101 01110010 00100000 01001110 01100101 01100011 01110010 01101111 01101110 00100000 01101111 01110110 01100101 01110010 01101100 01101111 01110010 01100100 01110011 00100001  
   
Made in us
Tunneling Trygon





NJ

 buddha wrote:
Seems like the first curse formation is a perfect addition to pretty much any tyranid army. No reason to take normal genestealers ever again.


For sure. And if you make the patriarch from that formation your warlord, you get a 1/3 chance of a guaranteed turn 1 charge with 2 bad boys.


I would just worry that losing shrouded turn one would be a big deal since they are faction GSC and not faction Tyranids, and therefore not subject to the Malanthrope's shrouding bonus (not that it would be that far up to cover them anyhow most of the time)

This message was edited 1 time. Last update was at 2016/09/29 00:52:06


 
   
Made in jp
Regular Dakkanaut





D-scythes also fail nicely if you are lucky enough to roll invisibility!
   
Made in us
Neophyte Undergoing Surgeries





Quick correcton on some of the formations:

Brood Cycle is as follows:

1 Iconward, 3 units of Acolyte Hybrids, 2 units of Neophyte Hybrids, 1 unit of Hybrid Metamorphs, 1 units of Purestrain Genestealers, 0-1 Arberants, and 0-1 Goliath Rockgrinders. I.E., there is another way to get Rockgrinders in the Decurion. Oh,and you can bring in some Arberants too.

Subterranean Uprising is as follows:

0-1 Primus, 1-3 units of Hybrid Metamorphs, 2-4 units of Acolyte Hybrids, and 0-3 units of Aberants. Just a small change in the numbers, but it makes a major difference... Should also note that it says if any unit from this formation is joined by A Primus. So yeah, if you bring in more Primuses somehow, you can get the extra rolls for multiple squads.

Doting Throng is as follows:

0-1 Magus, and 3 units of any combination of Neophyte Hybrids and Acolyte Hybrids. Yes, you can bring the Acolytes too, which mean you can fit the Magus in with them for the ever-re-roll in combat.

Deliverance Broodsurge is as follows:

2-5 Neophyte Hybrids in Goliath Trucks. Yeah, its a lot smaller...

It should also be noted that a lot of squads have the Goliath as a DT, so its not just available in the Broodsurge. Plus, the benefits of the Broodsurge will be pretty great for last-turn objective grabbing, assuming the trucks are still alive. 12" move, +6" disembark, +d6" run...that'll most certainly let you get to an objective fast.

On top of that, Leman Russ sponsons and Armored Sentinels are the Cult's only access to plasma, This should not be overlooked. ALS Eradicator with Plasmasponsons is expensive, but it also a pie-plate monter. And Sentinels might not be amazing, but because you don't really care about them makes them a perfect base for plasma due to gets hot. Plus, a 2-3 man squad of plasma Sentinels is a great, cheap DISTRACTION CARNIFEX.

EDIT: Another fun thing to note is that this army benefits greatly from the Munitorum Containers. Imagine an Acolyte squad with TORRENT hand-flamers. Plus, getting to litter your own cover everywhere will be helpful when infiltrating, and maybe giving your tanks cover as they move up the field...

This message was edited 6 times. Last update was at 2016/09/29 10:49:04


 
   
Made in us
Snivelling Workbot





 luke1705 wrote:
 buddha wrote:
Seems like the first curse formation is a perfect addition to pretty much any tyranid army. No reason to take normal genestealers ever again.


For sure. And if you make the patriarch from that formation your warlord, you get a 1/3 chance of a guaranteed turn 1 charge with 2 bad boys.


I would just worry that losing shrouded turn one would be a big deal since they are faction GSC and not faction Tyranids, and therefore not subject to the Malanthrope's shrouding bonus (not that it would be that far up to cover them anyhow most of the time)


It's actually a 1/2 chance because even if you fail to roll a 6 for the Warlord trait twice, you still get the 1/6 chance of rolling the result you want on the Ambush table straight up.


"Skin is the prison of the blessed and the stronghold of the heretic." 
   
Made in es
Longtime Dakkanaut





So what core formation you think will be better?

I know that brood cyrcle has better rules, but this + subterranean suprising are thousand of miniatures spamming acolytes : /

with neophyte cavalcade, you have a little punch of shoot, always is good.

What do you think?
   
Made in us
Neophyte Undergoing Surgeries





zamerion wrote:
So what core formation you think will be better?

I know that brood cyrcle has better rules, but this + subterranean suprising are thousand of miniatures spamming acolytes : /

with neophyte cavalcade, you have a little punch of shoot, always is good.

What do you think?


Considering both cost roughly the same amount, it'll really be up to your play style. Both have their merits. Cult Ambushing Scout Sentinels with Heavy Flamers is going to hurt. Likewise, Acolytes with WS6, Furious Charge, and a 6+ FNP are pretty nasty...

Personally, I'm going to try to fit in both (alongside a Subterranean Uprising), bit if I had to pick one, I'd go with the Neophyte Cavalcade. I can get tons of Acolytes/Metamorphs elsewhere (read: Subterranean Uprising), and despite not deploying via Cult Ambush, the Outflank it gets makes up for that. I mean, who doesn't like Exterminators with Multi-meltas popping up behind them? And what about Cult Ambushing a full squad of Heavy Flamer Scout Sentinels? Two squads? You have a 50/50 chance of showing up in a great spot for burninating, and otherwise it's just a 75 point squad, so it's not a huge waste. But hey, if you can pull it off, you can certainly fry some fish-heads/bucket-heads/anything else, and soften things up for your Acolytes and Metamorphs to charge into. And as said...that squad is costing you 75 points. If it fails miserably, so be it.

This message was edited 5 times. Last update was at 2016/09/29 11:45:57


 
   
Made in us
Shadowy Grot Kommittee Memba






I'm going with the cavalcade basically because I want to stuff my melee threats into the Uprising, which I consider the strongest formation when taken in the Decurion thanks to the turn 1 Shrouded.

My list is likely going to be a cavalcade, Throng with neophytes for ambushing heavy weapons and one squad of acolytes for the melee buff, a big subterranean uprising and maybe 10 pueestrains joined by a Patriarch. Then I'll add a CAD with more neophytes, a second primus for more Uprising goodness, and maybe a rock grinder if I want one.

Because this is gsc, pointing that out I'm comfortably within 1850

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in se
Dakka Veteran





Subterranean uprising

0-1 Primus
0-3(?) Aberrants
3-5(?) Acolytes
1-2(?) Metamorphs

I can't remember exactly the unit numbers and the image has been removed, but I am pretty confident of the minimums

Benefits: All units gain Infiltrate and MUST deploy via Cult Ambush. When Cult Ambushing, units roll 2 dice and pick 1, roll 3 and pick 1 if the unit is joined by the Primus.

Overall Rating: 10/10. They also gain turn 1 shroud in the decurion.

Only units with native Infiltrate get Shroud from the Insurrection detachment. Which would be only the Primus of the above (who of course gives it to the unit he joins).
   
 
Forum Index » 40K General Discussion
Go to: