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Made in gb
Water-Caste Negotiator




So I've started looking at the Genestealer cult rules and playing around on Battlescribe. Considering a 1500 point army along these lines:

Cult Insurrection Detachment

Neophyte Cavalcade:
10 Neophytes - Chimera w/ 2 heavy flamers, 2 Mining Lasers
10 Neophytes - Chimera w/ 2 heavy flamers, 2 Mining Lasers
Leman Russ - Eradicator cannon, Heavy Bolter
1 Armoured Sentinels w/ heavy flamer

Subterranean Uprising
Primus
20 Acolyte Hybrids - Cult icon
20 Acolyte Hybrids - Cult icon
20 Acolyte Hybrids - Cult icon
9 Hybrid Metamorphs - talon and claws

Combined Arms Detachment
Primus
Primus
10 Neophytes - 2 Mining Lasers
10 Neophytes - 2 Mining Lasers
Bunker with Comms Relay

1495 points.

So the core of the army focuses around the 3 large units of Acolyte Hybrids each with an attached primus. Each of these units has about a 50% chance of rolling a 6 on the ambush table and getting an opporunity to make a first turn assault out of deepstrike. Acolytes are one of the best assault units point for point - 4 Strength 4 Rending attacks on the charge at WS5 (thanks to the Cult Icon) and gain the benefit of hatred. They even get assault grenades! The Primus packs a punch in his own right and is hugely durable due to Unquestioning Loyalty. Assaulting right out "deepstrike" with such potent melee units almost seems unfair. They also retain the ability to slink away and recouperate if they need to redeploy, so this army can be surprisingly fast when it comes to objective grabbing.

As so much of the point focus is on units which will be arriving from reserve, there needs to be an Anchor on the table which prevents the army from being wiped out before turn 2. The bunker with Objective Secured Neophytes fills this roll and "guarentees" reserves arriving on Turn 2 with a 2+ re-rollable. Overkill? Probably, but the 18% chance of not getting one of the Acolytes on turn 2 could be gamebreaking. Mining lasers seemed to be a sensible addition for the CAD neophytes because they'll be staying put. 24" range isn't so impressive though, nor is the single BS3 lascannon shot. I'm still undecided whether they're worth the points. As for the lasers on the Neophyte Cavalcade, again I'm undecided. I felt as though the army could do with some anti-tank punch to allow Acolytes to assault squishy targets, but I'm doubting whether so few Lascannon shots (which will also be snapfiring after outflanking) are even worth the effort. Perhaps the points saved would be better used on sentinels for ranged anti tank? The Leman keeps the Eradicator cannon because it's the cheapest and AP4 Ignores Cover is a stat-line I quite like anyway, especially consdering how the rest of the army is adept at killing armoured units in melee. The armoured sentinel is an unfortunate tax that will hopefully not be giving up first blood...

The list is pretty straight forward and aggressive. Corner castling will probably reduce its effectiveness by limiting the frontage for so many "slow" moving assaulters. Any army with massive mobility like Eldar or with absurd saves in deathstars will likely cause problems but the list isn't designed to win tournaments.

Any thoughts at all? I've only just started looking at GC rules today, so please highlight things that I've missed as well.
   
Made in lt
Brainy Zoanthrope






I would advice placing at least 1 Aromurbane rock saw weapon in each acolyte squad, as Front AV13 walkers can be hard to defeat with S4 rending alone.
Also I found Comms Relay behind Aegis line is more durable, as hybrids behind it can GtG for 2+ cover and relay on bunker gets destroyed if bunker is destroyed. (unless your neta is full of Ignores cover).

 Crimson Devil wrote:
7th edition 40k is a lot like BDSM these days. Only play with people you know and develop a safe word for when things get too intense. And It doesn't hurt to be a sadist or masochist as well.

5000pts
2000pts
7000pts
 
   
Made in gb
Pyromaniac Hellhound Pilot






If you wanted more anti-tank, could you not just load up on some MSU metamorphs with claws? There's not much they'll not be able to crunch through.

Personally I prefer the look of the brood cycle to the calvacade as it seems to play to the codex's strengths more - russes and chimeras aren't exactly awe-inspiring units, particularly as they'll be the focus of most of your opponent's anti-armour. It's interesting to see something different though!

I'm not quite as impressed on the primus's boost to the cult ambush table. For the cost of those primuses you could have 28 additional acolytes (or 20 additional metamorphs with the claws)

As an aside, including a flyrant or two would boost the anti-tank firepower, but it depends on what theme your army is going for of course

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





What exactly are you leaving in reserve you need to have come in on turn 2?

You can cult ambush the acolytes during deployment and 1st turn assault on a 6.

This message was edited 1 time. Last update was at 2016/10/24 03:18:14


 
   
Made in ca
Sneaky Lictor



oromocto

I would dump the mining lasers from the Chimera neophytes and drop each Acolyte squad to 15. I would also drop the bunker and coms as they are definitely not needed.

This frees up 225 pts with which I would add 2 more metamorph squads of 5 with Talons/Claws in the Sub uprising
Add 1 Rock saw to each acolyte unit
Add one "Leader" to each Acolyte unit to take challenges.

This should give you more options for board control with "extra" units that fail to get the 6 to charge.
   
 
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